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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs225
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs235
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1130
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs555
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs977
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
14 files changed, 2879 insertions, 1088 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 437b91a..e923932 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 838c648..867fb10 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -683,6 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
683 return; 665 return;
684 } 666 }
685 667
668 if (newName == null) newName = item.Name;
669
686 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 670 AssetBase asset = AssetService.Get(item.AssetID.ToString());
687 671
688 if (asset != null) 672 if (asset != null)
@@ -730,6 +714,24 @@ namespace OpenSim.Region.Framework.Scenes
730 } 714 }
731 715
732 /// <summary> 716 /// <summary>
717 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
718 /// </summary>
719 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
720 {
721 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
722 foreach (InventoryItemBase b in items)
723 {
724 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
725 InventoryItemBase n = InventoryService.GetItem(b);
726 n.Folder = destfolder;
727 moveitems.Add(n);
728 remoteClient.SendInventoryItemCreateUpdate(n, 0);
729 }
730
731 MoveInventoryItem(remoteClient, moveitems);
732 }
733
734 /// <summary>
733 /// Move an item within the agent's inventory. 735 /// Move an item within the agent's inventory.
734 /// </summary> 736 /// </summary>
735 /// <param name="remoteClient"></param> 737 /// <param name="remoteClient"></param>
@@ -966,8 +968,12 @@ namespace OpenSim.Region.Framework.Scenes
966 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 968 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
967 { 969 {
968 SceneObjectPart part = GetSceneObjectPart(localID); 970 SceneObjectPart part = GetSceneObjectPart(localID);
969 SceneObjectGroup group = part.ParentGroup; 971 SceneObjectGroup group = null;
970 if (group != null) 972 if (part != null)
973 {
974 group = part.ParentGroup;
975 }
976 if (part != null && group != null)
971 { 977 {
972 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 978 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
973 return; 979 return;
@@ -1414,13 +1420,6 @@ namespace OpenSim.Region.Framework.Scenes
1414 { 1420 {
1415 agentTransactions.HandleTaskItemUpdateFromTransaction( 1421 agentTransactions.HandleTaskItemUpdateFromTransaction(
1416 remoteClient, part, transactionID, currentItem); 1422 remoteClient, part, transactionID, currentItem);
1417
1418 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1419 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1420 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1421 remoteClient.SendAgentAlertMessage("Script saved", false);
1422 else
1423 remoteClient.SendAgentAlertMessage("Item saved", false);
1424 } 1423 }
1425 1424
1426 // Base ALWAYS has move 1425 // Base ALWAYS has move
@@ -1548,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 return; 1547 return;
1549 1548
1550 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1551 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1552 remoteClient.AgentId); 1551 remoteClient.AgentId);
1553 AssetService.Store(asset); 1552 AssetService.Store(asset);
1554 1553
@@ -1743,11 +1742,19 @@ namespace OpenSim.Region.Framework.Scenes
1743 // Invalid id 1742 // Invalid id
1744 SceneObjectPart part = GetSceneObjectPart(localID); 1743 SceneObjectPart part = GetSceneObjectPart(localID);
1745 if (part == null) 1744 if (part == null)
1745 {
1746 //Client still thinks the object exists, kill it
1747 SendKillObject(localID);
1746 continue; 1748 continue;
1749 }
1747 1750
1748 // Already deleted by someone else 1751 // Already deleted by someone else
1749 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1752 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1753 {
1754 //Client still thinks the object exists, kill it
1755 SendKillObject(localID);
1750 continue; 1756 continue;
1757 }
1751 1758
1752 // Can't delete child prims 1759 // Can't delete child prims
1753 if (part != part.ParentGroup.RootPart) 1760 if (part != part.ParentGroup.RootPart)
@@ -1769,15 +1776,21 @@ namespace OpenSim.Region.Framework.Scenes
1769 } 1776 }
1770 else 1777 else
1771 { 1778 {
1772 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1779 if (action == DeRezAction.TakeCopy)
1780 {
1781 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1782 permissionToTakeCopy = false;
1783 }
1784 else
1785 {
1773 permissionToTakeCopy = false; 1786 permissionToTakeCopy = false;
1787 }
1774 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1788 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTake = false; 1789 permissionToTake = false;
1776 1790
1777 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1791 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1778 permissionToDelete = false; 1792 permissionToDelete = false;
1779 } 1793 }
1780
1781 } 1794 }
1782 1795
1783 // Handle god perms 1796 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8a90bc8..33e3e5d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -102,6 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 102 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 103 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 104 protected SceneCommunicationService m_sceneGridService;
105 protected ISnmpModule m_snmpService = null;
105 106
106 protected ISimulationDataService m_SimulationDataService; 107 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 108 protected IEstateDataService m_EstateDataService;
@@ -163,6 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 164 private int landMS;
164 private int lastCompletedFrame; 165 private int lastCompletedFrame;
165 166
167 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 168 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 169 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 170 private string m_defaultScriptEngine;
@@ -174,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private bool m_firstHeartbeat = true; 176 private bool m_firstHeartbeat = true;
175 177
176 private object m_deleting_scene_object = new object(); 178 private object m_deleting_scene_object = new object();
179 private object m_cleaningAttachments = new object();
177 180
178 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 181 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
179 private bool m_reprioritizationEnabled = true; 182 private bool m_reprioritizationEnabled = true;
@@ -217,6 +220,19 @@ namespace OpenSim.Region.Framework.Scenes
217 get { return m_sceneGridService; } 220 get { return m_sceneGridService; }
218 } 221 }
219 222
223 public ISnmpModule SnmpService
224 {
225 get
226 {
227 if (m_snmpService == null)
228 {
229 m_snmpService = RequestModuleInterface<ISnmpModule>();
230 }
231
232 return m_snmpService;
233 }
234 }
235
220 public ISimulationDataService SimulationDataService 236 public ISimulationDataService SimulationDataService
221 { 237 {
222 get 238 get
@@ -561,6 +577,8 @@ namespace OpenSim.Region.Framework.Scenes
561 #region Region Settings 577 #region Region Settings
562 578
563 // Load region settings 579 // Load region settings
580 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
581
564 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 582 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
565 if (estateDataService != null) 583 if (estateDataService != null)
566 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 584 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -622,9 +640,10 @@ namespace OpenSim.Region.Framework.Scenes
622 //Animation states 640 //Animation states
623 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
624 // TODO: Change default to true once the feature is supported 642 // TODO: Change default to true once the feature is supported
625 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 643 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
626
627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 644 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
645
646 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
628 if (RegionInfo.NonphysPrimMax > 0) 647 if (RegionInfo.NonphysPrimMax > 0)
629 { 648 {
630 m_maxNonphys = RegionInfo.NonphysPrimMax; 649 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -656,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
656 m_persistAfter *= 10000000; 675 m_persistAfter *= 10000000;
657 676
658 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
678 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
659 679
660 IConfig packetConfig = m_config.Configs["PacketPool"]; 680 IConfig packetConfig = m_config.Configs["PacketPool"];
661 if (packetConfig != null) 681 if (packetConfig != null)
@@ -665,6 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
665 } 685 }
666 686
667 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 687 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
688 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
668 689
669 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
670 if (m_generateMaptiles) 691 if (m_generateMaptiles)
@@ -689,9 +710,9 @@ namespace OpenSim.Region.Framework.Scenes
689 } 710 }
690 } 711 }
691 } 712 }
692 catch 713 catch (Exception e)
693 { 714 {
694 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 715 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
695 } 716 }
696 717
697 #endregion Region Config 718 #endregion Region Config
@@ -928,6 +949,15 @@ namespace OpenSim.Region.Framework.Scenes
928 /// <param name="seconds">float indicating duration before restart.</param> 949 /// <param name="seconds">float indicating duration before restart.</param>
929 public virtual void Restart(float seconds) 950 public virtual void Restart(float seconds)
930 { 951 {
952 Restart(seconds, true);
953 }
954
955 /// <summary>
956 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
957 /// </summary>
958 /// <param name="seconds">float indicating duration before restart.</param>
959 public virtual void Restart(float seconds, bool showDialog)
960 {
931 // notifications are done in 15 second increments 961 // notifications are done in 15 second increments
932 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 962 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
933 // It's a 'Cancel restart' request. 963 // It's a 'Cancel restart' request.
@@ -948,8 +978,11 @@ namespace OpenSim.Region.Framework.Scenes
948 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 978 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
949 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 979 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
950 m_restartTimer.Start(); 980 m_restartTimer.Start();
951 m_dialogModule.SendNotificationToUsersInRegion( 981 if (showDialog)
982 {
983 m_dialogModule.SendNotificationToUsersInRegion(
952 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 984 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
985 }
953 } 986 }
954 } 987 }
955 988
@@ -1145,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1145 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1146 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1147 { 1180 {
1181 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1148 HeartbeatThread.Abort(); 1182 HeartbeatThread.Abort();
1149 HeartbeatThread = null; 1183 HeartbeatThread = null;
1150 } 1184 }
@@ -1816,14 +1850,24 @@ namespace OpenSim.Region.Framework.Scenes
1816 /// <returns></returns> 1850 /// <returns></returns>
1817 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1851 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1818 { 1852 {
1853
1854 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1855 Vector3 wpos = Vector3.Zero;
1856 // Check for water surface intersection from above
1857 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1858 {
1859 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1860 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1861 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1862 wpos.Z = wheight;
1863 }
1864
1819 Vector3 pos = Vector3.Zero; 1865 Vector3 pos = Vector3.Zero;
1820 if (RayEndIsIntersection == (byte)1) 1866 if (RayEndIsIntersection == (byte)1)
1821 { 1867 {
1822 pos = RayEnd; 1868 pos = RayEnd;
1823 return pos;
1824 } 1869 }
1825 1870 else if (RayTargetID != UUID.Zero)
1826 if (RayTargetID != UUID.Zero)
1827 { 1871 {
1828 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1872 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1829 1873
@@ -1845,7 +1889,7 @@ namespace OpenSim.Region.Framework.Scenes
1845 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1889 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1846 1890
1847 // Un-comment out the following line to Get Raytrace results printed to the console. 1891 // Un-comment out the following line to Get Raytrace results printed to the console.
1848 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1892 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1849 float ScaleOffset = 0.5f; 1893 float ScaleOffset = 0.5f;
1850 1894
1851 // If we hit something 1895 // If we hit something
@@ -1868,13 +1912,10 @@ namespace OpenSim.Region.Framework.Scenes
1868 //pos.Z -= 0.25F; 1912 //pos.Z -= 0.25F;
1869 1913
1870 } 1914 }
1871
1872 return pos;
1873 } 1915 }
1874 else 1916 else
1875 { 1917 {
1876 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1918 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1877
1878 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1919 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1879 1920
1880 // Un-comment the following line to print the raytrace results to the console. 1921 // Un-comment the following line to print the raytrace results to the console.
@@ -1883,13 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
1883 if (ei.HitTF) 1924 if (ei.HitTF)
1884 { 1925 {
1885 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1926 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1886 } else 1927 }
1928 else
1887 { 1929 {
1888 // fall back to our stupid functionality 1930 // fall back to our stupid functionality
1889 pos = RayEnd; 1931 pos = RayEnd;
1890 } 1932 }
1891
1892 return pos;
1893 } 1933 }
1894 } 1934 }
1895 else 1935 else
@@ -1900,8 +1940,12 @@ namespace OpenSim.Region.Framework.Scenes
1900 //increase height so its above the ground. 1940 //increase height so its above the ground.
1901 //should be getting the normal of the ground at the rez point and using that? 1941 //should be getting the normal of the ground at the rez point and using that?
1902 pos.Z += scale.Z / 2f; 1942 pos.Z += scale.Z / 2f;
1903 return pos; 1943// return pos;
1904 } 1944 }
1945
1946 // check against posible water intercept
1947 if (wpos.Z > pos.Z) pos = wpos;
1948 return pos;
1905 } 1949 }
1906 1950
1907 1951
@@ -1981,7 +2025,10 @@ namespace OpenSim.Region.Framework.Scenes
1981 public bool AddRestoredSceneObject( 2025 public bool AddRestoredSceneObject(
1982 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2026 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1983 { 2027 {
1984 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2028 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2029 if (result)
2030 sceneObject.IsDeleted = false;
2031 return result;
1985 } 2032 }
1986 2033
1987 /// <summary> 2034 /// <summary>
@@ -2058,6 +2105,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 /// </summary> 2105 /// </summary>
2059 public void DeleteAllSceneObjects() 2106 public void DeleteAllSceneObjects()
2060 { 2107 {
2108 DeleteAllSceneObjects(false);
2109 }
2110
2111 /// <summary>
2112 /// Delete every object from the scene. This does not include attachments worn by avatars.
2113 /// </summary>
2114 public void DeleteAllSceneObjects(bool exceptNoCopy)
2115 {
2116 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2061 lock (Entities) 2117 lock (Entities)
2062 { 2118 {
2063 EntityBase[] entities = Entities.GetEntities(); 2119 EntityBase[] entities = Entities.GetEntities();
@@ -2066,11 +2122,24 @@ namespace OpenSim.Region.Framework.Scenes
2066 if (e is SceneObjectGroup) 2122 if (e is SceneObjectGroup)
2067 { 2123 {
2068 SceneObjectGroup sog = (SceneObjectGroup)e; 2124 SceneObjectGroup sog = (SceneObjectGroup)e;
2069 if (!sog.IsAttachment) 2125 if (sog != null && !sog.IsAttachment)
2070 DeleteSceneObject((SceneObjectGroup)e, false); 2126 {
2127 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2128 {
2129 DeleteSceneObject((SceneObjectGroup)e, false);
2130 }
2131 else
2132 {
2133 toReturn.Add((SceneObjectGroup)e);
2134 }
2135 }
2071 } 2136 }
2072 } 2137 }
2073 } 2138 }
2139 if (toReturn.Count > 0)
2140 {
2141 returnObjects(toReturn.ToArray(), UUID.Zero);
2142 }
2074 } 2143 }
2075 2144
2076 /// <summary> 2145 /// <summary>
@@ -2450,6 +2519,12 @@ namespace OpenSim.Region.Framework.Scenes
2450 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2519 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2451 public bool AddSceneObject(SceneObjectGroup sceneObject) 2520 public bool AddSceneObject(SceneObjectGroup sceneObject)
2452 { 2521 {
2522 if (sceneObject.OwnerID == UUID.Zero)
2523 {
2524 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2525 return false;
2526 }
2527
2453 // If the user is banned, we won't let any of their objects 2528 // If the user is banned, we won't let any of their objects
2454 // enter. Period. 2529 // enter. Period.
2455 // 2530 //
@@ -2499,15 +2574,28 @@ namespace OpenSim.Region.Framework.Scenes
2499 2574
2500 if (AttachmentsModule != null) 2575 if (AttachmentsModule != null)
2501 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2576 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2577
2578 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2502 } 2579 }
2503 else 2580 else
2504 { 2581 {
2582 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2505 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2583 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2506 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2584 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2507 } 2585 }
2586 if (sceneObject.OwnerID == UUID.Zero)
2587 {
2588 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2589 return false;
2590 }
2508 } 2591 }
2509 else 2592 else
2510 { 2593 {
2594 if (sceneObject.OwnerID == UUID.Zero)
2595 {
2596 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2597 return false;
2598 }
2511 AddRestoredSceneObject(sceneObject, true, false); 2599 AddRestoredSceneObject(sceneObject, true, false);
2512 2600
2513 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2601 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2780,6 +2868,7 @@ namespace OpenSim.Region.Framework.Scenes
2780 client.OnFetchInventory += HandleFetchInventory; 2868 client.OnFetchInventory += HandleFetchInventory;
2781 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2869 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2782 client.OnCopyInventoryItem += CopyInventoryItem; 2870 client.OnCopyInventoryItem += CopyInventoryItem;
2871 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2783 client.OnMoveInventoryItem += MoveInventoryItem; 2872 client.OnMoveInventoryItem += MoveInventoryItem;
2784 client.OnRemoveInventoryItem += RemoveInventoryItem; 2873 client.OnRemoveInventoryItem += RemoveInventoryItem;
2785 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2874 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2958,15 +3047,16 @@ namespace OpenSim.Region.Framework.Scenes
2958 /// </summary> 3047 /// </summary>
2959 /// <param name="agentId">The avatar's Unique ID</param> 3048 /// <param name="agentId">The avatar's Unique ID</param>
2960 /// <param name="client">The IClientAPI for the client</param> 3049 /// <param name="client">The IClientAPI for the client</param>
2961 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3050 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2962 { 3051 {
2963 if (m_teleportModule != null) 3052 if (m_teleportModule != null)
2964 m_teleportModule.TeleportHome(agentId, client); 3053 return m_teleportModule.TeleportHome(agentId, client);
2965 else 3054 else
2966 { 3055 {
2967 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3056 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2968 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3057 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2969 } 3058 }
3059 return false;
2970 } 3060 }
2971 3061
2972 /// <summary> 3062 /// <summary>
@@ -3065,6 +3155,16 @@ namespace OpenSim.Region.Framework.Scenes
3065 /// <param name="flags"></param> 3155 /// <param name="flags"></param>
3066 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3156 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3067 { 3157 {
3158 //Add half the avatar's height so that the user doesn't fall through prims
3159 ScenePresence presence;
3160 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3161 {
3162 if (presence.Appearance != null)
3163 {
3164 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3165 }
3166 }
3167
3068 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3168 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3069 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3169 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3070 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3170 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3159,7 +3259,9 @@ namespace OpenSim.Region.Framework.Scenes
3159 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3259 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3160 3260
3161 } 3261 }
3262 m_log.Debug("[Scene] Beginning ClientClosed");
3162 m_eventManager.TriggerClientClosed(agentID, this); 3263 m_eventManager.TriggerClientClosed(agentID, this);
3264 m_log.Debug("[Scene] Finished ClientClosed");
3163 } 3265 }
3164 catch (NullReferenceException) 3266 catch (NullReferenceException)
3165 { 3267 {
@@ -3167,7 +3269,10 @@ namespace OpenSim.Region.Framework.Scenes
3167 // Avatar is already disposed :/ 3269 // Avatar is already disposed :/
3168 } 3270 }
3169 3271
3272 m_log.Debug("[Scene] Beginning OnRemovePresence");
3170 m_eventManager.TriggerOnRemovePresence(agentID); 3273 m_eventManager.TriggerOnRemovePresence(agentID);
3274 m_log.Debug("[Scene] Finished OnRemovePresence");
3275
3171 ForEachClient( 3276 ForEachClient(
3172 delegate(IClientAPI client) 3277 delegate(IClientAPI client)
3173 { 3278 {
@@ -3183,8 +3288,11 @@ namespace OpenSim.Region.Framework.Scenes
3183 } 3288 }
3184 3289
3185 // Remove the avatar from the scene 3290 // Remove the avatar from the scene
3291 m_log.Debug("[Scene] Begin RemoveScenePresence");
3186 m_sceneGraph.RemoveScenePresence(agentID); 3292 m_sceneGraph.RemoveScenePresence(agentID);
3293 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3187 m_clientManager.Remove(agentID); 3294 m_clientManager.Remove(agentID);
3295 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3188 3296
3189 try 3297 try
3190 { 3298 {
@@ -3198,8 +3306,10 @@ namespace OpenSim.Region.Framework.Scenes
3198 { 3306 {
3199 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3307 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3200 } 3308 }
3201 3309 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3202 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3310 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3311 CleanDroppedAttachments();
3312 m_log.Debug("[Scene] The avatar has left the building");
3203 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3313 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3204 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3314 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3205 } 3315 }
@@ -3339,6 +3449,7 @@ namespace OpenSim.Region.Framework.Scenes
3339 { 3449 {
3340 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3450 if (land != null && !TestLandRestrictions(agent, land, out reason))
3341 { 3451 {
3452 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3342 return false; 3453 return false;
3343 } 3454 }
3344 } 3455 }
@@ -3396,6 +3507,8 @@ namespace OpenSim.Region.Framework.Scenes
3396 3507
3397 if (vialogin) 3508 if (vialogin)
3398 { 3509 {
3510 CleanDroppedAttachments();
3511
3399 if (TestBorderCross(agent.startpos, Cardinals.E)) 3512 if (TestBorderCross(agent.startpos, Cardinals.E))
3400 { 3513 {
3401 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3514 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3452,6 +3565,8 @@ namespace OpenSim.Region.Framework.Scenes
3452 } 3565 }
3453 } 3566 }
3454 // Honor parcel landing type and position. 3567 // Honor parcel landing type and position.
3568 /*
3569 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3455 if (land != null) 3570 if (land != null)
3456 { 3571 {
3457 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3572 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3459,6 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes
3459 agent.startpos = land.LandData.UserLocation; 3574 agent.startpos = land.LandData.UserLocation;
3460 } 3575 }
3461 } 3576 }
3577 */// This is now handled properly in ScenePresence.MakeRootAgent
3462 } 3578 }
3463 3579
3464 return true; 3580 return true;
@@ -3809,12 +3925,22 @@ namespace OpenSim.Region.Framework.Scenes
3809 return false; 3925 return false;
3810 } 3926 }
3811 3927
3928 public bool IncomingCloseAgent(UUID agentID)
3929 {
3930 return IncomingCloseAgent(agentID, false);
3931 }
3932
3933 public bool IncomingCloseChildAgent(UUID agentID)
3934 {
3935 return IncomingCloseAgent(agentID, true);
3936 }
3937
3812 /// <summary> 3938 /// <summary>
3813 /// Tell a single agent to disconnect from the region. 3939 /// Tell a single agent to disconnect from the region.
3814 /// </summary> 3940 /// </summary>
3815 /// <param name="regionHandle"></param>
3816 /// <param name="agentID"></param> 3941 /// <param name="agentID"></param>
3817 public bool IncomingCloseAgent(UUID agentID) 3942 /// <param name="childOnly"></param>
3943 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3818 { 3944 {
3819 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3945 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3820 3946
@@ -3826,7 +3952,7 @@ namespace OpenSim.Region.Framework.Scenes
3826 { 3952 {
3827 m_sceneGraph.removeUserCount(false); 3953 m_sceneGraph.removeUserCount(false);
3828 } 3954 }
3829 else 3955 else if (!childOnly)
3830 { 3956 {
3831 m_sceneGraph.removeUserCount(true); 3957 m_sceneGraph.removeUserCount(true);
3832 } 3958 }
@@ -3842,9 +3968,12 @@ namespace OpenSim.Region.Framework.Scenes
3842 } 3968 }
3843 else 3969 else
3844 presence.ControllingClient.SendShutdownConnectionNotice(); 3970 presence.ControllingClient.SendShutdownConnectionNotice();
3971 presence.ControllingClient.Close(false);
3972 }
3973 else if (!childOnly)
3974 {
3975 presence.ControllingClient.Close(true);
3845 } 3976 }
3846
3847 presence.ControllingClient.Close();
3848 return true; 3977 return true;
3849 } 3978 }
3850 3979
@@ -4466,7 +4595,7 @@ namespace OpenSim.Region.Framework.Scenes
4466 // 4595 //
4467 int health=1; // Start at 1, means we're up 4596 int health=1; // Start at 1, means we're up
4468 4597
4469 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4598 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4470 health+=1; 4599 health+=1;
4471 else 4600 else
4472 return health; 4601 return health;
@@ -4972,5 +5101,45 @@ namespace OpenSim.Region.Framework.Scenes
4972 throw new Exception(error); 5101 throw new Exception(error);
4973 } 5102 }
4974 } 5103 }
5104
5105 public void CleanDroppedAttachments()
5106 {
5107 List<SceneObjectGroup> objectsToDelete =
5108 new List<SceneObjectGroup>();
5109
5110 lock (m_cleaningAttachments)
5111 {
5112 ForEachSOG(delegate (SceneObjectGroup grp)
5113 {
5114 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5115 {
5116 UUID agentID = grp.OwnerID;
5117 if (agentID == UUID.Zero)
5118 {
5119 objectsToDelete.Add(grp);
5120 return;
5121 }
5122
5123 ScenePresence sp = GetScenePresence(agentID);
5124 if (sp == null)
5125 {
5126 objectsToDelete.Add(grp);
5127 return;
5128 }
5129 }
5130 });
5131 }
5132
5133 if (objectsToDelete.Count > 0)
5134 {
5135 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5136 foreach (SceneObjectGroup grp in objectsToDelete)
5137 {
5138 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5139 DeleteSceneObject(grp, true);
5140 }
5141 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5142 }
5143 }
4975 } 5144 }
4976} 5145}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 85ff32e..9c3486e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Children.Values)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (!alreadyPersisted) 284 if (!alreadyPersisted)
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -453,6 +475,30 @@ namespace OpenSim.Region.Framework.Scenes
453 m_updateList[obj.UUID] = obj; 475 m_updateList[obj.UUID] = obj;
454 } 476 }
455 477
478 public void FireAttachToBackup(SceneObjectGroup obj)
479 {
480 if (OnAttachToBackup != null)
481 {
482 OnAttachToBackup(obj);
483 }
484 }
485
486 public void FireDetachFromBackup(SceneObjectGroup obj)
487 {
488 if (OnDetachFromBackup != null)
489 {
490 OnDetachFromBackup(obj);
491 }
492 }
493
494 public void FireChangeBackup(SceneObjectGroup obj)
495 {
496 if (OnChangeBackup != null)
497 {
498 OnChangeBackup(obj);
499 }
500 }
501
456 /// <summary> 502 /// <summary>
457 /// Process all pending updates 503 /// Process all pending updates
458 /// </summary> 504 /// </summary>
@@ -584,7 +630,8 @@ namespace OpenSim.Region.Framework.Scenes
584 630
585 Entities[presence.UUID] = presence; 631 Entities[presence.UUID] = presence;
586 632
587 lock (m_presenceLock) 633 m_scenePresencesLock.EnterWriteLock();
634 try
588 { 635 {
589 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 636 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
590 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 637 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -608,6 +655,10 @@ namespace OpenSim.Region.Framework.Scenes
608 m_scenePresenceMap = newmap; 655 m_scenePresenceMap = newmap;
609 m_scenePresenceArray = newlist; 656 m_scenePresenceArray = newlist;
610 } 657 }
658 finally
659 {
660 m_scenePresencesLock.ExitWriteLock();
661 }
611 } 662 }
612 663
613 /// <summary> 664 /// <summary>
@@ -622,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
622 agentID); 673 agentID);
623 } 674 }
624 675
625 lock (m_presenceLock) 676 m_scenePresencesLock.EnterWriteLock();
677 try
626 { 678 {
627 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 679 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
628 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 680 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -644,6 +696,10 @@ namespace OpenSim.Region.Framework.Scenes
644 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 696 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
645 } 697 }
646 } 698 }
699 finally
700 {
701 m_scenePresencesLock.ExitWriteLock();
702 }
647 } 703 }
648 704
649 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 705 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1063,9 +1119,11 @@ namespace OpenSim.Region.Framework.Scenes
1063 /// <param name="action"></param> 1119 /// <param name="action"></param>
1064 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1120 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1065 { 1121 {
1066 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1122 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1067 foreach (SceneObjectGroup obj in objlist) 1123 foreach (EntityBase ent in objlist)
1068 { 1124 {
1125 SceneObjectGroup obj = (SceneObjectGroup)ent;
1126
1069 try 1127 try
1070 { 1128 {
1071 action(obj); 1129 action(obj);
@@ -1522,10 +1580,13 @@ namespace OpenSim.Region.Framework.Scenes
1522 /// <param name="childPrims"></param> 1580 /// <param name="childPrims"></param>
1523 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1581 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1524 { 1582 {
1583 SceneObjectGroup parentGroup = root.ParentGroup;
1584 if (parentGroup == null) return;
1525 Monitor.Enter(m_updateLock); 1585 Monitor.Enter(m_updateLock);
1586
1526 try 1587 try
1527 { 1588 {
1528 SceneObjectGroup parentGroup = root.ParentGroup; 1589 parentGroup.areUpdatesSuspended = true;
1529 1590
1530 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1591 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1531 if (parentGroup != null) 1592 if (parentGroup != null)
@@ -1537,11 +1598,6 @@ namespace OpenSim.Region.Framework.Scenes
1537 1598
1538 if (child != null) 1599 if (child != null)
1539 { 1600 {
1540 // Make sure no child prim is set for sale
1541 // So that, on delink, no prims are unwittingly
1542 // left for sale and sold off
1543 child.RootPart.ObjectSaleType = 0;
1544 child.RootPart.SalePrice = 10;
1545 childGroups.Add(child); 1601 childGroups.Add(child);
1546 } 1602 }
1547 } 1603 }
@@ -1564,12 +1620,12 @@ namespace OpenSim.Region.Framework.Scenes
1564 // occur on link to invoke this elsewhere (such as object selection) 1620 // occur on link to invoke this elsewhere (such as object selection)
1565 parentGroup.RootPart.CreateSelected = true; 1621 parentGroup.RootPart.CreateSelected = true;
1566 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1622 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1567 parentGroup.HasGroupChanged = true;
1568 parentGroup.ScheduleGroupForFullUpdate();
1569
1570 } 1623 }
1571 finally 1624 finally
1572 { 1625 {
1626 parentGroup.areUpdatesSuspended = false;
1627 parentGroup.HasGroupChanged = true;
1628 parentGroup.ScheduleGroupForFullUpdate();
1573 Monitor.Exit(m_updateLock); 1629 Monitor.Exit(m_updateLock);
1574 } 1630 }
1575 } 1631 }
@@ -1601,21 +1657,24 @@ namespace OpenSim.Region.Framework.Scenes
1601 1657
1602 SceneObjectGroup group = part.ParentGroup; 1658 SceneObjectGroup group = part.ParentGroup;
1603 if (!affectedGroups.Contains(group)) 1659 if (!affectedGroups.Contains(group))
1660 {
1661 group.areUpdatesSuspended = true;
1604 affectedGroups.Add(group); 1662 affectedGroups.Add(group);
1663 }
1605 } 1664 }
1606 } 1665 }
1607 } 1666 }
1608 1667
1609 foreach (SceneObjectPart child in childParts) 1668 if (childParts.Count > 0)
1610 { 1669 {
1611 // Unlink all child parts from their groups 1670 foreach (SceneObjectPart child in childParts)
1612 // 1671 {
1613 child.ParentGroup.DelinkFromGroup(child, true); 1672 // Unlink all child parts from their groups
1614 1673 //
1615 // These are not in affected groups and will not be 1674 child.ParentGroup.DelinkFromGroup(child, true);
1616 // handled further. Do the honors here. 1675 child.ParentGroup.HasGroupChanged = true;
1617 child.ParentGroup.HasGroupChanged = true; 1676 child.ParentGroup.ScheduleGroupForFullUpdate();
1618 child.ParentGroup.ScheduleGroupForFullUpdate(); 1677 }
1619 } 1678 }
1620 1679
1621 foreach (SceneObjectPart root in rootParts) 1680 foreach (SceneObjectPart root in rootParts)
@@ -1625,9 +1684,10 @@ namespace OpenSim.Region.Framework.Scenes
1625 // However, editing linked parts and unlinking may be different 1684 // However, editing linked parts and unlinking may be different
1626 // 1685 //
1627 SceneObjectGroup group = root.ParentGroup; 1686 SceneObjectGroup group = root.ParentGroup;
1687 group.areUpdatesSuspended = true;
1628 1688
1629 List<SceneObjectPart> newSet = null; 1689 List<SceneObjectPart> newSet = null;
1630 int numChildren = -1; 1690 int numChildren;
1631 1691
1632 lock (group.Children) 1692 lock (group.Children)
1633 { 1693 {
@@ -1635,52 +1695,63 @@ namespace OpenSim.Region.Framework.Scenes
1635 numChildren = group.PrimCount; 1695 numChildren = group.PrimCount;
1636 } 1696 }
1637 1697
1698 if (numChildren == 1)
1699 break;
1700
1638 // If there are prims left in a link set, but the root is 1701 // If there are prims left in a link set, but the root is
1639 // slated for unlink, we need to do this 1702 // slated for unlink, we need to do this
1703 // Unlink the remaining set
1640 // 1704 //
1641 if (numChildren != 1) 1705 bool sendEventsToRemainder = true;
1642 { 1706 if (numChildren > 1)
1643 // Unlink the remaining set 1707 sendEventsToRemainder = false;
1644 //
1645 bool sendEventsToRemainder = true;
1646 if (numChildren > 1)
1647 sendEventsToRemainder = false;
1648 1708
1649 foreach (SceneObjectPart p in newSet) 1709 foreach (SceneObjectPart p in newSet)
1710 {
1711 if (p != group.RootPart)
1650 { 1712 {
1651 if (p != group.RootPart) 1713 group.DelinkFromGroup(p, sendEventsToRemainder);
1652 group.DelinkFromGroup(p, sendEventsToRemainder); 1714 if (numChildren > 2)
1715 {
1716 p.ParentGroup.areUpdatesSuspended = true;
1717 }
1718 else
1719 {
1720 p.ParentGroup.HasGroupChanged = true;
1721 p.ParentGroup.ScheduleGroupForFullUpdate();
1722 }
1653 } 1723 }
1724 }
1725
1726 // If there is more than one prim remaining, we
1727 // need to re-link
1728 //
1729 if (numChildren > 2)
1730 {
1731 // Remove old root
1732 //
1733 if (newSet.Contains(root))
1734 newSet.Remove(root);
1654 1735
1655 // If there is more than one prim remaining, we 1736 // Preserve link ordering
1656 // need to re-link
1657 // 1737 //
1658 if (numChildren > 2) 1738 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1659 { 1739 {
1660 // Remove old root 1740 return a.LinkNum.CompareTo(b.LinkNum);
1661 // 1741 });
1662 if (newSet.Contains(root))
1663 newSet.Remove(root);
1664
1665 // Preserve link ordering
1666 //
1667 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1668 {
1669 return a.LinkNum.CompareTo(b.LinkNum);
1670 });
1671 1742
1672 // Determine new root 1743 // Determine new root
1673 // 1744 //
1674 SceneObjectPart newRoot = newSet[0]; 1745 SceneObjectPart newRoot = newSet[0];
1675 newSet.RemoveAt(0); 1746 newSet.RemoveAt(0);
1676 1747
1677 foreach (SceneObjectPart newChild in newSet) 1748 foreach (SceneObjectPart newChild in newSet)
1678 newChild.UpdateFlag = 0; 1749 newChild.UpdateFlag = 0;
1679 1750
1680 LinkObjects(newRoot, newSet); 1751 newRoot.ParentGroup.areUpdatesSuspended = true;
1681 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1752 LinkObjects(newRoot, newSet);
1682 affectedGroups.Add(newRoot.ParentGroup); 1753 if (!affectedGroups.Contains(newRoot.ParentGroup))
1683 } 1754 affectedGroups.Add(newRoot.ParentGroup);
1684 } 1755 }
1685 } 1756 }
1686 1757
@@ -1690,6 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1690 { 1761 {
1691 g.TriggerScriptChangedEvent(Changed.LINK); 1762 g.TriggerScriptChangedEvent(Changed.LINK);
1692 g.HasGroupChanged = true; // Persist 1763 g.HasGroupChanged = true; // Persist
1764 g.areUpdatesSuspended = false;
1693 g.ScheduleGroupForFullUpdate(); 1765 g.ScheduleGroupForFullUpdate();
1694 } 1766 }
1695 } 1767 }
@@ -1808,9 +1880,6 @@ namespace OpenSim.Region.Framework.Scenes
1808 child.ApplyNextOwnerPermissions(); 1880 child.ApplyNextOwnerPermissions();
1809 } 1881 }
1810 } 1882 }
1811
1812 copy.RootPart.ObjectSaleType = 0;
1813 copy.RootPart.SalePrice = 10;
1814 } 1883 }
1815 1884
1816 Entities.Add(copy); 1885 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f9a8d41..3411d18 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -105,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 105 /// since the group's last persistent backup
106 /// </summary> 106 /// </summary>
107 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
109 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
110 215
111 public bool HasGroupChanged 216 public bool HasGroupChanged
112 { 217 {
@@ -114,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 219 {
115 if (value) 220 if (value)
116 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
117 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
120 } 255 }
121 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
122 } 257 }
@@ -132,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 267 return false;
133 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
134 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
135 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 283 return true;
138 return false; 284 return false;
139 } 285 }
@@ -182,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
182 328
183 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
184 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
185 331 public bool m_dupeInProgress = false;
186 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
187 333
188 #region Properties 334 #region Properties
@@ -222,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
222 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
223 { 369 {
224 get { return m_rotation; } 370 get { return m_rotation; }
225 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
226 } 386 }
227 387
228 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -262,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
262 set 422 set
263 { 423 {
264 m_regionHandle = value; 424 m_regionHandle = value;
265 lock (m_parts) 425 lockPartsForRead(true);
266 { 426 {
267 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
268 { 428 {
429
269 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
270 } 432 }
271 } 433 }
434 lockPartsForRead(false);
272 } 435 }
273 } 436 }
274 437
@@ -302,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
302 { 465 {
303 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
304 } 467 }
305 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
306 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
307 { 475 {
308 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -310,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
310 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
311 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
312 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
313 return; 482 return;
314 } 483 }
315 } 484 }
316 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
317 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
318 { 488 {
319 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
493 {
494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
320 { 500 {
321 part.GroupPosition = val; 501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
322 } 505 }
323 } 506 }
324 507
@@ -472,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
472 /// </summary> 655 /// </summary>
473 public SceneObjectGroup() 656 public SceneObjectGroup()
474 { 657 {
658
475 } 659 }
476 660
477 /// <summary> 661 /// <summary>
@@ -488,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
488 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
489 /// </summary> 673 /// </summary>
490 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
491 { 675 {
492 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
493 } 677 }
494 678
@@ -519,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
519 703
520 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
521 { 705 {
522 lock (m_parts) 706 lockPartsForRead(true);
523 { 707 {
524 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
525 { 709 {
710
526 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
527 } 713 }
528 } 714 }
715 lockPartsForRead(false);
529 } 716 }
530 717
531 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -538,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
538 /// </summary> 725 /// </summary>
539 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
540 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
541 if (InSceneBackup) 731 if (InSceneBackup)
542 { 732 {
543 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -596,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
596 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
597 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
598 788
599 lock (m_parts) 789 lockPartsForRead(true);
600 { 790 {
601 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
602 { 792 {
@@ -610,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
610 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
611 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
612 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
613 } 804 }
614 } 805 }
806 lockPartsForRead(false);
807
615 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
616 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
617 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -627,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
627 820
628 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
629 822
630 lock (m_parts) 823 lockPartsForRead(true);
631 { 824 {
632 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
633 { 826 {
827
634 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
635 //Vector3 partPosition = 829 //Vector3 partPosition =
636 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -658,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
658 result.distance = inter.distance; 852 result.distance = inter.distance;
659 } 853 }
660 } 854 }
855
661 } 856 }
662 } 857 }
858 lockPartsForRead(false);
663 return result; 859 return result;
664 } 860 }
665 861
@@ -678,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
678 minY = 256f; 874 minY = 256f;
679 minZ = 8192f; 875 minZ = 8192f;
680 876
681 lock (m_parts) 877 lockPartsForRead(true);
682 { 878 {
683 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
684 { 880 {
881
685 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
686 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
687 Quaternion worldRot; 884 Quaternion worldRot;
@@ -740,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
740 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
741 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
742 939
940
941
743 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
744 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
745 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -911,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
911 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
912 } 1111 }
913 } 1112 }
1113 lockPartsForRead(false);
914 } 1114 }
915 1115
916 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -946,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
946 1146
947 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
948 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
949 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
950 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
951 1156
952 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
953 lock (m_parts) 1158 lockPartsForRead(true);
954 { 1159 {
955 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
956 { 1161 {
957 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
958 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
959 { 1165 {
960 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
961 } 1167 }
1168
962 } 1169 }
963 } 1170 }
1171 lockPartsForRead(false);
964 1172
965 if (states.Count > 0) 1173 if (states.Count > 0)
966 { 1174 {
@@ -978,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes
978 } 1186 }
979 } 1187 }
980 1188
1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
1231 /// Attach this scene object to the given avatar.
1232 /// </summary>
1233 /// <param name="agentID"></param>
1234 /// <param name="attachmentpoint"></param>
1235 /// <param name="AttachOffset"></param>
1236 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1237 {
1238 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1239 if (avatar != null)
1240 {
1241 // don't attach attachments to child agents
1242 if (avatar.IsChildAgent) return;
1243
1244// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1245
1246 DetachFromBackup();
1247
1248 // Remove from database and parcel prim count
1249 m_scene.DeleteFromStorage(UUID);
1250 m_scene.EventManager.TriggerParcelPrimCountTainted();
1251
1252 m_rootPart.AttachedAvatar = agentID;
1253
1254 //Anakin Lohner bug #3839
1255 lock (m_parts)
1256 {
1257 foreach (SceneObjectPart p in m_parts.Values)
1258 {
1259 p.AttachedAvatar = agentID;
1260 }
1261 }
1262
1263 if (m_rootPart.PhysActor != null)
1264 {
1265 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1266 m_rootPart.PhysActor = null;
1267 }
1268
1269 AbsolutePosition = AttachOffset;
1270 m_rootPart.AttachedPos = AttachOffset;
1271 m_rootPart.IsAttachment = true;
1272
1273 m_rootPart.SetParentLocalId(avatar.LocalId);
1274 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1275
1276 avatar.AddAttachment(this);
1277
1278 if (!silent)
1279 {
1280 // Killing it here will cause the client to deselect it
1281 // It then reappears on the avatar, deselected
1282 // through the full update below
1283 //
1284 if (IsSelected)
1285 {
1286 m_scene.SendKillObject(m_rootPart.LocalId);
1287 }
1288
1289 IsSelected = false; // fudge....
1290 ScheduleGroupForFullUpdate();
1291 }
1292 }
1293 else
1294 {
1295 m_log.WarnFormat(
1296 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1297 UUID, agentID, Scene.RegionInfo.RegionName);
1298 }
1299 }
1300
981 public byte GetAttachmentPoint() 1301 public byte GetAttachmentPoint()
982 { 1302 {
983 return m_rootPart.Shape.State; 1303 return m_rootPart.Shape.State;
@@ -1069,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1069 1389
1070 public override void UpdateMovement() 1390 public override void UpdateMovement()
1071 { 1391 {
1072 lock (m_parts) 1392 lockPartsForRead(true);
1073 { 1393 {
1074 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1075 { 1395 {
1396
1076 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1077 } 1399 }
1078 } 1400 }
1401 lockPartsForRead(false);
1079 } 1402 }
1080 1403
1081 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1118,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1118 /// <param name="part"></param> 1441 /// <param name="part"></param>
1119 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1120 { 1443 {
1121 lock (m_parts) 1444 lockPartsForWrite(true);
1122 { 1445 {
1123 part.SetParent(this); 1446 part.SetParent(this);
1124 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1128,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1128 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1129 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1130 } 1453 }
1454 lockPartsForWrite(false);
1131 } 1455 }
1132 1456
1133 /// <summary> 1457 /// <summary>
@@ -1135,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1135 /// </summary> 1459 /// </summary>
1136 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1137 { 1461 {
1138 lock (m_parts) 1462 lockPartsForRead(true);
1139 { 1463 {
1140 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1141 { 1465 {
1466
1142 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1143 { 1468 {
1144 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1145 } 1470 }
1471
1146 } 1472 }
1147 } 1473 }
1474 lockPartsForRead(false);
1148 } 1475 }
1149 1476
1150 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1151 { 1478 {
1152 lock (m_parts) 1479 lockPartsForRead(true);
1153 { 1480 {
1154 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1155 { 1482 {
1483
1156 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1157 1485
1158 } 1486 }
1159 } 1487 }
1488 lockPartsForRead(false);
1160 } 1489 }
1161 1490
1162 // helper provided for parts. 1491 // helper provided for parts.
@@ -1217,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 1546
1218 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1219 { 1548 {
1220 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1221 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1222 } 1551 }
1223 1552
@@ -1237,14 +1566,18 @@ namespace OpenSim.Region.Framework.Scenes
1237 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1566 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1238 public void DeleteGroupFromScene(bool silent) 1567 public void DeleteGroupFromScene(bool silent)
1239 { 1568 {
1240 List<SceneObjectPart> parts; 1569 // We need to keep track of this state in case this group is still queued for backup.
1570 m_isDeleted = true;
1241 1571
1242 lock (m_parts) 1572 DetachFromBackup();
1243 parts = m_parts.Values.ToList(); 1573
1574 lockPartsForRead(true);
1575 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
1576 lockPartsForRead(false);
1244 1577
1245 foreach (SceneObjectPart part in parts) 1578 foreach (SceneObjectPart part in parts)
1246 { 1579 {
1247 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1580 Scene.ForEachScenePresence(delegate (ScenePresence avatar)
1248 { 1581 {
1249 if (avatar.ParentID == LocalId) 1582 if (avatar.ParentID == LocalId)
1250 { 1583 {
@@ -1259,6 +1592,8 @@ namespace OpenSim.Region.Framework.Scenes
1259 } 1592 }
1260 }); 1593 });
1261 } 1594 }
1595
1596
1262 } 1597 }
1263 1598
1264 public void AddScriptLPS(int count) 1599 public void AddScriptLPS(int count)
@@ -1283,17 +1618,20 @@ namespace OpenSim.Region.Framework.Scenes
1283 1618
1284 scriptEvents aggregateScriptEvents = 0; 1619 scriptEvents aggregateScriptEvents = 0;
1285 1620
1286 lock (m_parts) 1621 lockPartsForRead(true);
1287 { 1622 {
1288 foreach (SceneObjectPart part in m_parts.Values) 1623 foreach (SceneObjectPart part in m_parts.Values)
1289 { 1624 {
1625
1290 if (part == null) 1626 if (part == null)
1291 continue; 1627 continue;
1292 if (part != RootPart) 1628 if (part != RootPart)
1293 part.Flags = objectflagupdate; 1629 part.Flags = objectflagupdate;
1294 aggregateScriptEvents |= part.AggregateScriptEvents; 1630 aggregateScriptEvents |= part.AggregateScriptEvents;
1631
1295 } 1632 }
1296 } 1633 }
1634 lockPartsForRead(false);
1297 1635
1298 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1636 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1299 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1637 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1335,42 +1673,52 @@ namespace OpenSim.Region.Framework.Scenes
1335 /// <param name="m_physicalPrim"></param> 1673 /// <param name="m_physicalPrim"></param>
1336 public void ApplyPhysics(bool m_physicalPrim) 1674 public void ApplyPhysics(bool m_physicalPrim)
1337 { 1675 {
1338 lock (m_parts) 1676 lockPartsForRead(true);
1677
1678 if (m_parts.Count > 1)
1339 { 1679 {
1340 if (m_parts.Count > 1) 1680 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1681 lockPartsForRead(false);
1682 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1683 foreach (SceneObjectPart part in values)
1341 { 1684 {
1342 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1685
1343 foreach (SceneObjectPart part in m_parts.Values) 1686 if (part.LocalId != m_rootPart.LocalId)
1344 { 1687 {
1345 if (part.LocalId != m_rootPart.LocalId) 1688 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1346 {
1347 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1348 }
1349 } 1689 }
1350 1690
1351 // Hack to get the physics scene geometries in the right spot
1352 ResetChildPrimPhysicsPositions();
1353 }
1354 else
1355 {
1356 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1357 } 1691 }
1692 // Hack to get the physics scene geometries in the right spot
1693 ResetChildPrimPhysicsPositions();
1694 }
1695 else
1696 {
1697 lockPartsForRead(false);
1698 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1358 } 1699 }
1359 } 1700 }
1360 1701
1361 public void SetOwnerId(UUID userId) 1702 public void SetOwnerId(UUID userId)
1362 { 1703 {
1363 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1704 ForEachPart(delegate(SceneObjectPart part)
1705 {
1706
1707 part.OwnerID = userId;
1708
1709 });
1364 } 1710 }
1365 1711
1366 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1712 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1367 { 1713 {
1368 lock (m_parts) 1714 lockPartsForRead(true);
1715 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1716 lockPartsForRead(false);
1717 foreach (SceneObjectPart part in values)
1369 { 1718 {
1370 foreach (SceneObjectPart part in m_parts.Values) 1719
1371 { 1720 whatToDo(part);
1372 whatToDo(part); 1721
1373 }
1374 } 1722 }
1375 } 1723 }
1376 1724
@@ -1400,7 +1748,10 @@ namespace OpenSim.Region.Framework.Scenes
1400 // any exception propogate upwards. 1748 // any exception propogate upwards.
1401 try 1749 try
1402 { 1750 {
1403 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1751 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1752 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1753 m_scene.LoadingPrims) // Land may not be valid yet
1754
1404 { 1755 {
1405 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1756 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1406 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1757 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1432,6 +1783,20 @@ namespace OpenSim.Region.Framework.Scenes
1432 // don't backup while it's selected or you're asking for changes mid stream. 1783 // don't backup while it's selected or you're asking for changes mid stream.
1433 if (isTimeToPersist() || forcedBackup) 1784 if (isTimeToPersist() || forcedBackup)
1434 { 1785 {
1786 if (m_rootPart.PhysActor != null &&
1787 (!m_rootPart.PhysActor.IsPhysical))
1788 {
1789 // Possible ghost prim
1790 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1791 {
1792 foreach (SceneObjectPart part in Children.Values)
1793 {
1794 // Re-set physics actor positions and
1795 // orientations
1796 part.GroupPosition = m_rootPart.GroupPosition;
1797 }
1798 }
1799 }
1435// m_log.DebugFormat( 1800// m_log.DebugFormat(
1436// "[SCENE]: Storing {0}, {1} in {2}", 1801// "[SCENE]: Storing {0}, {1} in {2}",
1437// Name, UUID, m_scene.RegionInfo.RegionName); 1802// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1476,15 +1841,17 @@ namespace OpenSim.Region.Framework.Scenes
1476 RootPart.SendFullUpdate( 1841 RootPart.SendFullUpdate(
1477 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1842 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1478 1843
1479 lock (m_parts) 1844 lockPartsForRead(true);
1480 { 1845 {
1481 foreach (SceneObjectPart part in m_parts.Values) 1846 foreach (SceneObjectPart part in m_parts.Values)
1482 { 1847 {
1848
1483 if (part != RootPart) 1849 if (part != RootPart)
1484 part.SendFullUpdate( 1850 part.SendFullUpdate(
1485 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1851 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1486 } 1852 }
1487 } 1853 }
1854 lockPartsForRead(false);
1488 } 1855 }
1489 1856
1490 #region Copying 1857 #region Copying
@@ -1496,86 +1863,112 @@ namespace OpenSim.Region.Framework.Scenes
1496 /// <returns></returns> 1863 /// <returns></returns>
1497 public SceneObjectGroup Copy(bool userExposed) 1864 public SceneObjectGroup Copy(bool userExposed)
1498 { 1865 {
1499 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1866 SceneObjectGroup dupe;
1500 dupe.m_isBackedUp = false; 1867 try
1501 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1868 {
1869 m_dupeInProgress = true;
1870 dupe = (SceneObjectGroup)MemberwiseClone();
1871 dupe.m_isBackedUp = false;
1872 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1502 1873
1503 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1874 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1504 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1875 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1505 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1876 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1506 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1877 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1507 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1878 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1508 // then restore it's attachment state 1879 // then restore it's attachment state
1509 1880
1510 // This is only necessary when userExposed is false! 1881 // This is only necessary when userExposed is false!
1511 1882
1512 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1883 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1513
1514 if (!userExposed)
1515 dupe.RootPart.IsAttachment = true;
1516 1884
1517 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1885 if (!userExposed)
1886 dupe.RootPart.IsAttachment = true;
1518 1887
1519 if (!userExposed) 1888 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1520 {
1521 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1522 }
1523 1889
1524 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1890 if (!userExposed)
1525 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1891 {
1892 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1893 }
1526 1894
1527 if (userExposed) 1895 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1528 dupe.m_rootPart.TrimPermissions(); 1896 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1529 1897
1530 List<SceneObjectPart> partList; 1898 if (userExposed)
1899 dupe.m_rootPart.TrimPermissions();
1531 1900
1532 lock (m_parts) 1901 /// may need to create a new Physics actor.
1533 { 1902 if (dupe.RootPart.PhysActor != null && userExposed)
1534 partList = new List<SceneObjectPart>(m_parts.Values);
1535 }
1536
1537 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1538 { 1903 {
1539 return p1.LinkNum.CompareTo(p2.LinkNum); 1904 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1905
1906 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1907 dupe.RootPart.Name,
1908 pbs,
1909 dupe.RootPart.AbsolutePosition,
1910 dupe.RootPart.Scale,
1911 dupe.RootPart.RotationOffset,
1912 dupe.RootPart.PhysActor.IsPhysical);
1913
1914 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1915 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1540 } 1916 }
1541 );
1542 1917
1543 foreach (SceneObjectPart part in partList) 1918 lockPartsForRead(true);
1544 { 1919
1545 if (part.UUID != m_rootPart.UUID) 1920 List<SceneObjectPart> partList;
1921
1922 partList = new List<SceneObjectPart>(m_parts.Values);
1923
1924 lockPartsForRead(false);
1925
1926 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1927 {
1928 return p1.LinkNum.CompareTo(p2.LinkNum);
1929 }
1930 );
1931
1932 foreach (SceneObjectPart part in partList)
1546 { 1933 {
1547 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1934 if (part.UUID != m_rootPart.UUID)
1548 newPart.LinkNum = part.LinkNum; 1935 {
1549 } 1936 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1937
1938 newPart.LinkNum = part.LinkNum;
1939 }
1550 1940
1551 // Need to duplicate the physics actor as well 1941 // Need to duplicate the physics actor as well
1552 if (part.PhysActor != null && userExposed) 1942 if (part.PhysActor != null && userExposed)
1943 {
1944 PrimitiveBaseShape pbs = part.Shape;
1945
1946 part.PhysActor
1947 = m_scene.PhysicsScene.AddPrimShape(
1948 part.Name,
1949 pbs,
1950 part.AbsolutePosition,
1951 part.Scale,
1952 part.RotationOffset,
1953 part.PhysActor.IsPhysical);
1954
1955 part.PhysActor.LocalID = part.LocalId;
1956 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1957 }
1958 }
1959 if (userExposed)
1553 { 1960 {
1554 PrimitiveBaseShape pbs = part.Shape; 1961 dupe.UpdateParentIDs();
1555 1962 dupe.HasGroupChanged = true;
1556 part.PhysActor 1963 dupe.AttachToBackup();
1557 = m_scene.PhysicsScene.AddPrimShape( 1964
1558 part.Name, 1965 ScheduleGroupForFullUpdate();
1559 pbs,
1560 part.AbsolutePosition,
1561 part.Scale,
1562 part.RotationOffset,
1563 part.PhysActor.IsPhysical);
1564
1565 part.PhysActor.LocalID = part.LocalId;
1566 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1567 } 1966 }
1568 } 1967 }
1569 1968 finally
1570 if (userExposed)
1571 { 1969 {
1572 dupe.UpdateParentIDs(); 1970 m_dupeInProgress = false;
1573 dupe.HasGroupChanged = true;
1574 dupe.AttachToBackup();
1575
1576 ScheduleGroupForFullUpdate();
1577 } 1971 }
1578
1579 return dupe; 1972 return dupe;
1580 } 1973 }
1581 1974
@@ -1766,13 +2159,40 @@ namespace OpenSim.Region.Framework.Scenes
1766 } 2159 }
1767 } 2160 }
1768 2161
2162 public void rotLookAt(Quaternion target, float strength, float damping)
2163 {
2164 SceneObjectPart rootpart = m_rootPart;
2165 if (rootpart != null)
2166 {
2167 if (IsAttachment)
2168 {
2169 /*
2170 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2171 if (avatar != null)
2172 {
2173 Rotate the Av?
2174 } */
2175 }
2176 else
2177 {
2178 if (rootpart.PhysActor != null)
2179 { // APID must be implemented in your physics system for this to function.
2180 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2181 rootpart.PhysActor.APIDStrength = strength;
2182 rootpart.PhysActor.APIDDamping = damping;
2183 rootpart.PhysActor.APIDActive = true;
2184 }
2185 }
2186 }
2187 }
2188
1769 public void stopLookAt() 2189 public void stopLookAt()
1770 { 2190 {
1771 SceneObjectPart rootpart = m_rootPart; 2191 SceneObjectPart rootpart = m_rootPart;
1772 if (rootpart != null) 2192 if (rootpart != null)
1773 { 2193 {
1774 if (rootpart.PhysActor != null) 2194 if (rootpart.PhysActor != null)
1775 { 2195 { // APID must be implemented in your physics system for this to function.
1776 rootpart.PhysActor.APIDActive = false; 2196 rootpart.PhysActor.APIDActive = false;
1777 } 2197 }
1778 } 2198 }
@@ -1837,14 +2257,14 @@ namespace OpenSim.Region.Framework.Scenes
1837 /// <param name="cGroupID"></param> 2257 /// <param name="cGroupID"></param>
1838 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2258 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1839 { 2259 {
1840 SceneObjectPart newPart = null; 2260 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1841 2261 newPart.SetParent(this);
1842 lock (m_parts) 2262
2263 lockPartsForWrite(true);
1843 { 2264 {
1844 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1845 newPart.SetParent(this);
1846 m_parts.Add(newPart.UUID, newPart); 2265 m_parts.Add(newPart.UUID, newPart);
1847 } 2266 }
2267 lockPartsForWrite(false);
1848 2268
1849 SetPartAsNonRoot(newPart); 2269 SetPartAsNonRoot(newPart);
1850 2270
@@ -1908,6 +2328,8 @@ namespace OpenSim.Region.Framework.Scenes
1908 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2328 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1909 // return; 2329 // return;
1910 2330
2331 lockPartsForRead(true);
2332
1911 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2333 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1912 2334
1913 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2335 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1923,8 +2345,7 @@ namespace OpenSim.Region.Framework.Scenes
1923 } 2345 }
1924 2346
1925 List<SceneObjectPart> partList = null; 2347 List<SceneObjectPart> partList = null;
1926 lock (m_parts) 2348 partList = new List<SceneObjectPart>(m_parts.Values);
1927 partList = new List<SceneObjectPart>(m_parts.Values);
1928 2349
1929 foreach (SceneObjectPart part in partList) 2350 foreach (SceneObjectPart part in partList)
1930 { 2351 {
@@ -1932,6 +2353,7 @@ namespace OpenSim.Region.Framework.Scenes
1932 part.UpdateLookAt(); 2353 part.UpdateLookAt();
1933 part.SendScheduledUpdates(); 2354 part.SendScheduledUpdates();
1934 } 2355 }
2356 lockPartsForRead(false);
1935 } 2357 }
1936 2358
1937 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2359 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1940,27 +2362,29 @@ namespace OpenSim.Region.Framework.Scenes
1940 2362
1941 RootPart.AddFullUpdateToAvatar(presence); 2363 RootPart.AddFullUpdateToAvatar(presence);
1942 2364
1943 lock (m_parts) 2365 lockPartsForRead(true);
1944 { 2366 {
1945 foreach (SceneObjectPart part in m_parts.Values) 2367 foreach (SceneObjectPart part in m_parts.Values)
1946 { 2368 {
2369
1947 if (part != RootPart) 2370 if (part != RootPart)
1948 part.AddFullUpdateToAvatar(presence); 2371 part.AddFullUpdateToAvatar(presence);
2372
1949 } 2373 }
1950 } 2374 }
2375 lockPartsForRead(false);
1951 } 2376 }
1952 2377
1953 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2378 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1954 { 2379 {
1955// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2380 lockPartsForRead(true);
1956 2381
1957 lock (m_parts) 2382 foreach (SceneObjectPart part in m_parts.Values)
1958 { 2383 {
1959 foreach (SceneObjectPart part in m_parts.Values) 2384 part.AddTerseUpdateToAvatar(presence);
1960 {
1961 part.AddTerseUpdateToAvatar(presence);
1962 }
1963 } 2385 }
2386
2387 lockPartsForRead(false);
1964 } 2388 }
1965 2389
1966 /// <summary> 2390 /// <summary>
@@ -1974,14 +2398,17 @@ namespace OpenSim.Region.Framework.Scenes
1974 checkAtTargets(); 2398 checkAtTargets();
1975 RootPart.ScheduleFullUpdate(); 2399 RootPart.ScheduleFullUpdate();
1976 2400
1977 lock (m_parts) 2401 lockPartsForRead(true);
1978 { 2402 {
1979 foreach (SceneObjectPart part in m_parts.Values) 2403 foreach (SceneObjectPart part in m_parts.Values)
1980 { 2404 {
2405
1981 if (part != RootPart) 2406 if (part != RootPart)
1982 part.ScheduleFullUpdate(); 2407 part.ScheduleFullUpdate();
2408
1983 } 2409 }
1984 } 2410 }
2411 lockPartsForRead(false);
1985 } 2412 }
1986 2413
1987 /// <summary> 2414 /// <summary>
@@ -1989,37 +2416,38 @@ namespace OpenSim.Region.Framework.Scenes
1989 /// </summary> 2416 /// </summary>
1990 public void ScheduleGroupForTerseUpdate() 2417 public void ScheduleGroupForTerseUpdate()
1991 { 2418 {
1992// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2419 lockPartsForRead(true);
1993 2420 foreach (SceneObjectPart part in m_parts.Values)
1994 lock (m_parts)
1995 { 2421 {
1996 foreach (SceneObjectPart part in m_parts.Values) 2422 part.ScheduleTerseUpdate();
1997 {
1998 part.ScheduleTerseUpdate();
1999 }
2000 } 2423 }
2424
2425 lockPartsForRead(false);
2001 } 2426 }
2002 2427
2003 /// <summary> 2428 /// <summary>
2004 /// Immediately send a full update for this scene object. 2429 /// Immediately send a full update for this scene object.
2005 /// </summary> 2430 /// </summary>
2006 public void SendGroupFullUpdate() 2431 public void SendGroupFullUpdate()
2007 { 2432 {
2008 if (IsDeleted) 2433 if (IsDeleted)
2009 return; 2434 return;
2010 2435
2011// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2436// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2012 2437
2013 RootPart.SendFullUpdateToAllClients(); 2438 RootPart.SendFullUpdateToAllClients();
2014 2439
2015 lock (m_parts) 2440 lockPartsForRead(true);
2016 { 2441 {
2017 foreach (SceneObjectPart part in m_parts.Values) 2442 foreach (SceneObjectPart part in m_parts.Values)
2018 { 2443 {
2444
2019 if (part != RootPart) 2445 if (part != RootPart)
2020 part.SendFullUpdateToAllClients(); 2446 part.SendFullUpdateToAllClients();
2447
2021 } 2448 }
2022 } 2449 }
2450 lockPartsForRead(false);
2023 } 2451 }
2024 2452
2025 /// <summary> 2453 /// <summary>
@@ -2051,14 +2479,15 @@ namespace OpenSim.Region.Framework.Scenes
2051 { 2479 {
2052 if (IsDeleted) 2480 if (IsDeleted)
2053 return; 2481 return;
2054 2482
2055 lock (m_parts) 2483 lockPartsForRead(true);
2056 { 2484 {
2057 foreach (SceneObjectPart part in m_parts.Values) 2485 foreach (SceneObjectPart part in m_parts.Values)
2058 { 2486 {
2059 part.SendTerseUpdateToAllClients(); 2487 part.SendTerseUpdateToAllClients();
2060 } 2488 }
2061 } 2489 }
2490 lockPartsForRead(false);
2062 } 2491 }
2063 2492
2064 #endregion 2493 #endregion
@@ -2072,16 +2501,18 @@ namespace OpenSim.Region.Framework.Scenes
2072 /// <returns>null if no child part with that linknum or child part</returns> 2501 /// <returns>null if no child part with that linknum or child part</returns>
2073 public SceneObjectPart GetLinkNumPart(int linknum) 2502 public SceneObjectPart GetLinkNumPart(int linknum)
2074 { 2503 {
2075 lock (m_parts) 2504 lockPartsForRead(true);
2076 { 2505 {
2077 foreach (SceneObjectPart part in m_parts.Values) 2506 foreach (SceneObjectPart part in m_parts.Values)
2078 { 2507 {
2079 if (part.LinkNum == linknum) 2508 if (part.LinkNum == linknum)
2080 { 2509 {
2510 lockPartsForRead(false);
2081 return part; 2511 return part;
2082 } 2512 }
2083 } 2513 }
2084 } 2514 }
2515 lockPartsForRead(false);
2085 2516
2086 return null; 2517 return null;
2087 } 2518 }
@@ -2107,17 +2538,19 @@ namespace OpenSim.Region.Framework.Scenes
2107 public SceneObjectPart GetChildPart(uint localID) 2538 public SceneObjectPart GetChildPart(uint localID)
2108 { 2539 {
2109 //m_log.DebugFormat("Entered looking for {0}", localID); 2540 //m_log.DebugFormat("Entered looking for {0}", localID);
2110 lock (m_parts) 2541 lockPartsForRead(true);
2111 { 2542 {
2112 foreach (SceneObjectPart part in m_parts.Values) 2543 foreach (SceneObjectPart part in m_parts.Values)
2113 { 2544 {
2114 //m_log.DebugFormat("Found {0}", part.LocalId); 2545 //m_log.DebugFormat("Found {0}", part.LocalId);
2115 if (part.LocalId == localID) 2546 if (part.LocalId == localID)
2116 { 2547 {
2548 lockPartsForRead(false);
2117 return part; 2549 return part;
2118 } 2550 }
2119 } 2551 }
2120 } 2552 }
2553 lockPartsForRead(false);
2121 2554
2122 return null; 2555 return null;
2123 } 2556 }
@@ -2148,17 +2581,19 @@ namespace OpenSim.Region.Framework.Scenes
2148 public bool HasChildPrim(uint localID) 2581 public bool HasChildPrim(uint localID)
2149 { 2582 {
2150 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2583 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2151 lock (m_parts) 2584 lockPartsForRead(true);
2152 { 2585 {
2153 foreach (SceneObjectPart part in m_parts.Values) 2586 foreach (SceneObjectPart part in m_parts.Values)
2154 { 2587 {
2155 //m_log.DebugFormat("Found {0}", part.LocalId); 2588 //m_log.DebugFormat("Found {0}", part.LocalId);
2156 if (part.LocalId == localID) 2589 if (part.LocalId == localID)
2157 { 2590 {
2591 lockPartsForRead(false);
2158 return true; 2592 return true;
2159 } 2593 }
2160 } 2594 }
2161 } 2595 }
2596 lockPartsForRead(false);
2162 2597
2163 return false; 2598 return false;
2164 } 2599 }
@@ -2208,53 +2643,57 @@ namespace OpenSim.Region.Framework.Scenes
2208 if (m_rootPart.LinkNum == 0) 2643 if (m_rootPart.LinkNum == 0)
2209 m_rootPart.LinkNum = 1; 2644 m_rootPart.LinkNum = 1;
2210 2645
2211 lock (m_parts) 2646 lockPartsForWrite(true);
2212 { 2647
2213 m_parts.Add(linkPart.UUID, linkPart); 2648 m_parts.Add(linkPart.UUID, linkPart);
2649
2650 lockPartsForWrite(false);
2214 2651
2215 // Insert in terms of link numbers, the new links 2652 // Insert in terms of link numbers, the new links
2216 // before the current ones (with the exception of 2653 // before the current ones (with the exception of
2217 // the root prim. Shuffle the old ones up 2654 // the root prim. Shuffle the old ones up
2218 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2655 lockPartsForRead(true);
2656 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2657 {
2658 if (kvp.Value.LinkNum != 1)
2219 { 2659 {
2220 if (kvp.Value.LinkNum != 1) 2660 // Don't update root prim link number
2221 { 2661 kvp.Value.LinkNum += objectGroup.PrimCount;
2222 // Don't update root prim link number
2223 kvp.Value.LinkNum += objectGroup.PrimCount;
2224 }
2225 } 2662 }
2663 }
2664 lockPartsForRead(false);
2226 2665
2227 linkPart.LinkNum = 2; 2666 linkPart.LinkNum = 2;
2228 2667
2229 linkPart.SetParent(this); 2668 linkPart.SetParent(this);
2230 linkPart.CreateSelected = true; 2669 linkPart.CreateSelected = true;
2231 2670
2232 //if (linkPart.PhysActor != null) 2671 //if (linkPart.PhysActor != null)
2233 //{ 2672 //{
2234 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2673 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2235 2674
2236 //linkPart.PhysActor = null; 2675 //linkPart.PhysActor = null;
2237 //} 2676 //}
2238 2677
2239 //TODO: rest of parts 2678 //TODO: rest of parts
2240 int linkNum = 3; 2679 int linkNum = 3;
2241 foreach (SceneObjectPart part in objectGroup.Children.Values) 2680 foreach (SceneObjectPart part in objectGroup.Children.Values)
2681 {
2682 if (part.UUID != objectGroup.m_rootPart.UUID)
2242 { 2683 {
2243 if (part.UUID != objectGroup.m_rootPart.UUID) 2684 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2244 {
2245 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2246 }
2247 part.ClearUndoState();
2248 } 2685 }
2686 part.ClearUndoState();
2249 } 2687 }
2250 2688
2251 m_scene.UnlinkSceneObject(objectGroup, true); 2689 m_scene.UnlinkSceneObject(objectGroup, true);
2252 objectGroup.m_isDeleted = true; 2690 objectGroup.m_isDeleted = true;
2691
2692 objectGroup.lockPartsForWrite(true);
2253 2693
2254 lock (objectGroup.m_parts) 2694 objectGroup.m_parts.Clear();
2255 { 2695
2256 objectGroup.m_parts.Clear(); 2696 objectGroup.lockPartsForWrite(false);
2257 }
2258 2697
2259 // Can't do this yet since backup still makes use of the root part without any synchronization 2698 // Can't do this yet since backup still makes use of the root part without any synchronization
2260// objectGroup.m_rootPart = null; 2699// objectGroup.m_rootPart = null;
@@ -2324,23 +2763,23 @@ namespace OpenSim.Region.Framework.Scenes
2324 Quaternion worldRot = linkPart.GetWorldRotation(); 2763 Quaternion worldRot = linkPart.GetWorldRotation();
2325 2764
2326 // Remove the part from this object 2765 // Remove the part from this object
2327 lock (m_parts) 2766 lockPartsForWrite(true);
2328 { 2767 {
2329 m_parts.Remove(linkPart.UUID); 2768 m_parts.Remove(linkPart.UUID);
2330 2769 }
2331 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2770 lockPartsForWrite(false);
2332 { 2771 lockPartsForRead(true);
2333 RootPart.LinkNum = 0; 2772 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2334 } 2773 RootPart.LinkNum = 0;
2335 else 2774 else
2775 {
2776 foreach (SceneObjectPart p in m_parts.Values)
2336 { 2777 {
2337 foreach (SceneObjectPart p in m_parts.Values) 2778 if (p.LinkNum > linkPart.LinkNum)
2338 { 2779 p.LinkNum--;
2339 if (p.LinkNum > linkPart.LinkNum)
2340 p.LinkNum--;
2341 }
2342 } 2780 }
2343 } 2781 }
2782 lockPartsForRead(false);
2344 2783
2345 linkPart.ParentID = 0; 2784 linkPart.ParentID = 0;
2346 linkPart.LinkNum = 0; 2785 linkPart.LinkNum = 0;
@@ -2384,6 +2823,8 @@ namespace OpenSim.Region.Framework.Scenes
2384 /// <param name="objectGroup"></param> 2823 /// <param name="objectGroup"></param>
2385 public virtual void DetachFromBackup() 2824 public virtual void DetachFromBackup()
2386 { 2825 {
2826 m_scene.SceneGraph.FireDetachFromBackup(this);
2827
2387 if (m_isBackedUp) 2828 if (m_isBackedUp)
2388 m_scene.EventManager.OnBackup -= ProcessBackup; 2829 m_scene.EventManager.OnBackup -= ProcessBackup;
2389 2830
@@ -2662,9 +3103,12 @@ namespace OpenSim.Region.Framework.Scenes
2662 3103
2663 if (selectionPart != null) 3104 if (selectionPart != null)
2664 { 3105 {
2665 lock (m_parts) 3106 lockPartsForRead(true);
3107 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3108 lockPartsForRead(false);
3109 foreach (SceneObjectPart part in parts)
2666 { 3110 {
2667 foreach (SceneObjectPart part in m_parts.Values) 3111 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2668 { 3112 {
2669 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3113 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2670 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3114 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2674,12 +3118,13 @@ namespace OpenSim.Region.Framework.Scenes
2674 break; 3118 break;
2675 } 3119 }
2676 } 3120 }
3121 }
2677 3122
2678 foreach (SceneObjectPart part in m_parts.Values) 3123 foreach (SceneObjectPart part in parts)
2679 { 3124 {
2680 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3125 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2681 }
2682 } 3126 }
3127
2683 } 3128 }
2684 } 3129 }
2685 3130
@@ -2692,6 +3137,17 @@ namespace OpenSim.Region.Framework.Scenes
2692 } 3137 }
2693 } 3138 }
2694 3139
3140
3141
3142 /// <summary>
3143 /// Gets the number of parts
3144 /// </summary>
3145 /// <returns></returns>
3146 public int GetPartCount()
3147 {
3148 return Children.Count;
3149 }
3150
2695 /// <summary> 3151 /// <summary>
2696 /// Get the parts of this scene object 3152 /// Get the parts of this scene object
2697 /// </summary> 3153 /// </summary>
@@ -2768,11 +3224,9 @@ namespace OpenSim.Region.Framework.Scenes
2768 scale.Y = m_scene.m_maxNonphys; 3224 scale.Y = m_scene.m_maxNonphys;
2769 if (scale.Z > m_scene.m_maxNonphys) 3225 if (scale.Z > m_scene.m_maxNonphys)
2770 scale.Z = m_scene.m_maxNonphys; 3226 scale.Z = m_scene.m_maxNonphys;
2771
2772 SceneObjectPart part = GetChildPart(localID); 3227 SceneObjectPart part = GetChildPart(localID);
2773 if (part != null) 3228 if (part != null)
2774 { 3229 {
2775 part.Resize(scale);
2776 if (part.PhysActor != null) 3230 if (part.PhysActor != null)
2777 { 3231 {
2778 if (part.PhysActor.IsPhysical) 3232 if (part.PhysActor.IsPhysical)
@@ -2787,7 +3241,7 @@ namespace OpenSim.Region.Framework.Scenes
2787 part.PhysActor.Size = scale; 3241 part.PhysActor.Size = scale;
2788 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3242 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2789 } 3243 }
2790 //if (part.UUID != m_rootPart.UUID) 3244 part.Resize(scale);
2791 3245
2792 HasGroupChanged = true; 3246 HasGroupChanged = true;
2793 ScheduleGroupForFullUpdate(); 3247 ScheduleGroupForFullUpdate();
@@ -2809,7 +3263,6 @@ namespace OpenSim.Region.Framework.Scenes
2809 SceneObjectPart part = GetChildPart(localID); 3263 SceneObjectPart part = GetChildPart(localID);
2810 if (part != null) 3264 if (part != null)
2811 { 3265 {
2812 part.IgnoreUndoUpdate = true;
2813 if (scale.X > m_scene.m_maxNonphys) 3266 if (scale.X > m_scene.m_maxNonphys)
2814 scale.X = m_scene.m_maxNonphys; 3267 scale.X = m_scene.m_maxNonphys;
2815 if (scale.Y > m_scene.m_maxNonphys) 3268 if (scale.Y > m_scene.m_maxNonphys)
@@ -2829,94 +3282,100 @@ namespace OpenSim.Region.Framework.Scenes
2829 float y = (scale.Y / part.Scale.Y); 3282 float y = (scale.Y / part.Scale.Y);
2830 float z = (scale.Z / part.Scale.Z); 3283 float z = (scale.Z / part.Scale.Z);
2831 3284
2832 lock (m_parts) 3285 lockPartsForRead(true);
3286 if (x > 1.0f || y > 1.0f || z > 1.0f)
2833 { 3287 {
2834 if (x > 1.0f || y > 1.0f || z > 1.0f) 3288 foreach (SceneObjectPart obPart in m_parts.Values)
2835 { 3289 {
2836 foreach (SceneObjectPart obPart in m_parts.Values) 3290 if (obPart.UUID != m_rootPart.UUID)
2837 { 3291 {
2838 if (obPart.UUID != m_rootPart.UUID) 3292 Vector3 oldSize = new Vector3(obPart.Scale);
2839 { 3293 obPart.IgnoreUndoUpdate = true;
2840 obPart.IgnoreUndoUpdate = true;
2841 Vector3 oldSize = new Vector3(obPart.Scale);
2842 3294
2843 float f = 1.0f; 3295 float f = 1.0f;
2844 float a = 1.0f; 3296 float a = 1.0f;
2845 3297
2846 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3298 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3299 {
3300 if (oldSize.X*x > m_scene.m_maxPhys)
2847 { 3301 {
2848 if (oldSize.X*x > m_scene.m_maxPhys) 3302 f = m_scene.m_maxPhys / oldSize.X;
2849 { 3303 a = f / x;
2850 f = m_scene.m_maxPhys / oldSize.X; 3304 x *= a;
2851 a = f / x; 3305 y *= a;
2852 x *= a; 3306 z *= a;
2853 y *= a;
2854 z *= a;
2855 }
2856 if (oldSize.Y*y > m_scene.m_maxPhys)
2857 {
2858 f = m_scene.m_maxPhys / oldSize.Y;
2859 a = f / y;
2860 x *= a;
2861 y *= a;
2862 z *= a;
2863 }
2864 if (oldSize.Z*z > m_scene.m_maxPhys)
2865 {
2866 f = m_scene.m_maxPhys / oldSize.Z;
2867 a = f / z;
2868 x *= a;
2869 y *= a;
2870 z *= a;
2871 }
2872 } 3307 }
2873 else 3308 if (oldSize.Y*y > m_scene.m_maxPhys)
3309 {
3310 f = m_scene.m_maxPhys / oldSize.Y;
3311 a = f / y;
3312 x *= a;
3313 y *= a;
3314 z *= a;
3315 }
3316 if (oldSize.Z*z > m_scene.m_maxPhys)
2874 { 3317 {
2875 if (oldSize.X*x > m_scene.m_maxNonphys) 3318 f = m_scene.m_maxPhys / oldSize.Z;
2876 { 3319 a = f / z;
2877 f = m_scene.m_maxNonphys / oldSize.X; 3320 x *= a;
2878 a = f / x; 3321 y *= a;
2879 x *= a; 3322 z *= a;
2880 y *= a;
2881 z *= a;
2882 }
2883 if (oldSize.Y*y > m_scene.m_maxNonphys)
2884 {
2885 f = m_scene.m_maxNonphys / oldSize.Y;
2886 a = f / y;
2887 x *= a;
2888 y *= a;
2889 z *= a;
2890 }
2891 if (oldSize.Z*z > m_scene.m_maxNonphys)
2892 {
2893 f = m_scene.m_maxNonphys / oldSize.Z;
2894 a = f / z;
2895 x *= a;
2896 y *= a;
2897 z *= a;
2898 }
2899 } 3323 }
2900 obPart.IgnoreUndoUpdate = false; 3324 }
2901 obPart.StoreUndoState(); 3325 else
3326 {
3327 if (oldSize.X*x > m_scene.m_maxNonphys)
3328 {
3329 f = m_scene.m_maxNonphys / oldSize.X;
3330 a = f / x;
3331 x *= a;
3332 y *= a;
3333 z *= a;
3334 }
3335 if (oldSize.Y*y > m_scene.m_maxNonphys)
3336 {
3337 f = m_scene.m_maxNonphys / oldSize.Y;
3338 a = f / y;
3339 x *= a;
3340 y *= a;
3341 z *= a;
3342 }
3343 if (oldSize.Z*z > m_scene.m_maxNonphys)
3344 {
3345 f = m_scene.m_maxNonphys / oldSize.Z;
3346 a = f / z;
3347 x *= a;
3348 y *= a;
3349 z *= a;
3350 }
3351
2902 } 3352 }
2903 } 3353 }
2904 } 3354 }
2905 } 3355 }
3356 lockPartsForRead(false);
2906 3357
2907 Vector3 prevScale = part.Scale; 3358 Vector3 prevScale = part.Scale;
2908 prevScale.X *= x; 3359 prevScale.X *= x;
2909 prevScale.Y *= y; 3360 prevScale.Y *= y;
2910 prevScale.Z *= z; 3361 prevScale.Z *= z;;
3362
3363 part.IgnoreUndoUpdate = false;
3364 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3365 part.IgnoreUndoUpdate = true;
2911 part.Resize(prevScale); 3366 part.Resize(prevScale);
3367 part.IgnoreUndoUpdate = false;
2912 3368
2913 lock (m_parts) 3369 lockPartsForRead(true);
2914 { 3370 {
2915 foreach (SceneObjectPart obPart in m_parts.Values) 3371 foreach (SceneObjectPart obPart in m_parts.Values)
2916 { 3372 {
2917 obPart.IgnoreUndoUpdate = true;
2918 if (obPart.UUID != m_rootPart.UUID) 3373 if (obPart.UUID != m_rootPart.UUID)
2919 { 3374 {
3375 obPart.IgnoreUndoUpdate = false;
3376 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3377 obPart.IgnoreUndoUpdate = true;
3378
2920 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3379 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2921 currentpos.X *= x; 3380 currentpos.X *= x;
2922 currentpos.Y *= y; 3381 currentpos.Y *= y;
@@ -2929,9 +3388,9 @@ namespace OpenSim.Region.Framework.Scenes
2929 obPart.UpdateOffSet(currentpos); 3388 obPart.UpdateOffSet(currentpos);
2930 } 3389 }
2931 obPart.IgnoreUndoUpdate = false; 3390 obPart.IgnoreUndoUpdate = false;
2932 obPart.StoreUndoState();
2933 } 3391 }
2934 } 3392 }
3393 lockPartsForRead(false);
2935 3394
2936 if (part.PhysActor != null) 3395 if (part.PhysActor != null)
2937 { 3396 {
@@ -2940,7 +3399,6 @@ namespace OpenSim.Region.Framework.Scenes
2940 } 3399 }
2941 3400
2942 part.IgnoreUndoUpdate = false; 3401 part.IgnoreUndoUpdate = false;
2943 part.StoreUndoState();
2944 HasGroupChanged = true; 3402 HasGroupChanged = true;
2945 ScheduleGroupForTerseUpdate(); 3403 ScheduleGroupForTerseUpdate();
2946 } 3404 }
@@ -2956,14 +3414,11 @@ namespace OpenSim.Region.Framework.Scenes
2956 /// <param name="pos"></param> 3414 /// <param name="pos"></param>
2957 public void UpdateGroupPosition(Vector3 pos) 3415 public void UpdateGroupPosition(Vector3 pos)
2958 { 3416 {
2959 foreach (SceneObjectPart part in Children.Values)
2960 {
2961 part.StoreUndoState();
2962 }
2963 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3417 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2964 { 3418 {
2965 if (IsAttachment) 3419 if (IsAttachment)
2966 { 3420 {
3421 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2967 m_rootPart.AttachedPos = pos; 3422 m_rootPart.AttachedPos = pos;
2968 } 3423 }
2969 if (RootPart.GetStatusSandbox()) 3424 if (RootPart.GetStatusSandbox())
@@ -2996,7 +3451,7 @@ namespace OpenSim.Region.Framework.Scenes
2996 SceneObjectPart part = GetChildPart(localID); 3451 SceneObjectPart part = GetChildPart(localID);
2997 foreach (SceneObjectPart parts in Children.Values) 3452 foreach (SceneObjectPart parts in Children.Values)
2998 { 3453 {
2999 parts.StoreUndoState(); 3454 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3000 } 3455 }
3001 if (part != null) 3456 if (part != null)
3002 { 3457 {
@@ -3021,7 +3476,7 @@ namespace OpenSim.Region.Framework.Scenes
3021 { 3476 {
3022 foreach (SceneObjectPart part in Children.Values) 3477 foreach (SceneObjectPart part in Children.Values)
3023 { 3478 {
3024 part.StoreUndoState(); 3479 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3025 } 3480 }
3026 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3481 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3027 Vector3 oldPos = 3482 Vector3 oldPos =
@@ -3034,7 +3489,7 @@ namespace OpenSim.Region.Framework.Scenes
3034 axDiff *= Quaternion.Inverse(partRotation); 3489 axDiff *= Quaternion.Inverse(partRotation);
3035 diff = axDiff; 3490 diff = axDiff;
3036 3491
3037 lock (m_parts) 3492 lockPartsForRead(true);
3038 { 3493 {
3039 foreach (SceneObjectPart obPart in m_parts.Values) 3494 foreach (SceneObjectPart obPart in m_parts.Values)
3040 { 3495 {
@@ -3044,11 +3499,29 @@ namespace OpenSim.Region.Framework.Scenes
3044 } 3499 }
3045 } 3500 }
3046 } 3501 }
3502 lockPartsForRead(false);
3047 3503
3048 AbsolutePosition = newPos; 3504 //We have to set undoing here because otherwise an undo state will be saved
3505 if (!m_rootPart.Undoing)
3506 {
3507 m_rootPart.Undoing = true;
3508 AbsolutePosition = newPos;
3509 m_rootPart.Undoing = false;
3510 }
3511 else
3512 {
3513 AbsolutePosition = newPos;
3514 }
3049 3515
3050 HasGroupChanged = true; 3516 HasGroupChanged = true;
3051 ScheduleGroupForTerseUpdate(); 3517 if (m_rootPart.Undoing)
3518 {
3519 ScheduleGroupForFullUpdate();
3520 }
3521 else
3522 {
3523 ScheduleGroupForTerseUpdate();
3524 }
3052 } 3525 }
3053 3526
3054 public void OffsetForNewRegion(Vector3 offset) 3527 public void OffsetForNewRegion(Vector3 offset)
@@ -3068,7 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes
3068 { 3541 {
3069 foreach (SceneObjectPart parts in Children.Values) 3542 foreach (SceneObjectPart parts in Children.Values)
3070 { 3543 {
3071 parts.StoreUndoState(); 3544 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3072 } 3545 }
3073 m_rootPart.UpdateRotation(rot); 3546 m_rootPart.UpdateRotation(rot);
3074 3547
@@ -3092,7 +3565,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 { 3565 {
3093 foreach (SceneObjectPart parts in Children.Values) 3566 foreach (SceneObjectPart parts in Children.Values)
3094 { 3567 {
3095 parts.StoreUndoState(); 3568 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3096 } 3569 }
3097 m_rootPart.UpdateRotation(rot); 3570 m_rootPart.UpdateRotation(rot);
3098 3571
@@ -3119,7 +3592,7 @@ namespace OpenSim.Region.Framework.Scenes
3119 SceneObjectPart part = GetChildPart(localID); 3592 SceneObjectPart part = GetChildPart(localID);
3120 foreach (SceneObjectPart parts in Children.Values) 3593 foreach (SceneObjectPart parts in Children.Values)
3121 { 3594 {
3122 parts.StoreUndoState(); 3595 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3123 } 3596 }
3124 if (part != null) 3597 if (part != null)
3125 { 3598 {
@@ -3147,15 +3620,24 @@ namespace OpenSim.Region.Framework.Scenes
3147 if (part.UUID == m_rootPart.UUID) 3620 if (part.UUID == m_rootPart.UUID)
3148 { 3621 {
3149 UpdateRootRotation(rot); 3622 UpdateRootRotation(rot);
3150 AbsolutePosition = pos; 3623 if (!m_rootPart.Undoing)
3624 {
3625 m_rootPart.Undoing = true;
3626 AbsolutePosition = pos;
3627 m_rootPart.Undoing = false;
3628 }
3629 else
3630 {
3631 AbsolutePosition = pos;
3632 }
3151 } 3633 }
3152 else 3634 else
3153 { 3635 {
3636 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3154 part.IgnoreUndoUpdate = true; 3637 part.IgnoreUndoUpdate = true;
3155 part.UpdateRotation(rot); 3638 part.UpdateRotation(rot);
3156 part.OffsetPosition = pos; 3639 part.OffsetPosition = pos;
3157 part.IgnoreUndoUpdate = false; 3640 part.IgnoreUndoUpdate = false;
3158 part.StoreUndoState();
3159 } 3641 }
3160 } 3642 }
3161 } 3643 }
@@ -3169,7 +3651,13 @@ namespace OpenSim.Region.Framework.Scenes
3169 Quaternion axRot = rot; 3651 Quaternion axRot = rot;
3170 Quaternion oldParentRot = m_rootPart.RotationOffset; 3652 Quaternion oldParentRot = m_rootPart.RotationOffset;
3171 3653
3172 m_rootPart.StoreUndoState(); 3654 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3655 bool cancelUndo = false;
3656 if (!m_rootPart.Undoing)
3657 {
3658 m_rootPart.Undoing = true;
3659 cancelUndo = true;
3660 }
3173 m_rootPart.UpdateRotation(rot); 3661 m_rootPart.UpdateRotation(rot);
3174 if (m_rootPart.PhysActor != null) 3662 if (m_rootPart.PhysActor != null)
3175 { 3663 {
@@ -3177,33 +3665,31 @@ namespace OpenSim.Region.Framework.Scenes
3177 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3665 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3178 } 3666 }
3179 3667
3180 lock (m_parts) 3668 lockPartsForRead(true);
3669
3670 foreach (SceneObjectPart prim in m_parts.Values)
3181 { 3671 {
3182 foreach (SceneObjectPart prim in m_parts.Values) 3672 if (prim.UUID != m_rootPart.UUID)
3183 { 3673 {
3184 if (prim.UUID != m_rootPart.UUID) 3674 prim.IgnoreUndoUpdate = true;
3185 { 3675 Vector3 axPos = prim.OffsetPosition;
3186 prim.IgnoreUndoUpdate = true; 3676 axPos *= oldParentRot;
3187 Vector3 axPos = prim.OffsetPosition; 3677 axPos *= Quaternion.Inverse(axRot);
3188 axPos *= oldParentRot; 3678 prim.OffsetPosition = axPos;
3189 axPos *= Quaternion.Inverse(axRot); 3679 Quaternion primsRot = prim.RotationOffset;
3190 prim.OffsetPosition = axPos; 3680 Quaternion newRot = primsRot * oldParentRot;
3191 Quaternion primsRot = prim.RotationOffset; 3681 newRot *= Quaternion.Inverse(axRot);
3192 Quaternion newRot = primsRot * oldParentRot; 3682 prim.RotationOffset = newRot;
3193 newRot *= Quaternion.Inverse(axRot); 3683 prim.ScheduleTerseUpdate();
3194 prim.RotationOffset = newRot; 3684 prim.IgnoreUndoUpdate = false;
3195 prim.ScheduleTerseUpdate();
3196 }
3197 } 3685 }
3198 } 3686 }
3199 foreach (SceneObjectPart childpart in Children.Values) 3687 if (cancelUndo == true)
3200 { 3688 {
3201 if (childpart != m_rootPart) 3689 m_rootPart.Undoing = false;
3202 {
3203 childpart.IgnoreUndoUpdate = false;
3204 childpart.StoreUndoState();
3205 }
3206 } 3690 }
3691 lockPartsForRead(false);
3692
3207 m_rootPart.ScheduleTerseUpdate(); 3693 m_rootPart.ScheduleTerseUpdate();
3208 } 3694 }
3209 3695
@@ -3325,7 +3811,7 @@ namespace OpenSim.Region.Framework.Scenes
3325 if (atTargets.Count > 0) 3811 if (atTargets.Count > 0)
3326 { 3812 {
3327 uint[] localids = new uint[0]; 3813 uint[] localids = new uint[0];
3328 lock (m_parts) 3814 lockPartsForRead(true);
3329 { 3815 {
3330 localids = new uint[m_parts.Count]; 3816 localids = new uint[m_parts.Count];
3331 int cntr = 0; 3817 int cntr = 0;
@@ -3335,6 +3821,7 @@ namespace OpenSim.Region.Framework.Scenes
3335 cntr++; 3821 cntr++;
3336 } 3822 }
3337 } 3823 }
3824 lockPartsForRead(false);
3338 3825
3339 for (int ctr = 0; ctr < localids.Length; ctr++) 3826 for (int ctr = 0; ctr < localids.Length; ctr++)
3340 { 3827 {
@@ -3353,7 +3840,7 @@ namespace OpenSim.Region.Framework.Scenes
3353 { 3840 {
3354 //trigger not_at_target 3841 //trigger not_at_target
3355 uint[] localids = new uint[0]; 3842 uint[] localids = new uint[0];
3356 lock (m_parts) 3843 lockPartsForRead(true);
3357 { 3844 {
3358 localids = new uint[m_parts.Count]; 3845 localids = new uint[m_parts.Count];
3359 int cntr = 0; 3846 int cntr = 0;
@@ -3363,7 +3850,8 @@ namespace OpenSim.Region.Framework.Scenes
3363 cntr++; 3850 cntr++;
3364 } 3851 }
3365 } 3852 }
3366 3853 lockPartsForRead(false);
3854
3367 for (int ctr = 0; ctr < localids.Length; ctr++) 3855 for (int ctr = 0; ctr < localids.Length; ctr++)
3368 { 3856 {
3369 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3857 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3404,7 +3892,8 @@ namespace OpenSim.Region.Framework.Scenes
3404 if (atRotTargets.Count > 0) 3892 if (atRotTargets.Count > 0)
3405 { 3893 {
3406 uint[] localids = new uint[0]; 3894 uint[] localids = new uint[0];
3407 lock (m_parts) 3895 lockPartsForRead(true);
3896 try
3408 { 3897 {
3409 localids = new uint[m_parts.Count]; 3898 localids = new uint[m_parts.Count];
3410 int cntr = 0; 3899 int cntr = 0;
@@ -3414,6 +3903,10 @@ namespace OpenSim.Region.Framework.Scenes
3414 cntr++; 3903 cntr++;
3415 } 3904 }
3416 } 3905 }
3906 finally
3907 {
3908 lockPartsForRead(false);
3909 }
3417 3910
3418 for (int ctr = 0; ctr < localids.Length; ctr++) 3911 for (int ctr = 0; ctr < localids.Length; ctr++)
3419 { 3912 {
@@ -3432,7 +3925,8 @@ namespace OpenSim.Region.Framework.Scenes
3432 { 3925 {
3433 //trigger not_at_target 3926 //trigger not_at_target
3434 uint[] localids = new uint[0]; 3927 uint[] localids = new uint[0];
3435 lock (m_parts) 3928 lockPartsForRead(true);
3929 try
3436 { 3930 {
3437 localids = new uint[m_parts.Count]; 3931 localids = new uint[m_parts.Count];
3438 int cntr = 0; 3932 int cntr = 0;
@@ -3442,6 +3936,10 @@ namespace OpenSim.Region.Framework.Scenes
3442 cntr++; 3936 cntr++;
3443 } 3937 }
3444 } 3938 }
3939 finally
3940 {
3941 lockPartsForRead(false);
3942 }
3445 3943
3446 for (int ctr = 0; ctr < localids.Length; ctr++) 3944 for (int ctr = 0; ctr < localids.Length; ctr++)
3447 { 3945 {
@@ -3455,19 +3953,20 @@ namespace OpenSim.Region.Framework.Scenes
3455 public float GetMass() 3953 public float GetMass()
3456 { 3954 {
3457 float retmass = 0f; 3955 float retmass = 0f;
3458 lock (m_parts) 3956 lockPartsForRead(true);
3459 { 3957 {
3460 foreach (SceneObjectPart part in m_parts.Values) 3958 foreach (SceneObjectPart part in m_parts.Values)
3461 { 3959 {
3462 retmass += part.GetMass(); 3960 retmass += part.GetMass();
3463 } 3961 }
3464 } 3962 }
3963 lockPartsForRead(false);
3465 return retmass; 3964 return retmass;
3466 } 3965 }
3467 3966
3468 public void CheckSculptAndLoad() 3967 public void CheckSculptAndLoad()
3469 { 3968 {
3470 lock (m_parts) 3969 lockPartsForRead(true);
3471 { 3970 {
3472 if (!IsDeleted) 3971 if (!IsDeleted)
3473 { 3972 {
@@ -3492,6 +3991,7 @@ namespace OpenSim.Region.Framework.Scenes
3492 } 3991 }
3493 } 3992 }
3494 } 3993 }
3994 lockPartsForRead(false);
3495 } 3995 }
3496 3996
3497 protected void AssetReceived(string id, Object sender, AssetBase asset) 3997 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3512,7 +4012,7 @@ namespace OpenSim.Region.Framework.Scenes
3512 /// <param name="client"></param> 4012 /// <param name="client"></param>
3513 public void SetGroup(UUID GroupID, IClientAPI client) 4013 public void SetGroup(UUID GroupID, IClientAPI client)
3514 { 4014 {
3515 lock (m_parts) 4015 lockPartsForRead(true);
3516 { 4016 {
3517 foreach (SceneObjectPart part in m_parts.Values) 4017 foreach (SceneObjectPart part in m_parts.Values)
3518 { 4018 {
@@ -3522,6 +4022,7 @@ namespace OpenSim.Region.Framework.Scenes
3522 4022
3523 HasGroupChanged = true; 4023 HasGroupChanged = true;
3524 } 4024 }
4025 lockPartsForRead(false);
3525 4026
3526 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4027 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3527 // for the same object with very different properties. The caller must schedule the update. 4028 // for the same object with very different properties. The caller must schedule the update.
@@ -3543,11 +4044,12 @@ namespace OpenSim.Region.Framework.Scenes
3543 4044
3544 public void SetAttachmentPoint(byte point) 4045 public void SetAttachmentPoint(byte point)
3545 { 4046 {
3546 lock (m_parts) 4047 lockPartsForRead(true);
3547 { 4048 {
3548 foreach (SceneObjectPart part in m_parts.Values) 4049 foreach (SceneObjectPart part in m_parts.Values)
3549 part.SetAttachmentPoint(point); 4050 part.SetAttachmentPoint(point);
3550 } 4051 }
4052 lockPartsForRead(false);
3551 } 4053 }
3552 4054
3553 #region ISceneObject 4055 #region ISceneObject
@@ -3581,6 +4083,14 @@ namespace OpenSim.Region.Framework.Scenes
3581 SetFromItemID(uuid); 4083 SetFromItemID(uuid);
3582 } 4084 }
3583 4085
4086 public void ResetOwnerChangeFlag()
4087 {
4088 ForEachPart(delegate(SceneObjectPart part)
4089 {
4090 part.ResetOwnerChangeFlag();
4091 });
4092 }
4093
3584 #endregion 4094 #endregion
3585 } 4095 }
3586} 4096}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 024bdc9..5c4a2a3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -618,14 +632,12 @@ namespace OpenSim.Region.Framework.Scenes
618 set { m_LoopSoundSlavePrims = value; } 632 set { m_LoopSoundSlavePrims = value; }
619 } 633 }
620 634
621 [XmlIgnore]
622 public Byte[] TextureAnimation 635 public Byte[] TextureAnimation
623 { 636 {
624 get { return m_TextureAnimation; } 637 get { return m_TextureAnimation; }
625 set { m_TextureAnimation = value; } 638 set { m_TextureAnimation = value; }
626 } 639 }
627 640
628 [XmlIgnore]
629 public Byte[] ParticleSystem 641 public Byte[] ParticleSystem
630 { 642 {
631 get { return m_particleSystem; } 643 get { return m_particleSystem; }
@@ -679,7 +691,6 @@ namespace OpenSim.Region.Framework.Scenes
679 set 691 set
680 { 692 {
681 m_groupPosition = value; 693 m_groupPosition = value;
682
683 PhysicsActor actor = PhysActor; 694 PhysicsActor actor = PhysActor;
684 if (actor != null) 695 if (actor != null)
685 { 696 {
@@ -699,25 +710,13 @@ namespace OpenSim.Region.Framework.Scenes
699 710
700 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
701 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
713
702 } 714 }
703 catch (Exception e) 715 catch (Exception e)
704 { 716 {
705 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 717 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
706 } 718 }
707 } 719 }
708
709 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
710 if (m_sitTargetAvatar != UUID.Zero)
711 {
712 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
713 {
714 ScenePresence avatar;
715 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
716 {
717 avatar.ParentPosition = GetWorldPosition();
718 }
719 }
720 }
721 } 720 }
722 } 721 }
723 722
@@ -726,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 725 get { return m_offsetPosition; }
727 set 726 set
728 { 727 {
729 StoreUndoState(); 728 Vector3 oldpos = m_offsetPosition;
729 StoreUndoState(UndoType.STATE_PRIM_POSITION);
730 m_offsetPosition = value; 730 m_offsetPosition = value;
731 731
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 732 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -740,7 +740,22 @@ namespace OpenSim.Region.Framework.Scenes
740 // Tell the physics engines that this prim changed. 740 // Tell the physics engines that this prim changed.
741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
742 } 742 }
743
744 if (!m_parentGroup.m_dupeInProgress)
745 {
746 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
747 foreach (ScenePresence av in avs)
748 {
749 if (av.LinkedPrim == m_uuid)
750 {
751 Vector3 offset = (m_offsetPosition - oldpos);
752 av.OffsetPosition += offset;
753 av.SendFullUpdateToAllClients();
754 }
755 }
756 }
743 } 757 }
758 TriggerScriptChangedEvent(Changed.POSITION);
744 } 759 }
745 } 760 }
746 761
@@ -782,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes
782 797
783 set 798 set
784 { 799 {
785 StoreUndoState(); 800 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
786 m_rotationOffset = value; 801 m_rotationOffset = value;
787 802
788 PhysicsActor actor = PhysActor; 803 PhysicsActor actor = PhysActor;
@@ -866,7 +881,16 @@ namespace OpenSim.Region.Framework.Scenes
866 /// <summary></summary> 881 /// <summary></summary>
867 public Vector3 Acceleration 882 public Vector3 Acceleration
868 { 883 {
869 get { return m_acceleration; } 884 get
885 {
886 PhysicsActor actor = PhysActor;
887 if (actor != null)
888 {
889 m_acceleration = actor.Acceleration;
890 }
891 return m_acceleration;
892 }
893
870 set { m_acceleration = value; } 894 set { m_acceleration = value; }
871 } 895 }
872 896
@@ -971,7 +995,7 @@ namespace OpenSim.Region.Framework.Scenes
971 get { return m_shape.Scale; } 995 get { return m_shape.Scale; }
972 set 996 set
973 { 997 {
974 StoreUndoState(); 998 StoreUndoState(UndoType.STATE_PRIM_SCALE);
975 if (m_shape != null) 999 if (m_shape != null)
976 { 1000 {
977 m_shape.Scale = value; 1001 m_shape.Scale = value;
@@ -1041,7 +1065,8 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (IsAttachment) 1065 if (IsAttachment)
1042 return GroupPosition; 1066 return GroupPosition;
1043 1067
1044 return m_offsetPosition + m_groupPosition; } 1068// return m_offsetPosition + m_groupPosition; }
1069 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1045 } 1070 }
1046 1071
1047 public SceneObjectGroup ParentGroup 1072 public SceneObjectGroup ParentGroup
@@ -1200,6 +1225,13 @@ namespace OpenSim.Region.Framework.Scenes
1200 _flags = value; 1225 _flags = value;
1201 } 1226 }
1202 } 1227 }
1228
1229 [XmlIgnore]
1230 public bool IsOccupied // KF If an av is sittingon this prim
1231 {
1232 get { return m_occupied; }
1233 set { m_occupied = value; }
1234 }
1203 1235
1204 [XmlIgnore] 1236 [XmlIgnore]
1205 public UUID SitTargetAvatar 1237 public UUID SitTargetAvatar
@@ -1275,14 +1307,6 @@ namespace OpenSim.Region.Framework.Scenes
1275 } 1307 }
1276 } 1308 }
1277 1309
1278 /// <summary>
1279 /// Clear all pending updates of parts to clients
1280 /// </summary>
1281 private void ClearUpdateSchedule()
1282 {
1283 m_updateFlag = 0;
1284 }
1285
1286 private void SendObjectPropertiesToClient(UUID AgentID) 1310 private void SendObjectPropertiesToClient(UUID AgentID)
1287 { 1311 {
1288 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1312 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1533,14 +1557,21 @@ namespace OpenSim.Region.Framework.Scenes
1533 // or flexible 1557 // or flexible
1534 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1558 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1535 { 1559 {
1536 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1560 try
1537 Name, 1561 {
1538 Shape, 1562 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1539 AbsolutePosition, 1563 Name,
1540 Scale, 1564 Shape,
1541 RotationOffset, 1565 AbsolutePosition,
1542 RigidBody); 1566 Scale,
1543 1567 RotationOffset,
1568 RigidBody);
1569 }
1570 catch
1571 {
1572 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1573 PhysActor = null;
1574 }
1544 // Basic Physics returns null.. joy joy joy. 1575 // Basic Physics returns null.. joy joy joy.
1545 if (PhysActor != null) 1576 if (PhysActor != null)
1546 { 1577 {
@@ -1568,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1568 { 1599 {
1569 m_redo.Clear(); 1600 m_redo.Clear();
1570 } 1601 }
1571 StoreUndoState(); 1602 StoreUndoState(UndoType.STATE_ALL);
1572 } 1603 }
1573 1604
1574 public byte ConvertScriptUintToByte(uint indata) 1605 public byte ConvertScriptUintToByte(uint indata)
@@ -1680,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1680 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1711 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1681 part.Shape = shape; 1712 part.Shape = shape;
1682 1713
1683 part.Name = "Primitive"; 1714 part.Name = "Object";
1684 part._ownerID = UUID.Random(); 1715 part._ownerID = UUID.Random();
1685 1716
1686 return part; 1717 return part;
@@ -2040,12 +2071,17 @@ namespace OpenSim.Region.Framework.Scenes
2040 public Vector3 GetWorldPosition() 2071 public Vector3 GetWorldPosition()
2041 { 2072 {
2042 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2073 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2043
2044 Vector3 axPos = OffsetPosition; 2074 Vector3 axPos = OffsetPosition;
2045
2046 axPos *= parentRot; 2075 axPos *= parentRot;
2047 Vector3 translationOffsetPosition = axPos; 2076 Vector3 translationOffsetPosition = axPos;
2048 return GroupPosition + translationOffsetPosition; 2077 if(_parentID == 0)
2078 {
2079 return GroupPosition;
2080 }
2081 else
2082 {
2083 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2084 }
2049 } 2085 }
2050 2086
2051 /// <summary> 2087 /// <summary>
@@ -2056,7 +2092,7 @@ namespace OpenSim.Region.Framework.Scenes
2056 { 2092 {
2057 Quaternion newRot; 2093 Quaternion newRot;
2058 2094
2059 if (this.LinkNum == 0) 2095 if (this.LinkNum < 2) //KF Single or root prim
2060 { 2096 {
2061 newRot = RotationOffset; 2097 newRot = RotationOffset;
2062 } 2098 }
@@ -2702,17 +2738,18 @@ namespace OpenSim.Region.Framework.Scenes
2702 //Trys to fetch sound id from prim's inventory. 2738 //Trys to fetch sound id from prim's inventory.
2703 //Prim's inventory doesn't support non script items yet 2739 //Prim's inventory doesn't support non script items yet
2704 2740
2705 lock (TaskInventory) 2741 TaskInventory.LockItemsForRead(true);
2742
2743 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2706 { 2744 {
2707 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2745 if (item.Value.Name == sound)
2708 { 2746 {
2709 if (item.Value.Name == sound) 2747 soundID = item.Value.ItemID;
2710 { 2748 break;
2711 soundID = item.Value.ItemID;
2712 break;
2713 }
2714 } 2749 }
2715 } 2750 }
2751
2752 TaskInventory.LockItemsForRead(false);
2716 } 2753 }
2717 2754
2718 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2755 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2771,7 +2808,7 @@ namespace OpenSim.Region.Framework.Scenes
2771 /// <param name="scale"></param> 2808 /// <param name="scale"></param>
2772 public void Resize(Vector3 scale) 2809 public void Resize(Vector3 scale)
2773 { 2810 {
2774 StoreUndoState(); 2811 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2775 m_shape.Scale = scale; 2812 m_shape.Scale = scale;
2776 2813
2777 ParentGroup.HasGroupChanged = true; 2814 ParentGroup.HasGroupChanged = true;
@@ -2780,38 +2817,7 @@ namespace OpenSim.Region.Framework.Scenes
2780 2817
2781 public void RotLookAt(Quaternion target, float strength, float damping) 2818 public void RotLookAt(Quaternion target, float strength, float damping)
2782 { 2819 {
2783 rotLookAt(target, strength, damping); 2820 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2784 }
2785
2786 public void rotLookAt(Quaternion target, float strength, float damping)
2787 {
2788 if (IsAttachment)
2789 {
2790 /*
2791 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2792 if (avatar != null)
2793 {
2794 Rotate the Av?
2795 } */
2796 }
2797 else
2798 {
2799 APIDDamp = damping;
2800 APIDStrength = strength;
2801 APIDTarget = target;
2802 }
2803 }
2804
2805 public void startLookAt(Quaternion rot, float damp, float strength)
2806 {
2807 APIDDamp = damp;
2808 APIDStrength = strength;
2809 APIDTarget = rot;
2810 }
2811
2812 public void stopLookAt()
2813 {
2814 APIDTarget = Quaternion.Identity;
2815 } 2821 }
2816 2822
2817 /// <summary> 2823 /// <summary>
@@ -2823,7 +2829,10 @@ namespace OpenSim.Region.Framework.Scenes
2823 2829
2824 if (m_parentGroup != null) 2830 if (m_parentGroup != null)
2825 { 2831 {
2826 m_parentGroup.QueueForUpdateCheck(); 2832 if (!m_parentGroup.areUpdatesSuspended)
2833 {
2834 m_parentGroup.QueueForUpdateCheck();
2835 }
2827 } 2836 }
2828 2837
2829 int timeNow = Util.UnixTimeSinceEpoch(); 2838 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3040,8 +3049,8 @@ namespace OpenSim.Region.Framework.Scenes
3040 { 3049 {
3041 const float ROTATION_TOLERANCE = 0.01f; 3050 const float ROTATION_TOLERANCE = 0.01f;
3042 const float VELOCITY_TOLERANCE = 0.001f; 3051 const float VELOCITY_TOLERANCE = 0.001f;
3043 const float POSITION_TOLERANCE = 0.05f; 3052 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3044 const int TIME_MS_TOLERANCE = 3000; 3053 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3045 3054
3046 if (m_updateFlag == 1) 3055 if (m_updateFlag == 1)
3047 { 3056 {
@@ -3055,7 +3064,7 @@ namespace OpenSim.Region.Framework.Scenes
3055 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3064 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3056 { 3065 {
3057 AddTerseUpdateToAllAvatars(); 3066 AddTerseUpdateToAllAvatars();
3058 ClearUpdateSchedule(); 3067
3059 3068
3060 // This causes the Scene to 'poll' physical objects every couple of frames 3069 // This causes the Scene to 'poll' physical objects every couple of frames
3061 // bad, so it's been replaced by an event driven method. 3070 // bad, so it's been replaced by an event driven method.
@@ -3073,16 +3082,18 @@ namespace OpenSim.Region.Framework.Scenes
3073 m_lastAngularVelocity = AngularVelocity; 3082 m_lastAngularVelocity = AngularVelocity;
3074 m_lastTerseSent = Environment.TickCount; 3083 m_lastTerseSent = Environment.TickCount;
3075 } 3084 }
3085 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3086 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3076 } 3087 }
3077 else 3088 else
3078 { 3089 {
3079 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3090 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3080 { 3091 {
3081 AddFullUpdateToAllAvatars(); 3092 AddFullUpdateToAllAvatars();
3082 ClearUpdateSchedule(); 3093 m_updateFlag = 0; //Same here
3083 } 3094 }
3084 } 3095 }
3085 ClearUpdateSchedule(); 3096 m_updateFlag = 0;
3086 } 3097 }
3087 3098
3088 /// <summary> 3099 /// <summary>
@@ -3102,6 +3113,15 @@ namespace OpenSim.Region.Framework.Scenes
3102 UUID ownerID = _ownerID; 3113 UUID ownerID = _ownerID;
3103 UUID objectID = UUID; 3114 UUID objectID = UUID;
3104 UUID parentID = GetRootPartUUID(); 3115 UUID parentID = GetRootPartUUID();
3116
3117 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3118 {
3119 // Use the avatar as the parent for HUDs, since the prims
3120 // are not sent to other avatars
3121 objectID = _ownerID;
3122 parentID = _ownerID;
3123 }
3124
3105 UUID soundID = UUID.Zero; 3125 UUID soundID = UUID.Zero;
3106 Vector3 position = AbsolutePosition; // region local 3126 Vector3 position = AbsolutePosition; // region local
3107 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3127 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3109,17 +3129,16 @@ namespace OpenSim.Region.Framework.Scenes
3109 if (!UUID.TryParse(sound, out soundID)) 3129 if (!UUID.TryParse(sound, out soundID))
3110 { 3130 {
3111 // search sound file from inventory 3131 // search sound file from inventory
3112 lock (TaskInventory) 3132 TaskInventory.LockItemsForRead(true);
3133 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3113 { 3134 {
3114 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3135 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3115 { 3136 {
3116 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3137 soundID = item.Value.ItemID;
3117 { 3138 break;
3118 soundID = item.Value.ItemID;
3119 break;
3120 }
3121 } 3139 }
3122 } 3140 }
3141 TaskInventory.LockItemsForRead(false);
3123 } 3142 }
3124 3143
3125 if (soundID == UUID.Zero) 3144 if (soundID == UUID.Zero)
@@ -3556,7 +3575,7 @@ namespace OpenSim.Region.Framework.Scenes
3556 3575
3557 public void StopLookAt() 3576 public void StopLookAt()
3558 { 3577 {
3559 m_parentGroup.stopLookAt(); 3578 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3560 3579
3561 m_parentGroup.ScheduleGroupForTerseUpdate(); 3580 m_parentGroup.ScheduleGroupForTerseUpdate();
3562 } 3581 }
@@ -3583,10 +3602,9 @@ namespace OpenSim.Region.Framework.Scenes
3583 m_parentGroup.ScheduleGroupForTerseUpdate(); 3602 m_parentGroup.ScheduleGroupForTerseUpdate();
3584 //m_parentGroup.ScheduleGroupForFullUpdate(); 3603 //m_parentGroup.ScheduleGroupForFullUpdate();
3585 } 3604 }
3586 3605 public void StoreUndoState(UndoType type)
3587 public void StoreUndoState()
3588 { 3606 {
3589 if (!Undoing) 3607 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3590 { 3608 {
3591 if (!IgnoreUndoUpdate) 3609 if (!IgnoreUndoUpdate)
3592 { 3610 {
@@ -3597,17 +3615,25 @@ namespace OpenSim.Region.Framework.Scenes
3597 if (m_undo.Count > 0) 3615 if (m_undo.Count > 0)
3598 { 3616 {
3599 UndoState last = m_undo.Peek(); 3617 UndoState last = m_undo.Peek();
3600 if (last != null) 3618
3601 {
3602 if (last.Compare(this))
3603 return;
3604 }
3605 } 3619 }
3606 3620
3607 if (m_parentGroup.GetSceneMaxUndo() > 0) 3621 if (m_parentGroup.GetSceneMaxUndo() > 0)
3608 { 3622 {
3609 UndoState nUndo = new UndoState(this); 3623 UndoState lastUndo = m_undo.Peek();
3624
3625 UndoState nUndo = new UndoState(this, type);
3610 3626
3627 if (lastUndo != null)
3628 {
3629 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3630 if (ts.TotalMilliseconds < 500)
3631 {
3632 //Delete the last entry since it was less than 500 milliseconds ago
3633 nUndo.Merge(lastUndo);
3634 m_undo.Pop();
3635 }
3636 }
3611 m_undo.Push(nUndo); 3637 m_undo.Push(nUndo);
3612 } 3638 }
3613 3639
@@ -4084,11 +4110,13 @@ namespace OpenSim.Region.Framework.Scenes
4084 if (m_undo.Count > 0) 4110 if (m_undo.Count > 0)
4085 { 4111 {
4086 UndoState nUndo = null; 4112 UndoState nUndo = null;
4113 UndoState goback = m_undo.Pop();
4087 if (m_parentGroup.GetSceneMaxUndo() > 0) 4114 if (m_parentGroup.GetSceneMaxUndo() > 0)
4088 { 4115 {
4089 nUndo = new UndoState(this); 4116 nUndo = new UndoState(this, goback.Type);
4090 } 4117 }
4091 UndoState goback = m_undo.Pop(); 4118
4119
4092 if (goback != null) 4120 if (goback != null)
4093 { 4121 {
4094 goback.PlaybackState(this); 4122 goback.PlaybackState(this);
@@ -4103,13 +4131,13 @@ namespace OpenSim.Region.Framework.Scenes
4103 { 4131 {
4104 lock (m_redo) 4132 lock (m_redo)
4105 { 4133 {
4134 UndoState gofwd = m_redo.Pop();
4106 if (m_parentGroup.GetSceneMaxUndo() > 0) 4135 if (m_parentGroup.GetSceneMaxUndo() > 0)
4107 { 4136 {
4108 UndoState nUndo = new UndoState(this); 4137 UndoState nUndo = new UndoState(this, gofwd.Type);
4109 4138
4110 m_undo.Push(nUndo); 4139 m_undo.Push(nUndo);
4111 } 4140 }
4112 UndoState gofwd = m_redo.Pop();
4113 if (gofwd != null) 4141 if (gofwd != null)
4114 gofwd.PlayfwdState(this); 4142 gofwd.PlayfwdState(this);
4115 } 4143 }
@@ -4557,8 +4585,9 @@ namespace OpenSim.Region.Framework.Scenes
4557 { 4585 {
4558 m_shape.TextureEntry = textureEntry; 4586 m_shape.TextureEntry = textureEntry;
4559 TriggerScriptChangedEvent(Changed.TEXTURE); 4587 TriggerScriptChangedEvent(Changed.TEXTURE);
4560 4588 m_updateFlag = 1;
4561 ParentGroup.HasGroupChanged = true; 4589 ParentGroup.HasGroupChanged = true;
4590
4562 //This is madness.. 4591 //This is madness..
4563 //ParentGroup.ScheduleGroupForFullUpdate(); 4592 //ParentGroup.ScheduleGroupForFullUpdate();
4564 //This is sparta 4593 //This is sparta
@@ -4791,5 +4820,17 @@ namespace OpenSim.Region.Framework.Scenes
4791 Color color = Color; 4820 Color color = Color;
4792 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4821 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4793 } 4822 }
4823
4824 public void ResetOwnerChangeFlag()
4825 {
4826 List<UUID> inv = Inventory.GetInventoryList();
4827
4828 foreach (UUID itemID in inv)
4829 {
4830 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4831 item.OwnerChanged = false;
4832 Inventory.UpdateInventoryItem(item);
4833 }
4834 }
4794 } 4835 }
4795} 4836}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 53ddb5d..a9a5c8a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,25 +123,29 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 HasInventoryChanged = true; 134 HasInventoryChanged = true;
135 if (m_part.ParentGroup != null)
136 {
131 m_part.ParentGroup.HasGroupChanged = true; 137 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 138 }
133 m_items.Clear(); 139
140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
141 Items.Clear();
134 142
135 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
136 { 144 {
137 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
139 }
140 } 147 }
148 m_items.LockItemsForWrite(false);
141 } 149 }
142 150
143 /// <summary> 151 /// <summary>
@@ -146,12 +154,11 @@ namespace OpenSim.Region.Framework.Scenes
146 /// <param name="ownerId"></param> 154 /// <param name="ownerId"></param>
147 public void ChangeInventoryOwner(UUID ownerId) 155 public void ChangeInventoryOwner(UUID ownerId)
148 { 156 {
149 lock (Items) 157 m_items.LockItemsForWrite(true);
158 if (0 == Items.Count)
150 { 159 {
151 if (0 == Items.Count) 160 m_items.LockItemsForWrite(false);
152 { 161 return;
153 return;
154 }
155 } 162 }
156 163
157 HasInventoryChanged = true; 164 HasInventoryChanged = true;
@@ -165,6 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
165 item.OwnerID = ownerId; 172 item.OwnerID = ownerId;
166 } 173 }
167 } 174 }
175 m_items.LockItemsForWrite(false);
168 } 176 }
169 177
170 /// <summary> 178 /// <summary>
@@ -173,22 +181,24 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="groupID"></param> 181 /// <param name="groupID"></param>
174 public void ChangeInventoryGroup(UUID groupID) 182 public void ChangeInventoryGroup(UUID groupID)
175 { 183 {
176 lock (Items) 184 m_items.LockItemsForWrite(true);
185 if (0 == Items.Count)
177 { 186 {
178 if (0 == Items.Count) 187 m_items.LockItemsForWrite(false);
179 { 188 return;
180 return;
181 }
182 } 189 }
183 190
184 HasInventoryChanged = true; 191 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 192 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems(); 193 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
187 foreach (TaskInventoryItem item in items) 194 foreach (TaskInventoryItem item in items)
188 { 195 {
189 if (groupID != item.GroupID) 196 if (groupID != item.GroupID)
197 {
190 item.GroupID = groupID; 198 item.GroupID = groupID;
199 }
191 } 200 }
201 m_items.LockItemsForWrite(false);
192 } 202 }
193 203
194 /// <summary> 204 /// <summary>
@@ -196,9 +206,14 @@ namespace OpenSim.Region.Framework.Scenes
196 /// </summary> 206 /// </summary>
197 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 207 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
198 { 208 {
199 List<TaskInventoryItem> scripts = GetInventoryScripts(); 209 Items.LockItemsForRead(true);
200 foreach (TaskInventoryItem item in scripts) 210 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
201 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 211 Items.LockItemsForRead(false);
212 foreach (TaskInventoryItem item in items)
213 {
214 if ((int)InventoryType.LSL == item.InvType)
215 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
216 }
202 } 217 }
203 218
204 public ArrayList GetScriptErrors(UUID itemID) 219 public ArrayList GetScriptErrors(UUID itemID)
@@ -231,9 +246,18 @@ namespace OpenSim.Region.Framework.Scenes
231 /// </param> 246 /// </param>
232 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 247 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
233 { 248 {
234 List<TaskInventoryItem> scripts = GetInventoryScripts(); 249 Items.LockItemsForRead(true);
235 foreach (TaskInventoryItem item in scripts) 250 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
236 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 251 Items.LockItemsForRead(false);
252
253 foreach (TaskInventoryItem item in items)
254 {
255 if ((int)InventoryType.LSL == item.InvType)
256 {
257 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
258 m_part.RemoveScriptEvents(item.ItemID);
259 }
260 }
237 } 261 }
238 262
239 /// <summary> 263 /// <summary>
@@ -249,7 +273,10 @@ namespace OpenSim.Region.Framework.Scenes
249 // item.Name, item.ItemID, Name, UUID); 273 // item.Name, item.ItemID, Name, UUID);
250 274
251 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
276 {
277 StoreScriptError(item.ItemID, "no permission");
252 return; 278 return;
279 }
253 280
254 m_part.AddFlag(PrimFlags.Scripted); 281 m_part.AddFlag(PrimFlags.Scripted);
255 282
@@ -258,14 +285,13 @@ namespace OpenSim.Region.Framework.Scenes
258 if (stateSource == 2 && // Prim crossing 285 if (stateSource == 2 && // Prim crossing
259 m_part.ParentGroup.Scene.m_trustBinaries) 286 m_part.ParentGroup.Scene.m_trustBinaries)
260 { 287 {
261 lock (m_items) 288 m_items.LockItemsForWrite(true);
262 { 289 m_items[item.ItemID].PermsMask = 0;
263 m_items[item.ItemID].PermsMask = 0; 290 m_items[item.ItemID].PermsGranter = UUID.Zero;
264 m_items[item.ItemID].PermsGranter = UUID.Zero; 291 m_items.LockItemsForWrite(false);
265 }
266
267 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
268 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 293 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
294 StoreScriptErrors(item.ItemID, null);
269 m_part.ParentGroup.AddActiveScriptCount(1); 295 m_part.ParentGroup.AddActiveScriptCount(1);
270 m_part.ScheduleFullUpdate(); 296 m_part.ScheduleFullUpdate();
271 return; 297 return;
@@ -274,6 +300,8 @@ namespace OpenSim.Region.Framework.Scenes
274 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
275 if (null == asset) 301 if (null == asset)
276 { 302 {
303 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
304 StoreScriptError(item.ItemID, msg);
277 m_log.ErrorFormat( 305 m_log.ErrorFormat(
278 "[PRIM INVENTORY]: " + 306 "[PRIM INVENTORY]: " +
279 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 307 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -285,15 +313,17 @@ namespace OpenSim.Region.Framework.Scenes
285 if (m_part.ParentGroup.m_savedScriptState != null) 313 if (m_part.ParentGroup.m_savedScriptState != null)
286 RestoreSavedScriptState(item.OldItemID, item.ItemID); 314 RestoreSavedScriptState(item.OldItemID, item.ItemID);
287 315
288 lock (m_items) 316 m_items.LockItemsForWrite(true);
289 { 317
290 m_items[item.ItemID].PermsMask = 0; 318 m_items[item.ItemID].PermsMask = 0;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 319 m_items[item.ItemID].PermsGranter = UUID.Zero;
292 } 320
321 m_items.LockItemsForWrite(false);
293 322
294 string script = Utils.BytesToString(asset.Data); 323 string script = Utils.BytesToString(asset.Data);
295 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 324 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
296 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 325 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
326 StoreScriptErrors(item.ItemID, null);
297 m_part.ParentGroup.AddActiveScriptCount(1); 327 m_part.ParentGroup.AddActiveScriptCount(1);
298 m_part.ScheduleFullUpdate(); 328 m_part.ScheduleFullUpdate();
299 } 329 }
@@ -357,21 +387,145 @@ namespace OpenSim.Region.Framework.Scenes
357 387
358 /// <summary> 388 /// <summary>
359 /// Start a script which is in this prim's inventory. 389 /// Start a script which is in this prim's inventory.
390 /// Some processing may occur in the background, but this routine returns asap.
360 /// </summary> 391 /// </summary>
361 /// <param name="itemId"> 392 /// <param name="itemId">
362 /// A <see cref="UUID"/> 393 /// A <see cref="UUID"/>
363 /// </param> 394 /// </param>
364 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 395 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
365 { 396 {
366 TaskInventoryItem item = GetInventoryItem(itemId); 397 lock (m_scriptErrors)
367 if (item != null) 398 {
368 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 399 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
400 m_scriptErrors.Remove(itemId);
401 }
402 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
403 }
404
405 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
406 {
407 m_items.LockItemsForRead(true);
408 if (m_items.ContainsKey(itemId))
409 {
410 if (m_items.ContainsKey(itemId))
411 {
412 m_items.LockItemsForRead(false);
413 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
414 }
415 else
416 {
417 m_items.LockItemsForRead(false);
418 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
419 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
420 StoreScriptError(itemId, msg);
421 m_log.ErrorFormat(
422 "[PRIM INVENTORY]: " +
423 "Couldn't start script with ID {0} since it {1}", itemId, msg);
424 }
425 }
369 else 426 else
427 {
428 m_items.LockItemsForRead(false);
429 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
430 StoreScriptError(itemId, msg);
370 m_log.ErrorFormat( 431 m_log.ErrorFormat(
371 "[PRIM INVENTORY]: " + 432 "[PRIM INVENTORY]: " +
372 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 433 "Couldn't start script with ID {0} since it {1}", itemId, msg);
373 itemId, m_part.Name, m_part.UUID, 434 }
374 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 435
436 }
437
438 /// <summary>
439 /// Start a script which is in this prim's inventory and return any compilation error messages.
440 /// </summary>
441 /// <param name="itemId">
442 /// A <see cref="UUID"/>
443 /// </param>
444 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
445 {
446 ArrayList errors;
447
448 // Indicate to CreateScriptInstanceInternal() we want it to
449 // post any compilation/loading error messages
450 lock (m_scriptErrors)
451 {
452 m_scriptErrors[itemId] = null;
453 }
454
455 // Perform compilation/loading
456 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
457
458 // Wait for and retrieve any errors
459 lock (m_scriptErrors)
460 {
461 while ((errors = m_scriptErrors[itemId]) == null)
462 {
463 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
464 {
465 m_log.ErrorFormat(
466 "[PRIM INVENTORY]: " +
467 "timedout waiting for script {0} errors", itemId);
468 errors = m_scriptErrors[itemId];
469 if (errors == null)
470 {
471 errors = new ArrayList(1);
472 errors.Add("timedout waiting for errors");
473 }
474 break;
475 }
476 }
477 m_scriptErrors.Remove(itemId);
478 }
479 return errors;
480 }
481
482 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
483 private void StoreScriptErrors(UUID itemId, ArrayList errors)
484 {
485 lock (m_scriptErrors)
486 {
487 // If compilation/loading initiated via CreateScriptInstance(),
488 // it does not want the errors, so just get out
489 if (!m_scriptErrors.ContainsKey(itemId))
490 {
491 return;
492 }
493
494 // Initiated via CreateScriptInstanceEr(), if we know what the
495 // errors are, save them and wake CreateScriptInstanceEr().
496 if (errors != null)
497 {
498 m_scriptErrors[itemId] = errors;
499 System.Threading.Monitor.PulseAll(m_scriptErrors);
500 return;
501 }
502 }
503
504 // Initiated via CreateScriptInstanceEr() but we don't know what
505 // the errors are yet, so retrieve them from the script engine.
506 // This may involve some waiting internal to GetScriptErrors().
507 errors = GetScriptErrors(itemId);
508
509 // Get a default non-null value to indicate success.
510 if (errors == null)
511 {
512 errors = new ArrayList();
513 }
514
515 // Post to CreateScriptInstanceEr() and wake it up
516 lock (m_scriptErrors)
517 {
518 m_scriptErrors[itemId] = errors;
519 System.Threading.Monitor.PulseAll(m_scriptErrors);
520 }
521 }
522
523 // Like StoreScriptErrors(), but just posts a single string message
524 private void StoreScriptError(UUID itemId, string message)
525 {
526 ArrayList errors = new ArrayList(1);
527 errors.Add(message);
528 StoreScriptErrors(itemId, errors);
375 } 529 }
376 530
377 /// <summary> 531 /// <summary>
@@ -384,15 +538,7 @@ namespace OpenSim.Region.Framework.Scenes
384 /// </param> 538 /// </param>
385 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 539 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
386 { 540 {
387 bool scriptPresent = false; 541 if (m_items.ContainsKey(itemId))
388
389 lock (m_items)
390 {
391 if (m_items.ContainsKey(itemId))
392 scriptPresent = true;
393 }
394
395 if (scriptPresent)
396 { 542 {
397 if (!sceneObjectBeingDeleted) 543 if (!sceneObjectBeingDeleted)
398 m_part.RemoveScriptEvents(itemId); 544 m_part.RemoveScriptEvents(itemId);
@@ -417,14 +563,16 @@ namespace OpenSim.Region.Framework.Scenes
417 /// <returns></returns> 563 /// <returns></returns>
418 private bool InventoryContainsName(string name) 564 private bool InventoryContainsName(string name)
419 { 565 {
420 lock (m_items) 566 m_items.LockItemsForRead(true);
567 foreach (TaskInventoryItem item in m_items.Values)
421 { 568 {
422 foreach (TaskInventoryItem item in m_items.Values) 569 if (item.Name == name)
423 { 570 {
424 if (item.Name == name) 571 m_items.LockItemsForRead(false);
425 return true; 572 return true;
426 } 573 }
427 } 574 }
575 m_items.LockItemsForRead(false);
428 return false; 576 return false;
429 } 577 }
430 578
@@ -466,8 +614,9 @@ namespace OpenSim.Region.Framework.Scenes
466 /// <param name="item"></param> 614 /// <param name="item"></param>
467 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
468 { 616 {
469 List<TaskInventoryItem> il = GetInventoryItems(); 617 m_items.LockItemsForRead(true);
470 618 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
619 m_items.LockItemsForRead(false);
471 foreach (TaskInventoryItem i in il) 620 foreach (TaskInventoryItem i in il)
472 { 621 {
473 if (i.Name == item.Name) 622 if (i.Name == item.Name)
@@ -505,14 +654,14 @@ namespace OpenSim.Region.Framework.Scenes
505 item.Name = name; 654 item.Name = name;
506 item.GroupID = m_part.GroupID; 655 item.GroupID = m_part.GroupID;
507 656
508 lock (m_items) 657 m_items.LockItemsForWrite(true);
509 m_items.Add(item.ItemID, item); 658 m_items.Add(item.ItemID, item);
510 659 m_items.LockItemsForWrite(false);
511 if (allowedDrop) 660 if (allowedDrop)
512 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 661 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
513 else 662 else
514 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 663 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
515 664
516 m_inventorySerial++; 665 m_inventorySerial++;
517 //m_inventorySerial += 2; 666 //m_inventorySerial += 2;
518 HasInventoryChanged = true; 667 HasInventoryChanged = true;
@@ -528,15 +677,15 @@ namespace OpenSim.Region.Framework.Scenes
528 /// <param name="items"></param> 677 /// <param name="items"></param>
529 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 678 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
530 { 679 {
531 lock (m_items) 680 m_items.LockItemsForWrite(true);
681 foreach (TaskInventoryItem item in items)
532 { 682 {
533 foreach (TaskInventoryItem item in items) 683 m_items.Add(item.ItemID, item);
534 { 684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
535 m_items.Add(item.ItemID, item);
536// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
537 }
538 m_inventorySerial++;
539 } 685 }
686 m_items.LockItemsForWrite(false);
687
688 m_inventorySerial++;
540 } 689 }
541 690
542 /// <summary> 691 /// <summary>
@@ -547,10 +696,9 @@ namespace OpenSim.Region.Framework.Scenes
547 public TaskInventoryItem GetInventoryItem(UUID itemId) 696 public TaskInventoryItem GetInventoryItem(UUID itemId)
548 { 697 {
549 TaskInventoryItem item; 698 TaskInventoryItem item;
550 699 m_items.LockItemsForRead(true);
551 lock (m_items) 700 m_items.TryGetValue(itemId, out item);
552 m_items.TryGetValue(itemId, out item); 701 m_items.LockItemsForRead(false);
553
554 return item; 702 return item;
555 } 703 }
556 704
@@ -566,15 +714,16 @@ namespace OpenSim.Region.Framework.Scenes
566 { 714 {
567 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 715 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
568 716
569 lock (m_items) 717 m_items.LockItemsForRead(true);
718
719 foreach (TaskInventoryItem item in m_items.Values)
570 { 720 {
571 foreach (TaskInventoryItem item in m_items.Values) 721 if (item.Name == name)
572 { 722 items.Add(item);
573 if (item.Name == name)
574 items.Add(item);
575 }
576 } 723 }
577 724
725 m_items.LockItemsForRead(false);
726
578 return items; 727 return items;
579 } 728 }
580 729
@@ -655,8 +804,9 @@ namespace OpenSim.Region.Framework.Scenes
655 804
656 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 805 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
657 { 806 {
658 TaskInventoryItem it = GetInventoryItem(item.ItemID); 807 m_items.LockItemsForWrite(true);
659 if (it != null) 808
809 if (m_items.ContainsKey(item.ItemID))
660 { 810 {
661 item.ParentID = m_part.UUID; 811 item.ParentID = m_part.UUID;
662 item.ParentPartID = m_part.UUID; 812 item.ParentPartID = m_part.UUID;
@@ -668,19 +818,15 @@ namespace OpenSim.Region.Framework.Scenes
668 item.GroupID = m_part.GroupID; 818 item.GroupID = m_part.GroupID;
669 819
670 if (item.AssetID == UUID.Zero) 820 if (item.AssetID == UUID.Zero)
671 item.AssetID = it.AssetID; 821 item.AssetID = m_items[item.ItemID].AssetID;
672
673 lock (m_items)
674 {
675 m_items[item.ItemID] = item;
676 m_inventorySerial++;
677 }
678 822
823 m_items[item.ItemID] = item;
824 m_inventorySerial++;
679 if (fireScriptEvents) 825 if (fireScriptEvents)
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 826 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true; 827 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true; 828 m_part.ParentGroup.HasGroupChanged = true;
829 m_items.LockItemsForWrite(false);
684 return true; 830 return true;
685 } 831 }
686 else 832 else
@@ -691,8 +837,9 @@ namespace OpenSim.Region.Framework.Scenes
691 item.ItemID, m_part.Name, m_part.UUID, 837 item.ItemID, m_part.Name, m_part.UUID,
692 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 838 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
693 } 839 }
694 return false; 840 m_items.LockItemsForWrite(false);
695 841
842 return false;
696 } 843 }
697 844
698 /// <summary> 845 /// <summary>
@@ -703,37 +850,53 @@ namespace OpenSim.Region.Framework.Scenes
703 /// in this prim's inventory.</returns> 850 /// in this prim's inventory.</returns>
704 public int RemoveInventoryItem(UUID itemID) 851 public int RemoveInventoryItem(UUID itemID)
705 { 852 {
706 TaskInventoryItem item = GetInventoryItem(itemID); 853 m_items.LockItemsForRead(true);
707 if (item != null) 854
855 if (m_items.ContainsKey(itemID))
708 { 856 {
709 int type = m_items[itemID].InvType; 857 int type = m_items[itemID].InvType;
858 m_items.LockItemsForRead(false);
710 if (type == 10) // Script 859 if (type == 10) // Script
711 { 860 {
712 m_part.RemoveScriptEvents(itemID);
713 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 861 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
714 } 862 }
863 m_items.LockItemsForWrite(true);
715 m_items.Remove(itemID); 864 m_items.Remove(itemID);
865 m_items.LockItemsForWrite(false);
716 m_inventorySerial++; 866 m_inventorySerial++;
717 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 867 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
718 868
719 HasInventoryChanged = true; 869 HasInventoryChanged = true;
720 m_part.ParentGroup.HasGroupChanged = true; 870 m_part.ParentGroup.HasGroupChanged = true;
721 871
722 if (!ContainsScripts()) 872 int scriptcount = 0;
873 m_items.LockItemsForRead(true);
874 foreach (TaskInventoryItem item in m_items.Values)
875 {
876 if (item.Type == 10)
877 {
878 scriptcount++;
879 }
880 }
881 m_items.LockItemsForRead(false);
882
883
884 if (scriptcount <= 0)
885 {
723 m_part.RemFlag(PrimFlags.Scripted); 886 m_part.RemFlag(PrimFlags.Scripted);
887 }
724 888
725 m_part.ScheduleFullUpdate(); 889 m_part.ScheduleFullUpdate();
726 890
727 return type; 891 return type;
728
729 } 892 }
730 else 893 else
731 { 894 {
895 m_items.LockItemsForRead(false);
732 m_log.ErrorFormat( 896 m_log.ErrorFormat(
733 "[PRIM INVENTORY]: " + 897 "[PRIM INVENTORY]: " +
734 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 898 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
735 itemID, m_part.Name, m_part.UUID, 899 itemID, m_part.Name, m_part.UUID);
736 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
737 } 900 }
738 901
739 return -1; 902 return -1;
@@ -787,8 +950,9 @@ namespace OpenSim.Region.Framework.Scenes
787 // isn't available (such as drag from prim inventory to agent inventory) 950 // isn't available (such as drag from prim inventory to agent inventory)
788 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 951 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
789 952
790 List<TaskInventoryItem> items = GetInventoryItems(); 953 m_items.LockItemsForRead(true);
791 foreach (TaskInventoryItem item in items) 954
955 foreach (TaskInventoryItem item in m_items.Values)
792 { 956 {
793 UUID ownerID = item.OwnerID; 957 UUID ownerID = item.OwnerID;
794 uint everyoneMask = 0; 958 uint everyoneMask = 0;
@@ -832,6 +996,8 @@ namespace OpenSim.Region.Framework.Scenes
832 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 996 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
833 invString.AddSectionEnd(); 997 invString.AddSectionEnd();
834 } 998 }
999 int count = m_items.Count;
1000 m_items.LockItemsForRead(false);
835 1001
836 fileData = Utils.StringToBytes(invString.BuildString); 1002 fileData = Utils.StringToBytes(invString.BuildString);
837 1003
@@ -852,10 +1018,11 @@ namespace OpenSim.Region.Framework.Scenes
852 { 1018 {
853 if (HasInventoryChanged) 1019 if (HasInventoryChanged)
854 { 1020 {
855 HasInventoryChanged = false; 1021 Items.LockItemsForRead(true);
856 List<TaskInventoryItem> items = GetInventoryItems(); 1022 datastore.StorePrimInventory(m_part.UUID, Items.Values);
857 datastore.StorePrimInventory(m_part.UUID, items); 1023 Items.LockItemsForRead(false);
858 1024
1025 HasInventoryChanged = false;
859 } 1026 }
860 } 1027 }
861 1028
@@ -922,89 +1089,75 @@ namespace OpenSim.Region.Framework.Scenes
922 { 1089 {
923 uint mask=0x7fffffff; 1090 uint mask=0x7fffffff;
924 1091
925 lock (m_items) 1092 foreach (TaskInventoryItem item in m_items.Values)
926 { 1093 {
927 foreach (TaskInventoryItem item in m_items.Values) 1094 if (item.InvType != (int)InventoryType.Object)
928 { 1095 {
929 if (item.InvType != (int)InventoryType.Object) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
930 { 1097 mask &= ~((uint)PermissionMask.Copy >> 13);
931 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1098 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
932 mask &= ~((uint)PermissionMask.Copy >> 13); 1099 mask &= ~((uint)PermissionMask.Transfer >> 13);
933 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1100 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
934 mask &= ~((uint)PermissionMask.Transfer >> 13); 1101 mask &= ~((uint)PermissionMask.Modify >> 13);
935 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1102 }
936 mask &= ~((uint)PermissionMask.Modify >> 13); 1103 else
937 } 1104 {
938 else 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
939 { 1106 mask &= ~((uint)PermissionMask.Copy >> 13);
940 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1107 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
941 mask &= ~((uint)PermissionMask.Copy >> 13); 1108 mask &= ~((uint)PermissionMask.Transfer >> 13);
942 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1109 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
943 mask &= ~((uint)PermissionMask.Transfer >> 13); 1110 mask &= ~((uint)PermissionMask.Modify >> 13);
944 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
945 mask &= ~((uint)PermissionMask.Modify >> 13);
946 }
947
948 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
949 mask &= ~(uint)PermissionMask.Copy;
950 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
951 mask &= ~(uint)PermissionMask.Transfer;
952 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
953 mask &= ~(uint)PermissionMask.Modify;
954 } 1111 }
1112
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1114 mask &= ~(uint)PermissionMask.Copy;
1115 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1116 mask &= ~(uint)PermissionMask.Transfer;
1117 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1118 mask &= ~(uint)PermissionMask.Modify;
955 } 1119 }
956
957 return mask; 1120 return mask;
958 } 1121 }
959 1122
960 public void ApplyNextOwnerPermissions() 1123 public void ApplyNextOwnerPermissions()
961 { 1124 {
962 lock (m_items) 1125 foreach (TaskInventoryItem item in m_items.Values)
963 { 1126 {
964 foreach (TaskInventoryItem item in m_items.Values) 1127 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
965 { 1128 {
966 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
967 { 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1131 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
969 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1132 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
970 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1133 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
971 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1134 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
972 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
973 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
974 }
975 item.CurrentPermissions &= item.NextPermissions;
976 item.BasePermissions &= item.NextPermissions;
977 item.EveryonePermissions &= item.NextPermissions;
978 item.OwnerChanged = true;
979 } 1135 }
1136 item.OwnerChanged = true;
1137 item.CurrentPermissions &= item.NextPermissions;
1138 item.BasePermissions &= item.NextPermissions;
1139 item.EveryonePermissions &= item.NextPermissions;
980 } 1140 }
981 } 1141 }
982 1142
983 public void ApplyGodPermissions(uint perms) 1143 public void ApplyGodPermissions(uint perms)
984 { 1144 {
985 lock (m_items) 1145 foreach (TaskInventoryItem item in m_items.Values)
986 { 1146 {
987 foreach (TaskInventoryItem item in m_items.Values) 1147 item.CurrentPermissions = perms;
988 { 1148 item.BasePermissions = perms;
989 item.CurrentPermissions = perms;
990 item.BasePermissions = perms;
991 }
992 } 1149 }
993 } 1150 }
994 1151
995 public bool ContainsScripts() 1152 public bool ContainsScripts()
996 { 1153 {
997 lock (m_items) 1154 foreach (TaskInventoryItem item in m_items.Values)
998 { 1155 {
999 foreach (TaskInventoryItem item in m_items.Values) 1156 if (item.InvType == (int)InventoryType.LSL)
1000 { 1157 {
1001 if (item.InvType == (int)InventoryType.LSL) 1158 return true;
1002 {
1003 return true;
1004 }
1005 } 1159 }
1006 } 1160 }
1007
1008 return false; 1161 return false;
1009 } 1162 }
1010 1163
@@ -1012,11 +1165,8 @@ namespace OpenSim.Region.Framework.Scenes
1012 { 1165 {
1013 List<UUID> ret = new List<UUID>(); 1166 List<UUID> ret = new List<UUID>();
1014 1167
1015 lock (m_items) 1168 foreach (TaskInventoryItem item in m_items.Values)
1016 { 1169 ret.Add(item.ItemID);
1017 foreach (TaskInventoryItem item in m_items.Values)
1018 ret.Add(item.ItemID);
1019 }
1020 1170
1021 return ret; 1171 return ret;
1022 } 1172 }
@@ -1047,31 +1197,44 @@ namespace OpenSim.Region.Framework.Scenes
1047 1197
1048 public Dictionary<UUID, string> GetScriptStates() 1198 public Dictionary<UUID, string> GetScriptStates()
1049 { 1199 {
1200 return GetScriptStates(false);
1201 }
1202
1203 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1204 {
1050 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1205 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1051 1206
1052 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1207 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1053 if (engines == null) // No engine at all 1208 if (engines == null) // No engine at all
1054 return ret; 1209 return ret;
1055 1210
1056 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1211 foreach (TaskInventoryItem item in m_items.Values)
1057
1058 foreach (TaskInventoryItem item in scripts)
1059 { 1212 {
1060 foreach (IScriptModule e in engines) 1213 if (item.InvType == (int)InventoryType.LSL)
1061 { 1214 {
1062 if (e != null) 1215 foreach (IScriptModule e in engines)
1063 { 1216 {
1064 string n = e.GetXMLState(item.ItemID); 1217 if (e != null)
1065 if (n != String.Empty)
1066 { 1218 {
1067 if (!ret.ContainsKey(item.ItemID)) 1219 string n = e.GetXMLState(item.ItemID);
1068 ret[item.ItemID] = n; 1220 if (n != String.Empty)
1069 break; 1221 {
1222 if (oldIDs)
1223 {
1224 if (!ret.ContainsKey(item.OldItemID))
1225 ret[item.OldItemID] = n;
1226 }
1227 else
1228 {
1229 if (!ret.ContainsKey(item.ItemID))
1230 ret[item.ItemID] = n;
1231 }
1232 break;
1233 }
1070 } 1234 }
1071 } 1235 }
1072 } 1236 }
1073 } 1237 }
1074
1075 return ret; 1238 return ret;
1076 } 1239 }
1077 1240
@@ -1081,21 +1244,27 @@ namespace OpenSim.Region.Framework.Scenes
1081 if (engines == null) 1244 if (engines == null)
1082 return; 1245 return;
1083 1246
1084 List<TaskInventoryItem> scripts = GetInventoryScripts();
1085 1247
1086 foreach (TaskInventoryItem item in scripts) 1248 Items.LockItemsForRead(true);
1249
1250 foreach (TaskInventoryItem item in m_items.Values)
1087 { 1251 {
1088 foreach (IScriptModule engine in engines) 1252 if (item.InvType == (int)InventoryType.LSL)
1089 { 1253 {
1090 if (engine != null) 1254 foreach (IScriptModule engine in engines)
1091 { 1255 {
1092 if (item.OwnerChanged) 1256 if (engine != null)
1093 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1257 {
1094 item.OwnerChanged = false; 1258 if (item.OwnerChanged)
1095 engine.ResumeScript(item.ItemID); 1259 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1260 item.OwnerChanged = false;
1261 engine.ResumeScript(item.ItemID);
1262 }
1096 } 1263 }
1097 } 1264 }
1098 } 1265 }
1266
1267 Items.LockItemsForRead(false);
1099 } 1268 }
1100 } 1269 }
1101} 1270}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a77f38c..ed92d86 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1671 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1672 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1673
1533 AddNewMovement(agent_control_v3, q); 1674 AddNewMovement(agent_control_v3, q, Nudging);
1534 1675
1535 1676
1536 } 1677 }
1537 } 1678 }
1538 1679
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1680 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1681 Animator.UpdateMovementAnimations();
1541 1682
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1683 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1692 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1693 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1694 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1695 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1696 proxyObjectGroup.AttachToScene(m_scene);
1557 1697
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1733 }
1594 m_moveToPositionInProgress = true; 1734 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1735 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1736 }
1597 catch (Exception ex) 1737 catch (Exception ex)
1598 { 1738 {
1599 //Why did I get this error? 1739 //Why did I get this error?
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1755 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1756 SendFullUpdateToAllClients();
1617 1757
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1758 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1759 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1760 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1761 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,50 +1792,85 @@ namespace OpenSim.Region.Framework.Scenes
1652 1792
1653 if (m_parentID != 0) 1793 if (m_parentID != 0)
1654 { 1794 {
1655 m_log.Debug("StandupCode Executed"); 1795 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1796 if (part != null)
1658 { 1797 {
1798 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1799 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1800 if (taskIDict != null)
1661 { 1801 {
1662 lock (taskIDict) 1802 foreach (UUID taskID in taskIDict.Keys)
1663 { 1803 {
1664 foreach (UUID taskID in taskIDict.Keys) 1804 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1805 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1806 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1807 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1808 }
1672
1673 } 1809 }
1810 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1811 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1812 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1813 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1814 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1815 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1816 }
1817 // part.GetWorldRotation() is the rotation of the object being sat on
1818 // Rotation is the sittiing Av's rotation
1819
1820 Quaternion partRot;
1821// if (part.LinkNum == 1)
1822// { // Root prim of linkset
1823// partRot = part.ParentGroup.RootPart.RotationOffset;
1824// }
1825// else
1826// { // single or child prim
1827
1828// }
1829 if (part == null) //CW: Part may be gone. llDie() for example.
1830 {
1831 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1832 }
1833 else
1834 {
1835 partRot = part.GetWorldRotation();
1836 }
1837
1838 Quaternion partIRot = Quaternion.Inverse(partRot);
1681 1839
1840 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1841 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1842
1843
1682 if (m_physicsActor == null) 1844 if (m_physicsActor == null)
1683 { 1845 {
1684 AddToPhysicalScene(false); 1846 AddToPhysicalScene(false);
1685 } 1847 }
1686 1848 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1849 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1850 {
1689 1851 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1852 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1853 part.IsOccupied = false;
1854 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1855 }
1856 else
1857 {
1858 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1859 AbsolutePosition = m_lastWorldPosition;
1860 }
1861
1862 m_parentPosition = Vector3.Zero;
1863 m_parentID = 0;
1864 m_linkedPrim = UUID.Zero;
1865 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1866 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1868
1693 if ((m_physicsActor != null) && (m_avHeight > 0)) 1869 if ((m_physicsActor != null) && (m_avHeight > 0))
1694 { 1870 {
1695 SetHeight(m_avHeight); 1871 SetHeight(m_avHeight);
1696 } 1872 }
1697 } 1873 }
1698
1699 Animator.TrySetMovementAnimation("STAND"); 1874 Animator.TrySetMovementAnimation("STAND");
1700 } 1875 }
1701 1876
@@ -1726,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1901 Vector3 avSitOffSet = part.SitTargetPosition;
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1902 Quaternion avSitOrientation = part.SitTargetOrientation;
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1903 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1729 1904 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1905 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1731 bool SitTargetisSet = 1906 if (SitTargetisSet && !SitTargetOccupied)
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1733 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1734
1735 if (SitTargetisSet && SitTargetUnOccupied)
1736 { 1907 {
1737 //switch the target to this prim 1908 //switch the target to this prim
1738 return part; 1909 return part;
@@ -1746,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes
1746 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1917 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1747 { 1918 {
1748 bool autopilot = true; 1919 bool autopilot = true;
1920 Vector3 autopilotTarget = new Vector3();
1921 Quaternion sitOrientation = Quaternion.Identity;
1749 Vector3 pos = new Vector3(); 1922 Vector3 pos = new Vector3();
1750 Quaternion sitOrientation = pSitOrientation;
1751 Vector3 cameraEyeOffset = Vector3.Zero; 1923 Vector3 cameraEyeOffset = Vector3.Zero;
1752 Vector3 cameraAtOffset = Vector3.Zero; 1924 Vector3 cameraAtOffset = Vector3.Zero;
1753 bool forceMouselook = false; 1925 bool forceMouselook = false;
1754 1926
1755 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1927 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1756 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1928 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1757 if (part != null) 1929 if (part == null) return;
1758 { 1930
1759 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1931 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1760 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1932 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1761 1933
1762 // Is a sit target available? 1934 // part is the prim to sit on
1763 Vector3 avSitOffSet = part.SitTargetPosition; 1935 // offset is the world-ref vector distance from that prim center to the click-spot
1764 Quaternion avSitOrientation = part.SitTargetOrientation; 1936 // UUID is the UUID of the Avatar doing the clicking
1765 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1937
1766 1938 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1767 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1939
1768 bool SitTargetisSet = 1940 // Is a sit target available?
1769 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1941 Vector3 avSitOffSet = part.SitTargetPosition;
1770 ( 1942 Quaternion avSitOrientation = part.SitTargetOrientation;
1771 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1943
1772 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1944 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1945 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1774 ) 1946 Quaternion partRot;
1775 )); 1947// if (part.LinkNum == 1)
1776 1948// { // Root prim of linkset
1777 if (SitTargetisSet && SitTargetUnOccupied) 1949// partRot = part.ParentGroup.RootPart.RotationOffset;
1778 { 1950// }
1779 part.SetAvatarOnSitTarget(UUID); 1951// else
1780 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1952// { // single or child prim
1781 sitOrientation = avSitOrientation; 1953 partRot = part.GetWorldRotation();
1782 autopilot = false; 1954// }
1783 } 1955 Quaternion partIRot = Quaternion.Inverse(partRot);
1784 1956//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1785 pos = part.AbsolutePosition + offset; 1957 // Sit analysis rewritten by KF 091125
1786 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1958 if (SitTargetisSet) // scipted sit
1787 //{ 1959 {
1788 // offset = pos; 1960 if (!part.IsOccupied)
1789 //autopilot = false; 1961 {
1790 //} 1962//Console.WriteLine("Scripted, unoccupied");
1791 if (m_physicsActor != null) 1963 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1792 { 1964 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1793 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1965
1794 // We can remove the physicsActor until they stand up. 1966 Quaternion nrot = avSitOrientation;
1795 m_sitAvatarHeight = m_physicsActor.Size.Z; 1967 if (!part.IsRoot)
1796
1797 if (autopilot)
1798 { 1968 {
1799 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1969 nrot = part.RotationOffset * avSitOrientation;
1800 {
1801 autopilot = false;
1802
1803 RemoveFromPhysicalScene();
1804 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1805 }
1806 } 1970 }
1807 else 1971 sitOrientation = nrot; // Change rotatione to the scripted one
1972 OffsetRotation = nrot;
1973 autopilot = false; // Jump direct to scripted llSitPos()
1974 }
1975 else
1976 {
1977//Console.WriteLine("Scripted, occupied");
1978 return;
1979 }
1980 }
1981 else // Not Scripted
1982 {
1983 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1984 {
1985 // large prim & offset, ignore if other Avs sitting
1986// offset.Z -= 0.05f;
1987 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1988 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1989
1990//Console.WriteLine(" offset ={0}", offset);
1991//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1992//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1993
1994 }
1995 else // small offset
1996 {
1997//Console.WriteLine("Small offset");
1998 if (!part.IsOccupied)
1999 {
2000 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2001 autopilotTarget = part.AbsolutePosition;
2002//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2003 }
2004 else return; // occupied small
2005 } // end large/small
2006 } // end Scripted/not
2007 cameraAtOffset = part.GetCameraAtOffset();
2008 cameraEyeOffset = part.GetCameraEyeOffset();
2009 forceMouselook = part.GetForceMouselook();
2010 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2011 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2012
2013 if (m_physicsActor != null)
2014 {
2015 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2016 // We can remove the physicsActor until they stand up.
2017 m_sitAvatarHeight = m_physicsActor.Size.Z;
2018 if (autopilot)
2019 { // its not a scripted sit
2020// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2021 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1808 { 2022 {
2023 autopilot = false; // close enough
2024 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2025 Not using the part's position because returning the AV to the last known standing
2026 position is likely to be more friendly, isn't it? */
1809 RemoveFromPhysicalScene(); 2027 RemoveFromPhysicalScene();
1810 } 2028 Velocity = Vector3.Zero;
2029 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2030 } // else the autopilot will get us close
2031 }
2032 else
2033 { // its a scripted sit
2034 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2035 I *am* using the part's position this time because we have no real idea how far away
2036 the avatar is from the sit target. */
2037 RemoveFromPhysicalScene();
2038 Velocity = Vector3.Zero;
1811 } 2039 }
1812
1813 cameraAtOffset = part.GetCameraAtOffset();
1814 cameraEyeOffset = part.GetCameraEyeOffset();
1815 forceMouselook = part.GetForceMouselook();
1816 } 2040 }
1817 2041 else return; // physactor is null!
1818 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2042
1819 m_requestedSitTargetUUID = targetID; 2043 Vector3 offsetr; // = offset * partIRot;
2044 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2045 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2046 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2047 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2048 //offsetr = offset * partIRot;
2049//
2050 // else
2051 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2052 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2053 // (offset * partRot);
2054 // }
2055
2056//Console.WriteLine(" ");
2057//Console.WriteLine("link number ={0}", part.LinkNum);
2058//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2059//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2060//Console.WriteLine("Click offst ={0}", offset);
2061//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2062//Console.WriteLine("offsetr ={0}", offsetr);
2063//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2064//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2065
2066 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2067 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2068
2069 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1820 // This calls HandleAgentSit twice, once from here, and the client calls 2070 // This calls HandleAgentSit twice, once from here, and the client calls
1821 // HandleAgentSit itself after it gets to the location 2071 // HandleAgentSit itself after it gets to the location
1822 // It doesn't get to the location until we've moved them there though 2072 // It doesn't get to the location until we've moved them there though
1823 // which happens in HandleAgentSit :P 2073 // which happens in HandleAgentSit :P
1824 m_autopilotMoving = autopilot; 2074 m_autopilotMoving = autopilot;
1825 m_autoPilotTarget = pos; 2075 m_autoPilotTarget = autopilotTarget;
1826 m_sitAtAutoTarget = autopilot; 2076 m_sitAtAutoTarget = autopilot;
2077 m_initialSitTarget = autopilotTarget;
1827 if (!autopilot) 2078 if (!autopilot)
1828 HandleAgentSit(remoteClient, UUID); 2079 HandleAgentSit(remoteClient, UUID);
1829 } 2080 }
@@ -2118,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes
2118 { 2369 {
2119 if (part != null) 2370 if (part != null)
2120 { 2371 {
2372//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2121 if (part.GetAvatarOnSitTarget() == UUID) 2373 if (part.GetAvatarOnSitTarget() == UUID)
2122 { 2374 {
2375//Console.WriteLine("Scripted Sit");
2376 // Scripted sit
2123 Vector3 sitTargetPos = part.SitTargetPosition; 2377 Vector3 sitTargetPos = part.SitTargetPosition;
2124 Quaternion sitTargetOrient = part.SitTargetOrientation; 2378 Quaternion sitTargetOrient = part.SitTargetOrientation;
2125
2126 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2127 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2128
2129 //Quaternion result = (sitTargetOrient * vq) * nq;
2130
2131 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2379 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2132 m_pos += SIT_TARGET_ADJUSTMENT; 2380 m_pos += SIT_TARGET_ADJUSTMENT;
2381 if (!part.IsRoot)
2382 {
2383 m_pos *= part.RotationOffset;
2384 }
2133 m_bodyRot = sitTargetOrient; 2385 m_bodyRot = sitTargetOrient;
2134 //Rotation = sitTargetOrient;
2135 m_parentPosition = part.AbsolutePosition; 2386 m_parentPosition = part.AbsolutePosition;
2136 2387 part.IsOccupied = true;
2137 //SendTerseUpdateToAllClients(); 2388 part.ParentGroup.AddAvatar(agentID);
2138 } 2389 }
2139 else 2390 else
2140 { 2391 {
2141 m_pos -= part.AbsolutePosition; 2392 // if m_avUnscriptedSitPos is zero then Av sits above center
2393 // Else Av sits at m_avUnscriptedSitPos
2394
2395 // Non-scripted sit by Kitto Flora 21Nov09
2396 // Calculate angle of line from prim to Av
2397 Quaternion partIRot;
2398// if (part.LinkNum == 1)
2399// { // Root prim of linkset
2400// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2401// }
2402// else
2403// { // single or child prim
2404 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2405// }
2406 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2407 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2408 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2409 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2410 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2411 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2412 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2413 // Av sits at world euler <0,0, z>, translated by part rotation
2414 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2415
2142 m_parentPosition = part.AbsolutePosition; 2416 m_parentPosition = part.AbsolutePosition;
2143 } 2417 part.IsOccupied = true;
2418 part.ParentGroup.AddAvatar(agentID);
2419 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2420 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2421 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2422 m_avUnscriptedSitPos; // adds click offset, if any
2423 //Set up raytrace to find top surface of prim
2424 Vector3 size = part.Scale;
2425 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2426 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2427 Vector3 down = new Vector3(0f, 0f, -1f);
2428//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2429 m_scene.PhysicsScene.RaycastWorld(
2430 start, // Vector3 position,
2431 down, // Vector3 direction,
2432 mag, // float length,
2433 SitAltitudeCallback); // retMethod
2434 } // end scripted/not
2144 } 2435 }
2145 else 2436 else // no Av
2146 { 2437 {
2147 return; 2438 return;
2148 } 2439 }
2149 } 2440 }
2150 m_parentID = m_requestedSitTargetID;
2151 2441
2442 //We want our offsets to reference the root prim, not the child we may have sat on
2443 if (!part.IsRoot)
2444 {
2445 m_parentID = part.ParentGroup.RootPart.LocalId;
2446 m_pos += part.OffsetPosition;
2447 }
2448 else
2449 {
2450 m_parentID = m_requestedSitTargetID;
2451 }
2452
2453 m_linkedPrim = part.UUID;
2454 if (part.GetAvatarOnSitTarget() != UUID)
2455 {
2456 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2457 }
2152 Velocity = Vector3.Zero; 2458 Velocity = Vector3.Zero;
2153 RemoveFromPhysicalScene(); 2459 RemoveFromPhysicalScene();
2154
2155 Animator.TrySetMovementAnimation(sitAnimation); 2460 Animator.TrySetMovementAnimation(sitAnimation);
2156 SendFullUpdateToAllClients(); 2461 SendFullUpdateToAllClients();
2157 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2462 SendTerseUpdateToAllClients();
2158 // So we're also sending a terse update (which has avatar rotation)
2159 // [Update] We do now.
2160 //SendTerseUpdateToAllClients();
2161 } 2463 }
2464
2465 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2466 {
2467 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2468 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2469 if(hitYN)
2470 {
2471 // m_pos = Av offset from prim center to make look like on center
2472 // m_parentPosition = Actual center pos of prim
2473 // collisionPoint = spot on prim where we want to sit
2474 // collisionPoint.Z = global sit surface height
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2476 Quaternion partIRot;
2477// if (part.LinkNum == 1)
2478/// { // Root prim of linkset
2479// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2480// }
2481// else
2482// { // single or child prim
2483 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2484// }
2485 if (m_initialSitTarget != null)
2486 {
2487 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2488 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2489 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2490 m_pos += offset;
2491 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2492 }
2493
2494 }
2495 } // End SitAltitudeCallback KF.
2162 2496
2163 /// <summary> 2497 /// <summary>
2164 /// Event handler for the 'Always run' setting on the client 2498 /// Event handler for the 'Always run' setting on the client
@@ -2188,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 /// </summary> 2522 /// </summary>
2189 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2523 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2190 /// <param name="rotation">The direction in which this avatar should now face. 2524 /// <param name="rotation">The direction in which this avatar should now face.
2191 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2525 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2192 { 2526 {
2193 if (m_isChildAgent) 2527 if (m_isChildAgent)
2194 { 2528 {
@@ -2229,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes
2229 Rotation = rotation; 2563 Rotation = rotation;
2230 Vector3 direc = vec * rotation; 2564 Vector3 direc = vec * rotation;
2231 direc.Normalize(); 2565 direc.Normalize();
2566 PhysicsActor actor = m_physicsActor;
2567 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2232 2568
2233 direc *= 0.03f * 128f * m_speedModifier; 2569 direc *= 0.03f * 128f * m_speedModifier;
2234 2570
2235 PhysicsActor actor = m_physicsActor;
2236 if (actor != null) 2571 if (actor != null)
2237 { 2572 {
2238 if (actor.Flying) 2573// rm falling if (actor.Flying)
2574 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2239 { 2575 {
2240 direc *= 4.0f; 2576// rm speed mod direc *= 4.0f;
2577 direc *= 5.2f; // for speed mod
2241 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2578 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2242 //bool colliding = (m_physicsActor.IsColliding==true); 2579 //bool colliding = (m_physicsActor.IsColliding==true);
2243 //if (controlland) 2580 //if (controlland)
@@ -2250,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes
2250 // m_log.Info("[AGENT]: Stop FLying"); 2587 // m_log.Info("[AGENT]: Stop FLying");
2251 //} 2588 //}
2252 } 2589 }
2590 /* This jumping section removed to SPA
2253 else if (!actor.Flying && actor.IsColliding) 2591 else if (!actor.Flying && actor.IsColliding)
2254 { 2592 {
2255 if (direc.Z > 2.0f) 2593 if (direc.Z > 2.0f)
2256 { 2594 {
2257 direc.Z *= 3.0f; 2595 if(m_animator.m_animTickJump == -1)
2258 2596 {
2259 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2597 direc.Z *= 3.0f; // jump
2260 Animator.TrySetMovementAnimation("PREJUMP"); 2598 }
2261 Animator.TrySetMovementAnimation("JUMP"); 2599 else
2600 {
2601 direc.Z *= 0.1f; // prejump
2602 }
2603 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2604 Animator.TrySetMovementAnimation("PREJUMP");
2605 Animator.TrySetMovementAnimation("JUMP");
2606 * /
2262 } 2607 }
2263 } 2608 } */
2264 } 2609 }
2265 2610
2266 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2611 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2267 m_forceToApply = direc; 2612 m_forceToApply = direc;
2268 2613 m_isNudging = Nudging;
2269 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2614 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2270 } 2615 }
2271 2616
@@ -2280,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 const float POSITION_TOLERANCE = 0.05f; 2625 const float POSITION_TOLERANCE = 0.05f;
2281 //const int TIME_MS_TOLERANCE = 3000; 2626 //const int TIME_MS_TOLERANCE = 3000;
2282 2627
2283 SendPrimUpdates(); 2628
2284 2629
2285 if (m_isChildAgent == false) 2630 if (m_isChildAgent == false)
2286 { 2631 {
@@ -2310,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
2310 CheckForBorderCrossing(); 2655 CheckForBorderCrossing();
2311 CheckForSignificantMovement(); // sends update to the modules. 2656 CheckForSignificantMovement(); // sends update to the modules.
2312 } 2657 }
2658
2659 //Sending prim updates AFTER the avatar terse updates are sent
2660 SendPrimUpdates();
2313 } 2661 }
2314 2662
2315 #endregion 2663 #endregion
@@ -3093,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 m_callbackURI = cAgent.CallbackURI; 3441 m_callbackURI = cAgent.CallbackURI;
3094 3442
3095 m_pos = cAgent.Position; 3443 m_pos = cAgent.Position;
3444
3096 m_velocity = cAgent.Velocity; 3445 m_velocity = cAgent.Velocity;
3097 m_CameraCenter = cAgent.Center; 3446 m_CameraCenter = cAgent.Center;
3098 //m_avHeight = cAgent.Size.Z; 3447 //m_avHeight = cAgent.Size.Z;
@@ -3201,17 +3550,46 @@ namespace OpenSim.Region.Framework.Scenes
3201 /// </summary> 3550 /// </summary>
3202 public override void UpdateMovement() 3551 public override void UpdateMovement()
3203 { 3552 {
3204 if (m_forceToApply.HasValue) 3553 if (Animator!=null) // add for jumping
3205 { 3554 { // add for jumping
3206 Vector3 force = m_forceToApply.Value; 3555 // if (!m_animator.m_jumping) // add for jumping
3556 // { // add for jumping
3207 3557
3208 m_updateflag = true; 3558 if (m_forceToApply.HasValue) // this section realigned
3209// movementvector = force; 3559 {
3210 Velocity = force;
3211 3560
3212 m_forceToApply = null; 3561 Vector3 force = m_forceToApply.Value;
3213 } 3562 m_updateflag = true;
3214 } 3563if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3564 Velocity = force;
3565//Console.WriteLine("UM1 {0}", Velocity);
3566 m_forceToApply = null;
3567 }
3568 else
3569 {
3570 if (m_isNudging)
3571 {
3572 Vector3 force = Vector3.Zero;
3573
3574 m_updateflag = true;
3575if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3576 Velocity = force;
3577//Console.WriteLine("UM2 {0}", Velocity);
3578 m_isNudging = false;
3579 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3580 }
3581 else // add for jumping
3582 { // add for jumping
3583 Vector3 force = Vector3.Zero; // add for jumping
3584if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3585//Console.WriteLine("UM3 {0}", Velocity);
3586 Velocity = force; // add for jumping
3587 }
3588
3589 }
3590 // } // end realign
3591 } // add for jumping
3592 } // add for jumping
3215 3593
3216 /// <summary> 3594 /// <summary>
3217 /// Adds a physical representation of the avatar to the Physics plugin 3595 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3256,18 +3634,29 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3634 {
3257 if (e == null) 3635 if (e == null)
3258 return; 3636 return;
3259 3637
3260 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3638 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3262 // as of this comment the interval is set in AddToPhysicalScene 3639 // as of this comment the interval is set in AddToPhysicalScene
3263 if (Animator!=null) 3640 if (Animator!=null)
3264 Animator.UpdateMovementAnimations(); 3641 {
3642 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3643 { // else its will lock out other animation changes, like ground sit.
3644 Animator.UpdateMovementAnimations();
3645 m_updateCount--;
3646 }
3647 }
3265 3648
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3649 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3650 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3651
3269 CollisionPlane = Vector4.UnitW; 3652 CollisionPlane = Vector4.UnitW;
3270 3653
3654 if (m_lastColCount != coldata.Count)
3655 {
3656 m_updateCount = UPDATE_COUNT;
3657 m_lastColCount = coldata.Count;
3658 }
3659
3271 if (coldata.Count != 0 && Animator != null) 3660 if (coldata.Count != 0 && Animator != null)
3272 { 3661 {
3273 switch (Animator.CurrentMovementAnimation) 3662 switch (Animator.CurrentMovementAnimation)
@@ -3297,6 +3686,148 @@ namespace OpenSim.Region.Framework.Scenes
3297 } 3686 }
3298 } 3687 }
3299 3688
3689 List<uint> thisHitColliders = new List<uint>();
3690 List<uint> endedColliders = new List<uint>();
3691 List<uint> startedColliders = new List<uint>();
3692
3693 foreach (uint localid in coldata.Keys)
3694 {
3695 thisHitColliders.Add(localid);
3696 if (!m_lastColliders.Contains(localid))
3697 {
3698 startedColliders.Add(localid);
3699 }
3700 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3701 }
3702
3703 // calculate things that ended colliding
3704 foreach (uint localID in m_lastColliders)
3705 {
3706 if (!thisHitColliders.Contains(localID))
3707 {
3708 endedColliders.Add(localID);
3709 }
3710 }
3711 //add the items that started colliding this time to the last colliders list.
3712 foreach (uint localID in startedColliders)
3713 {
3714 m_lastColliders.Add(localID);
3715 }
3716 // remove things that ended colliding from the last colliders list
3717 foreach (uint localID in endedColliders)
3718 {
3719 m_lastColliders.Remove(localID);
3720 }
3721
3722 // do event notification
3723 if (startedColliders.Count > 0)
3724 {
3725 ColliderArgs StartCollidingMessage = new ColliderArgs();
3726 List<DetectedObject> colliding = new List<DetectedObject>();
3727 foreach (uint localId in startedColliders)
3728 {
3729 if (localId == 0)
3730 continue;
3731
3732 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3733 string data = "";
3734 if (obj != null)
3735 {
3736 DetectedObject detobj = new DetectedObject();
3737 detobj.keyUUID = obj.UUID;
3738 detobj.nameStr = obj.Name;
3739 detobj.ownerUUID = obj.OwnerID;
3740 detobj.posVector = obj.AbsolutePosition;
3741 detobj.rotQuat = obj.GetWorldRotation();
3742 detobj.velVector = obj.Velocity;
3743 detobj.colliderType = 0;
3744 detobj.groupUUID = obj.GroupID;
3745 colliding.Add(detobj);
3746 }
3747 }
3748
3749 if (colliding.Count > 0)
3750 {
3751 StartCollidingMessage.Colliders = colliding;
3752
3753 foreach (SceneObjectGroup att in Attachments)
3754 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3755 }
3756 }
3757
3758 if (endedColliders.Count > 0)
3759 {
3760 ColliderArgs EndCollidingMessage = new ColliderArgs();
3761 List<DetectedObject> colliding = new List<DetectedObject>();
3762 foreach (uint localId in endedColliders)
3763 {
3764 if (localId == 0)
3765 continue;
3766
3767 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3768 string data = "";
3769 if (obj != null)
3770 {
3771 DetectedObject detobj = new DetectedObject();
3772 detobj.keyUUID = obj.UUID;
3773 detobj.nameStr = obj.Name;
3774 detobj.ownerUUID = obj.OwnerID;
3775 detobj.posVector = obj.AbsolutePosition;
3776 detobj.rotQuat = obj.GetWorldRotation();
3777 detobj.velVector = obj.Velocity;
3778 detobj.colliderType = 0;
3779 detobj.groupUUID = obj.GroupID;
3780 colliding.Add(detobj);
3781 }
3782 }
3783
3784 if (colliding.Count > 0)
3785 {
3786 EndCollidingMessage.Colliders = colliding;
3787
3788 foreach (SceneObjectGroup att in Attachments)
3789 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3790 }
3791 }
3792
3793 if (thisHitColliders.Count > 0)
3794 {
3795 ColliderArgs CollidingMessage = new ColliderArgs();
3796 List<DetectedObject> colliding = new List<DetectedObject>();
3797 foreach (uint localId in thisHitColliders)
3798 {
3799 if (localId == 0)
3800 continue;
3801
3802 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3803 string data = "";
3804 if (obj != null)
3805 {
3806 DetectedObject detobj = new DetectedObject();
3807 detobj.keyUUID = obj.UUID;
3808 detobj.nameStr = obj.Name;
3809 detobj.ownerUUID = obj.OwnerID;
3810 detobj.posVector = obj.AbsolutePosition;
3811 detobj.rotQuat = obj.GetWorldRotation();
3812 detobj.velVector = obj.Velocity;
3813 detobj.colliderType = 0;
3814 detobj.groupUUID = obj.GroupID;
3815 colliding.Add(detobj);
3816 }
3817 }
3818
3819 if (colliding.Count > 0)
3820 {
3821 CollidingMessage.Colliders = colliding;
3822
3823 lock (m_attachments)
3824 {
3825 foreach (SceneObjectGroup att in m_attachments)
3826 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3827 }
3828 }
3829 }
3830
3300 if (m_invulnerable) 3831 if (m_invulnerable)
3301 return; 3832 return;
3302 3833
@@ -3492,7 +4023,10 @@ namespace OpenSim.Region.Framework.Scenes
3492 m_scene = scene; 4023 m_scene = scene;
3493 4024
3494 RegisterToEvents(); 4025 RegisterToEvents();
3495 4026 if (m_controllingClient != null)
4027 {
4028 m_controllingClient.ProcessPendingPackets();
4029 }
3496 /* 4030 /*
3497 AbsolutePosition = client.StartPos; 4031 AbsolutePosition = client.StartPos;
3498 4032
@@ -3722,6 +4256,39 @@ namespace OpenSim.Region.Framework.Scenes
3722 return; 4256 return;
3723 } 4257 }
3724 4258
4259 XmlDocument doc = new XmlDocument();
4260 string stateData = String.Empty;
4261
4262 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4263 if (attServ != null)
4264 {
4265 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4266 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4267 if (stateData != String.Empty)
4268 {
4269 try
4270 {
4271 doc.LoadXml(stateData);
4272 }
4273 catch { }
4274 }
4275 }
4276
4277 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4278
4279 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4280 if (nodes.Count > 0)
4281 {
4282 foreach (XmlNode n in nodes)
4283 {
4284 XmlElement elem = (XmlElement)n;
4285 string itemID = elem.GetAttribute("ItemID");
4286 string xml = elem.InnerXml;
4287
4288 itemData[new UUID(itemID)] = xml;
4289 }
4290 }
4291
3725 List<int> attPoints = m_appearance.GetAttachedPoints(); 4292 List<int> attPoints = m_appearance.GetAttachedPoints();
3726 foreach (int p in attPoints) 4293 foreach (int p in attPoints)
3727 { 4294 {
@@ -3741,7 +4308,30 @@ namespace OpenSim.Region.Framework.Scenes
3741 4308
3742 try 4309 try
3743 { 4310 {
3744 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 string xmlData;
4312 XmlDocument d = new XmlDocument();
4313 UUID asset;
4314 if (itemData.TryGetValue(itemID, out xmlData))
4315 {
4316 d.LoadXml(xmlData);
4317 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4318
4319 // Rez from inventory
4320 asset
4321 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4322
4323 }
4324 else
4325 {
4326 // Rez from inventory (with a null doc to let
4327 // CHANGED_OWNER happen)
4328 asset
4329 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4330 }
4331
4332 m_log.InfoFormat(
4333 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {3}",
4334 p, itemID, asset);
3745 } 4335 }
3746 catch (Exception e) 4336 catch (Exception e)
3747 { 4337 {
@@ -3774,5 +4364,16 @@ namespace OpenSim.Region.Framework.Scenes
3774 m_reprioritization_called = false; 4364 m_reprioritization_called = false;
3775 } 4365 }
3776 } 4366 }
4367
4368 private Vector3 Quat2Euler(Quaternion rot){
4369 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4370 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4371 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4372 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4373 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4374 return(new Vector3(x,y,z));
4375 }
4376
4377
3777 } 4378 }
3778} 4379}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249