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-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs315
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs719
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs305
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1289
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1361
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs770
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs466
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
21 files changed, 5677 insertions, 1548 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index b3debb0..2365cfe 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;
@@ -889,6 +893,26 @@ namespace OpenSim.Region.Framework.Scenes
889 } 893 }
890 } 894 }
891 } 895 }
896 public void TriggerTerrainUpdate()
897 {
898 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
899 if (handlerTerrainUpdate != null)
900 {
901 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
902 {
903 try
904 {
905 d();
906 }
907 catch (Exception e)
908 {
909 m_log.ErrorFormat(
910 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
911 e.Message, e.StackTrace);
912 }
913 }
914 }
915 }
892 916
893 public void TriggerTerrainTick() 917 public void TriggerTerrainTick()
894 { 918 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 816d3b6..0089c7d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -307,8 +307,7 @@ namespace OpenSim.Region.Framework.Scenes
307 307
308 // Update item with new asset 308 // Update item with new asset
309 item.AssetID = asset.FullID; 309 item.AssetID = asset.FullID;
310 if (group.UpdateInventoryItem(item)) 310 group.UpdateInventoryItem(item);
311 remoteClient.SendAgentAlertMessage("Script saved", false);
312 311
313 part.SendPropertiesToClient(remoteClient); 312 part.SendPropertiesToClient(remoteClient);
314 313
@@ -319,12 +318,7 @@ namespace OpenSim.Region.Framework.Scenes
319 { 318 {
320 // Needs to determine which engine was running it and use that 319 // Needs to determine which engine was running it and use that
321 // 320 //
322 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 321 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
323 errors = part.Inventory.GetScriptErrors(item.ItemID);
324 }
325 else
326 {
327 remoteClient.SendAgentAlertMessage("Script saved", false);
328 } 322 }
329 323
330 // Tell anyone managing scripts that a script has been reloaded/changed 324 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -392,6 +386,7 @@ namespace OpenSim.Region.Framework.Scenes
392 386
393 if (UUID.Zero == transactionID) 387 if (UUID.Zero == transactionID)
394 { 388 {
389 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
395 item.Name = itemUpd.Name; 390 item.Name = itemUpd.Name;
396 item.Description = itemUpd.Description; 391 item.Description = itemUpd.Description;
397 392
@@ -779,6 +774,8 @@ namespace OpenSim.Region.Framework.Scenes
779 return; 774 return;
780 } 775 }
781 776
777 if (newName == null) newName = item.Name;
778
782 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 779 AssetBase asset = AssetService.Get(item.AssetID.ToString());
783 780
784 if (asset != null) 781 if (asset != null)
@@ -835,6 +832,24 @@ namespace OpenSim.Region.Framework.Scenes
835 } 832 }
836 833
837 /// <summary> 834 /// <summary>
835 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
836 /// </summary>
837 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
838 {
839 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
840 foreach (InventoryItemBase b in items)
841 {
842 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
843 InventoryItemBase n = InventoryService.GetItem(b);
844 n.Folder = destfolder;
845 moveitems.Add(n);
846 remoteClient.SendInventoryItemCreateUpdate(n, 0);
847 }
848
849 MoveInventoryItem(remoteClient, moveitems);
850 }
851
852 /// <summary>
838 /// Move an item within the agent's inventory. 853 /// Move an item within the agent's inventory.
839 /// </summary> 854 /// </summary>
840 /// <param name="remoteClient"></param> 855 /// <param name="remoteClient"></param>
@@ -1177,6 +1192,10 @@ namespace OpenSim.Region.Framework.Scenes
1177 { 1192 {
1178 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1193 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1179 1194
1195 // Can't move a null item
1196 if (itemId == UUID.Zero)
1197 return;
1198
1180 if (null == part) 1199 if (null == part)
1181 { 1200 {
1182 m_log.WarnFormat( 1201 m_log.WarnFormat(
@@ -1281,21 +1300,28 @@ namespace OpenSim.Region.Framework.Scenes
1281 return; 1300 return;
1282 } 1301 }
1283 1302
1284 if (part.OwnerID != destPart.OwnerID) 1303 // Can't transfer this
1304 //
1305 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1306 return;
1307
1308 bool overrideNoMod = false;
1309 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1310 overrideNoMod = true;
1311
1312 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1285 { 1313 {
1286 // Source must have transfer permissions 1314 // object cannot copy items to an object owned by a different owner
1287 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1315 // unless llAllowInventoryDrop has been called
1288 return;
1289 1316
1290 // Object cannot copy items to an object owned by a different owner 1317 return;
1291 // unless llAllowInventoryDrop has been called on the destination
1292 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1293 return;
1294 } 1318 }
1295 1319
1296 // must have both move and modify permission to put an item in an object 1320 // must have both move and modify permission to put an item in an object
1297 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1321 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1322 {
1298 return; 1323 return;
1324 }
1299 1325
1300 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1326 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1301 1327
@@ -1351,6 +1377,14 @@ namespace OpenSim.Region.Framework.Scenes
1351 1377
1352 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1378 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1353 { 1379 {
1380 SceneObjectPart destPart = GetSceneObjectPart(destID);
1381 if (destPart != null) // Move into a prim
1382 {
1383 foreach(UUID itemID in items)
1384 MoveTaskInventoryItem(destID, host, itemID);
1385 return destID; // Prim folder ID == prim ID
1386 }
1387
1354 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1388 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1355 1389
1356 UUID newFolderID = UUID.Random(); 1390 UUID newFolderID = UUID.Random();
@@ -1536,12 +1570,12 @@ namespace OpenSim.Region.Framework.Scenes
1536 agentTransactions.HandleTaskItemUpdateFromTransaction( 1570 agentTransactions.HandleTaskItemUpdateFromTransaction(
1537 remoteClient, part, transactionID, currentItem); 1571 remoteClient, part, transactionID, currentItem);
1538 1572
1539 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1573// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1540 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1574// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1541 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1575// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1542 remoteClient.SendAgentAlertMessage("Script saved", false); 1576// remoteClient.SendAgentAlertMessage("Script saved", false);
1543 else 1577// else
1544 remoteClient.SendAgentAlertMessage("Item saved", false); 1578// remoteClient.SendAgentAlertMessage("Item saved", false);
1545 } 1579 }
1546 } 1580 }
1547 1581
@@ -1725,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1725 } 1759 }
1726 1760
1727 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1761 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1728 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1762 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1729 agentID); 1763 agentID);
1730 AssetService.Store(asset); 1764 AssetService.Store(asset);
1731 1765
@@ -1881,23 +1915,32 @@ namespace OpenSim.Region.Framework.Scenes
1881 // build a list of eligible objects 1915 // build a list of eligible objects
1882 List<uint> deleteIDs = new List<uint>(); 1916 List<uint> deleteIDs = new List<uint>();
1883 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1917 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1884 1918 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1885 // Start with true for both, then remove the flags if objects
1886 // that we can't derez are part of the selection
1887 bool permissionToTake = true;
1888 bool permissionToTakeCopy = true;
1889 bool permissionToDelete = true;
1890 1919
1891 foreach (uint localID in localIDs) 1920 foreach (uint localID in localIDs)
1892 { 1921 {
1922 // Start with true for both, then remove the flags if objects
1923 // that we can't derez are part of the selection
1924 bool permissionToTake = true;
1925 bool permissionToTakeCopy = true;
1926 bool permissionToDelete = true;
1927
1893 // Invalid id 1928 // Invalid id
1894 SceneObjectPart part = GetSceneObjectPart(localID); 1929 SceneObjectPart part = GetSceneObjectPart(localID);
1895 if (part == null) 1930 if (part == null)
1931 {
1932 //Client still thinks the object exists, kill it
1933 deleteIDs.Add(localID);
1896 continue; 1934 continue;
1935 }
1897 1936
1898 // Already deleted by someone else 1937 // Already deleted by someone else
1899 if (part.ParentGroup.IsDeleted) 1938 if (part.ParentGroup.IsDeleted)
1939 {
1940 //Client still thinks the object exists, kill it
1941 deleteIDs.Add(localID);
1900 continue; 1942 continue;
1943 }
1901 1944
1902 // Can't delete child prims 1945 // Can't delete child prims
1903 if (part != part.ParentGroup.RootPart) 1946 if (part != part.ParentGroup.RootPart)
@@ -1905,9 +1948,6 @@ namespace OpenSim.Region.Framework.Scenes
1905 1948
1906 SceneObjectGroup grp = part.ParentGroup; 1949 SceneObjectGroup grp = part.ParentGroup;
1907 1950
1908 deleteIDs.Add(localID);
1909 deleteGroups.Add(grp);
1910
1911 if (remoteClient == null) 1951 if (remoteClient == null)
1912 { 1952 {
1913 // Autoreturn has a null client. Nothing else does. So 1953 // Autoreturn has a null client. Nothing else does. So
@@ -1924,81 +1964,193 @@ namespace OpenSim.Region.Framework.Scenes
1924 } 1964 }
1925 else 1965 else
1926 { 1966 {
1927 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1967 if (action == DeRezAction.TakeCopy)
1968 {
1969 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1970 permissionToTakeCopy = false;
1971 }
1972 else
1973 {
1928 permissionToTakeCopy = false; 1974 permissionToTakeCopy = false;
1929 1975 }
1930 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1976 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1931 permissionToTake = false; 1977 permissionToTake = false;
1932 1978
1933 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1979 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1934 permissionToDelete = false; 1980 permissionToDelete = false;
1935 } 1981 }
1936 }
1937 1982
1938 // Handle god perms 1983 // Handle god perms
1939 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1984 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1940 { 1985 {
1941 permissionToTake = true; 1986 permissionToTake = true;
1942 permissionToTakeCopy = true; 1987 permissionToTakeCopy = true;
1943 permissionToDelete = true; 1988 permissionToDelete = true;
1944 } 1989 }
1945 1990
1946 // If we're re-saving, we don't even want to delete 1991 // If we're re-saving, we don't even want to delete
1947 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1992 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1948 permissionToDelete = false; 1993 permissionToDelete = false;
1949 1994
1950 // if we want to take a copy, we also don't want to delete 1995 // if we want to take a copy, we also don't want to delete
1951 // Note: after this point, the permissionToTakeCopy flag 1996 // Note: after this point, the permissionToTakeCopy flag
1952 // becomes irrelevant. It already includes the permissionToTake 1997 // becomes irrelevant. It already includes the permissionToTake
1953 // permission and after excluding no copy items here, we can 1998 // permission and after excluding no copy items here, we can
1954 // just use that. 1999 // just use that.
1955 if (action == DeRezAction.TakeCopy) 2000 if (action == DeRezAction.TakeCopy)
1956 { 2001 {
1957 // If we don't have permission, stop right here 2002 // If we don't have permission, stop right here
1958 if (!permissionToTakeCopy) 2003 if (!permissionToTakeCopy)
1959 return; 2004 return;
1960 2005
1961 permissionToTake = true; 2006 permissionToTake = true;
1962 // Don't delete 2007 // Don't delete
1963 permissionToDelete = false; 2008 permissionToDelete = false;
1964 } 2009 }
1965 2010
1966 if (action == DeRezAction.Return) 2011 if (action == DeRezAction.Return)
1967 {
1968 if (remoteClient != null)
1969 { 2012 {
1970 if (Permissions.CanReturnObjects( 2013 if (remoteClient != null)
1971 null,
1972 remoteClient.AgentId,
1973 deleteGroups))
1974 { 2014 {
1975 permissionToTake = true; 2015 if (Permissions.CanReturnObjects(
1976 permissionToDelete = true; 2016 null,
1977 2017 remoteClient.AgentId,
1978 foreach (SceneObjectGroup g in deleteGroups) 2018 deleteGroups))
1979 { 2019 {
1980 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2020 permissionToTake = true;
2021 permissionToDelete = true;
2022
2023 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1981 } 2024 }
1982 } 2025 }
2026 else // Auto return passes through here with null agent
2027 {
2028 permissionToTake = true;
2029 permissionToDelete = true;
2030 }
1983 } 2031 }
1984 else // Auto return passes through here with null agent 2032
2033 if (permissionToTake && (!permissionToDelete))
2034 takeGroups.Add(grp);
2035
2036 if (permissionToDelete)
1985 { 2037 {
1986 permissionToTake = true; 2038 if (permissionToTake)
1987 permissionToDelete = true; 2039 deleteGroups.Add(grp);
2040 deleteIDs.Add(grp.LocalId);
1988 } 2041 }
1989 } 2042 }
1990 2043
1991 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2044 SendKillObject(deleteIDs);
2045
2046 if (deleteGroups.Count > 0)
1992 { 2047 {
2048 foreach (SceneObjectGroup g in deleteGroups)
2049 deleteIDs.Remove(g.LocalId);
2050
1993 m_asyncSceneObjectDeleter.DeleteToInventory( 2051 m_asyncSceneObjectDeleter.DeleteToInventory(
1994 action, destinationID, deleteGroups, remoteClient, 2052 action, destinationID, deleteGroups, remoteClient,
1995 permissionToDelete); 2053 true);
2054 }
2055 if (takeGroups.Count > 0)
2056 {
2057 m_asyncSceneObjectDeleter.DeleteToInventory(
2058 action, destinationID, takeGroups, remoteClient,
2059 false);
1996 } 2060 }
1997 else if (permissionToDelete) 2061 if (deleteIDs.Count > 0)
1998 { 2062 {
1999 foreach (SceneObjectGroup g in deleteGroups) 2063 foreach (SceneObjectGroup g in deleteGroups)
2000 DeleteSceneObject(g, false); 2064 DeleteSceneObject(g, true);
2065 }
2066 }
2067
2068 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2069 {
2070 itemID = UUID.Zero;
2071 if (grp != null)
2072 {
2073 Vector3 inventoryStoredPosition = new Vector3
2074 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2075 ? 250
2076 : grp.AbsolutePosition.X)
2077 ,
2078 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2079 ? 250
2080 : grp.AbsolutePosition.X,
2081 grp.AbsolutePosition.Z);
2082
2083 Vector3 originalPosition = grp.AbsolutePosition;
2084
2085 grp.AbsolutePosition = inventoryStoredPosition;
2086
2087 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2088
2089 grp.AbsolutePosition = originalPosition;
2090
2091 AssetBase asset = CreateAsset(
2092 grp.GetPartName(grp.LocalId),
2093 grp.GetPartDescription(grp.LocalId),
2094 (sbyte)AssetType.Object,
2095 Utils.StringToBytes(sceneObjectXml),
2096 remoteClient.AgentId);
2097 AssetService.Store(asset);
2098
2099 InventoryItemBase item = new InventoryItemBase();
2100 item.CreatorId = grp.RootPart.CreatorID.ToString();
2101 item.CreatorData = grp.RootPart.CreatorData;
2102 item.Owner = remoteClient.AgentId;
2103 item.ID = UUID.Random();
2104 item.AssetID = asset.FullID;
2105 item.Description = asset.Description;
2106 item.Name = asset.Name;
2107 item.AssetType = asset.Type;
2108 item.InvType = (int)InventoryType.Object;
2109
2110 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2111 if (folder != null)
2112 item.Folder = folder.ID;
2113 else // oopsies
2114 item.Folder = UUID.Zero;
2115
2116 // Set up base perms properly
2117 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2118 permsBase &= grp.RootPart.BaseMask;
2119 permsBase |= (uint)PermissionMask.Move;
2120
2121 // Make sure we don't lock it
2122 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2123
2124 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2125 {
2126 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2127 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2128 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2129 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2130 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2131 }
2132 else
2133 {
2134 item.BasePermissions = permsBase;
2135 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2136 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2137 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2138 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2139 }
2140 item.CreationDate = Util.UnixTimeSinceEpoch();
2141
2142 // sets itemID so client can show item as 'attached' in inventory
2143 grp.FromItemID = item.ID;
2144
2145 if (AddInventoryItem(item))
2146 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2147 else
2148 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2149
2150 itemID = item.ID;
2151 return item.AssetID;
2001 } 2152 }
2153 return UUID.Zero;
2002 } 2154 }
2003 2155
2004 /// <summary> 2156 /// <summary>
@@ -2127,6 +2279,9 @@ namespace OpenSim.Region.Framework.Scenes
2127 2279
2128 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2280 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2129 { 2281 {
2282 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2283 return;
2284
2130 SceneObjectPart part = GetSceneObjectPart(objectID); 2285 SceneObjectPart part = GetSceneObjectPart(objectID);
2131 if (part == null) 2286 if (part == null)
2132 return; 2287 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -149,27 +149,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 149 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 151 {
152 /*
153 SceneObjectPart part = GetSceneObjectPart(primLocalID);
154
155 if (null == part)
156 return;
157
158 if (part.IsRoot)
159 {
160 SceneObjectGroup sog = part.ParentGroup;
161 sog.SendPropertiesToClient(remoteClient);
162
163 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 {
167 sog.IsSelected = true;
168 EventManager.TriggerParcelPrimCountTainted();
169 }
170 }
171 else
172 {
173 part.SendPropertiesToClient(remoteClient);
174 }
175 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 176 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 177
154 if (null == part) 178 if (null == part)
155 return; 179 return;
156 180
157 if (part.IsRoot) 181 SceneObjectGroup sog = part.ParentGroup;
158 { 182 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 183 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 184
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 185 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 186
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 187 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 188 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 189 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 190 {
172 part.SendPropertiesToClient(remoteClient); 191 part.IsSelected = true;
192 EventManager.TriggerParcelPrimCountTainted();
173 } 193 }
174 } 194 }
175 195
@@ -222,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 242 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 243 if (part == null)
224 return; 244 return;
225 245 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 246 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 247 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 248 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 255 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 256 // TODO: Make selection flagging per prim!
237 // 257 //
238 part.ParentGroup.IsSelected = false; 258 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
259 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
260 part.ParentGroup.IsSelected = false;
239 261
240 if (part.ParentGroup.IsAttachment) 262 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 263 isAttachment = true;
@@ -255,6 +277,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 277 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 278 EventManager.TriggerParcelPrimCountTainted();
257 } 279 }
280 */
281
282 bool oldgprSelect = part.ParentGroup.IsSelected;
283
284 // This is wrong, wrong, wrong. Selection should not be
285 // handled by group, but by prim. Legacy cruft.
286 // TODO: Make selection flagging per prim!
287 //
288 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
289 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
290 {
291 part.IsSelected = false;
292 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
293 EventManager.TriggerParcelPrimCountTainted();
294 }
295
258 } 296 }
259 297
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 298 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 4d0aa6f..ff2c46f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -119,6 +119,7 @@ namespace OpenSim.Region.Framework.Scenes
119 // TODO: need to figure out how allow client agents but deny 119 // TODO: need to figure out how allow client agents but deny
120 // root agents when ACL denies access to root agent 120 // root agents when ACL denies access to root agent
121 public bool m_strictAccessControl = true; 121 public bool m_strictAccessControl = true;
122 public bool m_seeIntoBannedRegion = false;
122 public int MaxUndoCount = 5; 123 public int MaxUndoCount = 5;
123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 124 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
124 public bool LoginLock = false; 125 public bool LoginLock = false;
@@ -134,12 +135,14 @@ namespace OpenSim.Region.Framework.Scenes
134 135
135 protected int m_splitRegionID; 136 protected int m_splitRegionID;
136 protected Timer m_restartWaitTimer = new Timer(); 137 protected Timer m_restartWaitTimer = new Timer();
138 protected Timer m_timerWatchdog = new Timer();
137 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 139 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
138 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 140 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
139 protected string m_simulatorVersion = "OpenSimulator Server"; 141 protected string m_simulatorVersion = "OpenSimulator Server";
140 protected ModuleLoader m_moduleLoader; 142 protected ModuleLoader m_moduleLoader;
141 protected AgentCircuitManager m_authenticateHandler; 143 protected AgentCircuitManager m_authenticateHandler;
142 protected SceneCommunicationService m_sceneGridService; 144 protected SceneCommunicationService m_sceneGridService;
145 protected ISnmpModule m_snmpService = null;
143 146
144 protected ISimulationDataService m_SimulationDataService; 147 protected ISimulationDataService m_SimulationDataService;
145 protected IEstateDataService m_EstateDataService; 148 protected IEstateDataService m_EstateDataService;
@@ -202,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
202 private int m_update_events = 1; 205 private int m_update_events = 1;
203 private int m_update_backup = 200; 206 private int m_update_backup = 200;
204 private int m_update_terrain = 50; 207 private int m_update_terrain = 50;
205// private int m_update_land = 1; 208 private int m_update_land = 10;
206 private int m_update_coarse_locations = 50; 209 private int m_update_coarse_locations = 50;
207 210
208 private int agentMS; 211 private int agentMS;
@@ -221,6 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
221 /// </summary> 224 /// </summary>
222 private int m_lastFrameTick; 225 private int m_lastFrameTick;
223 226
227 public bool CombineRegions = false;
224 /// <summary> 228 /// <summary>
225 /// Tick at which the last maintenance run occurred. 229 /// Tick at which the last maintenance run occurred.
226 /// </summary> 230 /// </summary>
@@ -251,6 +255,11 @@ namespace OpenSim.Region.Framework.Scenes
251 /// </summary> 255 /// </summary>
252 private int m_LastLogin; 256 private int m_LastLogin;
253 257
258 private int m_lastIncoming;
259 private int m_lastOutgoing;
260 private int m_hbRestarts = 0;
261
262
254 /// <summary> 263 /// <summary>
255 /// Thread that runs the scene loop. 264 /// Thread that runs the scene loop.
256 /// </summary> 265 /// </summary>
@@ -266,7 +275,7 @@ namespace OpenSim.Region.Framework.Scenes
266 private volatile bool m_shuttingDown; 275 private volatile bool m_shuttingDown;
267 276
268// private int m_lastUpdate; 277// private int m_lastUpdate;
269// private bool m_firstHeartbeat = true; 278 private bool m_firstHeartbeat = true;
270 279
271 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 280 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
272 private bool m_reprioritizationEnabled = true; 281 private bool m_reprioritizationEnabled = true;
@@ -311,6 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_sceneGridService; } 320 get { return m_sceneGridService; }
312 } 321 }
313 322
323 public ISnmpModule SnmpService
324 {
325 get
326 {
327 if (m_snmpService == null)
328 {
329 m_snmpService = RequestModuleInterface<ISnmpModule>();
330 }
331
332 return m_snmpService;
333 }
334 }
335
314 public ISimulationDataService SimulationDataService 336 public ISimulationDataService SimulationDataService
315 { 337 {
316 get 338 get
@@ -594,6 +616,8 @@ namespace OpenSim.Region.Framework.Scenes
594 m_EstateDataService = estateDataService; 616 m_EstateDataService = estateDataService;
595 m_regionHandle = m_regInfo.RegionHandle; 617 m_regionHandle = m_regInfo.RegionHandle;
596 m_regionName = m_regInfo.RegionName; 618 m_regionName = m_regInfo.RegionName;
619 m_lastIncoming = 0;
620 m_lastOutgoing = 0;
597 621
598 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 622 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
599 m_asyncSceneObjectDeleter.Enabled = true; 623 m_asyncSceneObjectDeleter.Enabled = true;
@@ -674,99 +698,108 @@ namespace OpenSim.Region.Framework.Scenes
674 698
675 // Region config overrides global config 699 // Region config overrides global config
676 // 700 //
677 if (m_config.Configs["Startup"] != null) 701 try
678 { 702 {
679 IConfig startupConfig = m_config.Configs["Startup"]; 703 if (m_config.Configs["Startup"] != null)
680
681 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
682 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
683 if (!m_useBackup)
684 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
685
686 //Animation states
687 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
688
689 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
690 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
691
692 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
693 if (RegionInfo.NonphysPrimMax > 0)
694 { 704 {
695 m_maxNonphys = RegionInfo.NonphysPrimMax; 705 IConfig startupConfig = m_config.Configs["Startup"];
696 }
697
698 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
699 706
700 if (RegionInfo.PhysPrimMax > 0) 707 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
701 { 708 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
702 m_maxPhys = RegionInfo.PhysPrimMax; 709 if (!m_useBackup)
703 } 710 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
711
712 //Animation states
713 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
704 714
705 // Here, if clamping is requested in either global or 715 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
706 // local config, it will be used 716 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
707 //
708 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
709 if (RegionInfo.ClampPrimSize)
710 {
711 m_clampPrimSize = true;
712 }
713 717
714 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete); 718 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
715 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 719 if (RegionInfo.NonphysPrimMax > 0)
716 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 720 {
717 m_dontPersistBefore = 721 m_maxNonphys = RegionInfo.NonphysPrimMax;
718 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 722 }
719 m_dontPersistBefore *= 10000000;
720 m_persistAfter =
721 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
722 m_persistAfter *= 10000000;
723 723
724 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 724 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
725 725
726 IConfig packetConfig = m_config.Configs["PacketPool"]; 726 if (RegionInfo.PhysPrimMax > 0)
727 if (packetConfig != null) 727 {
728 { 728 m_maxPhys = RegionInfo.PhysPrimMax;
729 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 729 }
730 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
731 }
732 730
733 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 731 // Here, if clamping is requested in either global or
732 // local config, it will be used
733 //
734 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
735 if (RegionInfo.ClampPrimSize)
736 {
737 m_clampPrimSize = true;
738 }
734 739
735 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 740 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
736 if (m_generateMaptiles) 741 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
737 { 742 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
738 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 743 m_dontPersistBefore =
739 if (maptileRefresh != 0) 744 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
745 m_dontPersistBefore *= 10000000;
746 m_persistAfter =
747 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
748 m_persistAfter *= 10000000;
749
750 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
751 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
752
753 IConfig packetConfig = m_config.Configs["PacketPool"];
754 if (packetConfig != null)
740 { 755 {
741 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 756 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
742 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 757 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
743 m_mapGenerationTimer.AutoReset = true;
744 m_mapGenerationTimer.Start();
745 } 758 }
746 }
747 else
748 {
749 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
750 UUID tileID;
751 759
752 if (UUID.TryParse(tile, out tileID)) 760 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
761 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
762 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
763
764 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
765 if (m_generateMaptiles)
753 { 766 {
754 RegionInfo.RegionSettings.TerrainImageID = tileID; 767 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
768 if (maptileRefresh != 0)
769 {
770 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
771 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
772 m_mapGenerationTimer.AutoReset = true;
773 m_mapGenerationTimer.Start();
774 }
755 } 775 }
756 } 776 else
777 {
778 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
779 UUID tileID;
757 780
758 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 781 if (UUID.TryParse(tile, out tileID))
759 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 782 {
760 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 783 RegionInfo.RegionSettings.TerrainImageID = tileID;
761 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 784 }
762 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 785 }
763 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
764 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
765 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
766 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
767 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
768 786
769 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 787 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
788 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
789 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
790 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
791 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
792 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
793 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
794 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
795 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
796 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
797 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
798 }
799 }
800 catch (Exception e)
801 {
802 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
770 } 803 }
771 804
772 #endregion Region Config 805 #endregion Region Config
@@ -1193,7 +1226,22 @@ namespace OpenSim.Region.Framework.Scenes
1193 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1226 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1194 if (m_heartbeatThread != null) 1227 if (m_heartbeatThread != null)
1195 { 1228 {
1229 m_hbRestarts++;
1230 if(m_hbRestarts > 10)
1231 Environment.Exit(1);
1232 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1233
1234//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1235//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1236//proc.EnableRaisingEvents=false;
1237//proc.StartInfo.FileName = "/bin/kill";
1238//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1239//proc.Start();
1240//proc.WaitForExit();
1241//Thread.Sleep(1000);
1242//Environment.Exit(1);
1196 m_heartbeatThread.Abort(); 1243 m_heartbeatThread.Abort();
1244 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1197 m_heartbeatThread = null; 1245 m_heartbeatThread = null;
1198 } 1246 }
1199// m_lastUpdate = Util.EnvironmentTickCount(); 1247// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1341,10 +1389,12 @@ namespace OpenSim.Region.Framework.Scenes
1341 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; 1389 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
1342 int previousFrameTick; 1390 int previousFrameTick;
1343 int maintc; 1391 int maintc;
1392 int sleepMS;
1393 int framestart;
1344 1394
1345 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1395 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1346 { 1396 {
1347 maintc = Util.EnvironmentTickCount(); 1397 framestart = Util.EnvironmentTickCount();
1348 ++Frame; 1398 ++Frame;
1349 1399
1350// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1400// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
@@ -1431,7 +1481,7 @@ namespace OpenSim.Region.Framework.Scenes
1431 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1481 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1432 //} 1482 //}
1433 1483
1434 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1484 // frameMS = Util.EnvironmentTickCountSubtract(maintc);
1435 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1485 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1436 1486
1437 // if (Frame%m_update_avatars == 0) 1487 // if (Frame%m_update_avatars == 0)
@@ -1446,7 +1496,7 @@ namespace OpenSim.Region.Framework.Scenes
1446 1496
1447 // frameMS currently records work frame times, not total frame times (work + any required sleep to 1497 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1448 // reach min frame time. 1498 // reach min frame time.
1449 StatsReporter.addFrameMS(frameMS); 1499 // StatsReporter.addFrameMS(frameMS);
1450 1500
1451 StatsReporter.addAgentMS(agentMS); 1501 StatsReporter.addAgentMS(agentMS);
1452 StatsReporter.addPhysicsMS(physicsMS + physicsMS2); 1502 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
@@ -1503,12 +1553,22 @@ namespace OpenSim.Region.Framework.Scenes
1503 1553
1504 previousFrameTick = m_lastFrameTick; 1554 previousFrameTick = m_lastFrameTick;
1505 m_lastFrameTick = Util.EnvironmentTickCount(); 1555 m_lastFrameTick = Util.EnvironmentTickCount();
1506 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1556 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1507 maintc = (int)(MinFrameTime * 1000) - maintc; 1557 maintc = (int)(MinFrameTime * 1000) - maintc;
1508 1558
1559 m_firstHeartbeat = false;
1560
1561
1562 sleepMS = Util.EnvironmentTickCount();
1563
1509 if (maintc > 0) 1564 if (maintc > 0)
1510 Thread.Sleep(maintc); 1565 Thread.Sleep(maintc);
1511 1566
1567 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1568 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1569 StatsReporter.addSleepMS(sleepMS);
1570 StatsReporter.addFrameMS(frameMS);
1571
1512 // Optionally warn if a frame takes double the amount of time that it should. 1572 // Optionally warn if a frame takes double the amount of time that it should.
1513 if (DebugUpdates 1573 if (DebugUpdates
1514 && Util.EnvironmentTickCountSubtract( 1574 && Util.EnvironmentTickCountSubtract(
@@ -1535,9 +1595,9 @@ namespace OpenSim.Region.Framework.Scenes
1535 1595
1536 private void CheckAtTargets() 1596 private void CheckAtTargets()
1537 { 1597 {
1538 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1598 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1539 lock (m_groupsWithTargets) 1599 lock (m_groupsWithTargets)
1540 objs = m_groupsWithTargets.Values; 1600 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1541 1601
1542 foreach (SceneObjectGroup entry in objs) 1602 foreach (SceneObjectGroup entry in objs)
1543 entry.checkAtTargets(); 1603 entry.checkAtTargets();
@@ -1618,7 +1678,7 @@ namespace OpenSim.Region.Framework.Scenes
1618 msg.fromAgentName = "Server"; 1678 msg.fromAgentName = "Server";
1619 msg.dialog = (byte)19; // Object msg 1679 msg.dialog = (byte)19; // Object msg
1620 msg.fromGroup = false; 1680 msg.fromGroup = false;
1621 msg.offline = (byte)0; 1681 msg.offline = (byte)1;
1622 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1682 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1623 msg.Position = Vector3.Zero; 1683 msg.Position = Vector3.Zero;
1624 msg.RegionID = RegionInfo.RegionID.Guid; 1684 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1840,6 +1900,19 @@ namespace OpenSim.Region.Framework.Scenes
1840 EventManager.TriggerPrimsLoaded(this); 1900 EventManager.TriggerPrimsLoaded(this);
1841 } 1901 }
1842 1902
1903 public bool SuportsRayCastFiltered()
1904 {
1905 if (PhysicsScene == null)
1906 return false;
1907 return PhysicsScene.SuportsRaycastWorldFiltered();
1908 }
1909
1910 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1911 {
1912 if (PhysicsScene == null)
1913 return null;
1914 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1915 }
1843 1916
1844 /// <summary> 1917 /// <summary>
1845 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1918 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1856,14 +1929,24 @@ namespace OpenSim.Region.Framework.Scenes
1856 /// <returns></returns> 1929 /// <returns></returns>
1857 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1930 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1858 { 1931 {
1932
1933 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1934 Vector3 wpos = Vector3.Zero;
1935 // Check for water surface intersection from above
1936 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1937 {
1938 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1939 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1940 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1941 wpos.Z = wheight;
1942 }
1943
1859 Vector3 pos = Vector3.Zero; 1944 Vector3 pos = Vector3.Zero;
1860 if (RayEndIsIntersection == (byte)1) 1945 if (RayEndIsIntersection == (byte)1)
1861 { 1946 {
1862 pos = RayEnd; 1947 pos = RayEnd;
1863 return pos;
1864 } 1948 }
1865 1949 else if (RayTargetID != UUID.Zero)
1866 if (RayTargetID != UUID.Zero)
1867 { 1950 {
1868 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1951 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1869 1952
@@ -1885,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1885 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1968 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1886 1969
1887 // Un-comment out the following line to Get Raytrace results printed to the console. 1970 // Un-comment out the following line to Get Raytrace results printed to the console.
1888 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1971 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1889 float ScaleOffset = 0.5f; 1972 float ScaleOffset = 0.5f;
1890 1973
1891 // If we hit something 1974 // If we hit something
@@ -1908,13 +1991,10 @@ namespace OpenSim.Region.Framework.Scenes
1908 //pos.Z -= 0.25F; 1991 //pos.Z -= 0.25F;
1909 1992
1910 } 1993 }
1911
1912 return pos;
1913 } 1994 }
1914 else 1995 else
1915 { 1996 {
1916 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1997 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1917
1918 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1998 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1919 1999
1920 // Un-comment the following line to print the raytrace results to the console. 2000 // Un-comment the following line to print the raytrace results to the console.
@@ -1923,13 +2003,12 @@ namespace OpenSim.Region.Framework.Scenes
1923 if (ei.HitTF) 2003 if (ei.HitTF)
1924 { 2004 {
1925 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2005 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1926 } else 2006 }
2007 else
1927 { 2008 {
1928 // fall back to our stupid functionality 2009 // fall back to our stupid functionality
1929 pos = RayEnd; 2010 pos = RayEnd;
1930 } 2011 }
1931
1932 return pos;
1933 } 2012 }
1934 } 2013 }
1935 else 2014 else
@@ -1940,8 +2019,12 @@ namespace OpenSim.Region.Framework.Scenes
1940 //increase height so its above the ground. 2019 //increase height so its above the ground.
1941 //should be getting the normal of the ground at the rez point and using that? 2020 //should be getting the normal of the ground at the rez point and using that?
1942 pos.Z += scale.Z / 2f; 2021 pos.Z += scale.Z / 2f;
1943 return pos; 2022// return pos;
1944 } 2023 }
2024
2025 // check against posible water intercept
2026 if (wpos.Z > pos.Z) pos = wpos;
2027 return pos;
1945 } 2028 }
1946 2029
1947 2030
@@ -2031,7 +2114,10 @@ namespace OpenSim.Region.Framework.Scenes
2031 public bool AddRestoredSceneObject( 2114 public bool AddRestoredSceneObject(
2032 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2115 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2033 { 2116 {
2034 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2117 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2118 if (result)
2119 sceneObject.IsDeleted = false;
2120 return result;
2035 } 2121 }
2036 2122
2037 /// <summary> 2123 /// <summary>
@@ -2123,6 +2209,15 @@ namespace OpenSim.Region.Framework.Scenes
2123 /// </summary> 2209 /// </summary>
2124 public void DeleteAllSceneObjects() 2210 public void DeleteAllSceneObjects()
2125 { 2211 {
2212 DeleteAllSceneObjects(false);
2213 }
2214
2215 /// <summary>
2216 /// Delete every object from the scene. This does not include attachments worn by avatars.
2217 /// </summary>
2218 public void DeleteAllSceneObjects(bool exceptNoCopy)
2219 {
2220 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2126 lock (Entities) 2221 lock (Entities)
2127 { 2222 {
2128 EntityBase[] entities = Entities.GetEntities(); 2223 EntityBase[] entities = Entities.GetEntities();
@@ -2131,11 +2226,24 @@ namespace OpenSim.Region.Framework.Scenes
2131 if (e is SceneObjectGroup) 2226 if (e is SceneObjectGroup)
2132 { 2227 {
2133 SceneObjectGroup sog = (SceneObjectGroup)e; 2228 SceneObjectGroup sog = (SceneObjectGroup)e;
2134 if (!sog.IsAttachment) 2229 if (sog != null && !sog.IsAttachment)
2135 DeleteSceneObject((SceneObjectGroup)e, false); 2230 {
2231 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2232 {
2233 DeleteSceneObject((SceneObjectGroup)e, false);
2234 }
2235 else
2236 {
2237 toReturn.Add((SceneObjectGroup)e);
2238 }
2239 }
2136 } 2240 }
2137 } 2241 }
2138 } 2242 }
2243 if (toReturn.Count > 0)
2244 {
2245 returnObjects(toReturn.ToArray(), UUID.Zero);
2246 }
2139 } 2247 }
2140 2248
2141 /// <summary> 2249 /// <summary>
@@ -2170,6 +2278,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 } 2278 }
2171 2279
2172 group.DeleteGroupFromScene(silent); 2280 group.DeleteGroupFromScene(silent);
2281 if (!silent)
2282 SendKillObject(new List<uint>() { group.LocalId });
2173 2283
2174// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2284// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2175 } 2285 }
@@ -2459,6 +2569,8 @@ namespace OpenSim.Region.Framework.Scenes
2459 2569
2460 if (newPosition != Vector3.Zero) 2570 if (newPosition != Vector3.Zero)
2461 newObject.RootPart.GroupPosition = newPosition; 2571 newObject.RootPart.GroupPosition = newPosition;
2572 if (newObject.RootPart.KeyframeMotion != null)
2573 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2462 2574
2463 if (!AddSceneObject(newObject)) 2575 if (!AddSceneObject(newObject))
2464 { 2576 {
@@ -2527,10 +2639,17 @@ namespace OpenSim.Region.Framework.Scenes
2527 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2639 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2528 public bool AddSceneObject(SceneObjectGroup sceneObject) 2640 public bool AddSceneObject(SceneObjectGroup sceneObject)
2529 { 2641 {
2642 if (sceneObject.OwnerID == UUID.Zero)
2643 {
2644 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2645 return false;
2646 }
2647
2530 // If the user is banned, we won't let any of their objects 2648 // If the user is banned, we won't let any of their objects
2531 // enter. Period. 2649 // enter. Period.
2532 // 2650 //
2533 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2651 int flags = GetUserFlags(sceneObject.OwnerID);
2652 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2534 { 2653 {
2535 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2654 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2536 2655
@@ -2576,12 +2695,23 @@ namespace OpenSim.Region.Framework.Scenes
2576 } 2695 }
2577 else 2696 else
2578 { 2697 {
2698 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2579 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2699 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2580 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2700 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2581 } 2701 }
2702 if (sceneObject.OwnerID == UUID.Zero)
2703 {
2704 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2705 return false;
2706 }
2582 } 2707 }
2583 else 2708 else
2584 { 2709 {
2710 if (sceneObject.OwnerID == UUID.Zero)
2711 {
2712 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2713 return false;
2714 }
2585 AddRestoredSceneObject(sceneObject, true, false); 2715 AddRestoredSceneObject(sceneObject, true, false);
2586 2716
2587 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2717 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2610,6 +2740,24 @@ namespace OpenSim.Region.Framework.Scenes
2610 return 2; // StateSource.PrimCrossing 2740 return 2; // StateSource.PrimCrossing
2611 } 2741 }
2612 2742
2743 public int GetUserFlags(UUID user)
2744 {
2745 //Unfortunately the SP approach means that the value is cached until region is restarted
2746 /*
2747 ScenePresence sp;
2748 if (TryGetScenePresence(user, out sp))
2749 {
2750 return sp.UserFlags;
2751 }
2752 else
2753 {
2754 */
2755 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2756 if (uac == null)
2757 return 0;
2758 return uac.UserFlags;
2759 //}
2760 }
2613 #endregion 2761 #endregion
2614 2762
2615 #region Add/Remove Avatar Methods 2763 #region Add/Remove Avatar Methods
@@ -2623,7 +2771,7 @@ namespace OpenSim.Region.Framework.Scenes
2623 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2771 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2624 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2772 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2625 2773
2626// CheckHeartbeat(); 2774 CheckHeartbeat();
2627 2775
2628 ScenePresence sp = GetScenePresence(client.AgentId); 2776 ScenePresence sp = GetScenePresence(client.AgentId);
2629 2777
@@ -2676,7 +2824,13 @@ namespace OpenSim.Region.Framework.Scenes
2676 2824
2677 EventManager.TriggerOnNewClient(client); 2825 EventManager.TriggerOnNewClient(client);
2678 if (vialogin) 2826 if (vialogin)
2827 {
2679 EventManager.TriggerOnClientLogin(client); 2828 EventManager.TriggerOnClientLogin(client);
2829 // Send initial parcel data
2830 Vector3 pos = sp.AbsolutePosition;
2831 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2832 land.SendLandUpdateToClient(client);
2833 }
2680 2834
2681 return sp; 2835 return sp;
2682 } 2836 }
@@ -2766,19 +2920,12 @@ namespace OpenSim.Region.Framework.Scenes
2766 // and the scene presence and the client, if they exist 2920 // and the scene presence and the client, if they exist
2767 try 2921 try
2768 { 2922 {
2769 // We need to wait for the client to make UDP contact first. 2923 ScenePresence sp = GetScenePresence(agentID);
2770 // It's the UDP contact that creates the scene presence 2924 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2771 ScenePresence sp = WaitGetScenePresence(agentID); 2925
2772 if (sp != null) 2926 if (sp != null)
2773 {
2774 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2775
2776 sp.ControllingClient.Close(); 2927 sp.ControllingClient.Close();
2777 } 2928
2778 else
2779 {
2780 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2781 }
2782 // BANG! SLASH! 2929 // BANG! SLASH!
2783 m_authenticateHandler.RemoveCircuit(agentID); 2930 m_authenticateHandler.RemoveCircuit(agentID);
2784 2931
@@ -2823,6 +2970,8 @@ namespace OpenSim.Region.Framework.Scenes
2823 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2970 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2824 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2971 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2825 2972
2973 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2974
2826 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2975 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2827 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2976 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2828 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2977 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2879,6 +3028,7 @@ namespace OpenSim.Region.Framework.Scenes
2879 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3028 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2880 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3029 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2881 client.OnCopyInventoryItem += CopyInventoryItem; 3030 client.OnCopyInventoryItem += CopyInventoryItem;
3031 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2882 client.OnMoveInventoryItem += MoveInventoryItem; 3032 client.OnMoveInventoryItem += MoveInventoryItem;
2883 client.OnRemoveInventoryItem += RemoveInventoryItem; 3033 client.OnRemoveInventoryItem += RemoveInventoryItem;
2884 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3034 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2950,6 +3100,8 @@ namespace OpenSim.Region.Framework.Scenes
2950 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3100 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2951 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3101 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2952 3102
3103 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3104
2953 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3105 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2954 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3106 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2955 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3107 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3052,15 +3204,16 @@ namespace OpenSim.Region.Framework.Scenes
3052 /// </summary> 3204 /// </summary>
3053 /// <param name="agentId">The avatar's Unique ID</param> 3205 /// <param name="agentId">The avatar's Unique ID</param>
3054 /// <param name="client">The IClientAPI for the client</param> 3206 /// <param name="client">The IClientAPI for the client</param>
3055 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3207 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3056 { 3208 {
3057 if (m_teleportModule != null) 3209 if (m_teleportModule != null)
3058 m_teleportModule.TeleportHome(agentId, client); 3210 return m_teleportModule.TeleportHome(agentId, client);
3059 else 3211 else
3060 { 3212 {
3061 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3213 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3062 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3214 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3063 } 3215 }
3216 return false;
3064 } 3217 }
3065 3218
3066 /// <summary> 3219 /// <summary>
@@ -3170,6 +3323,16 @@ namespace OpenSim.Region.Framework.Scenes
3170 /// <param name="flags"></param> 3323 /// <param name="flags"></param>
3171 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3324 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3172 { 3325 {
3326 //Add half the avatar's height so that the user doesn't fall through prims
3327 ScenePresence presence;
3328 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3329 {
3330 if (presence.Appearance != null)
3331 {
3332 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3333 }
3334 }
3335
3173 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3336 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3174 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3337 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3175 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3338 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3238,8 +3401,9 @@ namespace OpenSim.Region.Framework.Scenes
3238 regions.Remove(RegionInfo.RegionHandle); 3401 regions.Remove(RegionInfo.RegionHandle);
3239 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3402 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3240 } 3403 }
3241 3404 m_log.Debug("[Scene] Beginning ClientClosed");
3242 m_eventManager.TriggerClientClosed(agentID, this); 3405 m_eventManager.TriggerClientClosed(agentID, this);
3406 m_log.Debug("[Scene] Finished ClientClosed");
3243 } 3407 }
3244 catch (NullReferenceException) 3408 catch (NullReferenceException)
3245 { 3409 {
@@ -3301,9 +3465,10 @@ namespace OpenSim.Region.Framework.Scenes
3301 { 3465 {
3302 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3466 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3303 } 3467 }
3304 3468 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3305 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3469 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3306// CleanDroppedAttachments(); 3470// CleanDroppedAttachments();
3471 m_log.Debug("[Scene] The avatar has left the building");
3307 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3472 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3308 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3473 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3309 } 3474 }
@@ -3425,13 +3590,16 @@ namespace OpenSim.Region.Framework.Scenes
3425 sp = null; 3590 sp = null;
3426 } 3591 }
3427 3592
3428 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3429 3593
3430 //On login test land permisions 3594 //On login test land permisions
3431 if (vialogin) 3595 if (vialogin)
3432 { 3596 {
3433 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3597 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3598 if (cache != null)
3599 cache.Remove(agent.firstname + " " + agent.lastname);
3600 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3434 { 3601 {
3602 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3435 return false; 3603 return false;
3436 } 3604 }
3437 } 3605 }
@@ -3455,8 +3623,13 @@ namespace OpenSim.Region.Framework.Scenes
3455 3623
3456 try 3624 try
3457 { 3625 {
3458 if (!AuthorizeUser(agent, out reason)) 3626 // Always check estate if this is a login. Always
3459 return false; 3627 // check if banned regions are to be blacked out.
3628 if (vialogin || (!m_seeIntoBannedRegion))
3629 {
3630 if (!AuthorizeUser(agent, out reason))
3631 return false;
3632 }
3460 } 3633 }
3461 catch (Exception e) 3634 catch (Exception e)
3462 { 3635 {
@@ -3582,6 +3755,8 @@ namespace OpenSim.Region.Framework.Scenes
3582 } 3755 }
3583 3756
3584 // Honor parcel landing type and position. 3757 // Honor parcel landing type and position.
3758 /*
3759 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3585 if (land != null) 3760 if (land != null)
3586 { 3761 {
3587 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3762 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3589,26 +3764,34 @@ namespace OpenSim.Region.Framework.Scenes
3589 agent.startpos = land.LandData.UserLocation; 3764 agent.startpos = land.LandData.UserLocation;
3590 } 3765 }
3591 } 3766 }
3767 */// This is now handled properly in ScenePresence.MakeRootAgent
3592 } 3768 }
3593 3769
3594 return true; 3770 return true;
3595 } 3771 }
3596 3772
3597 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3773 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3598 { 3774 {
3599 3775 reason = String.Empty;
3600 bool banned = land.IsBannedFromLand(agent.AgentID); 3776 if (Permissions.IsGod(agentID))
3601 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3777 return true;
3778
3779 ILandObject land = LandChannel.GetLandObject(posX, posY);
3780 if (land == null)
3781 return false;
3782
3783 bool banned = land.IsBannedFromLand(agentID);
3784 bool restricted = land.IsRestrictedFromLand(agentID);
3602 3785
3603 if (banned || restricted) 3786 if (banned || restricted)
3604 { 3787 {
3605 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3788 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3606 if (nearestParcel != null) 3789 if (nearestParcel != null)
3607 { 3790 {
3608 //Move agent to nearest allowed 3791 //Move agent to nearest allowed
3609 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3792 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3610 agent.startpos.X = newPosition.X; 3793 posX = newPosition.X;
3611 agent.startpos.Y = newPosition.Y; 3794 posY = newPosition.Y;
3612 } 3795 }
3613 else 3796 else
3614 { 3797 {
@@ -3670,7 +3853,7 @@ namespace OpenSim.Region.Framework.Scenes
3670 3853
3671 if (!m_strictAccessControl) return true; 3854 if (!m_strictAccessControl) return true;
3672 if (Permissions.IsGod(agent.AgentID)) return true; 3855 if (Permissions.IsGod(agent.AgentID)) return true;
3673 3856
3674 if (AuthorizationService != null) 3857 if (AuthorizationService != null)
3675 { 3858 {
3676 if (!AuthorizationService.IsAuthorizedForRegion( 3859 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3685,7 +3868,7 @@ namespace OpenSim.Region.Framework.Scenes
3685 3868
3686 if (m_regInfo.EstateSettings != null) 3869 if (m_regInfo.EstateSettings != null)
3687 { 3870 {
3688 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3871 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3689 { 3872 {
3690 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3873 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3691 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3874 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3877,6 +4060,13 @@ namespace OpenSim.Region.Framework.Scenes
3877 4060
3878 // We have to wait until the viewer contacts this region after receiving EAC. 4061 // We have to wait until the viewer contacts this region after receiving EAC.
3879 // That calls AddNewClient, which finally creates the ScenePresence 4062 // That calls AddNewClient, which finally creates the ScenePresence
4063 int flags = GetUserFlags(cAgentData.AgentID);
4064 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4065 {
4066 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4067 return false;
4068 }
4069
3880 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4070 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3881 if (nearestParcel == null) 4071 if (nearestParcel == null)
3882 { 4072 {
@@ -3961,12 +4151,22 @@ namespace OpenSim.Region.Framework.Scenes
3961 return false; 4151 return false;
3962 } 4152 }
3963 4153
4154 public bool IncomingCloseAgent(UUID agentID)
4155 {
4156 return IncomingCloseAgent(agentID, false);
4157 }
4158
4159 public bool IncomingCloseChildAgent(UUID agentID)
4160 {
4161 return IncomingCloseAgent(agentID, true);
4162 }
4163
3964 /// <summary> 4164 /// <summary>
3965 /// Tell a single agent to disconnect from the region. 4165 /// Tell a single agent to disconnect from the region.
3966 /// </summary> 4166 /// </summary>
3967 /// <param name="regionHandle"></param>
3968 /// <param name="agentID"></param> 4167 /// <param name="agentID"></param>
3969 public bool IncomingCloseAgent(UUID agentID) 4168 /// <param name="childOnly"></param>
4169 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3970 { 4170 {
3971 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4171 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3972 4172
@@ -3978,7 +4178,7 @@ namespace OpenSim.Region.Framework.Scenes
3978 { 4178 {
3979 m_sceneGraph.removeUserCount(false); 4179 m_sceneGraph.removeUserCount(false);
3980 } 4180 }
3981 else 4181 else if (!childOnly)
3982 { 4182 {
3983 m_sceneGraph.removeUserCount(true); 4183 m_sceneGraph.removeUserCount(true);
3984 } 4184 }
@@ -3994,9 +4194,12 @@ namespace OpenSim.Region.Framework.Scenes
3994 } 4194 }
3995 else 4195 else
3996 presence.ControllingClient.SendShutdownConnectionNotice(); 4196 presence.ControllingClient.SendShutdownConnectionNotice();
4197 presence.ControllingClient.Close(false);
4198 }
4199 else if (!childOnly)
4200 {
4201 presence.ControllingClient.Close(true);
3997 } 4202 }
3998
3999 presence.ControllingClient.Close();
4000 return true; 4203 return true;
4001 } 4204 }
4002 4205
@@ -4578,35 +4781,81 @@ namespace OpenSim.Region.Framework.Scenes
4578 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4781 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4579 } 4782 }
4580 4783
4581 public int GetHealth() 4784 public int GetHealth(out int flags, out string message)
4582 { 4785 {
4583 // Returns: 4786 // Returns:
4584 // 1 = sim is up and accepting http requests. The heartbeat has 4787 // 1 = sim is up and accepting http requests. The heartbeat has
4585 // stopped and the sim is probably locked up, but a remote 4788 // stopped and the sim is probably locked up, but a remote
4586 // admin restart may succeed 4789 // admin restart may succeed
4587 // 4790 //
4588 // 2 = Sim is up and the heartbeat is running. The sim is likely 4791 // 2 = Sim is up and the heartbeat is running. The sim is likely
4589 // usable for people within and logins _may_ work 4792 // usable for people within
4793 //
4794 // 3 = Sim is up and one packet thread is running. Sim is
4795 // unstable and will not accept new logins
4590 // 4796 //
4591 // 3 = We have seen a new user enter within the past 4 minutes 4797 // 4 = Sim is up and both packet threads are running. Sim is
4798 // likely usable
4799 //
4800 // 5 = We have seen a new user enter within the past 4 minutes
4592 // which can be seen as positive confirmation of sim health 4801 // which can be seen as positive confirmation of sim health
4593 // 4802 //
4803
4804 flags = 0;
4805 message = String.Empty;
4806
4807 CheckHeartbeat();
4808
4809 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4810 {
4811 // We're still starting
4812 // 0 means "in startup", it can't happen another way, since
4813 // to get here, we must be able to accept http connections
4814 return 0;
4815 }
4816
4594 int health=1; // Start at 1, means we're up 4817 int health=1; // Start at 1, means we're up
4595 4818
4596 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4819 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4597 health += 1; 4820 {
4821 health+=1;
4822 flags |= 1;
4823 }
4824
4825 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4826 {
4827 health+=1;
4828 flags |= 2;
4829 }
4830
4831 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4832 {
4833 health+=1;
4834 flags |= 4;
4835 }
4598 else 4836 else
4837 {
4838int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4839System.Diagnostics.Process proc = new System.Diagnostics.Process();
4840proc.EnableRaisingEvents=false;
4841proc.StartInfo.FileName = "/bin/kill";
4842proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4843proc.Start();
4844proc.WaitForExit();
4845Thread.Sleep(1000);
4846Environment.Exit(1);
4847 }
4848
4849 if (flags != 7)
4599 return health; 4850 return health;
4600 4851
4601 // A login in the last 4 mins? We can't be doing too badly 4852 // A login in the last 4 mins? We can't be doing too badly
4602 // 4853 //
4603 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4854 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4604 health++; 4855 health++;
4605 else 4856 else
4606 return health; 4857 return health;
4607 4858
4608// CheckHeartbeat();
4609
4610 return health; 4859 return health;
4611 } 4860 }
4612 4861
@@ -4694,7 +4943,7 @@ namespace OpenSim.Region.Framework.Scenes
4694 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4943 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4695 if (wasUsingPhysics) 4944 if (wasUsingPhysics)
4696 { 4945 {
4697 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4946 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4698 } 4947 }
4699 } 4948 }
4700 4949
@@ -4793,14 +5042,14 @@ namespace OpenSim.Region.Framework.Scenes
4793 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5042 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4794 } 5043 }
4795 5044
4796// private void CheckHeartbeat() 5045 private void CheckHeartbeat()
4797// { 5046 {
4798// if (m_firstHeartbeat) 5047 if (m_firstHeartbeat)
4799// return; 5048 return;
4800// 5049
4801// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5050 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4802// StartTimer(); 5051 Start();
4803// } 5052 }
4804 5053
4805 public override ISceneObject DeserializeObject(string representation) 5054 public override ISceneObject DeserializeObject(string representation)
4806 { 5055 {
@@ -4812,9 +5061,14 @@ namespace OpenSim.Region.Framework.Scenes
4812 get { return m_allowScriptCrossings; } 5061 get { return m_allowScriptCrossings; }
4813 } 5062 }
4814 5063
4815 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5064 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5065 {
5066 return GetNearestAllowedPosition(avatar, null);
5067 }
5068
5069 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4816 { 5070 {
4817 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5071 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4818 5072
4819 if (nearestParcel != null) 5073 if (nearestParcel != null)
4820 { 5074 {
@@ -4823,10 +5077,7 @@ namespace OpenSim.Region.Framework.Scenes
4823 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5077 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4824 if (nearestPoint != null) 5078 if (nearestPoint != null)
4825 { 5079 {
4826// m_log.DebugFormat( 5080 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4827// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4828// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4829
4830 return nearestPoint.Value; 5081 return nearestPoint.Value;
4831 } 5082 }
4832 5083
@@ -4836,17 +5087,20 @@ namespace OpenSim.Region.Framework.Scenes
4836 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5087 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4837 if (nearestPoint != null) 5088 if (nearestPoint != null)
4838 { 5089 {
4839// m_log.DebugFormat( 5090 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4840// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4841
4842 return nearestPoint.Value; 5091 return nearestPoint.Value;
4843 } 5092 }
4844 5093
4845 //Ultimate backup if we have no idea where they are 5094 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4846// m_log.DebugFormat( 5095 if (dest != excludeParcel)
4847// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5096 {
5097 // Ultimate backup if we have no idea where they are and
5098 // the last allowed position was in another parcel
5099 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5100 return avatar.lastKnownAllowedPosition;
5101 }
4848 5102
4849 return avatar.lastKnownAllowedPosition; 5103 // else fall through to region edge
4850 } 5104 }
4851 5105
4852 //Go to the edge, this happens in teleporting to a region with no available parcels 5106 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4880,13 +5134,18 @@ namespace OpenSim.Region.Framework.Scenes
4880 5134
4881 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5135 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4882 { 5136 {
5137 return GetNearestAllowedParcel(avatarId, x, y, null);
5138 }
5139
5140 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5141 {
4883 List<ILandObject> all = AllParcels(); 5142 List<ILandObject> all = AllParcels();
4884 float minParcelDistance = float.MaxValue; 5143 float minParcelDistance = float.MaxValue;
4885 ILandObject nearestParcel = null; 5144 ILandObject nearestParcel = null;
4886 5145
4887 foreach (var parcel in all) 5146 foreach (var parcel in all)
4888 { 5147 {
4889 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5148 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4890 { 5149 {
4891 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5150 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4892 if (parcelDistance < minParcelDistance) 5151 if (parcelDistance < minParcelDistance)
@@ -5128,7 +5387,55 @@ namespace OpenSim.Region.Framework.Scenes
5128 mapModule.GenerateMaptile(); 5387 mapModule.GenerateMaptile();
5129 } 5388 }
5130 5389
5131 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5390// public void CleanDroppedAttachments()
5391// {
5392// List<SceneObjectGroup> objectsToDelete =
5393// new List<SceneObjectGroup>();
5394//
5395// lock (m_cleaningAttachments)
5396// {
5397// ForEachSOG(delegate (SceneObjectGroup grp)
5398// {
5399// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5400// {
5401// UUID agentID = grp.OwnerID;
5402// if (agentID == UUID.Zero)
5403// {
5404// objectsToDelete.Add(grp);
5405// return;
5406// }
5407//
5408// ScenePresence sp = GetScenePresence(agentID);
5409// if (sp == null)
5410// {
5411// objectsToDelete.Add(grp);
5412// return;
5413// }
5414// }
5415// });
5416// }
5417//
5418// foreach (SceneObjectGroup grp in objectsToDelete)
5419// {
5420// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5421// DeleteSceneObject(grp, true);
5422// }
5423// }
5424
5425 public void ThreadAlive(int threadCode)
5426 {
5427 switch(threadCode)
5428 {
5429 case 1: // Incoming
5430 m_lastIncoming = Util.EnvironmentTickCount();
5431 break;
5432 case 2: // Incoming
5433 m_lastOutgoing = Util.EnvironmentTickCount();
5434 break;
5435 }
5436 }
5437
5438 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5132 { 5439 {
5133 RegenerateMaptile(); 5440 RegenerateMaptile();
5134 5441
@@ -5147,6 +5454,14 @@ namespace OpenSim.Region.Framework.Scenes
5147 // child agent creation, thereby emulating the SL behavior. 5454 // child agent creation, thereby emulating the SL behavior.
5148 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5455 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5149 { 5456 {
5457 reason = "You are banned from the region";
5458
5459 if (Permissions.IsGod(agentID))
5460 {
5461 reason = String.Empty;
5462 return true;
5463 }
5464
5150 int num = m_sceneGraph.GetNumberOfScenePresences(); 5465 int num = m_sceneGraph.GetNumberOfScenePresences();
5151 5466
5152 if (num >= RegionInfo.RegionSettings.AgentLimit) 5467 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5158,6 +5473,41 @@ namespace OpenSim.Region.Framework.Scenes
5158 } 5473 }
5159 } 5474 }
5160 5475
5476 ScenePresence presence = GetScenePresence(agentID);
5477 IClientAPI client = null;
5478 AgentCircuitData aCircuit = null;
5479
5480 if (presence != null)
5481 {
5482 client = presence.ControllingClient;
5483 if (client != null)
5484 aCircuit = client.RequestClientInfo();
5485 }
5486
5487 // We may be called before there is a presence or a client.
5488 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5489 if (client == null)
5490 {
5491 aCircuit = new AgentCircuitData();
5492 aCircuit.AgentID = agentID;
5493 aCircuit.firstname = String.Empty;
5494 aCircuit.lastname = String.Empty;
5495 }
5496
5497 try
5498 {
5499 if (!AuthorizeUser(aCircuit, out reason))
5500 {
5501 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5502 return false;
5503 }
5504 }
5505 catch (Exception e)
5506 {
5507 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5508 return false;
5509 }
5510
5161 if (position == Vector3.Zero) // Teleport 5511 if (position == Vector3.Zero) // Teleport
5162 { 5512 {
5163 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5513 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5186,13 +5536,46 @@ namespace OpenSim.Region.Framework.Scenes
5186 } 5536 }
5187 } 5537 }
5188 } 5538 }
5539
5540 float posX = 128.0f;
5541 float posY = 128.0f;
5542
5543 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5544 {
5545 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5546 return false;
5547 }
5548 }
5549 else // Walking
5550 {
5551 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5552 if (land == null)
5553 return false;
5554
5555 bool banned = land.IsBannedFromLand(agentID);
5556 bool restricted = land.IsRestrictedFromLand(agentID);
5557
5558 if (banned || restricted)
5559 return false;
5189 } 5560 }
5190 5561
5191 reason = String.Empty; 5562 reason = String.Empty;
5192 return true; 5563 return true;
5193 } 5564 }
5194 5565
5195 /// <summary> 5566 public void StartTimerWatchdog()
5567 {
5568 m_timerWatchdog.Interval = 1000;
5569 m_timerWatchdog.Elapsed += TimerWatchdog;
5570 m_timerWatchdog.AutoReset = true;
5571 m_timerWatchdog.Start();
5572 }
5573
5574 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5575 {
5576 CheckHeartbeat();
5577 }
5578
5196 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5579 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5197 /// autopilot that moves an avatar to a sit target!. 5580 /// autopilot that moves an avatar to a sit target!.
5198 /// </summary> 5581 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index b8616e8..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,31 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 204 {
200 agentID, destination.RegionCoordX, destination.RegionCoordY); 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 206 icon.EndInvoke(iar);
202 m_scene.SimulationService.CloseAgent(destination, agentID);
203 } 207 }
204 208
205 /// <summary>
206 /// Closes a child agents in a collection of regions. Does so asynchronously
207 /// so that the caller doesn't wait.
208 /// </summary>
209 /// <param name="agentID"></param>
210 /// <param name="regionslst"></param>
211 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
212 { 210 {
213 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
214 { 212 {
215 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
216 } 217 }
217 } 218 }
218 219
219 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
220 { 221 {
221 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
222 } 223 }
223 } 224 }
224} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 67eb0fe..982913a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -123,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
123 133
124 protected internal void Close() 134 protected internal void Close()
125 { 135 {
126 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
127 { 138 {
128 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
129 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
130 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
131 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
132 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
133 148
134 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
135 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -250,6 +265,33 @@ namespace OpenSim.Region.Framework.Scenes
250 protected internal bool AddRestoredSceneObject( 265 protected internal bool AddRestoredSceneObject(
251 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
252 { 267 {
268 if (!m_parentScene.CombineRegions)
269 {
270 // KF: Check for out-of-region, move inside and make static.
271 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
272 sceneObject.RootPart.GroupPosition.Y,
273 sceneObject.RootPart.GroupPosition.Z);
274 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 ||
275 npos.X > Constants.RegionSize ||
276 npos.Y > Constants.RegionSize))
277 {
278 if (npos.X < 0.0) npos.X = 1.0f;
279 if (npos.Y < 0.0) npos.Y = 1.0f;
280 if (npos.Z < 0.0) npos.Z = 0.0f;
281 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
282 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
283
284 foreach (SceneObjectPart part in sceneObject.Parts)
285 {
286 part.GroupPosition = npos;
287 }
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
290 sceneObject.RootPart.Acceleration = Vector3.Zero;
291 sceneObject.RootPart.Velocity = Vector3.Zero;
292 }
293 }
294
253 if (attachToBackup && (!alreadyPersisted)) 295 if (attachToBackup && (!alreadyPersisted))
254 { 296 {
255 sceneObject.ForceInventoryPersistence(); 297 sceneObject.ForceInventoryPersistence();
@@ -315,7 +357,7 @@ namespace OpenSim.Region.Framework.Scenes
315 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 357 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
316 sceneObject.Velocity = vel; 358 sceneObject.Velocity = vel;
317 } 359 }
318 360
319 return true; 361 return true;
320 } 362 }
321 363
@@ -340,6 +382,11 @@ namespace OpenSim.Region.Framework.Scenes
340 /// </returns> 382 /// </returns>
341 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 383 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
342 { 384 {
385 if (sceneObject == null)
386 {
387 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
388 return false;
389 }
343 if (sceneObject.UUID == UUID.Zero) 390 if (sceneObject.UUID == UUID.Zero)
344 { 391 {
345 m_log.ErrorFormat( 392 m_log.ErrorFormat(
@@ -474,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
474 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
475 } 522 }
476 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
477 /// <summary> 548 /// <summary>
478 /// Process all pending updates 549 /// Process all pending updates
479 /// </summary> 550 /// </summary>
@@ -591,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
591 662
592 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
593 664
594 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
595 { 667 {
596 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
597 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -615,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
615 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
616 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
617 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
618 } 694 }
619 695
620 /// <summary> 696 /// <summary>
@@ -629,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
629 agentID); 705 agentID);
630 } 706 }
631 707
632 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
633 { 710 {
634 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
635 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -651,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
651 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
652 } 729 }
653 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
654 } 735 }
655 736
656 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1183,6 +1264,25 @@ namespace OpenSim.Region.Framework.Scenes
1183 1264
1184 #region Client Event handlers 1265 #region Client Event handlers
1185 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 part.StoreUndoState(data.change); // lets test only saving what we changed
1280 grp.doChangeObject(part, (ObjectChangeData)data);
1281 }
1282 }
1283 }
1284 }
1285
1186 /// <summary> 1286 /// <summary>
1187 /// Update the scale of an individual prim. 1287 /// Update the scale of an individual prim.
1188 /// </summary> 1288 /// </summary>
@@ -1197,7 +1297,17 @@ namespace OpenSim.Region.Framework.Scenes
1197 { 1297 {
1198 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1298 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1199 { 1299 {
1300 bool physbuild = false;
1301 if (part.ParentGroup.RootPart.PhysActor != null)
1302 {
1303 part.ParentGroup.RootPart.PhysActor.Building = true;
1304 physbuild = true;
1305 }
1306
1200 part.Resize(scale); 1307 part.Resize(scale);
1308
1309 if (physbuild)
1310 part.ParentGroup.RootPart.PhysActor.Building = false;
1201 } 1311 }
1202 } 1312 }
1203 } 1313 }
@@ -1209,7 +1319,17 @@ namespace OpenSim.Region.Framework.Scenes
1209 { 1319 {
1210 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1320 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1211 { 1321 {
1322 bool physbuild = false;
1323 if (group.RootPart.PhysActor != null)
1324 {
1325 group.RootPart.PhysActor.Building = true;
1326 physbuild = true;
1327 }
1328
1212 group.GroupResize(scale); 1329 group.GroupResize(scale);
1330
1331 if (physbuild)
1332 group.RootPart.PhysActor.Building = false;
1213 } 1333 }
1214 } 1334 }
1215 } 1335 }
@@ -1337,8 +1457,13 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1457 {
1338 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1458 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1339 { 1459 {
1340 if (m_parentScene.AttachmentsModule != null) 1460 // Set the new attachment point data in the object
1341 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1461 byte attachmentPoint = group.GetAttachmentPoint();
1462 group.UpdateGroupPosition(pos);
1463 group.IsAttachment = false;
1464 group.AbsolutePosition = group.RootPart.AttachedPos;
1465 group.AttachmentPoint = attachmentPoint;
1466 group.HasGroupChanged = true;
1342 } 1467 }
1343 else 1468 else
1344 { 1469 {
@@ -1386,7 +1511,7 @@ namespace OpenSim.Region.Framework.Scenes
1386 /// <param name="SetPhantom"></param> 1511 /// <param name="SetPhantom"></param>
1387 /// <param name="remoteClient"></param> 1512 /// <param name="remoteClient"></param>
1388 protected internal void UpdatePrimFlags( 1513 protected internal void UpdatePrimFlags(
1389 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1514 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1390 { 1515 {
1391 SceneObjectGroup group = GetGroupByPrim(localID); 1516 SceneObjectGroup group = GetGroupByPrim(localID);
1392 if (group != null) 1517 if (group != null)
@@ -1394,7 +1519,28 @@ namespace OpenSim.Region.Framework.Scenes
1394 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1519 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1395 { 1520 {
1396 // VolumeDetect can't be set via UI and will always be off when a change is made there 1521 // VolumeDetect can't be set via UI and will always be off when a change is made there
1397 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1522 // now only change volume dtc if phantom off
1523
1524 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1525 {
1526 bool vdtc;
1527 if (SetPhantom) // if phantom keep volumedtc
1528 vdtc = group.RootPart.VolumeDetectActive;
1529 else // else turn it off
1530 vdtc = false;
1531
1532 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1533 }
1534 else
1535 {
1536 SceneObjectPart part = GetSceneObjectPart(localID);
1537 if (part != null)
1538 {
1539 part.UpdateExtraPhysics(PhysData);
1540 if (part.UpdatePhysRequired)
1541 remoteClient.SendPartPhysicsProprieties(part);
1542 }
1543 }
1398 } 1544 }
1399 } 1545 }
1400 } 1546 }
@@ -1538,6 +1684,7 @@ namespace OpenSim.Region.Framework.Scenes
1538 { 1684 {
1539 part.Material = Convert.ToByte(material); 1685 part.Material = Convert.ToByte(material);
1540 group.HasGroupChanged = true; 1686 group.HasGroupChanged = true;
1687 remoteClient.SendPartPhysicsProprieties(part);
1541 } 1688 }
1542 } 1689 }
1543 } 1690 }
@@ -1602,6 +1749,12 @@ namespace OpenSim.Region.Framework.Scenes
1602 /// <param name="childPrims"></param> 1749 /// <param name="childPrims"></param>
1603 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1750 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1604 { 1751 {
1752 if (root.KeyframeMotion != null)
1753 {
1754 root.KeyframeMotion.Stop();
1755 root.KeyframeMotion = null;
1756 }
1757
1605 SceneObjectGroup parentGroup = root.ParentGroup; 1758 SceneObjectGroup parentGroup = root.ParentGroup;
1606 if (parentGroup == null) return; 1759 if (parentGroup == null) return;
1607 1760
@@ -1610,8 +1763,11 @@ namespace OpenSim.Region.Framework.Scenes
1610 return; 1763 return;
1611 1764
1612 Monitor.Enter(m_updateLock); 1765 Monitor.Enter(m_updateLock);
1766
1613 try 1767 try
1614 { 1768 {
1769 parentGroup.areUpdatesSuspended = true;
1770
1615 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1771 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1616 1772
1617 // We do this in reverse to get the link order of the prims correct 1773 // We do this in reverse to get the link order of the prims correct
@@ -1626,9 +1782,13 @@ namespace OpenSim.Region.Framework.Scenes
1626 // Make sure no child prim is set for sale 1782 // Make sure no child prim is set for sale
1627 // So that, on delink, no prims are unwittingly 1783 // So that, on delink, no prims are unwittingly
1628 // left for sale and sold off 1784 // left for sale and sold off
1629 child.RootPart.ObjectSaleType = 0; 1785
1630 child.RootPart.SalePrice = 10; 1786 if (child != null)
1631 childGroups.Add(child); 1787 {
1788 child.RootPart.ObjectSaleType = 0;
1789 child.RootPart.SalePrice = 10;
1790 childGroups.Add(child);
1791 }
1632 } 1792 }
1633 1793
1634 foreach (SceneObjectGroup child in childGroups) 1794 foreach (SceneObjectGroup child in childGroups)
@@ -1655,6 +1815,16 @@ namespace OpenSim.Region.Framework.Scenes
1655 } 1815 }
1656 finally 1816 finally
1657 { 1817 {
1818 lock (SceneObjectGroupsByLocalPartID)
1819 {
1820 foreach (SceneObjectPart part in parentGroup.Parts)
1821 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1822 }
1823
1824 parentGroup.areUpdatesSuspended = false;
1825 parentGroup.HasGroupChanged = true;
1826 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1827 parentGroup.ScheduleGroupForFullUpdate();
1658 Monitor.Exit(m_updateLock); 1828 Monitor.Exit(m_updateLock);
1659 } 1829 }
1660 } 1830 }
@@ -1677,6 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 1847 {
1678 if (part != null) 1848 if (part != null)
1679 { 1849 {
1850 if (part.KeyframeMotion != null)
1851 {
1852 part.KeyframeMotion.Stop();
1853 part.KeyframeMotion = null;
1854 }
1680 if (part.ParentGroup.PrimCount != 1) // Skip single 1855 if (part.ParentGroup.PrimCount != 1) // Skip single
1681 { 1856 {
1682 if (part.LinkNum < 2) // Root 1857 if (part.LinkNum < 2) // Root
@@ -1691,21 +1866,24 @@ namespace OpenSim.Region.Framework.Scenes
1691 1866
1692 SceneObjectGroup group = part.ParentGroup; 1867 SceneObjectGroup group = part.ParentGroup;
1693 if (!affectedGroups.Contains(group)) 1868 if (!affectedGroups.Contains(group))
1869 {
1870 group.areUpdatesSuspended = true;
1694 affectedGroups.Add(group); 1871 affectedGroups.Add(group);
1872 }
1695 } 1873 }
1696 } 1874 }
1697 } 1875 }
1698 1876
1699 foreach (SceneObjectPart child in childParts) 1877 if (childParts.Count > 0)
1700 { 1878 {
1701 // Unlink all child parts from their groups 1879 foreach (SceneObjectPart child in childParts)
1702 // 1880 {
1703 child.ParentGroup.DelinkFromGroup(child, true); 1881 // Unlink all child parts from their groups
1704 1882 //
1705 // These are not in affected groups and will not be 1883 child.ParentGroup.DelinkFromGroup(child, true);
1706 // handled further. Do the honors here. 1884 child.ParentGroup.HasGroupChanged = true;
1707 child.ParentGroup.HasGroupChanged = true; 1885 child.ParentGroup.ScheduleGroupForFullUpdate();
1708 child.ParentGroup.ScheduleGroupForFullUpdate(); 1886 }
1709 } 1887 }
1710 1888
1711 foreach (SceneObjectPart root in rootParts) 1889 foreach (SceneObjectPart root in rootParts)
@@ -1715,56 +1893,68 @@ namespace OpenSim.Region.Framework.Scenes
1715 // However, editing linked parts and unlinking may be different 1893 // However, editing linked parts and unlinking may be different
1716 // 1894 //
1717 SceneObjectGroup group = root.ParentGroup; 1895 SceneObjectGroup group = root.ParentGroup;
1896 group.areUpdatesSuspended = true;
1718 1897
1719 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1898 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1720 int numChildren = newSet.Count; 1899 int numChildren = newSet.Count;
1721 1900
1901 if (numChildren == 1)
1902 break;
1903
1722 // If there are prims left in a link set, but the root is 1904 // If there are prims left in a link set, but the root is
1723 // slated for unlink, we need to do this 1905 // slated for unlink, we need to do this
1906 // Unlink the remaining set
1724 // 1907 //
1725 if (numChildren != 1) 1908 bool sendEventsToRemainder = true;
1726 { 1909 if (numChildren > 1)
1727 // Unlink the remaining set 1910 sendEventsToRemainder = false;
1728 //
1729 bool sendEventsToRemainder = true;
1730 if (numChildren > 1)
1731 sendEventsToRemainder = false;
1732 1911
1733 foreach (SceneObjectPart p in newSet) 1912 foreach (SceneObjectPart p in newSet)
1913 {
1914 if (p != group.RootPart)
1734 { 1915 {
1735 if (p != group.RootPart) 1916 group.DelinkFromGroup(p, sendEventsToRemainder);
1736 group.DelinkFromGroup(p, sendEventsToRemainder); 1917 if (numChildren > 2)
1918 {
1919 p.ParentGroup.areUpdatesSuspended = true;
1920 }
1921 else
1922 {
1923 p.ParentGroup.HasGroupChanged = true;
1924 p.ParentGroup.ScheduleGroupForFullUpdate();
1925 }
1737 } 1926 }
1927 }
1738 1928
1739 // If there is more than one prim remaining, we 1929 // If there is more than one prim remaining, we
1740 // need to re-link 1930 // need to re-link
1931 //
1932 if (numChildren > 2)
1933 {
1934 // Remove old root
1741 // 1935 //
1742 if (numChildren > 2) 1936 if (newSet.Contains(root))
1937 newSet.Remove(root);
1938
1939 // Preserve link ordering
1940 //
1941 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1743 { 1942 {
1744 // Remove old root 1943 return a.LinkNum.CompareTo(b.LinkNum);
1745 // 1944 });
1746 if (newSet.Contains(root))
1747 newSet.Remove(root);
1748
1749 // Preserve link ordering
1750 //
1751 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1752 {
1753 return a.LinkNum.CompareTo(b.LinkNum);
1754 });
1755 1945
1756 // Determine new root 1946 // Determine new root
1757 // 1947 //
1758 SceneObjectPart newRoot = newSet[0]; 1948 SceneObjectPart newRoot = newSet[0];
1759 newSet.RemoveAt(0); 1949 newSet.RemoveAt(0);
1760 1950
1761 foreach (SceneObjectPart newChild in newSet) 1951 foreach (SceneObjectPart newChild in newSet)
1762 newChild.ClearUpdateSchedule(); 1952 newChild.ClearUpdateSchedule();
1763 1953
1764 LinkObjects(newRoot, newSet); 1954 newRoot.ParentGroup.areUpdatesSuspended = true;
1765 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1955 LinkObjects(newRoot, newSet);
1766 affectedGroups.Add(newRoot.ParentGroup); 1956 if (!affectedGroups.Contains(newRoot.ParentGroup))
1767 } 1957 affectedGroups.Add(newRoot.ParentGroup);
1768 } 1958 }
1769 } 1959 }
1770 1960
@@ -1772,8 +1962,14 @@ namespace OpenSim.Region.Framework.Scenes
1772 // 1962 //
1773 foreach (SceneObjectGroup g in affectedGroups) 1963 foreach (SceneObjectGroup g in affectedGroups)
1774 { 1964 {
1965 // Child prims that have been unlinked and deleted will
1966 // return unless the root is deleted. This will remove them
1967 // from the database. They will be rewritten immediately,
1968 // minus the rows for the unlinked child prims.
1969 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1775 g.TriggerScriptChangedEvent(Changed.LINK); 1970 g.TriggerScriptChangedEvent(Changed.LINK);
1776 g.HasGroupChanged = true; // Persist 1971 g.HasGroupChanged = true; // Persist
1972 g.areUpdatesSuspended = false;
1777 g.ScheduleGroupForFullUpdate(); 1973 g.ScheduleGroupForFullUpdate();
1778 } 1974 }
1779 } 1975 }
@@ -1875,9 +2071,6 @@ namespace OpenSim.Region.Framework.Scenes
1875 child.ApplyNextOwnerPermissions(); 2071 child.ApplyNextOwnerPermissions();
1876 } 2072 }
1877 } 2073 }
1878
1879 copy.RootPart.ObjectSaleType = 0;
1880 copy.RootPart.SalePrice = 10;
1881 } 2074 }
1882 2075
1883 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2076 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2686004..dce20c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -404,14 +478,99 @@ namespace OpenSim.Region.Framework.Scenes
404 478
405 if (Scene != null) 479 if (Scene != null)
406 { 480 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 481 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 482 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
483 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
484 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
485 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 486 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 487 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 488 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
489 uint x = 0;
490 uint y = 0;
491 string version = String.Empty;
492 Vector3 newpos = Vector3.Zero;
493 OpenSim.Services.Interfaces.GridRegion destination = null;
494
495 bool canCross = true;
496 foreach (ScenePresence av in m_linkedAvatars)
497 {
498 // We need to cross these agents. First, let's find
499 // out if any of them can't cross for some reason.
500 // We have to deny the crossing entirely if any
501 // of them are banned. Alternatively, we could
502 // unsit banned agents....
503
504
505 // We set the avatar position as being the object
506 // position to get the region to send to
507 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
508 {
509 canCross = false;
510 break;
511 }
512
513 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
514 }
515
516 if (canCross)
517 {
518 // We unparent the SP quietly so that it won't
519 // be made to stand up
520 foreach (ScenePresence av in m_linkedAvatars)
521 {
522 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
523 if (parentPart != null)
524 av.ParentUUID = parentPart.UUID;
525
526 av.ParentID = 0;
527 }
528
529 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
530
531 // Normalize
532 if (val.X >= Constants.RegionSize)
533 val.X -= Constants.RegionSize;
534 if (val.Y >= Constants.RegionSize)
535 val.Y -= Constants.RegionSize;
536 if (val.X < 0)
537 val.X += Constants.RegionSize;
538 if (val.Y < 0)
539 val.Y += Constants.RegionSize;
540
541 // If it's deleted, crossing was successful
542 if (IsDeleted)
543 {
544 foreach (ScenePresence av in m_linkedAvatars)
545 {
546 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
547
548 av.IsInTransit = true;
549
550 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
551 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
552 }
553
554 return;
555 }
556 }
557 else if (RootPart.PhysActor != null)
558 {
559 RootPart.PhysActor.CrossingFailure();
560 }
561
562 Vector3 oldp = AbsolutePosition;
563 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
564 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
565 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 566 }
413 } 567 }
414 568/* don't see the need but worse don't see where is restored to false if things stay in
569 foreach (SceneObjectPart part in m_parts.GetArray())
570 {
571 part.IgnoreUndoUpdate = true;
572 }
573 */
415 if (RootPart.GetStatusSandbox()) 574 if (RootPart.GetStatusSandbox())
416 { 575 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 576 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +584,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 584 return;
426 } 585 }
427 } 586 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 587 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 588 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 589 if (m_dupeInProgress)
590 triggerScriptEvent = false;
591 foreach (SceneObjectPart part in parts)
592 {
593 part.GroupPosition = val;
594 if (triggerScriptEvent)
595 part.TriggerScriptChangedEvent(Changed.POSITION);
596 }
597 if (!m_dupeInProgress)
598 {
599 foreach (ScenePresence av in m_linkedAvatars)
600 {
601 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
602 if (p != null && m_parts.TryGetValue(p.UUID, out p))
603 {
604 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
605 av.AbsolutePosition += offset;
606 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
607 av.SendAvatarDataToAllAgents();
608 }
609 }
610 }
432 611
433 //if (m_rootPart.PhysActor != null) 612 //if (m_rootPart.PhysActor != null)
434 //{ 613 //{
@@ -443,6 +622,29 @@ namespace OpenSim.Region.Framework.Scenes
443 } 622 }
444 } 623 }
445 624
625 public override Vector3 Velocity
626 {
627 get { return RootPart.Velocity; }
628 set { RootPart.Velocity = value; }
629 }
630
631 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
632 {
633 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
634 ScenePresence agent = icon.EndInvoke(iar);
635
636 //// If the cross was successful, this agent is a child agent
637 //if (agent.IsChildAgent)
638 // agent.Reset();
639 //else // Not successful
640 // agent.RestoreInCurrentScene();
641
642 // In any case
643 agent.IsInTransit = false;
644
645 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
646 }
647
446 public override uint LocalId 648 public override uint LocalId
447 { 649 {
448 get { return m_rootPart.LocalId; } 650 get { return m_rootPart.LocalId; }
@@ -524,6 +726,11 @@ namespace OpenSim.Region.Framework.Scenes
524 m_isSelected = value; 726 m_isSelected = value;
525 // Tell physics engine that group is selected 727 // Tell physics engine that group is selected
526 728
729 // this is not right
730 // but ode engines should only really need to know about root part
731 // so they can put entire object simulation on hold and not colliding
732 // keep as was for now
733
527 PhysicsActor pa = m_rootPart.PhysActor; 734 PhysicsActor pa = m_rootPart.PhysActor;
528 if (pa != null) 735 if (pa != null)
529 { 736 {
@@ -540,6 +747,42 @@ namespace OpenSim.Region.Framework.Scenes
540 childPa.Selected = value; 747 childPa.Selected = value;
541 } 748 }
542 } 749 }
750 if (RootPart.KeyframeMotion != null)
751 RootPart.KeyframeMotion.Selected = value;
752 }
753 }
754
755 public void PartSelectChanged(bool partSelect)
756 {
757 // any part selected makes group selected
758 if (m_isSelected == partSelect)
759 return;
760
761 if (partSelect)
762 {
763 IsSelected = partSelect;
764// if (!IsAttachment)
765// ScheduleGroupForFullUpdate();
766 }
767 else
768 {
769 // bad bad bad 2 heavy for large linksets
770 // since viewer does send lot of (un)selects
771 // this needs to be replaced by a specific list or count ?
772 // but that will require extra code in several places
773
774 SceneObjectPart[] parts = m_parts.GetArray();
775 for (int i = 0; i < parts.Length; i++)
776 {
777 SceneObjectPart part = parts[i];
778 if (part.IsSelected)
779 return;
780 }
781 IsSelected = partSelect;
782 if (!IsAttachment)
783 {
784 ScheduleGroupForFullUpdate();
785 }
543 } 786 }
544 } 787 }
545 788
@@ -617,6 +860,7 @@ namespace OpenSim.Region.Framework.Scenes
617 /// </summary> 860 /// </summary>
618 public SceneObjectGroup() 861 public SceneObjectGroup()
619 { 862 {
863
620 } 864 }
621 865
622 /// <summary> 866 /// <summary>
@@ -633,7 +877,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// Constructor. This object is added to the scene later via AttachToScene() 877 /// Constructor. This object is added to the scene later via AttachToScene()
634 /// </summary> 878 /// </summary>
635 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 879 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
636 { 880 {
637 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 881 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
638 } 882 }
639 883
@@ -669,6 +913,9 @@ namespace OpenSim.Region.Framework.Scenes
669 /// </summary> 913 /// </summary>
670 public virtual void AttachToBackup() 914 public virtual void AttachToBackup()
671 { 915 {
916 if (IsAttachment) return;
917 m_scene.SceneGraph.FireAttachToBackup(this);
918
672 if (InSceneBackup) 919 if (InSceneBackup)
673 { 920 {
674 //m_log.DebugFormat( 921 //m_log.DebugFormat(
@@ -711,6 +958,13 @@ namespace OpenSim.Region.Framework.Scenes
711 958
712 ApplyPhysics(); 959 ApplyPhysics();
713 960
961 if (RootPart.PhysActor != null)
962 RootPart.Force = RootPart.Force;
963 if (RootPart.PhysActor != null)
964 RootPart.Torque = RootPart.Torque;
965 if (RootPart.PhysActor != null)
966 RootPart.Buoyancy = RootPart.Buoyancy;
967
714 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 968 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
715 // for the same object with very different properties. The caller must schedule the update. 969 // for the same object with very different properties. The caller must schedule the update.
716 //ScheduleGroupForFullUpdate(); 970 //ScheduleGroupForFullUpdate();
@@ -726,6 +980,10 @@ namespace OpenSim.Region.Framework.Scenes
726 EntityIntersection result = new EntityIntersection(); 980 EntityIntersection result = new EntityIntersection();
727 981
728 SceneObjectPart[] parts = m_parts.GetArray(); 982 SceneObjectPart[] parts = m_parts.GetArray();
983
984 // Find closest hit here
985 float idist = float.MaxValue;
986
729 for (int i = 0; i < parts.Length; i++) 987 for (int i = 0; i < parts.Length; i++)
730 { 988 {
731 SceneObjectPart part = parts[i]; 989 SceneObjectPart part = parts[i];
@@ -740,11 +998,6 @@ namespace OpenSim.Region.Framework.Scenes
740 998
741 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 999 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
742 1000
743 // This may need to be updated to the maximum draw distance possible..
744 // We might (and probably will) be checking for prim creation from other sims
745 // when the camera crosses the border.
746 float idist = Constants.RegionSize;
747
748 if (inter.HitTF) 1001 if (inter.HitTF)
749 { 1002 {
750 // We need to find the closest prim to return to the testcaller along the ray 1003 // We need to find the closest prim to return to the testcaller along the ray
@@ -755,10 +1008,11 @@ namespace OpenSim.Region.Framework.Scenes
755 result.obj = part; 1008 result.obj = part;
756 result.normal = inter.normal; 1009 result.normal = inter.normal;
757 result.distance = inter.distance; 1010 result.distance = inter.distance;
1011
1012 idist = inter.distance;
758 } 1013 }
759 } 1014 }
760 } 1015 }
761
762 return result; 1016 return result;
763 } 1017 }
764 1018
@@ -770,25 +1024,27 @@ namespace OpenSim.Region.Framework.Scenes
770 /// <returns></returns> 1024 /// <returns></returns>
771 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1025 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
772 { 1026 {
773 maxX = -256f; 1027 maxX = float.MinValue;
774 maxY = -256f; 1028 maxY = float.MinValue;
775 maxZ = -256f; 1029 maxZ = float.MinValue;
776 minX = 256f; 1030 minX = float.MaxValue;
777 minY = 256f; 1031 minY = float.MaxValue;
778 minZ = 8192f; 1032 minZ = float.MaxValue;
779 1033
780 SceneObjectPart[] parts = m_parts.GetArray(); 1034 SceneObjectPart[] parts = m_parts.GetArray();
781 for (int i = 0; i < parts.Length; i++) 1035 foreach (SceneObjectPart part in parts)
782 { 1036 {
783 SceneObjectPart part = parts[i];
784
785 Vector3 worldPos = part.GetWorldPosition(); 1037 Vector3 worldPos = part.GetWorldPosition();
786 Vector3 offset = worldPos - AbsolutePosition; 1038 Vector3 offset = worldPos - AbsolutePosition;
787 Quaternion worldRot; 1039 Quaternion worldRot;
788 if (part.ParentID == 0) 1040 if (part.ParentID == 0)
1041 {
789 worldRot = part.RotationOffset; 1042 worldRot = part.RotationOffset;
1043 }
790 else 1044 else
1045 {
791 worldRot = part.GetWorldRotation(); 1046 worldRot = part.GetWorldRotation();
1047 }
792 1048
793 Vector3 frontTopLeft; 1049 Vector3 frontTopLeft;
794 Vector3 frontTopRight; 1050 Vector3 frontTopRight;
@@ -800,6 +1056,8 @@ namespace OpenSim.Region.Framework.Scenes
800 Vector3 backBottomLeft; 1056 Vector3 backBottomLeft;
801 Vector3 backBottomRight; 1057 Vector3 backBottomRight;
802 1058
1059 // Vector3[] corners = new Vector3[8];
1060
803 Vector3 orig = Vector3.Zero; 1061 Vector3 orig = Vector3.Zero;
804 1062
805 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1063 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -834,6 +1092,38 @@ namespace OpenSim.Region.Framework.Scenes
834 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1092 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
835 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1093 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
836 1094
1095
1096
1097 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1098 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1099 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1100 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1101 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1102 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1103 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1104 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1105
1106 //for (int i = 0; i < 8; i++)
1107 //{
1108 // corners[i] = corners[i] * worldRot;
1109 // corners[i] += offset;
1110
1111 // if (corners[i].X > maxX)
1112 // maxX = corners[i].X;
1113 // if (corners[i].X < minX)
1114 // minX = corners[i].X;
1115
1116 // if (corners[i].Y > maxY)
1117 // maxY = corners[i].Y;
1118 // if (corners[i].Y < minY)
1119 // minY = corners[i].Y;
1120
1121 // if (corners[i].Z > maxZ)
1122 // maxZ = corners[i].Y;
1123 // if (corners[i].Z < minZ)
1124 // minZ = corners[i].Z;
1125 //}
1126
837 frontTopLeft = frontTopLeft * worldRot; 1127 frontTopLeft = frontTopLeft * worldRot;
838 frontTopRight = frontTopRight * worldRot; 1128 frontTopRight = frontTopRight * worldRot;
839 frontBottomLeft = frontBottomLeft * worldRot; 1129 frontBottomLeft = frontBottomLeft * worldRot;
@@ -855,6 +1145,15 @@ namespace OpenSim.Region.Framework.Scenes
855 backTopLeft += offset; 1145 backTopLeft += offset;
856 backTopRight += offset; 1146 backTopRight += offset;
857 1147
1148 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1149 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1150 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1151 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1152 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1153 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1154 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1155 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1156
858 if (frontTopRight.X > maxX) 1157 if (frontTopRight.X > maxX)
859 maxX = frontTopRight.X; 1158 maxX = frontTopRight.X;
860 if (frontTopLeft.X > maxX) 1159 if (frontTopLeft.X > maxX)
@@ -998,17 +1297,118 @@ namespace OpenSim.Region.Framework.Scenes
998 1297
999 #endregion 1298 #endregion
1000 1299
1300 public void GetResourcesCosts(SceneObjectPart apart,
1301 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1302 {
1303 // this information may need to be cached
1304
1305 float cost;
1306 float tmpcost;
1307
1308 bool ComplexCost = false;
1309
1310 SceneObjectPart p;
1311 SceneObjectPart[] parts;
1312
1313 lock (m_parts)
1314 {
1315 parts = m_parts.GetArray();
1316 }
1317
1318 int nparts = parts.Length;
1319
1320
1321 for (int i = 0; i < nparts; i++)
1322 {
1323 p = parts[i];
1324
1325 if (p.UsesComplexCost)
1326 {
1327 ComplexCost = true;
1328 break;
1329 }
1330 }
1331
1332 if (ComplexCost)
1333 {
1334 linksetResCost = 0;
1335 linksetPhysCost = 0;
1336 partCost = 0;
1337 partPhysCost = 0;
1338
1339 for (int i = 0; i < nparts; i++)
1340 {
1341 p = parts[i];
1342
1343 cost = p.StreamingCost;
1344 tmpcost = p.SimulationCost;
1345 if (tmpcost > cost)
1346 cost = tmpcost;
1347 tmpcost = p.PhysicsCost;
1348 if (tmpcost > cost)
1349 cost = tmpcost;
1350
1351 linksetPhysCost += tmpcost;
1352 linksetResCost += cost;
1353
1354 if (p == apart)
1355 {
1356 partCost = cost;
1357 partPhysCost = tmpcost;
1358 }
1359 }
1360 }
1361 else
1362 {
1363 partPhysCost = 1.0f;
1364 partCost = 1.0f;
1365 linksetResCost = (float)nparts;
1366 linksetPhysCost = linksetResCost;
1367 }
1368 }
1369
1370 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1371 {
1372 SceneObjectPart p;
1373 SceneObjectPart[] parts;
1374
1375 lock (m_parts)
1376 {
1377 parts = m_parts.GetArray();
1378 }
1379
1380 int nparts = parts.Length;
1381
1382 PhysCost = 0;
1383 StreamCost = 0;
1384 SimulCost = 0;
1385
1386 for (int i = 0; i < nparts; i++)
1387 {
1388 p = parts[i];
1389
1390 StreamCost += p.StreamingCost;
1391 SimulCost += p.SimulationCost;
1392 PhysCost += p.PhysicsCost;
1393 }
1394 }
1395
1001 public void SaveScriptedState(XmlTextWriter writer) 1396 public void SaveScriptedState(XmlTextWriter writer)
1002 { 1397 {
1398 SaveScriptedState(writer, false);
1399 }
1400
1401 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1402 {
1003 XmlDocument doc = new XmlDocument(); 1403 XmlDocument doc = new XmlDocument();
1004 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1404 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1005 1405
1006 SceneObjectPart[] parts = m_parts.GetArray(); 1406 SceneObjectPart[] parts = m_parts.GetArray();
1007 for (int i = 0; i < parts.Length; i++) 1407 for (int i = 0; i < parts.Length; i++)
1008 { 1408 {
1009 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1409 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1010 foreach (KeyValuePair<UUID, string> kvp in pstates) 1410 foreach (KeyValuePair<UUID, string> kvp in pstates)
1011 states.Add(kvp.Key, kvp.Value); 1411 states[kvp.Key] = kvp.Value;
1012 } 1412 }
1013 1413
1014 if (states.Count > 0) 1414 if (states.Count > 0)
@@ -1028,6 +1428,169 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1428 }
1029 1429
1030 /// <summary> 1430 /// <summary>
1431 /// Add the avatar to this linkset (avatar is sat).
1432 /// </summary>
1433 /// <param name="agentID"></param>
1434 public void AddAvatar(UUID agentID)
1435 {
1436 ScenePresence presence;
1437 if (m_scene.TryGetScenePresence(agentID, out presence))
1438 {
1439 if (!m_linkedAvatars.Contains(presence))
1440 {
1441 m_linkedAvatars.Add(presence);
1442 }
1443 }
1444 }
1445
1446 /// <summary>
1447 /// Delete the avatar from this linkset (avatar is unsat).
1448 /// </summary>
1449 /// <param name="agentID"></param>
1450 public void DeleteAvatar(UUID agentID)
1451 {
1452 ScenePresence presence;
1453 if (m_scene.TryGetScenePresence(agentID, out presence))
1454 {
1455 if (m_linkedAvatars.Contains(presence))
1456 {
1457 m_linkedAvatars.Remove(presence);
1458 }
1459 }
1460 }
1461
1462 /// <summary>
1463 /// Returns the list of linked presences (avatars sat on this group)
1464 /// </summary>
1465 /// <param name="agentID"></param>
1466 public List<ScenePresence> GetLinkedAvatars()
1467 {
1468 return m_linkedAvatars;
1469 }
1470
1471 /// <summary>
1472 /// Attach this scene object to the given avatar.
1473 /// </summary>
1474 /// <param name="agentID"></param>
1475 /// <param name="attachmentpoint"></param>
1476 /// <param name="AttachOffset"></param>
1477 private void AttachToAgent(
1478 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1479 {
1480 if (avatar != null)
1481 {
1482 // don't attach attachments to child agents
1483 if (avatar.IsChildAgent) return;
1484
1485 // Remove from database and parcel prim count
1486 m_scene.DeleteFromStorage(so.UUID);
1487 m_scene.EventManager.TriggerParcelPrimCountTainted();
1488
1489 so.AttachedAvatar = avatar.UUID;
1490
1491 if (so.RootPart.PhysActor != null)
1492 {
1493 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1494 so.RootPart.PhysActor = null;
1495 }
1496
1497 so.AbsolutePosition = attachOffset;
1498 so.RootPart.AttachedPos = attachOffset;
1499 so.IsAttachment = true;
1500 so.RootPart.SetParentLocalId(avatar.LocalId);
1501 so.AttachmentPoint = attachmentpoint;
1502
1503 avatar.AddAttachment(this);
1504
1505 if (!silent)
1506 {
1507 // Killing it here will cause the client to deselect it
1508 // It then reappears on the avatar, deselected
1509 // through the full update below
1510 //
1511 if (IsSelected)
1512 {
1513 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1514 }
1515
1516 IsSelected = false; // fudge....
1517 ScheduleGroupForFullUpdate();
1518 }
1519 }
1520 else
1521 {
1522 m_log.WarnFormat(
1523 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1524 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1525 }
1526 }
1527
1528 public byte GetAttachmentPoint()
1529 {
1530 return m_rootPart.Shape.State;
1531 }
1532
1533 public void DetachToGround()
1534 {
1535 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1536 if (avatar == null)
1537 return;
1538
1539 avatar.RemoveAttachment(this);
1540
1541 Vector3 detachedpos = new Vector3(127f,127f,127f);
1542 if (avatar == null)
1543 return;
1544
1545 detachedpos = avatar.AbsolutePosition;
1546 FromItemID = UUID.Zero;
1547
1548 AbsolutePosition = detachedpos;
1549 AttachedAvatar = UUID.Zero;
1550
1551 //SceneObjectPart[] parts = m_parts.GetArray();
1552 //for (int i = 0; i < parts.Length; i++)
1553 // parts[i].AttachedAvatar = UUID.Zero;
1554
1555 m_rootPart.SetParentLocalId(0);
1556 AttachmentPoint = (byte)0;
1557 // must check if buildind should be true or false here
1558 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1559 HasGroupChanged = true;
1560 RootPart.Rezzed = DateTime.Now;
1561 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1562 AttachToBackup();
1563 m_scene.EventManager.TriggerParcelPrimCountTainted();
1564 m_rootPart.ScheduleFullUpdate();
1565 m_rootPart.ClearUndoState();
1566 }
1567
1568 public void DetachToInventoryPrep()
1569 {
1570 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1571 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1572 if (avatar != null)
1573 {
1574 //detachedpos = avatar.AbsolutePosition;
1575 avatar.RemoveAttachment(this);
1576 }
1577
1578 AttachedAvatar = UUID.Zero;
1579
1580 /*SceneObjectPart[] parts = m_parts.GetArray();
1581 for (int i = 0; i < parts.Length; i++)
1582 parts[i].AttachedAvatar = UUID.Zero;*/
1583
1584 m_rootPart.SetParentLocalId(0);
1585 //m_rootPart.SetAttachmentPoint((byte)0);
1586 IsAttachment = false;
1587 AbsolutePosition = m_rootPart.AttachedPos;
1588 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1589 //AttachToBackup();
1590 //m_rootPart.ScheduleFullUpdate();
1591 }
1592
1593 /// <summary>
1031 /// 1594 ///
1032 /// </summary> 1595 /// </summary>
1033 /// <param name="part"></param> 1596 /// <param name="part"></param>
@@ -1077,7 +1640,10 @@ namespace OpenSim.Region.Framework.Scenes
1077 public void AddPart(SceneObjectPart part) 1640 public void AddPart(SceneObjectPart part)
1078 { 1641 {
1079 part.SetParent(this); 1642 part.SetParent(this);
1080 part.LinkNum = m_parts.Add(part.UUID, part); 1643 m_parts.Add(part.UUID, part);
1644
1645 part.LinkNum = m_parts.Count;
1646
1081 if (part.LinkNum == 2) 1647 if (part.LinkNum == 2)
1082 RootPart.LinkNum = 1; 1648 RootPart.LinkNum = 1;
1083 } 1649 }
@@ -1165,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1165// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1731// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1166// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1732// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1167 1733
1168 part.StoreUndoState(); 1734// part.StoreUndoState();
1169 part.OnGrab(offsetPos, remoteClient); 1735 part.OnGrab(offsetPos, remoteClient);
1170 } 1736 }
1171 1737
@@ -1185,6 +1751,11 @@ namespace OpenSim.Region.Framework.Scenes
1185 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1751 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1186 public void DeleteGroupFromScene(bool silent) 1752 public void DeleteGroupFromScene(bool silent)
1187 { 1753 {
1754 // We need to keep track of this state in case this group is still queued for backup.
1755 IsDeleted = true;
1756
1757 DetachFromBackup();
1758
1188 SceneObjectPart[] parts = m_parts.GetArray(); 1759 SceneObjectPart[] parts = m_parts.GetArray();
1189 for (int i = 0; i < parts.Length; i++) 1760 for (int i = 0; i < parts.Length; i++)
1190 { 1761 {
@@ -1207,6 +1778,8 @@ namespace OpenSim.Region.Framework.Scenes
1207 } 1778 }
1208 }); 1779 });
1209 } 1780 }
1781
1782
1210 } 1783 }
1211 1784
1212 public void AddScriptLPS(int count) 1785 public void AddScriptLPS(int count)
@@ -1276,28 +1849,43 @@ namespace OpenSim.Region.Framework.Scenes
1276 /// </summary> 1849 /// </summary>
1277 public void ApplyPhysics() 1850 public void ApplyPhysics()
1278 { 1851 {
1279 // Apply physics to the root prim
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1281
1282 // Apply physics to child prims
1283 SceneObjectPart[] parts = m_parts.GetArray(); 1852 SceneObjectPart[] parts = m_parts.GetArray();
1284 if (parts.Length > 1) 1853 if (parts.Length > 1)
1285 { 1854 {
1855 ResetChildPrimPhysicsPositions();
1856
1857 // Apply physics to the root prim
1858 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1859
1860
1286 for (int i = 0; i < parts.Length; i++) 1861 for (int i = 0; i < parts.Length; i++)
1287 { 1862 {
1288 SceneObjectPart part = parts[i]; 1863 SceneObjectPart part = parts[i];
1289 if (part.LocalId != m_rootPart.LocalId) 1864 if (part.LocalId != m_rootPart.LocalId)
1290 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1865 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1291 } 1866 }
1292
1293 // Hack to get the physics scene geometries in the right spot 1867 // Hack to get the physics scene geometries in the right spot
1294 ResetChildPrimPhysicsPositions(); 1868// ResetChildPrimPhysicsPositions();
1869 if (m_rootPart.PhysActor != null)
1870 {
1871 m_rootPart.PhysActor.Building = false;
1872 }
1873 }
1874 else
1875 {
1876 // Apply physics to the root prim
1877 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1295 } 1878 }
1296 } 1879 }
1297 1880
1298 public void SetOwnerId(UUID userId) 1881 public void SetOwnerId(UUID userId)
1299 { 1882 {
1300 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1883 ForEachPart(delegate(SceneObjectPart part)
1884 {
1885
1886 part.OwnerID = userId;
1887
1888 });
1301 } 1889 }
1302 1890
1303 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1891 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1329,11 +1917,17 @@ namespace OpenSim.Region.Framework.Scenes
1329 return; 1917 return;
1330 } 1918 }
1331 1919
1920 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1921 return;
1922
1332 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1923 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1333 // any exception propogate upwards. 1924 // any exception propogate upwards.
1334 try 1925 try
1335 { 1926 {
1336 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1927 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1928 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1929 m_scene.LoadingPrims) // Land may not be valid yet
1930
1337 { 1931 {
1338 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1932 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1339 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1933 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1360,6 +1954,7 @@ namespace OpenSim.Region.Framework.Scenes
1360 } 1954 }
1361 } 1955 }
1362 } 1956 }
1957
1363 } 1958 }
1364 1959
1365 if (m_scene.UseBackup && HasGroupChanged) 1960 if (m_scene.UseBackup && HasGroupChanged)
@@ -1367,10 +1962,30 @@ namespace OpenSim.Region.Framework.Scenes
1367 // don't backup while it's selected or you're asking for changes mid stream. 1962 // don't backup while it's selected or you're asking for changes mid stream.
1368 if (isTimeToPersist() || forcedBackup) 1963 if (isTimeToPersist() || forcedBackup)
1369 { 1964 {
1965 if (m_rootPart.PhysActor != null &&
1966 (!m_rootPart.PhysActor.IsPhysical))
1967 {
1968 // Possible ghost prim
1969 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1970 {
1971 foreach (SceneObjectPart part in m_parts.GetArray())
1972 {
1973 // Re-set physics actor positions and
1974 // orientations
1975 part.GroupPosition = m_rootPart.GroupPosition;
1976 }
1977 }
1978 }
1370// m_log.DebugFormat( 1979// m_log.DebugFormat(
1371// "[SCENE]: Storing {0}, {1} in {2}", 1980// "[SCENE]: Storing {0}, {1} in {2}",
1372// Name, UUID, m_scene.RegionInfo.RegionName); 1981// Name, UUID, m_scene.RegionInfo.RegionName);
1373 1982
1983 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
1984 {
1985 RootPart.Shape.State = 0;
1986 ScheduleGroupForFullUpdate();
1987 }
1988
1374 SceneObjectGroup backup_group = Copy(false); 1989 SceneObjectGroup backup_group = Copy(false);
1375 backup_group.RootPart.Velocity = RootPart.Velocity; 1990 backup_group.RootPart.Velocity = RootPart.Velocity;
1376 backup_group.RootPart.Acceleration = RootPart.Acceleration; 1991 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1384,6 +1999,11 @@ namespace OpenSim.Region.Framework.Scenes
1384 1999
1385 backup_group.ForEachPart(delegate(SceneObjectPart part) 2000 backup_group.ForEachPart(delegate(SceneObjectPart part)
1386 { 2001 {
2002 if (part.KeyframeMotion != null)
2003 {
2004 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2005 part.KeyframeMotion.UpdateSceneObject(this);
2006 }
1387 part.Inventory.ProcessInventoryBackup(datastore); 2007 part.Inventory.ProcessInventoryBackup(datastore);
1388 }); 2008 });
1389 2009
@@ -1436,6 +2056,7 @@ namespace OpenSim.Region.Framework.Scenes
1436 /// <returns></returns> 2056 /// <returns></returns>
1437 public SceneObjectGroup Copy(bool userExposed) 2057 public SceneObjectGroup Copy(bool userExposed)
1438 { 2058 {
2059 m_dupeInProgress = true;
1439 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2060 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1440 dupe.m_isBackedUp = false; 2061 dupe.m_isBackedUp = false;
1441 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2062 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1450,7 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes
1450 // This is only necessary when userExposed is false! 2071 // This is only necessary when userExposed is false!
1451 2072
1452 bool previousAttachmentStatus = dupe.IsAttachment; 2073 bool previousAttachmentStatus = dupe.IsAttachment;
1453 2074
1454 if (!userExposed) 2075 if (!userExposed)
1455 dupe.IsAttachment = true; 2076 dupe.IsAttachment = true;
1456 2077
@@ -1468,11 +2089,11 @@ namespace OpenSim.Region.Framework.Scenes
1468 dupe.m_rootPart.TrimPermissions(); 2089 dupe.m_rootPart.TrimPermissions();
1469 2090
1470 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2091 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1471 2092
1472 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2093 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1473 { 2094 {
1474 return p1.LinkNum.CompareTo(p2.LinkNum); 2095 return p1.LinkNum.CompareTo(p2.LinkNum);
1475 } 2096 }
1476 ); 2097 );
1477 2098
1478 foreach (SceneObjectPart part in partList) 2099 foreach (SceneObjectPart part in partList)
@@ -1482,41 +2103,53 @@ namespace OpenSim.Region.Framework.Scenes
1482 { 2103 {
1483 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2104 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1484 newPart.LinkNum = part.LinkNum; 2105 newPart.LinkNum = part.LinkNum;
1485 } 2106 if (userExposed)
2107 newPart.ParentID = dupe.m_rootPart.LocalId;
2108 }
1486 else 2109 else
1487 { 2110 {
1488 newPart = dupe.m_rootPart; 2111 newPart = dupe.m_rootPart;
1489 } 2112 }
2113/*
2114 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2115 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1490 2116
1491 // Need to duplicate the physics actor as well 2117 // Need to duplicate the physics actor as well
1492 PhysicsActor originalPartPa = part.PhysActor; 2118 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1493 if (originalPartPa != null && userExposed)
1494 { 2119 {
1495 PrimitiveBaseShape pbs = newPart.Shape; 2120 PrimitiveBaseShape pbs = newPart.Shape;
1496
1497 newPart.PhysActor 2121 newPart.PhysActor
1498 = m_scene.PhysicsScene.AddPrimShape( 2122 = m_scene.PhysicsScene.AddPrimShape(
1499 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2123 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1500 pbs, 2124 pbs,
1501 newPart.AbsolutePosition, 2125 newPart.AbsolutePosition,
1502 newPart.Scale, 2126 newPart.Scale,
1503 newPart.RotationOffset, 2127 newPart.GetWorldRotation(),
1504 originalPartPa.IsPhysical, 2128 isphys,
2129 isphan,
1505 newPart.LocalId); 2130 newPart.LocalId);
1506 2131
1507 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2132 newPart.DoPhysicsPropertyUpdate(isphys, true);
1508 } 2133 */
2134 if (userExposed)
2135 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2136// }
1509 } 2137 }
1510 2138
1511 if (userExposed) 2139 if (userExposed)
1512 { 2140 {
1513 dupe.UpdateParentIDs(); 2141// done above dupe.UpdateParentIDs();
2142
2143 if (dupe.m_rootPart.PhysActor != null)
2144 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2145
1514 dupe.HasGroupChanged = true; 2146 dupe.HasGroupChanged = true;
1515 dupe.AttachToBackup(); 2147 dupe.AttachToBackup();
1516 2148
1517 ScheduleGroupForFullUpdate(); 2149 ScheduleGroupForFullUpdate();
1518 } 2150 }
1519 2151
2152 m_dupeInProgress = false;
1520 return dupe; 2153 return dupe;
1521 } 2154 }
1522 2155
@@ -1528,11 +2161,24 @@ namespace OpenSim.Region.Framework.Scenes
1528 /// <param name="cGroupID"></param> 2161 /// <param name="cGroupID"></param>
1529 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2162 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1530 { 2163 {
1531 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2164 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2165 // give newpart a new local ID lettng old part keep same
2166 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2167 newpart.LocalId = m_scene.AllocateLocalId();
2168
2169 SetRootPart(newpart);
2170 if (userExposed)
2171 RootPart.Velocity = Vector3.Zero; // In case source is moving
1532 } 2172 }
1533 2173
1534 public void ScriptSetPhysicsStatus(bool usePhysics) 2174 public void ScriptSetPhysicsStatus(bool usePhysics)
1535 { 2175 {
2176 if (usePhysics)
2177 {
2178 if (RootPart.KeyframeMotion != null)
2179 RootPart.KeyframeMotion.Stop();
2180 RootPart.KeyframeMotion = null;
2181 }
1536 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2182 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1537 } 2183 }
1538 2184
@@ -1586,7 +2232,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 2232 }
1587 } 2233 }
1588 2234
1589 public void applyAngularImpulse(Vector3 impulse) 2235 public void ApplyAngularImpulse(Vector3 impulse)
1590 { 2236 {
1591 PhysicsActor pa = RootPart.PhysActor; 2237 PhysicsActor pa = RootPart.PhysActor;
1592 2238
@@ -1600,36 +2246,12 @@ namespace OpenSim.Region.Framework.Scenes
1600 } 2246 }
1601 } 2247 }
1602 2248
1603 public void setAngularImpulse(Vector3 impulse)
1604 {
1605 PhysicsActor pa = RootPart.PhysActor;
1606
1607 if (pa != null)
1608 {
1609 if (!IsAttachment)
1610 {
1611 pa.Torque = impulse;
1612 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1613 }
1614 }
1615 }
1616
1617 public Vector3 GetTorque() 2249 public Vector3 GetTorque()
1618 { 2250 {
1619 PhysicsActor pa = RootPart.PhysActor; 2251 return RootPart.Torque;
1620
1621 if (pa != null)
1622 {
1623 if (!IsAttachment)
1624 {
1625 Vector3 torque = pa.Torque;
1626 return torque;
1627 }
1628 }
1629
1630 return Vector3.Zero;
1631 } 2252 }
1632 2253
2254 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1633 public void moveToTarget(Vector3 target, float tau) 2255 public void moveToTarget(Vector3 target, float tau)
1634 { 2256 {
1635 if (IsAttachment) 2257 if (IsAttachment)
@@ -1661,6 +2283,46 @@ namespace OpenSim.Region.Framework.Scenes
1661 pa.PIDActive = false; 2283 pa.PIDActive = false;
1662 } 2284 }
1663 2285
2286 public void rotLookAt(Quaternion target, float strength, float damping)
2287 {
2288 SceneObjectPart rootpart = m_rootPart;
2289 if (rootpart != null)
2290 {
2291 if (IsAttachment)
2292 {
2293 /*
2294 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2295 if (avatar != null)
2296 {
2297 Rotate the Av?
2298 } */
2299 }
2300 else
2301 {
2302 if (rootpart.PhysActor != null)
2303 { // APID must be implemented in your physics system for this to function.
2304 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2305 rootpart.PhysActor.APIDStrength = strength;
2306 rootpart.PhysActor.APIDDamping = damping;
2307 rootpart.PhysActor.APIDActive = true;
2308 }
2309 }
2310 }
2311 }
2312
2313 public void stopLookAt()
2314 {
2315 SceneObjectPart rootpart = m_rootPart;
2316 if (rootpart != null)
2317 {
2318 if (rootpart.PhysActor != null)
2319 { // APID must be implemented in your physics system for this to function.
2320 rootpart.PhysActor.APIDActive = false;
2321 }
2322 }
2323
2324 }
2325
1664 /// <summary> 2326 /// <summary>
1665 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2327 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1666 /// </summary> 2328 /// </summary>
@@ -1677,7 +2339,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 2339 {
1678 pa.PIDHoverHeight = height; 2340 pa.PIDHoverHeight = height;
1679 pa.PIDHoverType = hoverType; 2341 pa.PIDHoverType = hoverType;
1680 pa.PIDTau = tau; 2342 pa.PIDHoverTau = tau;
1681 pa.PIDHoverActive = true; 2343 pa.PIDHoverActive = true;
1682 } 2344 }
1683 else 2345 else
@@ -1717,7 +2379,12 @@ namespace OpenSim.Region.Framework.Scenes
1717 /// <param name="cGroupID"></param> 2379 /// <param name="cGroupID"></param>
1718 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2380 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1719 { 2381 {
1720 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2382 // give new ID to the new part, letting old keep original
2383 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2384 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2385 newPart.LocalId = m_scene.AllocateLocalId();
2386 newPart.SetParent(this);
2387
1721 AddPart(newPart); 2388 AddPart(newPart);
1722 2389
1723 SetPartAsNonRoot(newPart); 2390 SetPartAsNonRoot(newPart);
@@ -1846,11 +2513,11 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// Immediately send a full update for this scene object. 2513 /// Immediately send a full update for this scene object.
1847 /// </summary> 2514 /// </summary>
1848 public void SendGroupFullUpdate() 2515 public void SendGroupFullUpdate()
1849 { 2516 {
1850 if (IsDeleted) 2517 if (IsDeleted)
1851 return; 2518 return;
1852 2519
1853// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2520// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1854 2521
1855 RootPart.SendFullUpdateToAllClients(); 2522 RootPart.SendFullUpdateToAllClients();
1856 2523
@@ -1984,6 +2651,11 @@ namespace OpenSim.Region.Framework.Scenes
1984 2651
1985 SceneObjectPart linkPart = objectGroup.m_rootPart; 2652 SceneObjectPart linkPart = objectGroup.m_rootPart;
1986 2653
2654 if (m_rootPart.PhysActor != null)
2655 m_rootPart.PhysActor.Building = true;
2656 if (linkPart.PhysActor != null)
2657 linkPart.PhysActor.Building = true;
2658
1987 // physics flags from group to be applied to linked parts 2659 // physics flags from group to be applied to linked parts
1988 bool grpusephys = UsesPhysics; 2660 bool grpusephys = UsesPhysics;
1989 bool grptemporary = IsTemporary; 2661 bool grptemporary = IsTemporary;
@@ -1992,19 +2664,21 @@ namespace OpenSim.Region.Framework.Scenes
1992 Quaternion oldRootRotation = linkPart.RotationOffset; 2664 Quaternion oldRootRotation = linkPart.RotationOffset;
1993 2665
1994 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2666 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2667
1995 linkPart.ParentID = m_rootPart.LocalId; 2668 linkPart.ParentID = m_rootPart.LocalId;
1996 linkPart.GroupPosition = AbsolutePosition; 2669
1997 Vector3 axPos = linkPart.OffsetPosition; 2670 linkPart.GroupPosition = AbsolutePosition;
1998 2671
2672 Vector3 axPos = linkPart.OffsetPosition;
1999 Quaternion parentRot = m_rootPart.RotationOffset; 2673 Quaternion parentRot = m_rootPart.RotationOffset;
2000 axPos *= Quaternion.Inverse(parentRot); 2674 axPos *= Quaternion.Conjugate(parentRot);
2001
2002 linkPart.OffsetPosition = axPos; 2675 linkPart.OffsetPosition = axPos;
2676
2003 Quaternion oldRot = linkPart.RotationOffset; 2677 Quaternion oldRot = linkPart.RotationOffset;
2004 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2678 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2005 linkPart.RotationOffset = newRot; 2679 linkPart.RotationOffset = newRot;
2006 2680
2007 linkPart.ParentID = m_rootPart.LocalId; 2681// linkPart.ParentID = m_rootPart.LocalId; done above
2008 2682
2009 if (m_rootPart.LinkNum == 0) 2683 if (m_rootPart.LinkNum == 0)
2010 m_rootPart.LinkNum = 1; 2684 m_rootPart.LinkNum = 1;
@@ -2032,7 +2706,7 @@ namespace OpenSim.Region.Framework.Scenes
2032 linkPart.CreateSelected = true; 2706 linkPart.CreateSelected = true;
2033 2707
2034 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2708 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2035 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2709 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2036 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2710 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2037 { 2711 {
2038 linkPart.PhysActor.link(m_rootPart.PhysActor); 2712 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2040,6 +2714,7 @@ namespace OpenSim.Region.Framework.Scenes
2040 } 2714 }
2041 2715
2042 linkPart.LinkNum = linkNum++; 2716 linkPart.LinkNum = linkNum++;
2717 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2043 2718
2044 SceneObjectPart[] ogParts = objectGroup.Parts; 2719 SceneObjectPart[] ogParts = objectGroup.Parts;
2045 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2720 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2054,7 +2729,7 @@ namespace OpenSim.Region.Framework.Scenes
2054 { 2729 {
2055 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2730 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2056 // let physics know 2731 // let physics know
2057 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2732 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2058 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2733 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2059 { 2734 {
2060 part.PhysActor.link(m_rootPart.PhysActor); 2735 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2069,7 +2744,7 @@ namespace OpenSim.Region.Framework.Scenes
2069 objectGroup.IsDeleted = true; 2744 objectGroup.IsDeleted = true;
2070 2745
2071 objectGroup.m_parts.Clear(); 2746 objectGroup.m_parts.Clear();
2072 2747
2073 // Can't do this yet since backup still makes use of the root part without any synchronization 2748 // Can't do this yet since backup still makes use of the root part without any synchronization
2074// objectGroup.m_rootPart = null; 2749// objectGroup.m_rootPart = null;
2075 2750
@@ -2080,6 +2755,9 @@ namespace OpenSim.Region.Framework.Scenes
2080 // unmoved prims! 2755 // unmoved prims!
2081 ResetChildPrimPhysicsPositions(); 2756 ResetChildPrimPhysicsPositions();
2082 2757
2758 if (m_rootPart.PhysActor != null)
2759 m_rootPart.PhysActor.Building = false;
2760
2083 //HasGroupChanged = true; 2761 //HasGroupChanged = true;
2084 //ScheduleGroupForFullUpdate(); 2762 //ScheduleGroupForFullUpdate();
2085 } 2763 }
@@ -2147,7 +2825,10 @@ namespace OpenSim.Region.Framework.Scenes
2147// m_log.DebugFormat( 2825// m_log.DebugFormat(
2148// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2826// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2149// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2827// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2150 2828
2829 if (m_rootPart.PhysActor != null)
2830 m_rootPart.PhysActor.Building = true;
2831
2151 linkPart.ClearUndoState(); 2832 linkPart.ClearUndoState();
2152 2833
2153 Quaternion worldRot = linkPart.GetWorldRotation(); 2834 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2207,6 +2888,14 @@ namespace OpenSim.Region.Framework.Scenes
2207 2888
2208 // When we delete a group, we currently have to force persist to the database if the object id has changed 2889 // When we delete a group, we currently have to force persist to the database if the object id has changed
2209 // (since delete works by deleting all rows which have a given object id) 2890 // (since delete works by deleting all rows which have a given object id)
2891
2892 // this is as it seems to be in sl now
2893 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2894 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2895
2896 if (m_rootPart.PhysActor != null)
2897 m_rootPart.PhysActor.Building = false;
2898
2210 objectGroup.HasGroupChangedDueToDelink = true; 2899 objectGroup.HasGroupChangedDueToDelink = true;
2211 2900
2212 return objectGroup; 2901 return objectGroup;
@@ -2218,6 +2907,7 @@ namespace OpenSim.Region.Framework.Scenes
2218 /// <param name="objectGroup"></param> 2907 /// <param name="objectGroup"></param>
2219 public virtual void DetachFromBackup() 2908 public virtual void DetachFromBackup()
2220 { 2909 {
2910 m_scene.SceneGraph.FireDetachFromBackup(this);
2221 if (m_isBackedUp && Scene != null) 2911 if (m_isBackedUp && Scene != null)
2222 m_scene.EventManager.OnBackup -= ProcessBackup; 2912 m_scene.EventManager.OnBackup -= ProcessBackup;
2223 2913
@@ -2236,7 +2926,8 @@ namespace OpenSim.Region.Framework.Scenes
2236 2926
2237 axPos *= parentRot; 2927 axPos *= parentRot;
2238 part.OffsetPosition = axPos; 2928 part.OffsetPosition = axPos;
2239 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2929 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2930 part.GroupPosition = newPos;
2240 part.OffsetPosition = Vector3.Zero; 2931 part.OffsetPosition = Vector3.Zero;
2241 part.RotationOffset = worldRot; 2932 part.RotationOffset = worldRot;
2242 2933
@@ -2247,20 +2938,20 @@ namespace OpenSim.Region.Framework.Scenes
2247 2938
2248 part.LinkNum = linkNum; 2939 part.LinkNum = linkNum;
2249 2940
2250 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2941 part.OffsetPosition = newPos - AbsolutePosition;
2251 2942
2252 Quaternion rootRotation = m_rootPart.RotationOffset; 2943 Quaternion rootRotation = m_rootPart.RotationOffset;
2253 2944
2254 Vector3 pos = part.OffsetPosition; 2945 Vector3 pos = part.OffsetPosition;
2255 pos *= Quaternion.Inverse(rootRotation); 2946 pos *= Quaternion.Conjugate(rootRotation);
2256 part.OffsetPosition = pos; 2947 part.OffsetPosition = pos;
2257 2948
2258 parentRot = m_rootPart.RotationOffset; 2949 parentRot = m_rootPart.RotationOffset;
2259 oldRot = part.RotationOffset; 2950 oldRot = part.RotationOffset;
2260 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2951 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2261 part.RotationOffset = newRot; 2952 part.RotationOffset = newRot;
2262 2953
2263 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2954 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2264 } 2955 }
2265 2956
2266 /// <summary> 2957 /// <summary>
@@ -2511,8 +3202,22 @@ namespace OpenSim.Region.Framework.Scenes
2511 } 3202 }
2512 } 3203 }
2513 3204
2514 for (int i = 0; i < parts.Length; i++) 3205 if (parts.Length > 1)
2515 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3206 {
3207 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3208
3209 for (int i = 0; i < parts.Length; i++)
3210 {
3211
3212 if (parts[i].UUID != m_rootPart.UUID)
3213 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3214 }
3215
3216 if (m_rootPart.PhysActor != null)
3217 m_rootPart.PhysActor.Building = false;
3218 }
3219 else
3220 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2516 } 3221 }
2517 } 3222 }
2518 3223
@@ -2525,6 +3230,17 @@ namespace OpenSim.Region.Framework.Scenes
2525 } 3230 }
2526 } 3231 }
2527 3232
3233
3234
3235 /// <summary>
3236 /// Gets the number of parts
3237 /// </summary>
3238 /// <returns></returns>
3239 public int GetPartCount()
3240 {
3241 return Parts.Count();
3242 }
3243
2528 /// <summary> 3244 /// <summary>
2529 /// Update the texture entry for this part 3245 /// Update the texture entry for this part
2530 /// </summary> 3246 /// </summary>
@@ -2586,11 +3302,6 @@ namespace OpenSim.Region.Framework.Scenes
2586 /// <param name="scale"></param> 3302 /// <param name="scale"></param>
2587 public void GroupResize(Vector3 scale) 3303 public void GroupResize(Vector3 scale)
2588 { 3304 {
2589// m_log.DebugFormat(
2590// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2591
2592 RootPart.StoreUndoState(true);
2593
2594 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3305 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2595 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3306 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2596 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3307 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2617,7 +3328,6 @@ namespace OpenSim.Region.Framework.Scenes
2617 SceneObjectPart obPart = parts[i]; 3328 SceneObjectPart obPart = parts[i];
2618 if (obPart.UUID != m_rootPart.UUID) 3329 if (obPart.UUID != m_rootPart.UUID)
2619 { 3330 {
2620// obPart.IgnoreUndoUpdate = true;
2621 Vector3 oldSize = new Vector3(obPart.Scale); 3331 Vector3 oldSize = new Vector3(obPart.Scale);
2622 3332
2623 float f = 1.0f; 3333 float f = 1.0f;
@@ -2681,8 +3391,6 @@ namespace OpenSim.Region.Framework.Scenes
2681 z *= a; 3391 z *= a;
2682 } 3392 }
2683 } 3393 }
2684
2685// obPart.IgnoreUndoUpdate = false;
2686 } 3394 }
2687 } 3395 }
2688 } 3396 }
@@ -2692,9 +3400,7 @@ namespace OpenSim.Region.Framework.Scenes
2692 prevScale.Y *= y; 3400 prevScale.Y *= y;
2693 prevScale.Z *= z; 3401 prevScale.Z *= z;
2694 3402
2695// RootPart.IgnoreUndoUpdate = true;
2696 RootPart.Resize(prevScale); 3403 RootPart.Resize(prevScale);
2697// RootPart.IgnoreUndoUpdate = false;
2698 3404
2699 parts = m_parts.GetArray(); 3405 parts = m_parts.GetArray();
2700 for (int i = 0; i < parts.Length; i++) 3406 for (int i = 0; i < parts.Length; i++)
@@ -2703,8 +3409,6 @@ namespace OpenSim.Region.Framework.Scenes
2703 3409
2704 if (obPart.UUID != m_rootPart.UUID) 3410 if (obPart.UUID != m_rootPart.UUID)
2705 { 3411 {
2706 obPart.IgnoreUndoUpdate = true;
2707
2708 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3412 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2709 currentpos.X *= x; 3413 currentpos.X *= x;
2710 currentpos.Y *= y; 3414 currentpos.Y *= y;
@@ -2717,16 +3421,12 @@ namespace OpenSim.Region.Framework.Scenes
2717 3421
2718 obPart.Resize(newSize); 3422 obPart.Resize(newSize);
2719 obPart.UpdateOffSet(currentpos); 3423 obPart.UpdateOffSet(currentpos);
2720
2721 obPart.IgnoreUndoUpdate = false;
2722 } 3424 }
2723 3425
2724// obPart.IgnoreUndoUpdate = false; 3426 HasGroupChanged = true;
2725// obPart.StoreUndoState(); 3427 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3428 ScheduleGroupForTerseUpdate();
2726 } 3429 }
2727
2728// m_log.DebugFormat(
2729// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2730 } 3430 }
2731 3431
2732 #endregion 3432 #endregion
@@ -2739,14 +3439,6 @@ namespace OpenSim.Region.Framework.Scenes
2739 /// <param name="pos"></param> 3439 /// <param name="pos"></param>
2740 public void UpdateGroupPosition(Vector3 pos) 3440 public void UpdateGroupPosition(Vector3 pos)
2741 { 3441 {
2742// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2743
2744 RootPart.StoreUndoState(true);
2745
2746// SceneObjectPart[] parts = m_parts.GetArray();
2747// for (int i = 0; i < parts.Length; i++)
2748// parts[i].StoreUndoState();
2749
2750 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3442 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2751 { 3443 {
2752 if (IsAttachment) 3444 if (IsAttachment)
@@ -2779,21 +3471,17 @@ namespace OpenSim.Region.Framework.Scenes
2779 /// </summary> 3471 /// </summary>
2780 /// <param name="pos"></param> 3472 /// <param name="pos"></param>
2781 /// <param name="localID"></param> 3473 /// <param name="localID"></param>
3474 ///
3475
2782 public void UpdateSinglePosition(Vector3 pos, uint localID) 3476 public void UpdateSinglePosition(Vector3 pos, uint localID)
2783 { 3477 {
2784 SceneObjectPart part = GetPart(localID); 3478 SceneObjectPart part = GetPart(localID);
2785 3479
2786// SceneObjectPart[] parts = m_parts.GetArray();
2787// for (int i = 0; i < parts.Length; i++)
2788// parts[i].StoreUndoState();
2789
2790 if (part != null) 3480 if (part != null)
2791 { 3481 {
2792// m_log.DebugFormat( 3482// unlock parts position change
2793// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3483 if (m_rootPart.PhysActor != null)
2794 3484 m_rootPart.PhysActor.Building = true;
2795 part.StoreUndoState(false);
2796 part.IgnoreUndoUpdate = true;
2797 3485
2798 if (part.UUID == m_rootPart.UUID) 3486 if (part.UUID == m_rootPart.UUID)
2799 { 3487 {
@@ -2804,8 +3492,10 @@ namespace OpenSim.Region.Framework.Scenes
2804 part.UpdateOffSet(pos); 3492 part.UpdateOffSet(pos);
2805 } 3493 }
2806 3494
3495 if (m_rootPart.PhysActor != null)
3496 m_rootPart.PhysActor.Building = false;
3497
2807 HasGroupChanged = true; 3498 HasGroupChanged = true;
2808 part.IgnoreUndoUpdate = false;
2809 } 3499 }
2810 } 3500 }
2811 3501
@@ -2815,13 +3505,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 /// <param name="pos"></param> 3505 /// <param name="pos"></param>
2816 public void UpdateRootPosition(Vector3 pos) 3506 public void UpdateRootPosition(Vector3 pos)
2817 { 3507 {
2818// m_log.DebugFormat( 3508 // needs to be called with phys building true
2819// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2820
2821// SceneObjectPart[] parts = m_parts.GetArray();
2822// for (int i = 0; i < parts.Length; i++)
2823// parts[i].StoreUndoState();
2824
2825 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3509 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2826 Vector3 oldPos = 3510 Vector3 oldPos =
2827 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3511 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2844,7 +3528,14 @@ namespace OpenSim.Region.Framework.Scenes
2844 AbsolutePosition = newPos; 3528 AbsolutePosition = newPos;
2845 3529
2846 HasGroupChanged = true; 3530 HasGroupChanged = true;
2847 ScheduleGroupForTerseUpdate(); 3531 if (m_rootPart.Undoing)
3532 {
3533 ScheduleGroupForFullUpdate();
3534 }
3535 else
3536 {
3537 ScheduleGroupForTerseUpdate();
3538 }
2848 } 3539 }
2849 3540
2850 #endregion 3541 #endregion
@@ -2857,24 +3548,16 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// <param name="rot"></param> 3548 /// <param name="rot"></param>
2858 public void UpdateGroupRotationR(Quaternion rot) 3549 public void UpdateGroupRotationR(Quaternion rot)
2859 { 3550 {
2860// m_log.DebugFormat(
2861// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2862
2863// SceneObjectPart[] parts = m_parts.GetArray();
2864// for (int i = 0; i < parts.Length; i++)
2865// parts[i].StoreUndoState();
2866
2867 m_rootPart.StoreUndoState(true);
2868
2869 m_rootPart.UpdateRotation(rot); 3551 m_rootPart.UpdateRotation(rot);
2870 3552
3553/* this is done by rootpart RotationOffset set called by UpdateRotation
2871 PhysicsActor actor = m_rootPart.PhysActor; 3554 PhysicsActor actor = m_rootPart.PhysActor;
2872 if (actor != null) 3555 if (actor != null)
2873 { 3556 {
2874 actor.Orientation = m_rootPart.RotationOffset; 3557 actor.Orientation = m_rootPart.RotationOffset;
2875 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3558 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2876 } 3559 }
2877 3560*/
2878 HasGroupChanged = true; 3561 HasGroupChanged = true;
2879 ScheduleGroupForTerseUpdate(); 3562 ScheduleGroupForTerseUpdate();
2880 } 3563 }
@@ -2886,16 +3569,6 @@ namespace OpenSim.Region.Framework.Scenes
2886 /// <param name="rot"></param> 3569 /// <param name="rot"></param>
2887 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3570 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2888 { 3571 {
2889// m_log.DebugFormat(
2890// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2891
2892// SceneObjectPart[] parts = m_parts.GetArray();
2893// for (int i = 0; i < parts.Length; i++)
2894// parts[i].StoreUndoState();
2895
2896 RootPart.StoreUndoState(true);
2897 RootPart.IgnoreUndoUpdate = true;
2898
2899 m_rootPart.UpdateRotation(rot); 3572 m_rootPart.UpdateRotation(rot);
2900 3573
2901 PhysicsActor actor = m_rootPart.PhysActor; 3574 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2909,8 +3582,6 @@ namespace OpenSim.Region.Framework.Scenes
2909 3582
2910 HasGroupChanged = true; 3583 HasGroupChanged = true;
2911 ScheduleGroupForTerseUpdate(); 3584 ScheduleGroupForTerseUpdate();
2912
2913 RootPart.IgnoreUndoUpdate = false;
2914 } 3585 }
2915 3586
2916 /// <summary> 3587 /// <summary>
@@ -2923,13 +3594,11 @@ namespace OpenSim.Region.Framework.Scenes
2923 SceneObjectPart part = GetPart(localID); 3594 SceneObjectPart part = GetPart(localID);
2924 3595
2925 SceneObjectPart[] parts = m_parts.GetArray(); 3596 SceneObjectPart[] parts = m_parts.GetArray();
2926 for (int i = 0; i < parts.Length; i++)
2927 parts[i].StoreUndoState();
2928 3597
2929 if (part != null) 3598 if (part != null)
2930 { 3599 {
2931// m_log.DebugFormat( 3600 if (m_rootPart.PhysActor != null)
2932// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3601 m_rootPart.PhysActor.Building = true;
2933 3602
2934 if (part.UUID == m_rootPart.UUID) 3603 if (part.UUID == m_rootPart.UUID)
2935 { 3604 {
@@ -2939,6 +3608,9 @@ namespace OpenSim.Region.Framework.Scenes
2939 { 3608 {
2940 part.UpdateRotation(rot); 3609 part.UpdateRotation(rot);
2941 } 3610 }
3611
3612 if (m_rootPart.PhysActor != null)
3613 m_rootPart.PhysActor.Building = false;
2942 } 3614 }
2943 } 3615 }
2944 3616
@@ -2952,12 +3624,8 @@ namespace OpenSim.Region.Framework.Scenes
2952 SceneObjectPart part = GetPart(localID); 3624 SceneObjectPart part = GetPart(localID);
2953 if (part != null) 3625 if (part != null)
2954 { 3626 {
2955// m_log.DebugFormat( 3627 if (m_rootPart.PhysActor != null)
2956// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3628 m_rootPart.PhysActor.Building = true;
2957// part.Name, part.LocalId, rot);
2958
2959 part.StoreUndoState();
2960 part.IgnoreUndoUpdate = true;
2961 3629
2962 if (part.UUID == m_rootPart.UUID) 3630 if (part.UUID == m_rootPart.UUID)
2963 { 3631 {
@@ -2970,7 +3638,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 part.OffsetPosition = pos; 3638 part.OffsetPosition = pos;
2971 } 3639 }
2972 3640
2973 part.IgnoreUndoUpdate = false; 3641 if (m_rootPart.PhysActor != null)
3642 m_rootPart.PhysActor.Building = false;
2974 } 3643 }
2975 } 3644 }
2976 3645
@@ -2980,15 +3649,12 @@ namespace OpenSim.Region.Framework.Scenes
2980 /// <param name="rot"></param> 3649 /// <param name="rot"></param>
2981 public void UpdateRootRotation(Quaternion rot) 3650 public void UpdateRootRotation(Quaternion rot)
2982 { 3651 {
2983// m_log.DebugFormat( 3652 // needs to be called with phys building true
2984// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2985// Name, LocalId, rot);
2986
2987 Quaternion axRot = rot; 3653 Quaternion axRot = rot;
2988 Quaternion oldParentRot = m_rootPart.RotationOffset; 3654 Quaternion oldParentRot = m_rootPart.RotationOffset;
2989 3655
2990 m_rootPart.StoreUndoState(); 3656 //Don't use UpdateRotation because it schedules an update prematurely
2991 m_rootPart.UpdateRotation(rot); 3657 m_rootPart.RotationOffset = rot;
2992 3658
2993 PhysicsActor pa = m_rootPart.PhysActor; 3659 PhysicsActor pa = m_rootPart.PhysActor;
2994 3660
@@ -3004,35 +3670,144 @@ namespace OpenSim.Region.Framework.Scenes
3004 SceneObjectPart prim = parts[i]; 3670 SceneObjectPart prim = parts[i];
3005 if (prim.UUID != m_rootPart.UUID) 3671 if (prim.UUID != m_rootPart.UUID)
3006 { 3672 {
3007 prim.IgnoreUndoUpdate = true; 3673 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3674 NewRot = Quaternion.Inverse(axRot) * NewRot;
3675 prim.RotationOffset = NewRot;
3676
3008 Vector3 axPos = prim.OffsetPosition; 3677 Vector3 axPos = prim.OffsetPosition;
3678
3009 axPos *= oldParentRot; 3679 axPos *= oldParentRot;
3010 axPos *= Quaternion.Inverse(axRot); 3680 axPos *= Quaternion.Inverse(axRot);
3011 prim.OffsetPosition = axPos; 3681 prim.OffsetPosition = axPos;
3012 Quaternion primsRot = prim.RotationOffset; 3682 }
3013 Quaternion newRot = oldParentRot * primsRot; 3683 }
3014 newRot = Quaternion.Inverse(axRot) * newRot;
3015 prim.RotationOffset = newRot;
3016 prim.ScheduleTerseUpdate();
3017 prim.IgnoreUndoUpdate = false;
3018 }
3019 }
3020
3021// for (int i = 0; i < parts.Length; i++)
3022// {
3023// SceneObjectPart childpart = parts[i];
3024// if (childpart != m_rootPart)
3025// {
3026//// childpart.IgnoreUndoUpdate = false;
3027//// childpart.StoreUndoState();
3028// }
3029// }
3030 3684
3031 m_rootPart.ScheduleTerseUpdate(); 3685 HasGroupChanged = true;
3686 ScheduleGroupForFullUpdate();
3687 }
3032 3688
3033// m_log.DebugFormat( 3689 private enum updatetype :int
3034// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3690 {
3035// Name, LocalId, rot); 3691 none = 0,
3692 partterse = 1,
3693 partfull = 2,
3694 groupterse = 3,
3695 groupfull = 4
3696 }
3697
3698 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3699 {
3700 // TODO this still as excessive *.Schedule*Update()s
3701
3702 if (part != null && part.ParentGroup != null)
3703 {
3704 ObjectChangeType change = data.change;
3705 bool togroup = ((change & ObjectChangeType.Group) != 0);
3706 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3707
3708 SceneObjectGroup group = part.ParentGroup;
3709 PhysicsActor pha = group.RootPart.PhysActor;
3710
3711 updatetype updateType = updatetype.none;
3712
3713 if (togroup)
3714 {
3715 // related to group
3716 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3717 {
3718 if ((change & ObjectChangeType.Rotation) != 0)
3719 {
3720 group.RootPart.UpdateRotation(data.rotation);
3721 updateType = updatetype.none;
3722 }
3723 if ((change & ObjectChangeType.Position) != 0)
3724 {
3725 UpdateGroupPosition(data.position);
3726 updateType = updatetype.groupterse;
3727 }
3728 else
3729 // ugly rotation update of all parts
3730 {
3731 group.AbsolutePosition = AbsolutePosition;
3732 }
3733
3734 }
3735 if ((change & ObjectChangeType.Scale) != 0)
3736 {
3737 if (pha != null)
3738 pha.Building = true;
3739
3740 group.GroupResize(data.scale);
3741 updateType = updatetype.none;
3742
3743 if (pha != null)
3744 pha.Building = false;
3745 }
3746 }
3747 else
3748 {
3749 // related to single prim in a link-set ( ie group)
3750 if (pha != null)
3751 pha.Building = true;
3752
3753 // root part is special
3754 // parts offset positions or rotations need to change also
3755
3756 if (part == group.RootPart)
3757 {
3758 if ((change & ObjectChangeType.Rotation) != 0)
3759 group.UpdateRootRotation(data.rotation);
3760 if ((change & ObjectChangeType.Position) != 0)
3761 group.UpdateRootPosition(data.position);
3762 if ((change & ObjectChangeType.Scale) != 0)
3763 part.Resize(data.scale);
3764 }
3765 else
3766 {
3767 if ((change & ObjectChangeType.Position) != 0)
3768 {
3769 part.OffsetPosition = data.position;
3770 updateType = updatetype.partterse;
3771 }
3772 if ((change & ObjectChangeType.Rotation) != 0)
3773 {
3774 part.UpdateRotation(data.rotation);
3775 updateType = updatetype.none;
3776 }
3777 if ((change & ObjectChangeType.Scale) != 0)
3778 {
3779 part.Resize(data.scale);
3780 updateType = updatetype.none;
3781 }
3782 }
3783
3784 if (pha != null)
3785 pha.Building = false;
3786 }
3787
3788 if (updateType != updatetype.none)
3789 {
3790 group.HasGroupChanged = true;
3791
3792 switch (updateType)
3793 {
3794 case updatetype.partterse:
3795 part.ScheduleTerseUpdate();
3796 break;
3797 case updatetype.partfull:
3798 part.ScheduleFullUpdate();
3799 break;
3800 case updatetype.groupterse:
3801 group.ScheduleGroupForTerseUpdate();
3802 break;
3803 case updatetype.groupfull:
3804 group.ScheduleGroupForFullUpdate();
3805 break;
3806 default:
3807 break;
3808 }
3809 }
3810 }
3036 } 3811 }
3037 3812
3038 #endregion 3813 #endregion
@@ -3252,11 +4027,50 @@ namespace OpenSim.Region.Framework.Scenes
3252 } 4027 }
3253 } 4028 }
3254 } 4029 }
3255 4030
4031 public Vector3 GetGeometricCenter()
4032 {
4033 // this is not real geometric center but a average of positions relative to root prim acording to
4034 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4035 // ignoring tortured prims details since sl also seems to ignore
4036 // so no real use in doing it on physics
4037
4038 Vector3 gc = Vector3.Zero;
4039
4040 int nparts = m_parts.Count;
4041 if (nparts <= 1)
4042 return gc;
4043
4044 SceneObjectPart[] parts = m_parts.GetArray();
4045 nparts = parts.Length; // just in case it changed
4046 if (nparts <= 1)
4047 return gc;
4048
4049 Quaternion parentRot = RootPart.RotationOffset;
4050 Vector3 pPos;
4051
4052 // average all parts positions
4053 for (int i = 0; i < nparts; i++)
4054 {
4055 // do it directly
4056 // gc += parts[i].GetWorldPosition();
4057 if (parts[i] != RootPart)
4058 {
4059 pPos = parts[i].OffsetPosition;
4060 gc += pPos;
4061 }
4062
4063 }
4064 gc /= nparts;
4065
4066 // relative to root:
4067// gc -= AbsolutePosition;
4068 return gc;
4069 }
4070
3256 public float GetMass() 4071 public float GetMass()
3257 { 4072 {
3258 float retmass = 0f; 4073 float retmass = 0f;
3259
3260 SceneObjectPart[] parts = m_parts.GetArray(); 4074 SceneObjectPart[] parts = m_parts.GetArray();
3261 for (int i = 0; i < parts.Length; i++) 4075 for (int i = 0; i < parts.Length; i++)
3262 retmass += parts[i].GetMass(); 4076 retmass += parts[i].GetMass();
@@ -3264,6 +4078,39 @@ namespace OpenSim.Region.Framework.Scenes
3264 return retmass; 4078 return retmass;
3265 } 4079 }
3266 4080
4081 // center of mass of full object
4082 public Vector3 GetCenterOfMass()
4083 {
4084 PhysicsActor pa = RootPart.PhysActor;
4085
4086 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4087 {
4088 // physics knows better about center of mass of physical prims
4089 Vector3 tmp = pa.CenterOfMass;
4090 return tmp;
4091 }
4092
4093 Vector3 Ptot = Vector3.Zero;
4094 float totmass = 0f;
4095 float m;
4096
4097 SceneObjectPart[] parts = m_parts.GetArray();
4098 for (int i = 0; i < parts.Length; i++)
4099 {
4100 m = parts[i].GetMass();
4101 Ptot += parts[i].GetPartCenterOfMass() * m;
4102 totmass += m;
4103 }
4104
4105 if (totmass == 0)
4106 totmass = 0;
4107 else
4108 totmass = 1 / totmass;
4109 Ptot *= totmass;
4110
4111 return Ptot;
4112 }
4113
3267 /// <summary> 4114 /// <summary>
3268 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4115 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3269 /// the physics engine can use it. 4116 /// the physics engine can use it.
@@ -3417,6 +4264,14 @@ namespace OpenSim.Region.Framework.Scenes
3417 FromItemID = uuid; 4264 FromItemID = uuid;
3418 } 4265 }
3419 4266
4267 public void ResetOwnerChangeFlag()
4268 {
4269 ForEachPart(delegate(SceneObjectPart part)
4270 {
4271 part.ResetOwnerChangeFlag();
4272 });
4273 }
4274
3420 #endregion 4275 #endregion
3421 } 4276 }
3422} 4277}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4bec2d4..843c426 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,6 +122,11 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
125
126 private const scriptEvents PhyscicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
124 130
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 132
@@ -182,6 +188,18 @@ namespace OpenSim.Region.Framework.Scenes
182 188
183 public uint TimeStampTerse; 189 public uint TimeStampTerse;
184 190
191 // The following two are to hold the attachment data
192 // while an object is inworld
193 [XmlIgnore]
194 public byte AttachPoint = 0;
195
196 [XmlIgnore]
197 public Vector3 AttachOffset = Vector3.Zero;
198
199 [XmlIgnore]
200 public Quaternion AttachRotation = Quaternion.Identity;
201
202 [XmlIgnore]
185 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
186 204
187 public int STATUS_ROTATE_Y; 205 public int STATUS_ROTATE_Y;
@@ -208,8 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
208 226
209 public Vector3 RotationAxis = Vector3.One; 227 public Vector3 RotationAxis = Vector3.One;
210 228
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 229 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 230
214 public bool IsWaitingForFirstSpinUpdatePacket; 231 public bool IsWaitingForFirstSpinUpdatePacket;
215 232
@@ -249,10 +266,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 266 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 267 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 268 private string m_sitAnimation = "SIT";
269 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 270 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 271 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 272 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 273
257 private bool m_passTouches; 274 private bool m_passTouches;
258 275
@@ -280,7 +297,19 @@ namespace OpenSim.Region.Framework.Scenes
280 protected Vector3 m_lastAcceleration; 297 protected Vector3 m_lastAcceleration;
281 protected Vector3 m_lastAngularVelocity; 298 protected Vector3 m_lastAngularVelocity;
282 protected int m_lastTerseSent; 299 protected int m_lastTerseSent;
283 300 protected float m_buoyancy = 0.0f;
301 protected Vector3 m_force;
302 protected Vector3 m_torque;
303
304 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
305 protected float m_density = 1000.0f; // in kg/m^3
306 protected float m_gravitymod = 1.0f;
307 protected float m_friction = 0.6f; // wood
308 protected float m_bounce = 0.5f; // wood
309
310
311 protected bool m_isSelected = false;
312
284 /// <summary> 313 /// <summary>
285 /// Stores media texture data 314 /// Stores media texture data
286 /// </summary> 315 /// </summary>
@@ -296,6 +325,17 @@ namespace OpenSim.Region.Framework.Scenes
296 private UUID m_collisionSound; 325 private UUID m_collisionSound;
297 private float m_collisionSoundVolume; 326 private float m_collisionSoundVolume;
298 327
328
329 private SOPVehicle m_vehicle = null;
330
331 private KeyframeMotion m_keyframeMotion = null;
332
333 public KeyframeMotion KeyframeMotion
334 {
335 get; set;
336 }
337
338
299 #endregion Fields 339 #endregion Fields
300 340
301// ~SceneObjectPart() 341// ~SceneObjectPart()
@@ -338,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 379 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 380 {
341 m_name = "Primitive"; 381 m_name = "Object";
342 382
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 383 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 384 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +418,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 418 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 419 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 420 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 421 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 422 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 423 private DateTime m_expires;
384 private DateTime m_rezzed; 424 private DateTime m_rezzed;
@@ -472,12 +512,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 512 }
473 513
474 /// <value> 514 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 515 /// Get the inventory list
476 /// </value> 516 /// </value>
477 public TaskInventoryDictionary TaskInventory 517 public TaskInventoryDictionary TaskInventory
478 { 518 {
479 get { return m_inventory.Items; } 519 get {
480 set { m_inventory.Items = value; } 520 return m_inventory.Items;
521 }
522 set {
523 m_inventory.Items = value;
524 }
481 } 525 }
482 526
483 /// <summary> 527 /// <summary>
@@ -527,32 +571,28 @@ namespace OpenSim.Region.Framework.Scenes
527 } 571 }
528 } 572 }
529 573
530 public byte Material 574 public bool PassTouches
531 { 575 {
532 get { return (byte) m_material; } 576 get { return m_passTouches; }
533 set 577 set
534 { 578 {
535 m_material = (Material)value; 579 m_passTouches = value;
536
537 PhysicsActor pa = PhysActor;
538 580
539 if (pa != null) 581 if (ParentGroup != null)
540 pa.SetMaterial((int)value); 582 ParentGroup.HasGroupChanged = true;
541 } 583 }
542 } 584 }
543 585
544 public bool PassTouches 586 public bool IsSelected
545 { 587 {
546 get { return m_passTouches; } 588 get { return m_isSelected; }
547 set 589 set
548 { 590 {
549 m_passTouches = value; 591 m_isSelected = value;
550
551 if (ParentGroup != null) 592 if (ParentGroup != null)
552 ParentGroup.HasGroupChanged = true; 593 ParentGroup.PartSelectChanged(value);
553 } 594 }
554 } 595 }
555
556 596
557 597
558 public Dictionary<int, string> CollisionFilter 598 public Dictionary<int, string> CollisionFilter
@@ -623,14 +663,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 663 set { m_LoopSoundSlavePrims = value; }
624 } 664 }
625 665
626
627 public Byte[] TextureAnimation 666 public Byte[] TextureAnimation
628 { 667 {
629 get { return m_TextureAnimation; } 668 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 669 set { m_TextureAnimation = value; }
631 } 670 }
632 671
633
634 public Byte[] ParticleSystem 672 public Byte[] ParticleSystem
635 { 673 {
636 get { return m_particleSystem; } 674 get { return m_particleSystem; }
@@ -667,8 +705,12 @@ namespace OpenSim.Region.Framework.Scenes
667 { 705 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 706 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 707 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 708 if (ParentID == 0)
671 m_groupPosition = actor.Position; 709 {
710 if (actor != null)
711 m_groupPosition = actor.Position;
712 return m_groupPosition;
713 }
672 714
673 if (ParentGroup.IsAttachment) 715 if (ParentGroup.IsAttachment)
674 { 716 {
@@ -677,12 +719,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 719 return sp.AbsolutePosition;
678 } 720 }
679 721
722 // use root prim's group position. Physics may have updated it
723 if (ParentGroup.RootPart != this)
724 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 725 return m_groupPosition;
681 } 726 }
682 set 727 set
683 { 728 {
684 m_groupPosition = value; 729 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 730 PhysicsActor actor = PhysActor;
687 if (actor != null) 731 if (actor != null)
688 { 732 {
@@ -708,16 +752,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 752 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 753 }
710 } 754 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 755 }
722 } 756 }
723 757
@@ -726,7 +760,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 760 get { return m_offsetPosition; }
727 set 761 set
728 { 762 {
729// StoreUndoState(); 763 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 764 m_offsetPosition = value;
731 765
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 766 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +775,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 775 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 776 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 777 }
778
779 if (!m_parentGroup.m_dupeInProgress)
780 {
781 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
782 foreach (ScenePresence av in avs)
783 {
784 if (av.ParentID == m_localId)
785 {
786 Vector3 offset = (m_offsetPosition - oldpos);
787 av.AbsolutePosition += offset;
788 av.SendAvatarDataToAllAgents();
789 }
790 }
791 }
744 } 792 }
793 TriggerScriptChangedEvent(Changed.POSITION);
745 } 794 }
746 } 795 }
747 796
@@ -790,7 +839,7 @@ namespace OpenSim.Region.Framework.Scenes
790 839
791 set 840 set
792 { 841 {
793 StoreUndoState(); 842// StoreUndoState();
794 m_rotationOffset = value; 843 m_rotationOffset = value;
795 844
796 PhysicsActor actor = PhysActor; 845 PhysicsActor actor = PhysActor;
@@ -878,7 +927,7 @@ namespace OpenSim.Region.Framework.Scenes
878 get 927 get
879 { 928 {
880 PhysicsActor actor = PhysActor; 929 PhysicsActor actor = PhysActor;
881 if ((actor != null) && actor.IsPhysical) 930 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
882 { 931 {
883 m_angularVelocity = actor.RotationalVelocity; 932 m_angularVelocity = actor.RotationalVelocity;
884 } 933 }
@@ -890,7 +939,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 939 /// <summary></summary>
891 public Vector3 Acceleration 940 public Vector3 Acceleration
892 { 941 {
893 get { return m_acceleration; } 942 get
943 {
944 PhysicsActor actor = PhysActor;
945 if (actor != null)
946 {
947 m_acceleration = actor.Acceleration;
948 }
949 return m_acceleration;
950 }
951
894 set { m_acceleration = value; } 952 set { m_acceleration = value; }
895 } 953 }
896 954
@@ -947,7 +1005,10 @@ namespace OpenSim.Region.Framework.Scenes
947 public PrimitiveBaseShape Shape 1005 public PrimitiveBaseShape Shape
948 { 1006 {
949 get { return m_shape; } 1007 get { return m_shape; }
950 set { m_shape = value;} 1008 set
1009 {
1010 m_shape = value;
1011 }
951 } 1012 }
952 1013
953 /// <summary> 1014 /// <summary>
@@ -960,7 +1021,6 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1021 {
961 if (m_shape != null) 1022 if (m_shape != null)
962 { 1023 {
963 StoreUndoState();
964 1024
965 m_shape.Scale = value; 1025 m_shape.Scale = value;
966 1026
@@ -987,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
987 } 1047 }
988 1048
989 public UpdateRequired UpdateFlag { get; set; } 1049 public UpdateRequired UpdateFlag { get; set; }
1050 public bool UpdatePhysRequired { get; set; }
990 1051
991 /// <summary> 1052 /// <summary>
992 /// Used for media on a prim. 1053 /// Used for media on a prim.
@@ -1027,10 +1088,7 @@ namespace OpenSim.Region.Framework.Scenes
1027 { 1088 {
1028 get 1089 get
1029 { 1090 {
1030 if (ParentGroup.IsAttachment) 1091 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1031 return GroupPosition;
1032
1033 return m_offsetPosition + m_groupPosition;
1034 } 1092 }
1035 } 1093 }
1036 1094
@@ -1208,6 +1266,13 @@ namespace OpenSim.Region.Framework.Scenes
1208 _flags = value; 1266 _flags = value;
1209 } 1267 }
1210 } 1268 }
1269
1270 [XmlIgnore]
1271 public bool IsOccupied // KF If an av is sittingon this prim
1272 {
1273 get { return m_occupied; }
1274 set { m_occupied = value; }
1275 }
1211 1276
1212 /// <summary> 1277 /// <summary>
1213 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1278 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1267,6 +1332,316 @@ namespace OpenSim.Region.Framework.Scenes
1267 set { m_collisionSoundVolume = value; } 1332 set { m_collisionSoundVolume = value; }
1268 } 1333 }
1269 1334
1335 public float Buoyancy
1336 {
1337 get
1338 {
1339 if (ParentGroup.RootPart == this)
1340 return m_buoyancy;
1341
1342 return ParentGroup.RootPart.Buoyancy;
1343 }
1344 set
1345 {
1346 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1347 {
1348 ParentGroup.RootPart.Buoyancy = value;
1349 return;
1350 }
1351 m_buoyancy = value;
1352 if (PhysActor != null)
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356
1357 public Vector3 Force
1358 {
1359 get
1360 {
1361 if (ParentGroup.RootPart == this)
1362 return m_force;
1363
1364 return ParentGroup.RootPart.Force;
1365 }
1366
1367 set
1368 {
1369 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1370 {
1371 ParentGroup.RootPart.Force = value;
1372 return;
1373 }
1374 m_force = value;
1375 if (PhysActor != null)
1376 PhysActor.Force = value;
1377 }
1378 }
1379
1380 public Vector3 Torque
1381 {
1382 get
1383 {
1384 if (ParentGroup.RootPart == this)
1385 return m_torque;
1386
1387 return ParentGroup.RootPart.Torque;
1388 }
1389
1390 set
1391 {
1392 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1393 {
1394 ParentGroup.RootPart.Torque = value;
1395 return;
1396 }
1397 m_torque = value;
1398 if (PhysActor != null)
1399 PhysActor.Torque = value;
1400 }
1401 }
1402
1403 public byte Material
1404 {
1405 get { return (byte)m_material; }
1406 set
1407 {
1408 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1409 {
1410 bool update = false;
1411
1412 if (m_material != (Material)value)
1413 {
1414 update = true;
1415 m_material = (Material)value;
1416 }
1417
1418 if (m_friction != SOPMaterialData.friction(m_material))
1419 {
1420 update = true;
1421 m_friction = SOPMaterialData.friction(m_material);
1422 }
1423
1424 if (m_bounce != SOPMaterialData.bounce(m_material))
1425 {
1426 update = true;
1427 m_bounce = SOPMaterialData.bounce(m_material);
1428 }
1429
1430 if (update)
1431 {
1432 if (PhysActor != null)
1433 {
1434 PhysActor.SetMaterial((int)value);
1435 }
1436 if(ParentGroup != null)
1437 ParentGroup.HasGroupChanged = true;
1438 ScheduleFullUpdateIfNone();
1439 UpdatePhysRequired = true;
1440 }
1441 }
1442 }
1443 }
1444
1445 // not a propriety to move to methods place later
1446 private bool HasMesh()
1447 {
1448 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1449 return true;
1450 return false;
1451 }
1452
1453 // not a propriety to move to methods place later
1454 public byte DefaultPhysicsShapeType()
1455 {
1456 byte type;
1457
1458 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1459 type = (byte)PhysShapeType.convex;
1460 else
1461 type = (byte)PhysShapeType.prim;
1462
1463 return type;
1464 }
1465
1466 [XmlIgnore]
1467 public bool UsesComplexCost
1468 {
1469 get
1470 {
1471 byte pst = PhysicsShapeType;
1472 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1473 return true;
1474 return false;
1475 }
1476 }
1477
1478 [XmlIgnore]
1479 public float PhysicsCost
1480 {
1481 get
1482 {
1483 if(PhysicsShapeType == (byte)PhysShapeType.none)
1484 return 0;
1485
1486 float cost = 0.1f;
1487 if (PhysActor != null)
1488// cost += PhysActor.Cost;
1489
1490 if ((Flags & PrimFlags.Physics) != 0)
1491 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1492 return cost;
1493 }
1494 }
1495
1496 [XmlIgnore]
1497 public float StreamingCost
1498 {
1499 get
1500 {
1501
1502
1503 return 0.1f;
1504 }
1505 }
1506
1507 [XmlIgnore]
1508 public float SimulationCost
1509 {
1510 get
1511 {
1512 // ignoring scripts. Don't like considering them for this
1513 if((Flags & PrimFlags.Physics) != 0)
1514 return 1.0f;
1515
1516 return 0.5f;
1517 }
1518 }
1519
1520 public byte PhysicsShapeType
1521 {
1522 get { return m_physicsShapeType; }
1523 set
1524 {
1525 byte oldv = m_physicsShapeType;
1526
1527 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1528 {
1529 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1530 m_physicsShapeType = DefaultPhysicsShapeType();
1531 else
1532 m_physicsShapeType = value;
1533 }
1534 else
1535 m_physicsShapeType = DefaultPhysicsShapeType();
1536
1537 if (m_physicsShapeType != oldv && ParentGroup != null)
1538 {
1539 if (m_physicsShapeType == (byte)PhysShapeType.none)
1540 {
1541 if (PhysActor != null)
1542 {
1543 Velocity = new Vector3(0, 0, 0);
1544 Acceleration = new Vector3(0, 0, 0);
1545 if (ParentGroup.RootPart == this)
1546 AngularVelocity = new Vector3(0, 0, 0);
1547 ParentGroup.Scene.RemovePhysicalPrim(1);
1548 RemoveFromPhysics();
1549 }
1550 }
1551 else if (PhysActor == null)
1552 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1553 else
1554 {
1555 PhysActor.PhysicsShapeType = m_physicsShapeType;
1556 if (Shape.SculptEntry)
1557 CheckSculptAndLoad();
1558 }
1559
1560 if (ParentGroup != null)
1561 ParentGroup.HasGroupChanged = true;
1562 }
1563
1564 if (m_physicsShapeType != value)
1565 {
1566 UpdatePhysRequired = true;
1567 }
1568 }
1569 }
1570
1571 public float Density // in kg/m^3
1572 {
1573 get { return m_density; }
1574 set
1575 {
1576 if (value >=1 && value <= 22587.0)
1577 {
1578 m_density = value;
1579 UpdatePhysRequired = true;
1580 }
1581
1582 ScheduleFullUpdateIfNone();
1583
1584 if (ParentGroup != null)
1585 ParentGroup.HasGroupChanged = true;
1586 }
1587 }
1588
1589 public float GravityModifier
1590 {
1591 get { return m_gravitymod; }
1592 set
1593 {
1594 if( value >= -1 && value <=28.0f)
1595 {
1596 m_gravitymod = value;
1597 UpdatePhysRequired = true;
1598 }
1599
1600 ScheduleFullUpdateIfNone();
1601
1602 if (ParentGroup != null)
1603 ParentGroup.HasGroupChanged = true;
1604
1605 }
1606 }
1607
1608 public float Friction
1609 {
1610 get { return m_friction; }
1611 set
1612 {
1613 if (value >= 0 && value <= 255.0f)
1614 {
1615 m_friction = value;
1616 UpdatePhysRequired = true;
1617 }
1618
1619 ScheduleFullUpdateIfNone();
1620
1621 if (ParentGroup != null)
1622 ParentGroup.HasGroupChanged = true;
1623 }
1624 }
1625
1626 public float Bounciness
1627 {
1628 get { return m_bounce; }
1629 set
1630 {
1631 if (value >= 0 && value <= 1.0f)
1632 {
1633 m_bounce = value;
1634 UpdatePhysRequired = true;
1635 }
1636
1637 ScheduleFullUpdateIfNone();
1638
1639 if (ParentGroup != null)
1640 ParentGroup.HasGroupChanged = true;
1641 }
1642 }
1643
1644
1270 #endregion Public Properties with only Get 1645 #endregion Public Properties with only Get
1271 1646
1272 private uint ApplyMask(uint val, bool set, uint mask) 1647 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1432,7 +1807,7 @@ namespace OpenSim.Region.Framework.Scenes
1432 impulse = newimpulse; 1807 impulse = newimpulse;
1433 } 1808 }
1434 1809
1435 ParentGroup.applyAngularImpulse(impulse); 1810 ParentGroup.ApplyAngularImpulse(impulse);
1436 } 1811 }
1437 1812
1438 /// <summary> 1813 /// <summary>
@@ -1442,20 +1817,24 @@ namespace OpenSim.Region.Framework.Scenes
1442 /// </summary> 1817 /// </summary>
1443 /// <param name="impulsei">Vector force</param> 1818 /// <param name="impulsei">Vector force</param>
1444 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1819 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1445 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1820
1821 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1822 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1446 { 1823 {
1447 Vector3 impulse = impulsei; 1824 Vector3 torque = torquei;
1448 1825
1449 if (localGlobalTF) 1826 if (localGlobalTF)
1450 { 1827 {
1828/*
1451 Quaternion grot = GetWorldRotation(); 1829 Quaternion grot = GetWorldRotation();
1452 Quaternion AXgrot = grot; 1830 Quaternion AXgrot = grot;
1453 Vector3 AXimpulsei = impulsei; 1831 Vector3 AXimpulsei = impulsei;
1454 Vector3 newimpulse = AXimpulsei * AXgrot; 1832 Vector3 newimpulse = AXimpulsei * AXgrot;
1455 impulse = newimpulse; 1833 */
1834 torque *= GetWorldRotation();
1456 } 1835 }
1457 1836
1458 ParentGroup.setAngularImpulse(impulse); 1837 Torque = torque;
1459 } 1838 }
1460 1839
1461 /// <summary> 1840 /// <summary>
@@ -1463,17 +1842,23 @@ namespace OpenSim.Region.Framework.Scenes
1463 /// </summary> 1842 /// </summary>
1464 /// <param name="rootObjectFlags"></param> 1843 /// <param name="rootObjectFlags"></param>
1465 /// <param name="VolumeDetectActive"></param> 1844 /// <param name="VolumeDetectActive"></param>
1466 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1845 /// <param name="building"></param>
1846
1847 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1467 { 1848 {
1849 VolumeDetectActive = _VolumeDetectActive;
1850
1468 if (!ParentGroup.Scene.CollidablePrims) 1851 if (!ParentGroup.Scene.CollidablePrims)
1469 return; 1852 return;
1470 1853
1471// m_log.DebugFormat( 1854 if (PhysicsShapeType == (byte)PhysShapeType.none)
1472// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1855 return;
1473// Name, LocalId, UUID, m_physicalPrim);
1474 1856
1475 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1857 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1476 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1858 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1859
1860 if (_VolumeDetectActive)
1861 isPhantom = true;
1477 1862
1478 if (IsJoint()) 1863 if (IsJoint())
1479 { 1864 {
@@ -1481,22 +1866,11 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1866 }
1482 else 1867 else
1483 { 1868 {
1484 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1869 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1485 if (VolumeDetectActive) 1870 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1486 isPhantom = false; 1871 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1487 1872 else
1488 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1873 PhysActor = null; // just to be sure
1489 // or flexible
1490 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1491 {
1492 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1493 bool rigidBody = isPhysical && !isPhantom;
1494
1495 PhysicsActor pa = AddToPhysics(rigidBody);
1496
1497 if (pa != null)
1498 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1499 }
1500 } 1874 }
1501 } 1875 }
1502 1876
@@ -1548,6 +1922,12 @@ namespace OpenSim.Region.Framework.Scenes
1548 dupe.Category = Category; 1922 dupe.Category = Category;
1549 dupe.m_rezzed = m_rezzed; 1923 dupe.m_rezzed = m_rezzed;
1550 1924
1925 dupe.m_UndoRedo = null;
1926 dupe.m_isSelected = false;
1927
1928 dupe.IgnoreUndoUpdate = false;
1929 dupe.Undoing = false;
1930
1551 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1931 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1552 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1932 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1553 1933
@@ -1563,6 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
1563 1943
1564 // Move afterwards ResetIDs as it clears the localID 1944 // Move afterwards ResetIDs as it clears the localID
1565 dupe.LocalId = localID; 1945 dupe.LocalId = localID;
1946
1566 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1947 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1567 dupe.LastOwnerID = OwnerID; 1948 dupe.LastOwnerID = OwnerID;
1568 1949
@@ -1582,6 +1963,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1963 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1583 } 1964 }
1584 1965
1966 if (dupe.PhysActor != null)
1967 dupe.PhysActor.LocalID = localID;
1968
1585 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1969 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1586 1970
1587// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1971// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1701,6 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
1701 2085
1702 /// <summary> 2086 /// <summary>
1703 /// Do a physics propery update for this part. 2087 /// Do a physics propery update for this part.
2088 /// now also updates phantom and volume detector
1704 /// </summary> 2089 /// </summary>
1705 /// <param name="UsePhysics"></param> 2090 /// <param name="UsePhysics"></param>
1706 /// <param name="isNew"></param> 2091 /// <param name="isNew"></param>
@@ -1726,61 +2111,69 @@ namespace OpenSim.Region.Framework.Scenes
1726 { 2111 {
1727 if (pa.IsPhysical) // implies UsePhysics==false for this block 2112 if (pa.IsPhysical) // implies UsePhysics==false for this block
1728 { 2113 {
1729 if (!isNew) 2114 if (!isNew) // implies UsePhysics==false for this block
2115 {
1730 ParentGroup.Scene.RemovePhysicalPrim(1); 2116 ParentGroup.Scene.RemovePhysicalPrim(1);
1731 2117
1732 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2118 Velocity = new Vector3(0, 0, 0);
1733 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2119 Acceleration = new Vector3(0, 0, 0);
1734 pa.delink(); 2120 if (ParentGroup.RootPart == this)
2121 AngularVelocity = new Vector3(0, 0, 0);
1735 2122
1736 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2123 if (pa.Phantom && !VolumeDetectActive)
1737 { 2124 {
1738 // destroy all joints connected to this now deactivated body 2125 RemoveFromPhysics();
1739 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2126 return;
1740 } 2127 }
1741 2128
1742 // stop client-side interpolation of all joint proxy objects that have just been deleted 2129 pa.IsPhysical = UsePhysics;
1743 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2130 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1744 // which stops client-side interpolation of deactivated joint proxy objects. 2131 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2132 pa.delink();
2133 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2134 {
2135 // destroy all joints connected to this now deactivated body
2136 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2137 }
2138 }
1745 } 2139 }
1746 2140
1747 if (!UsePhysics && !isNew) 2141 if (pa.IsPhysical != UsePhysics)
1748 { 2142 pa.IsPhysical = UsePhysics;
1749 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1750 // prim still has velocity and continues to interpolate its position along the old
1751 // velocity-vector.
1752 Velocity = new Vector3(0, 0, 0);
1753 Acceleration = new Vector3(0, 0, 0);
1754 AngularVelocity = new Vector3(0, 0, 0);
1755 //RotationalVelocity = new Vector3(0, 0, 0);
1756 }
1757 2143
1758 pa.IsPhysical = UsePhysics; 2144 if (UsePhysics)
2145 {
2146 if (ParentGroup.RootPart.KeyframeMotion != null)
2147 ParentGroup.RootPart.KeyframeMotion.Stop();
2148 ParentGroup.RootPart.KeyframeMotion = null;
2149 ParentGroup.Scene.AddPhysicalPrim(1);
1759 2150
1760 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2151 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1761 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2152 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1762 /// that's not wholesome. Had to make Scene public
1763 //PhysActor = null;
1764 2153
1765 if ((Flags & PrimFlags.Phantom) == 0) 2154 if (ParentID != 0 && ParentID != LocalId)
1766 {
1767 if (UsePhysics)
1768 { 2155 {
1769 ParentGroup.Scene.AddPhysicalPrim(1); 2156 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1770 2157
1771 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2158 if (parentPa != null)
1772 pa.OnOutOfBounds += PhysicsOutOfBounds;
1773 if (ParentID != 0 && ParentID != LocalId)
1774 { 2159 {
1775 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2160 pa.link(parentPa);
1776
1777 if (parentPa != null)
1778 {
1779 pa.link(parentPa);
1780 }
1781 } 2161 }
1782 } 2162 }
1783 } 2163 }
2164 }
2165
2166 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2167 if (pa.Phantom != phan)
2168 pa.Phantom = phan;
2169
2170// some engines dont' have this check still
2171// if (VolumeDetectActive != pa.IsVolumeDtc)
2172 {
2173 if (VolumeDetectActive)
2174 pa.SetVolumeDetect(1);
2175 else
2176 pa.SetVolumeDetect(0);
1784 } 2177 }
1785 2178
1786 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2179 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1899,12 +2292,26 @@ namespace OpenSim.Region.Framework.Scenes
1899 2292
1900 public Vector3 GetGeometricCenter() 2293 public Vector3 GetGeometricCenter()
1901 { 2294 {
1902 PhysicsActor pa = PhysActor; 2295 // this is not real geometric center but a average of positions relative to root prim acording to
1903 2296 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1904 if (pa != null) 2297 // ignoring tortured prims details since sl also seems to ignore
1905 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2298 // so no real use in doing it on physics
1906 else 2299 if (ParentGroup.IsDeleted)
1907 return new Vector3(0, 0, 0); 2300 return new Vector3(0, 0, 0);
2301
2302 return ParentGroup.GetGeometricCenter();
2303
2304 /*
2305 PhysicsActor pa = PhysActor;
2306
2307 if (pa != null)
2308 {
2309 Vector3 vtmp = pa.CenterOfMass;
2310 return vtmp;
2311 }
2312 else
2313 return new Vector3(0, 0, 0);
2314 */
1908 } 2315 }
1909 2316
1910 public float GetMass() 2317 public float GetMass()
@@ -1917,14 +2324,43 @@ namespace OpenSim.Region.Framework.Scenes
1917 return 0; 2324 return 0;
1918 } 2325 }
1919 2326
1920 public Vector3 GetForce() 2327 public Vector3 GetCenterOfMass()
1921 { 2328 {
2329 if (ParentGroup.RootPart == this)
2330 {
2331 if (ParentGroup.IsDeleted)
2332 return AbsolutePosition;
2333 return ParentGroup.GetCenterOfMass();
2334 }
2335
1922 PhysicsActor pa = PhysActor; 2336 PhysicsActor pa = PhysActor;
1923 2337
1924 if (pa != null) 2338 if (pa != null)
1925 return pa.Force; 2339 {
2340 Vector3 tmp = pa.CenterOfMass;
2341 return tmp;
2342 }
1926 else 2343 else
1927 return Vector3.Zero; 2344 return AbsolutePosition;
2345 }
2346
2347 public Vector3 GetPartCenterOfMass()
2348 {
2349 PhysicsActor pa = PhysActor;
2350
2351 if (pa != null)
2352 {
2353 Vector3 tmp = pa.CenterOfMass;
2354 return tmp;
2355 }
2356 else
2357 return AbsolutePosition;
2358 }
2359
2360
2361 public Vector3 GetForce()
2362 {
2363 return Force;
1928 } 2364 }
1929 2365
1930 /// <summary> 2366 /// <summary>
@@ -2560,9 +2996,9 @@ namespace OpenSim.Region.Framework.Scenes
2560 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2996 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2561 2997
2562 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2998 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2563 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2999 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 3000 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 3001 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2566 { 3002 {
2567 ParentGroup.AbsolutePosition = newpos; 3003 ParentGroup.AbsolutePosition = newpos;
2568 return; 3004 return;
@@ -2584,17 +3020,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 3020 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 3021 //Prim's inventory doesn't support non script items yet
2586 3022
2587 lock (TaskInventory) 3023 TaskInventory.LockItemsForRead(true);
3024
3025 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 3026 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3027 if (item.Value.Name == sound)
2590 { 3028 {
2591 if (item.Value.Name == sound) 3029 soundID = item.Value.ItemID;
2592 { 3030 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 3031 }
2597 } 3032 }
3033
3034 TaskInventory.LockItemsForRead(false);
2598 } 3035 }
2599 3036
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 3037 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2717,6 +3154,19 @@ namespace OpenSim.Region.Framework.Scenes
2717 APIDTarget = Quaternion.Identity; 3154 APIDTarget = Quaternion.Identity;
2718 } 3155 }
2719 3156
3157
3158
3159 public void ScheduleFullUpdateIfNone()
3160 {
3161 if (ParentGroup == null)
3162 return;
3163
3164// ??? ParentGroup.HasGroupChanged = true;
3165
3166 if (UpdateFlag != UpdateRequired.FULL)
3167 ScheduleFullUpdate();
3168 }
3169
2720 /// <summary> 3170 /// <summary>
2721 /// Schedules this prim for a full update 3171 /// Schedules this prim for a full update
2722 /// </summary> 3172 /// </summary>
@@ -2918,8 +3368,8 @@ namespace OpenSim.Region.Framework.Scenes
2918 { 3368 {
2919 const float ROTATION_TOLERANCE = 0.01f; 3369 const float ROTATION_TOLERANCE = 0.01f;
2920 const float VELOCITY_TOLERANCE = 0.001f; 3370 const float VELOCITY_TOLERANCE = 0.001f;
2921 const float POSITION_TOLERANCE = 0.05f; 3371 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2922 const int TIME_MS_TOLERANCE = 3000; 3372 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2923 3373
2924 switch (UpdateFlag) 3374 switch (UpdateFlag)
2925 { 3375 {
@@ -2981,17 +3431,16 @@ namespace OpenSim.Region.Framework.Scenes
2981 if (!UUID.TryParse(sound, out soundID)) 3431 if (!UUID.TryParse(sound, out soundID))
2982 { 3432 {
2983 // search sound file from inventory 3433 // search sound file from inventory
2984 lock (TaskInventory) 3434 TaskInventory.LockItemsForRead(true);
3435 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2985 { 3436 {
2986 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3437 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2987 { 3438 {
2988 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3439 soundID = item.Value.ItemID;
2989 { 3440 break;
2990 soundID = item.Value.ItemID;
2991 break;
2992 }
2993 } 3441 }
2994 } 3442 }
3443 TaskInventory.LockItemsForRead(false);
2995 } 3444 }
2996 3445
2997 if (soundID == UUID.Zero) 3446 if (soundID == UUID.Zero)
@@ -3076,10 +3525,13 @@ namespace OpenSim.Region.Framework.Scenes
3076 3525
3077 public void SetBuoyancy(float fvalue) 3526 public void SetBuoyancy(float fvalue)
3078 { 3527 {
3079 PhysicsActor pa = PhysActor; 3528 Buoyancy = fvalue;
3080 3529/*
3081 if (pa != null) 3530 if (PhysActor != null)
3082 pa.Buoyancy = fvalue; 3531 {
3532 PhysActor.Buoyancy = fvalue;
3533 }
3534 */
3083 } 3535 }
3084 3536
3085 public void SetDieAtEdge(bool p) 3537 public void SetDieAtEdge(bool p)
@@ -3095,47 +3547,111 @@ namespace OpenSim.Region.Framework.Scenes
3095 PhysicsActor pa = PhysActor; 3547 PhysicsActor pa = PhysActor;
3096 3548
3097 if (pa != null) 3549 if (pa != null)
3098 pa.FloatOnWater = floatYN == 1; 3550 pa.FloatOnWater = (floatYN == 1);
3099 } 3551 }
3100 3552
3101 public void SetForce(Vector3 force) 3553 public void SetForce(Vector3 force)
3102 { 3554 {
3103 PhysicsActor pa = PhysActor; 3555 Force = force;
3556 }
3104 3557
3105 if (pa != null) 3558 public SOPVehicle sopVehicle
3106 pa.Force = force; 3559 {
3560 get
3561 {
3562 return m_vehicle;
3563 }
3564 set
3565 {
3566 m_vehicle = value;
3567 }
3568 }
3569
3570
3571 public int VehicleType
3572 {
3573 get
3574 {
3575 if (m_vehicle == null)
3576 return (int)Vehicle.TYPE_NONE;
3577 else
3578 return (int)m_vehicle.Type;
3579 }
3580 set
3581 {
3582 SetVehicleType(value);
3583 }
3107 } 3584 }
3108 3585
3109 public void SetVehicleType(int type) 3586 public void SetVehicleType(int type)
3110 { 3587 {
3111 PhysicsActor pa = PhysActor; 3588 m_vehicle = null;
3589
3590 if (type == (int)Vehicle.TYPE_NONE)
3591 {
3592 if (_parentID ==0 && PhysActor != null)
3593 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3594 return;
3595 }
3596 m_vehicle = new SOPVehicle();
3597 m_vehicle.ProcessTypeChange((Vehicle)type);
3598 {
3599 if (_parentID ==0 && PhysActor != null)
3600 PhysActor.VehicleType = type;
3601 return;
3602 }
3603 }
3112 3604
3113 if (pa != null) 3605 public void SetVehicleFlags(int param, bool remove)
3114 pa.VehicleType = type; 3606 {
3607 if (m_vehicle == null)
3608 return;
3609
3610 m_vehicle.ProcessVehicleFlags(param, remove);
3611
3612 if (_parentID ==0 && PhysActor != null)
3613 {
3614 PhysActor.VehicleFlags(param, remove);
3615 }
3115 } 3616 }
3116 3617
3117 public void SetVehicleFloatParam(int param, float value) 3618 public void SetVehicleFloatParam(int param, float value)
3118 { 3619 {
3119 PhysicsActor pa = PhysActor; 3620 if (m_vehicle == null)
3621 return;
3120 3622
3121 if (pa != null) 3623 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3122 pa.VehicleFloatParam(param, value); 3624
3625 if (_parentID == 0 && PhysActor != null)
3626 {
3627 PhysActor.VehicleFloatParam(param, value);
3628 }
3123 } 3629 }
3124 3630
3125 public void SetVehicleVectorParam(int param, Vector3 value) 3631 public void SetVehicleVectorParam(int param, Vector3 value)
3126 { 3632 {
3127 PhysicsActor pa = PhysActor; 3633 if (m_vehicle == null)
3634 return;
3128 3635
3129 if (pa != null) 3636 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3130 pa.VehicleVectorParam(param, value); 3637
3638 if (_parentID == 0 && PhysActor != null)
3639 {
3640 PhysActor.VehicleVectorParam(param, value);
3641 }
3131 } 3642 }
3132 3643
3133 public void SetVehicleRotationParam(int param, Quaternion rotation) 3644 public void SetVehicleRotationParam(int param, Quaternion rotation)
3134 { 3645 {
3135 PhysicsActor pa = PhysActor; 3646 if (m_vehicle == null)
3647 return;
3136 3648
3137 if (pa != null) 3649 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3138 pa.VehicleRotationParam(param, rotation); 3650
3651 if (_parentID == 0 && PhysActor != null)
3652 {
3653 PhysActor.VehicleRotationParam(param, rotation);
3654 }
3139 } 3655 }
3140 3656
3141 /// <summary> 3657 /// <summary>
@@ -3319,13 +3835,6 @@ namespace OpenSim.Region.Framework.Scenes
3319 hasProfileCut = hasDimple; // is it the same thing? 3835 hasProfileCut = hasDimple; // is it the same thing?
3320 } 3836 }
3321 3837
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 if (PhysActor != null)
3325 {
3326 PhysActor.VehicleFlags(param, remove);
3327 }
3328 }
3329 3838
3330 public void SetGroup(UUID groupID, IClientAPI client) 3839 public void SetGroup(UUID groupID, IClientAPI client)
3331 { 3840 {
@@ -3428,68 +3937,18 @@ namespace OpenSim.Region.Framework.Scenes
3428 //ParentGroup.ScheduleGroupForFullUpdate(); 3937 //ParentGroup.ScheduleGroupForFullUpdate();
3429 } 3938 }
3430 3939
3431 public void StoreUndoState() 3940 public void StoreUndoState(ObjectChangeType change)
3432 { 3941 {
3433 StoreUndoState(false); 3942 if (m_UndoRedo == null)
3434 } 3943 m_UndoRedo = new UndoRedoState(5);
3435 3944
3436 public void StoreUndoState(bool forGroup) 3945 lock (m_UndoRedo)
3437 {
3438 if (!Undoing)
3439 { 3946 {
3440 if (!IgnoreUndoUpdate) 3947 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3441 { 3948 {
3442 if (ParentGroup != null) 3949 m_UndoRedo.StoreUndo(this, change);
3443 {
3444 lock (m_undo)
3445 {
3446 if (m_undo.Count > 0)
3447 {
3448 UndoState last = m_undo.Peek();
3449 if (last != null)
3450 {
3451 // TODO: May need to fix for group comparison
3452 if (last.Compare(this))
3453 {
3454 // m_log.DebugFormat(
3455 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3456 // Name, LocalId, m_undo.Count);
3457
3458 return;
3459 }
3460 }
3461 }
3462
3463 // m_log.DebugFormat(
3464 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3465 // Name, LocalId, forGroup, m_undo.Count);
3466
3467 if (ParentGroup.GetSceneMaxUndo() > 0)
3468 {
3469 UndoState nUndo = new UndoState(this, forGroup);
3470
3471 m_undo.Push(nUndo);
3472
3473 if (m_redo.Count > 0)
3474 m_redo.Clear();
3475
3476 // m_log.DebugFormat(
3477 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3478 // Name, LocalId, forGroup, m_undo.Count);
3479 }
3480 }
3481 }
3482 } 3950 }
3483// else
3484// {
3485// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3486// }
3487 } 3951 }
3488// else
3489// {
3490// m_log.DebugFormat(
3491// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3492// }
3493 } 3952 }
3494 3953
3495 /// <summary> 3954 /// <summary>
@@ -3499,84 +3958,46 @@ namespace OpenSim.Region.Framework.Scenes
3499 { 3958 {
3500 get 3959 get
3501 { 3960 {
3502 lock (m_undo) 3961 if (m_UndoRedo == null)
3503 return m_undo.Count; 3962 return 0;
3963 return m_UndoRedo.Count;
3504 } 3964 }
3505 } 3965 }
3506 3966
3507 public void Undo() 3967 public void Undo()
3508 { 3968 {
3509 lock (m_undo) 3969 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3510 { 3970 return;
3511// m_log.DebugFormat(
3512// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3513// Name, LocalId, m_undo.Count);
3514
3515 if (m_undo.Count > 0)
3516 {
3517 UndoState goback = m_undo.Pop();
3518
3519 if (goback != null)
3520 {
3521 UndoState nUndo = null;
3522
3523 if (ParentGroup.GetSceneMaxUndo() > 0)
3524 {
3525 nUndo = new UndoState(this, goback.ForGroup);
3526 }
3527
3528 goback.PlaybackState(this);
3529
3530 if (nUndo != null)
3531 m_redo.Push(nUndo);
3532 }
3533 }
3534 3971
3535// m_log.DebugFormat( 3972 lock (m_UndoRedo)
3536// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3973 {
3537// Name, LocalId, m_undo.Count); 3974 Undoing = true;
3975 m_UndoRedo.Undo(this);
3976 Undoing = false;
3538 } 3977 }
3539 } 3978 }
3540 3979
3541 public void Redo() 3980 public void Redo()
3542 { 3981 {
3543 lock (m_undo) 3982 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3544 { 3983 return;
3545// m_log.DebugFormat(
3546// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3547// Name, LocalId, m_redo.Count);
3548
3549 if (m_redo.Count > 0)
3550 {
3551 UndoState gofwd = m_redo.Pop();
3552
3553 if (gofwd != null)
3554 {
3555 if (ParentGroup.GetSceneMaxUndo() > 0)
3556 {
3557 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3558
3559 m_undo.Push(nUndo);
3560 }
3561
3562 gofwd.PlayfwdState(this);
3563 }
3564 3984
3565// m_log.DebugFormat( 3985 lock (m_UndoRedo)
3566// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3986 {
3567// Name, LocalId, m_redo.Count); 3987 Undoing = true;
3568 } 3988 m_UndoRedo.Redo(this);
3989 Undoing = false;
3569 } 3990 }
3570 } 3991 }
3571 3992
3572 public void ClearUndoState() 3993 public void ClearUndoState()
3573 { 3994 {
3574// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3995 if (m_UndoRedo == null || Undoing)
3996 return;
3575 3997
3576 lock (m_undo) 3998 lock (m_UndoRedo)
3577 { 3999 {
3578 m_undo.Clear(); 4000 m_UndoRedo.Clear();
3579 m_redo.Clear();
3580 } 4001 }
3581 } 4002 }
3582 4003
@@ -4206,6 +4627,27 @@ namespace OpenSim.Region.Framework.Scenes
4206 } 4627 }
4207 } 4628 }
4208 4629
4630
4631 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4632 {
4633 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4634 return;
4635
4636 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4637 {
4638 PhysicsShapeType = (byte)physdata.PhysShapeType;
4639
4640 }
4641
4642 if(Density != physdata.Density)
4643 Density = physdata.Density;
4644 if(GravityModifier != physdata.GravitationModifier)
4645 GravityModifier = physdata.GravitationModifier;
4646 if(Friction != physdata.Friction)
4647 Friction = physdata.Friction;
4648 if(Bounciness != physdata.Bounce)
4649 Bounciness = physdata.Bounce;
4650 }
4209 /// <summary> 4651 /// <summary>
4210 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4652 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4211 /// </summary> 4653 /// </summary>
@@ -4213,7 +4655,7 @@ namespace OpenSim.Region.Framework.Scenes
4213 /// <param name="SetTemporary"></param> 4655 /// <param name="SetTemporary"></param>
4214 /// <param name="SetPhantom"></param> 4656 /// <param name="SetPhantom"></param>
4215 /// <param name="SetVD"></param> 4657 /// <param name="SetVD"></param>
4216 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4658 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4217 { 4659 {
4218 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4660 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4219 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4661 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4223,219 +4665,205 @@ namespace OpenSim.Region.Framework.Scenes
4223 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4665 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4224 return; 4666 return;
4225 4667
4226 PhysicsActor pa = PhysActor; 4668 VolumeDetectActive = SetVD;
4227 4669
4228 // Special cases for VD. VD can only be called from a script 4670 // volume detector implies phantom
4229 // and can't be combined with changes to other states. So we can rely 4671 if (VolumeDetectActive)
4230 // that...
4231 // ... if VD is changed, all others are not.
4232 // ... if one of the others is changed, VD is not.
4233 if (SetVD) // VD is active, special logic applies
4234 {
4235 // State machine logic for VolumeDetect
4236 // More logic below
4237 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4238
4239 if (phanReset) // Phantom changes from on to off switch VD off too
4240 {
4241 SetVD = false; // Switch it of for the course of this routine
4242 VolumeDetectActive = false; // and also permanently
4243
4244 if (pa != null)
4245 pa.SetVolumeDetect(0); // Let physics know about it too
4246 }
4247 else
4248 {
4249 // If volumedetect is active we don't want phantom to be applied.
4250 // If this is a new call to VD out of the state "phantom"
4251 // this will also cause the prim to be visible to physics
4252 SetPhantom = false;
4253 }
4254 }
4255
4256 if (UsePhysics && IsJoint())
4257 {
4258 SetPhantom = true; 4672 SetPhantom = true;
4259 }
4260 4673
4261 if (UsePhysics) 4674 if (UsePhysics)
4262 {
4263 AddFlag(PrimFlags.Physics); 4675 AddFlag(PrimFlags.Physics);
4264 if (!wasUsingPhysics)
4265 {
4266 DoPhysicsPropertyUpdate(UsePhysics, false);
4267
4268 if (!ParentGroup.IsDeleted)
4269 {
4270 if (LocalId == ParentGroup.RootPart.LocalId)
4271 {
4272 ParentGroup.CheckSculptAndLoad();
4273 }
4274 }
4275 }
4276 }
4277 else 4676 else
4278 {
4279 RemFlag(PrimFlags.Physics); 4677 RemFlag(PrimFlags.Physics);
4280 if (wasUsingPhysics)
4281 {
4282 DoPhysicsPropertyUpdate(UsePhysics, false);
4283 }
4284 }
4285 4678
4286 if (SetPhantom 4679 if (SetPhantom)
4287 || ParentGroup.IsAttachment
4288 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4289 {
4290 AddFlag(PrimFlags.Phantom); 4680 AddFlag(PrimFlags.Phantom);
4681 else
4682 RemFlag(PrimFlags.Phantom);
4291 4683
4292 if (PhysActor != null) 4684 if (SetTemporary)
4685 AddFlag(PrimFlags.TemporaryOnRez);
4686 else
4687 RemFlag(PrimFlags.TemporaryOnRez);
4688
4689
4690 if (ParentGroup.Scene == null)
4691 return;
4692
4693 PhysicsActor pa = PhysActor;
4694
4695 if (pa != null && building && pa.Building != building)
4696 pa.Building = building;
4697
4698 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4699 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4700 {
4701 if (pa != null)
4293 { 4702 {
4703 ParentGroup.Scene.RemovePhysicalPrim(1);
4294 RemoveFromPhysics(); 4704 RemoveFromPhysics();
4295 pa = null;
4296 } 4705 }
4706
4707 Velocity = new Vector3(0, 0, 0);
4708 Acceleration = new Vector3(0, 0, 0);
4709 if (ParentGroup.RootPart == this)
4710 AngularVelocity = new Vector3(0, 0, 0);
4297 } 4711 }
4298 else // Not phantom 4712 else
4299 { 4713 {
4300 RemFlag(PrimFlags.Phantom); 4714 if (ParentGroup.Scene.CollidablePrims)
4301
4302 if (ParentGroup.Scene == null)
4303 return;
4304
4305 if (ParentGroup.Scene.CollidablePrims && pa == null)
4306 { 4715 {
4307 pa = AddToPhysics(UsePhysics); 4716 if (pa == null)
4308
4309 if (pa != null)
4310 { 4717 {
4311 pa.SetMaterial(Material); 4718 AddToPhysics(UsePhysics, SetPhantom, building , false);
4312 DoPhysicsPropertyUpdate(UsePhysics, true); 4719 pa = PhysActor;
4313 4720
4314 if (!ParentGroup.IsDeleted) 4721 if (pa != null)
4315 { 4722 {
4316 if (LocalId == ParentGroup.RootPart.LocalId) 4723 if (
4724// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4725// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4726// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4727// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4728// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4729// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4730 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4731// (CollisionSound != UUID.Zero)
4732 )
4317 { 4733 {
4318 ParentGroup.CheckSculptAndLoad(); 4734 pa.OnCollisionUpdate += PhysicsCollision;
4735 pa.SubscribeEvents(1000);
4319 } 4736 }
4320 } 4737 }
4321
4322 if (
4323 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4324 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4325 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4326 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4329 (CollisionSound != UUID.Zero)
4330 )
4331 {
4332 pa.OnCollisionUpdate += PhysicsCollision;
4333 pa.SubscribeEvents(1000);
4334 }
4335 } 4738 }
4336 } 4739 else // it already has a physical representation
4337 else // it already has a physical representation
4338 {
4339 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4340
4341 if (!ParentGroup.IsDeleted)
4342 { 4740 {
4343 if (LocalId == ParentGroup.RootPart.LocalId) 4741 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4344 { 4742 /* moved into DoPhysicsPropertyUpdate
4345 ParentGroup.CheckSculptAndLoad(); 4743 if(VolumeDetectActive)
4346 } 4744 pa.SetVolumeDetect(1);
4745 else
4746 pa.SetVolumeDetect(0);
4747 */
4748 if (pa.Building != building)
4749 pa.Building = building;
4347 } 4750 }
4348 } 4751 }
4349 } 4752 }
4350
4351 if (SetVD)
4352 {
4353 // If the above logic worked (this is urgent candidate to unit tests!)
4354 // we now have a physicsactor.
4355 // Defensive programming calls for a check here.
4356 // Better would be throwing an exception that could be catched by a unit test as the internal
4357 // logic should make sure, this Physactor is always here.
4358 if (pa != null)
4359 {
4360 pa.SetVolumeDetect(1);
4361 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4362 VolumeDetectActive = true;
4363 }
4364 }
4365 else
4366 {
4367 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4368 // (mumbles, well, at least if you have infinte CPU powers :-))
4369 if (pa != null)
4370 pa.SetVolumeDetect(0);
4371
4372 VolumeDetectActive = false;
4373 }
4374
4375 if (SetTemporary)
4376 {
4377 AddFlag(PrimFlags.TemporaryOnRez);
4378 }
4379 else
4380 {
4381 RemFlag(PrimFlags.TemporaryOnRez);
4382 }
4383 4753
4384 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4754 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4385 4755
4756 // and last in case we have a new actor and not building
4757
4386 if (ParentGroup != null) 4758 if (ParentGroup != null)
4387 { 4759 {
4388 ParentGroup.HasGroupChanged = true; 4760 ParentGroup.HasGroupChanged = true;
4389 ScheduleFullUpdate(); 4761 ScheduleFullUpdate();
4390 } 4762 }
4391 4763
4392// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4764// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4393 } 4765 }
4394 4766
4395 /// <summary> 4767 /// <summary>
4396 /// Adds this part to the physics scene. 4768 /// Adds this part to the physics scene.
4769 /// and sets the PhysActor property
4397 /// </summary> 4770 /// </summary>
4398 /// <remarks>This method also sets the PhysActor property.</remarks> 4771 /// <param name="isPhysical">Add this prim as physical.</param>
4399 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4772 /// <param name="isPhantom">Add this prim as phantom.</param>
4400 /// <returns> 4773 /// <param name="building">tells physics to delay full construction of object</param>
4401 /// The physics actor. null if there was a failure. 4774 /// <param name="applyDynamics">applies velocities, force and torque</param>
4402 /// </returns> 4775 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4403 private PhysicsActor AddToPhysics(bool rigidBody) 4776 {
4404 {
4405 PhysicsActor pa; 4777 PhysicsActor pa;
4406 4778
4779 Vector3 velocity = Velocity;
4780 Vector3 rotationalVelocity = AngularVelocity;;
4781
4407 try 4782 try
4408 { 4783 {
4409 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4784 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4410 string.Format("{0}/{1}", Name, UUID), 4785 string.Format("{0}/{1}", Name, UUID),
4411 Shape, 4786 Shape,
4412 AbsolutePosition, 4787 AbsolutePosition,
4413 Scale, 4788 Scale,
4414 RotationOffset, 4789 GetWorldRotation(),
4415 rigidBody, 4790 isPhysical,
4416 m_localId); 4791 isPhantom,
4792 PhysicsShapeType,
4793 m_localId);
4417 } 4794 }
4418 catch 4795 catch (Exception ex)
4419 { 4796 {
4420 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4797 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4421 pa = null; 4798 pa = null;
4422 } 4799 }
4423 4800
4424 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4425 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4426 // being set.
4427 PhysActor = pa;
4428
4429 // Basic Physics can also return null as well as an exception catch.
4430 if (pa != null) 4801 if (pa != null)
4431 { 4802 {
4432 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4803 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4433 pa.SetMaterial(Material); 4804 pa.SetMaterial(Material);
4434 DoPhysicsPropertyUpdate(rigidBody, true); 4805
4806 if (VolumeDetectActive) // change if not the default only
4807 pa.SetVolumeDetect(1);
4808
4809 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4810 m_vehicle.SetVehicle(pa);
4811
4812 // we are going to tell rest of code about physics so better have this here
4813 PhysActor = pa;
4814
4815 // DoPhysicsPropertyUpdate(isPhysical, true);
4816 // lets expand it here just with what it really needs to do
4817
4818 if (isPhysical)
4819 {
4820 if (ParentGroup.RootPart.KeyframeMotion != null)
4821 ParentGroup.RootPart.KeyframeMotion.Stop();
4822 ParentGroup.RootPart.KeyframeMotion = null;
4823 ParentGroup.Scene.AddPhysicalPrim(1);
4824
4825 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4826 pa.OnOutOfBounds += PhysicsOutOfBounds;
4827
4828 if (ParentID != 0 && ParentID != LocalId)
4829 {
4830 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4831
4832 if (parentPa != null)
4833 {
4834 pa.link(parentPa);
4835 }
4836 }
4837 }
4838
4839 if (applyDynamics)
4840 // do independent of isphysical so parameters get setted (at least some)
4841 {
4842 Velocity = velocity;
4843 AngularVelocity = rotationalVelocity;
4844// pa.Velocity = velocity;
4845 pa.RotationalVelocity = rotationalVelocity;
4846
4847 // if not vehicle and root part apply force and torque
4848 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4849 && LocalId == ParentGroup.RootPart.LocalId)
4850 {
4851 pa.Force = Force;
4852 pa.Torque = Torque;
4853 }
4854 }
4855
4856 if (Shape.SculptEntry)
4857 CheckSculptAndLoad();
4858 else
4859 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4860
4861 if (!building)
4862 pa.Building = false;
4435 } 4863 }
4436 4864
4437 return pa; 4865 PhysActor = pa;
4438 } 4866 }
4439 4867
4440 /// <summary> 4868 /// <summary>
4441 /// This removes the part from the physics scene. 4869 /// This removes the part from the physics scene.
@@ -4642,33 +5070,28 @@ namespace OpenSim.Region.Framework.Scenes
4642 } 5070 }
4643 5071
4644 PhysicsActor pa = PhysActor; 5072 PhysicsActor pa = PhysActor;
4645 5073 if (pa != null)
4646 if (
4647 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4648 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4649 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4650 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4651 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4652 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4653 (CollisionSound != UUID.Zero)
4654 )
4655 { 5074 {
4656 // subscribe to physics updates. 5075 if (
4657 if (pa != null) 5076// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5077// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5078// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5079// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5080// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5081// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5082 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5083 )
4658 { 5084 {
5085 // subscribe to physics updates.
4659 pa.OnCollisionUpdate += PhysicsCollision; 5086 pa.OnCollisionUpdate += PhysicsCollision;
4660 pa.SubscribeEvents(1000); 5087 pa.SubscribeEvents(1000);
4661 } 5088 }
4662 } 5089 else
4663 else
4664 {
4665 if (pa != null)
4666 { 5090 {
4667 pa.UnSubscribeEvents(); 5091 pa.UnSubscribeEvents();
4668 pa.OnCollisionUpdate -= PhysicsCollision; 5092 pa.OnCollisionUpdate -= PhysicsCollision;
4669 } 5093 }
4670 } 5094 }
4671
4672 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5095 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4673 //{ 5096 //{
4674 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 5097 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
@@ -4795,5 +5218,17 @@ namespace OpenSim.Region.Framework.Scenes
4795 Color color = Color; 5218 Color color = Color;
4796 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5219 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4797 } 5220 }
5221
5222 public void ResetOwnerChangeFlag()
5223 {
5224 List<UUID> inv = Inventory.GetInventoryList();
5225
5226 foreach (UUID itemID in inv)
5227 {
5228 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5229 item.OwnerChanged = false;
5230 Inventory.UpdateInventoryItem(item, false, false);
5231 }
5232 }
4798 } 5233 }
4799} 5234}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index aacad98..a190efe 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -257,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 302 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
261 } 309 }
262 310
263 /// <summary> 311 /// <summary>
@@ -271,7 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 319// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 320
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 321 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
322 {
323 StoreScriptError(item.ItemID, "no permission");
274 return; 324 return;
325 }
275 326
276 m_part.AddFlag(PrimFlags.Scripted); 327 m_part.AddFlag(PrimFlags.Scripted);
277 328
@@ -280,14 +331,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 331 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 332 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 333 {
283 lock (m_items) 334 m_items.LockItemsForWrite(true);
284 { 335 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 336 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 337 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 338 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 339 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
340 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 341 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 342 m_part.ScheduleFullUpdate();
293 return; 343 return;
@@ -296,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 346 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 347 if (null == asset)
298 { 348 {
349 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
350 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 351 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 352 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 353 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 358 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 359 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 360
309 lock (m_items) 361 m_items.LockItemsForWrite(true);
310 { 362
311 m_items[item.ItemID].OldItemID = item.OldItemID; 363 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0; 364 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 365 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 366
367 m_items.LockItemsForWrite(false);
368
316 string script = Utils.BytesToString(asset.Data); 369 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
372 StoreScriptErrors(item.ItemID, null);
373 if (!item.ScriptRunning)
374 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
375 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 376 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 377 m_part.ScheduleFullUpdate();
321 } 378 }
@@ -386,20 +443,146 @@ namespace OpenSim.Region.Framework.Scenes
386 443
387 /// <summary> 444 /// <summary>
388 /// Start a script which is in this prim's inventory. 445 /// Start a script which is in this prim's inventory.
446 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 447 /// </summary>
390 /// <param name="itemId"> 448 /// <param name="itemId">
391 /// A <see cref="UUID"/> 449 /// A <see cref="UUID"/>
392 /// </param> 450 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 451 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 452 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 453 lock (m_scriptErrors)
396 if (item != null) 454 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 455 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
456 m_scriptErrors.Remove(itemId);
457 }
458 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
459 }
460
461 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
462 {
463 m_items.LockItemsForRead(true);
464 if (m_items.ContainsKey(itemId))
465 {
466 if (m_items.ContainsKey(itemId))
467 {
468 m_items.LockItemsForRead(false);
469 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
470 }
471 else
472 {
473 m_items.LockItemsForRead(false);
474 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
476 StoreScriptError(itemId, msg);
477 m_log.ErrorFormat(
478 "[PRIM INVENTORY]: " +
479 "Couldn't start script with ID {0} since it {1}", itemId, msg);
480 }
481 }
398 else 482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
486 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 487 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 488 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 489 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 490 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
491 }
492
493 }
494
495 /// <summary>
496 /// Start a script which is in this prim's inventory and return any compilation error messages.
497 /// </summary>
498 /// <param name="itemId">
499 /// A <see cref="UUID"/>
500 /// </param>
501 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
502 {
503 ArrayList errors;
504
505 // Indicate to CreateScriptInstanceInternal() we want it to
506 // post any compilation/loading error messages
507 lock (m_scriptErrors)
508 {
509 m_scriptErrors[itemId] = null;
510 }
511
512 // Perform compilation/loading
513 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
514
515 // Wait for and retrieve any errors
516 lock (m_scriptErrors)
517 {
518 while ((errors = m_scriptErrors[itemId]) == null)
519 {
520 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
521 {
522 m_log.ErrorFormat(
523 "[PRIM INVENTORY]: " +
524 "timedout waiting for script {0} errors", itemId);
525 errors = m_scriptErrors[itemId];
526 if (errors == null)
527 {
528 errors = new ArrayList(1);
529 errors.Add("timedout waiting for errors");
530 }
531 break;
532 }
533 }
534 m_scriptErrors.Remove(itemId);
535 }
536 return errors;
537 }
538
539 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
540 private void StoreScriptErrors(UUID itemId, ArrayList errors)
541 {
542 lock (m_scriptErrors)
543 {
544 // If compilation/loading initiated via CreateScriptInstance(),
545 // it does not want the errors, so just get out
546 if (!m_scriptErrors.ContainsKey(itemId))
547 {
548 return;
549 }
550
551 // Initiated via CreateScriptInstanceEr(), if we know what the
552 // errors are, save them and wake CreateScriptInstanceEr().
553 if (errors != null)
554 {
555 m_scriptErrors[itemId] = errors;
556 System.Threading.Monitor.PulseAll(m_scriptErrors);
557 return;
558 }
559 }
560
561 // Initiated via CreateScriptInstanceEr() but we don't know what
562 // the errors are yet, so retrieve them from the script engine.
563 // This may involve some waiting internal to GetScriptErrors().
564 errors = GetScriptErrors(itemId);
565
566 // Get a default non-null value to indicate success.
567 if (errors == null)
568 {
569 errors = new ArrayList();
570 }
571
572 // Post to CreateScriptInstanceEr() and wake it up
573 lock (m_scriptErrors)
574 {
575 m_scriptErrors[itemId] = errors;
576 System.Threading.Monitor.PulseAll(m_scriptErrors);
577 }
578 }
579
580 // Like StoreScriptErrors(), but just posts a single string message
581 private void StoreScriptError(UUID itemId, string message)
582 {
583 ArrayList errors = new ArrayList(1);
584 errors.Add(message);
585 StoreScriptErrors(itemId, errors);
403 } 586 }
404 587
405 /// <summary> 588 /// <summary>
@@ -412,15 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 595 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 596 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 597 {
415 bool scriptPresent = false; 598 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 599 {
425 if (!sceneObjectBeingDeleted) 600 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 601 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +620,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 620 /// <returns></returns>
446 private bool InventoryContainsName(string name) 621 private bool InventoryContainsName(string name)
447 { 622 {
448 lock (m_items) 623 m_items.LockItemsForRead(true);
624 foreach (TaskInventoryItem item in m_items.Values)
449 { 625 {
450 foreach (TaskInventoryItem item in m_items.Values) 626 if (item.Name == name)
451 { 627 {
452 if (item.Name == name) 628 m_items.LockItemsForRead(false);
453 return true; 629 return true;
454 } 630 }
455 } 631 }
632 m_items.LockItemsForRead(false);
456 return false; 633 return false;
457 } 634 }
458 635
@@ -494,8 +671,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 671 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 672 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 673 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 674 m_items.LockItemsForRead(true);
498 675 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
676 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 677 foreach (TaskInventoryItem i in il)
500 { 678 {
501 if (i.Name == item.Name) 679 if (i.Name == item.Name)
@@ -533,14 +711,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 711 item.Name = name;
534 item.GroupID = m_part.GroupID; 712 item.GroupID = m_part.GroupID;
535 713
536 lock (m_items) 714 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 715 m_items.Add(item.ItemID, item);
538 716 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 717 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 718 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 719 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 720 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 721
544 m_inventorySerial++; 722 m_inventorySerial++;
545 //m_inventorySerial += 2; 723 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 724 HasInventoryChanged = true;
@@ -556,15 +734,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 734 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 735 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 736 {
559 lock (m_items) 737 m_items.LockItemsForWrite(true);
738 foreach (TaskInventoryItem item in items)
560 { 739 {
561 foreach (TaskInventoryItem item in items) 740 m_items.Add(item.ItemID, item);
562 { 741// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 742 }
743 m_items.LockItemsForWrite(false);
744
745 m_inventorySerial++;
568 } 746 }
569 747
570 /// <summary> 748 /// <summary>
@@ -575,10 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 753 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 754 {
577 TaskInventoryItem item; 755 TaskInventoryItem item;
578 756 m_items.LockItemsForRead(true);
579 lock (m_items) 757 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 758 m_items.LockItemsForRead(false);
581
582 return item; 759 return item;
583 } 760 }
584 761
@@ -594,15 +771,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 771 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 772 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 773
597 lock (m_items) 774 m_items.LockItemsForRead(true);
775
776 foreach (TaskInventoryItem item in m_items.Values)
598 { 777 {
599 foreach (TaskInventoryItem item in m_items.Values) 778 if (item.Name == name)
600 { 779 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 780 }
605 781
782 m_items.LockItemsForRead(false);
783
606 return items; 784 return items;
607 } 785 }
608 786
@@ -621,6 +799,10 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 799 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 800 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 801
802 group.RootPart.AttachPoint = group.RootPart.Shape.State;
803 group.RootPart.AttachOffset = group.AbsolutePosition;
804 group.RootPart.AttachRotation = group.GroupRotation;
805
624 group.ResetIDs(); 806 group.ResetIDs();
625 807
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 808 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +877,9 @@ namespace OpenSim.Region.Framework.Scenes
695 877
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 878 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 879 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 880 m_items.LockItemsForWrite(true);
699 if (it != null) 881
882 if (m_items.ContainsKey(item.ItemID))
700 { 883 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 884// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 885
@@ -709,14 +892,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 892 item.GroupID = m_part.GroupID;
710 893
711 if (item.AssetID == UUID.Zero) 894 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 895 item.AssetID = m_items[item.ItemID].AssetID;
713 896
714 lock (m_items) 897 m_items[item.ItemID] = item;
715 { 898 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 899 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 900 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 901
@@ -725,7 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 904 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 905 m_part.ParentGroup.HasGroupChanged = true;
727 } 906 }
728 907 m_items.LockItemsForWrite(false);
729 return true; 908 return true;
730 } 909 }
731 else 910 else
@@ -736,8 +915,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 915 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 916 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 917 }
739 return false; 918 m_items.LockItemsForWrite(false);
740 919
920 return false;
741 } 921 }
742 922
743 /// <summary> 923 /// <summary>
@@ -748,43 +928,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 928 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 929 public int RemoveInventoryItem(UUID itemID)
750 { 930 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 931 m_items.LockItemsForRead(true);
752 if (item != null) 932
933 if (m_items.ContainsKey(itemID))
753 { 934 {
754 int type = m_items[itemID].InvType; 935 int type = m_items[itemID].InvType;
936 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 937 if (type == 10) // Script
756 { 938 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 939 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 940 }
941 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 942 m_items.Remove(itemID);
943 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 944 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 945 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 946
764 HasInventoryChanged = true; 947 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 948 m_part.ParentGroup.HasGroupChanged = true;
766 949
767 if (!ContainsScripts()) 950 int scriptcount = 0;
951 m_items.LockItemsForRead(true);
952 foreach (TaskInventoryItem item in m_items.Values)
953 {
954 if (item.Type == 10)
955 {
956 scriptcount++;
957 }
958 }
959 m_items.LockItemsForRead(false);
960
961
962 if (scriptcount <= 0)
963 {
768 m_part.RemFlag(PrimFlags.Scripted); 964 m_part.RemFlag(PrimFlags.Scripted);
965 }
769 966
770 m_part.ScheduleFullUpdate(); 967 m_part.ScheduleFullUpdate();
771 968
772 return type; 969 return type;
773
774 } 970 }
775 else 971 else
776 { 972 {
973 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 974 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 975 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 976 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 977 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 978 }
783 979
784 return -1; 980 return -1;
785 } 981 }
786 982
787 private bool CreateInventoryFile() 983 private bool CreateInventoryFileName()
788 { 984 {
789// m_log.DebugFormat( 985// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 986// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +989,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 989 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 990 m_inventoryFileNameSerial < m_inventorySerial)
795 { 991 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 992 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 993 m_inventoryFileNameSerial = m_inventorySerial;
799 994
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 995 return true;
996 }
997
998 return false;
999 }
1000
1001 /// <summary>
1002 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1003 /// </summary>
1004 /// <param name="xferManager"></param>
1005 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1006 {
1007 bool changed = CreateInventoryFileName();
1008
1009 bool includeAssets = false;
1010 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1011 includeAssets = true;
1012
1013 if (m_inventoryPrivileged != includeAssets)
1014 changed = true;
1015
1016 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
801 1017
802 lock (m_items) 1018 Items.LockItemsForRead(true);
1019
1020 if (m_inventorySerial == 0) // No inventory
1021 {
1022 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1023 Items.LockItemsForRead(false);
1024 return;
1025 }
1026
1027 if (m_items.Count == 0) // No inventory
1028 {
1029 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1030 Items.LockItemsForRead(false);
1031 return;
1032 }
1033
1034 if (!changed)
1035 {
1036 if (m_inventoryFileData.Length > 2)
803 { 1037 {
804 foreach (TaskInventoryItem item in m_items.Values) 1038 xferManager.AddNewFile(m_inventoryFileName,
805 { 1039 m_inventoryFileData);
806// m_log.DebugFormat( 1040 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1041 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1042
810 UUID ownerID = item.OwnerID; 1043 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1044 return;
812 uint baseMask = item.BasePermissions; 1045 }
813 uint ownerMask = item.CurrentPermissions; 1046 }
814 uint groupMask = item.GroupPermissions;
815 1047
816 invString.AddItemStart(); 1048 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1049
820 invString.AddPermissionsStart(); 1050 foreach (TaskInventoryItem item in m_items.Values)
1051 {
1052 UUID ownerID = item.OwnerID;
1053 uint everyoneMask = 0;
1054 uint baseMask = item.BasePermissions;
1055 uint ownerMask = item.CurrentPermissions;
1056 uint groupMask = item.GroupPermissions;
821 1057
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1058 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1059 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1060 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1061
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1062 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1063
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1064 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1065 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1066 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1067 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1068 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1069
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1070 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1071 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1072
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1073 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1074
841 invString.AddSaleStart(); 1075 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1076 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1077
846 invString.AddNameValueLine("name", item.Name + "|"); 1078 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1079 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1080 else
1081 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1082 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1083 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1084 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1085
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1086 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1087 invString.AddNameValueLine("sale_type", "not");
851 } 1088 invString.AddNameValueLine("sale_price", "0");
852 } 1089 invString.AddSectionEnd();
853 1090
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1091 invString.AddNameValueLine("name", item.Name + "|");
1092 invString.AddNameValueLine("desc", item.Description + "|");
855 1093
856 return true; 1094 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1095 invString.AddSectionEnd();
857 } 1096 }
858 1097
859 // No need to recreate, the existing file is fine 1098 Items.LockItemsForRead(false);
860 return false;
861 }
862 1099
863 /// <summary> 1100 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
880 return;
881 }
882 1101
883 CreateInventoryFile(); 1102 if (m_inventoryFileData.Length > 2)
884 1103 {
885 // In principle, we should only do the rest if the inventory changed; 1104 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1105 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1106 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1107 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1108 }
1109
1110 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1111 }
907 1112
908 /// <summary> 1113 /// <summary>
@@ -911,13 +1116,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1116 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1117 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1118 {
914 if (HasInventoryChanged) 1119// Removed this because linking will cause an immediate delete of the new
915 { 1120// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1121// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1122// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1123// of prim inventory loss.
1124// if (HasInventoryChanged)
1125// {
1126 Items.LockItemsForRead(true);
1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1128 Items.LockItemsForRead(false);
919 1129
920 } 1130 HasInventoryChanged = false;
1131// }
921 } 1132 }
922 1133
923 public class InventoryStringBuilder 1134 public class InventoryStringBuilder
@@ -983,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1194 {
984 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
985 1196
986 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
987 { 1198 {
988 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
989 { 1207 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1023 } 1222 }
1024
1025 return mask; 1223 return mask;
1026 } 1224 }
1027 1225
1028 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1029 { 1227 {
1030 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1229 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1231 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1050 } 1245 }
1051 } 1246 }
1052 1247
1053 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1054 { 1249 {
1055 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1251 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1058 { 1253 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1254 }
1063 1255
1064 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1071,14 +1263,11 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1263 /// <returns></returns>
1072 public bool ContainsScripts() 1264 public bool ContainsScripts()
1073 { 1265 {
1074 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1267 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1077 { 1269 {
1078 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1079 {
1080 return true;
1081 }
1082 } 1271 }
1083 } 1272 }
1084 1273
@@ -1092,17 +1281,15 @@ namespace OpenSim.Region.Framework.Scenes
1092 public int ScriptCount() 1281 public int ScriptCount()
1093 { 1282 {
1094 int count = 0; 1283 int count = 0;
1095 lock (m_items) 1284 Items.LockItemsForRead(true);
1285 foreach (TaskInventoryItem item in m_items.Values)
1096 { 1286 {
1097 foreach (TaskInventoryItem item in m_items.Values) 1287 if (item.InvType == (int)InventoryType.LSL)
1098 { 1288 {
1099 if (item.InvType == (int)InventoryType.LSL) 1289 count++;
1100 {
1101 count++;
1102 }
1103 } 1290 }
1104 } 1291 }
1105 1292 Items.LockItemsForRead(false);
1106 return count; 1293 return count;
1107 } 1294 }
1108 /// <summary> 1295 /// <summary>
@@ -1138,11 +1325,8 @@ namespace OpenSim.Region.Framework.Scenes
1138 { 1325 {
1139 List<UUID> ret = new List<UUID>(); 1326 List<UUID> ret = new List<UUID>();
1140 1327
1141 lock (m_items) 1328 foreach (TaskInventoryItem item in m_items.Values)
1142 { 1329 ret.Add(item.ItemID);
1143 foreach (TaskInventoryItem item in m_items.Values)
1144 ret.Add(item.ItemID);
1145 }
1146 1330
1147 return ret; 1331 return ret;
1148 } 1332 }
@@ -1151,8 +1335,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 { 1335 {
1152 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1336 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1153 1337
1154 lock (m_items) 1338 Items.LockItemsForRead(true);
1155 ret = new List<TaskInventoryItem>(m_items.Values); 1339 ret = new List<TaskInventoryItem>(m_items.Values);
1340 Items.LockItemsForRead(false);
1156 1341
1157 return ret; 1342 return ret;
1158 } 1343 }
@@ -1161,18 +1346,24 @@ namespace OpenSim.Region.Framework.Scenes
1161 { 1346 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1347 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1348
1164 lock (m_items) 1349 Items.LockItemsForRead(true);
1165 { 1350
1166 foreach (TaskInventoryItem item in m_items.Values) 1351 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)type) 1352 if (item.InvType == (int)type)
1168 ret.Add(item); 1353 ret.Add(item);
1169 } 1354
1355 Items.LockItemsForRead(false);
1170 1356
1171 return ret; 1357 return ret;
1172 } 1358 }
1173 1359
1174 public Dictionary<UUID, string> GetScriptStates() 1360 public Dictionary<UUID, string> GetScriptStates()
1175 { 1361 {
1362 return GetScriptStates(false);
1363 }
1364
1365 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1366 {
1176 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1367 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1177 1368
1178 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1369 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1194,14 +1385,21 @@ namespace OpenSim.Region.Framework.Scenes
1194 string n = e.GetXMLState(item.ItemID); 1385 string n = e.GetXMLState(item.ItemID);
1195 if (n != String.Empty) 1386 if (n != String.Empty)
1196 { 1387 {
1197 if (!ret.ContainsKey(item.ItemID)) 1388 if (oldIDs)
1198 ret[item.ItemID] = n; 1389 {
1390 if (!ret.ContainsKey(item.OldItemID))
1391 ret[item.OldItemID] = n;
1392 }
1393 else
1394 {
1395 if (!ret.ContainsKey(item.ItemID))
1396 ret[item.ItemID] = n;
1397 }
1199 break; 1398 break;
1200 } 1399 }
1201 } 1400 }
1202 } 1401 }
1203 } 1402 }
1204
1205 return ret; 1403 return ret;
1206 } 1404 }
1207 1405
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e5a9a99..35c920b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -93,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 93 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
94 /// issue #1716 94 /// issue #1716
95 /// </summary> 95 /// </summary>
96 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 96 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
97 97
98 /// <summary> 98 /// <summary>
99 /// Movement updates for agents in neighboring regions are sent directly to clients. 99 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -170,6 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
170// private int m_lastColCount = -1; //KF: Look for Collision chnages 170// private int m_lastColCount = -1; //KF: Look for Collision chnages
171// private int m_updateCount = 0; //KF: Update Anims for a while 171// private int m_updateCount = 0; //KF: Update Anims for a while
172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
173 private List<uint> m_lastColliders = new List<uint>();
173 174
174 private TeleportFlags m_teleportFlags; 175 private TeleportFlags m_teleportFlags;
175 public TeleportFlags TeleportFlags 176 public TeleportFlags TeleportFlags
@@ -231,6 +232,13 @@ namespace OpenSim.Region.Framework.Scenes
231 //private int m_moveToPositionStateStatus; 232 //private int m_moveToPositionStateStatus;
232 //***************************************************** 233 //*****************************************************
233 234
235 private bool m_collisionEventFlag = false;
236 private object m_collisionEventLock = new Object();
237
238 private int m_movementAnimationUpdateCounter = 0;
239
240 private Vector3 m_prevSitOffset;
241
234 protected AvatarAppearance m_appearance; 242 protected AvatarAppearance m_appearance;
235 243
236 public AvatarAppearance Appearance 244 public AvatarAppearance Appearance
@@ -570,6 +578,13 @@ namespace OpenSim.Region.Framework.Scenes
570 /// </summary> 578 /// </summary>
571 public uint ParentID { get; set; } 579 public uint ParentID { get; set; }
572 580
581 public UUID ParentUUID
582 {
583 get { return m_parentUUID; }
584 set { m_parentUUID = value; }
585 }
586 private UUID m_parentUUID = UUID.Zero;
587
573 /// <summary> 588 /// <summary>
574 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 589 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
575 /// </summary> 590 /// </summary>
@@ -730,6 +745,27 @@ namespace OpenSim.Region.Framework.Scenes
730 Appearance = appearance; 745 Appearance = appearance;
731 } 746 }
732 747
748 private void RegionHeartbeatEnd(Scene scene)
749 {
750 if (IsChildAgent)
751 return;
752
753 m_movementAnimationUpdateCounter ++;
754 if (m_movementAnimationUpdateCounter >= 2)
755 {
756 m_movementAnimationUpdateCounter = 0;
757 if (Animator != null)
758 {
759 if(ParentID == 0 && !SitGround) // skip it if sitting
760 Animator.UpdateMovementAnimations();
761 }
762 else
763 {
764 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
765 }
766 }
767 }
768
733 public void RegisterToEvents() 769 public void RegisterToEvents()
734 { 770 {
735 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 771 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -799,10 +835,38 @@ namespace OpenSim.Region.Framework.Scenes
799 "[SCENE]: Upgrading child to root agent for {0} in {1}", 835 "[SCENE]: Upgrading child to root agent for {0} in {1}",
800 Name, m_scene.RegionInfo.RegionName); 836 Name, m_scene.RegionInfo.RegionName);
801 837
802 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
803
804 bool wasChild = IsChildAgent; 838 bool wasChild = IsChildAgent;
805 IsChildAgent = false; 839
840 if (ParentUUID != UUID.Zero)
841 {
842 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
843 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
844 if (part == null)
845 {
846 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
847 }
848 else
849 {
850 part.ParentGroup.AddAvatar(UUID);
851 if (part.SitTargetPosition != Vector3.Zero)
852 part.SitTargetAvatar = UUID;
853 ParentPosition = part.GetWorldPosition();
854 ParentID = part.LocalId;
855 ParentPart = part;
856 m_pos = m_prevSitOffset;
857 pos = ParentPosition;
858 }
859 ParentUUID = UUID.Zero;
860
861 IsChildAgent = false;
862
863 Animator.TrySetMovementAnimation("SIT");
864 }
865 else
866 {
867 IsChildAgent = false;
868 }
869
806 870
807 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 871 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
808 if (gm != null) 872 if (gm != null)
@@ -812,62 +876,64 @@ namespace OpenSim.Region.Framework.Scenes
812 876
813 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 877 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
814 878
815 // Moved this from SendInitialData to ensure that Appearance is initialized 879 if (ParentID == 0)
816 // before the inventory is processed in MakeRootAgent. This fixes a race condition
817 // related to the handling of attachments
818 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
819 if (m_scene.TestBorderCross(pos, Cardinals.E))
820 { 880 {
821 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 881 // Moved this from SendInitialData to ensure that Appearance is initialized
822 pos.X = crossedBorder.BorderLine.Z - 1; 882 // before the inventory is processed in MakeRootAgent. This fixes a race condition
823 } 883 // related to the handling of attachments
884 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
885 if (m_scene.TestBorderCross(pos, Cardinals.E))
886 {
887 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
888 pos.X = crossedBorder.BorderLine.Z - 1;
889 }
824 890
825 if (m_scene.TestBorderCross(pos, Cardinals.N)) 891 if (m_scene.TestBorderCross(pos, Cardinals.N))
826 { 892 {
827 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 893 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
828 pos.Y = crossedBorder.BorderLine.Z - 1; 894 pos.Y = crossedBorder.BorderLine.Z - 1;
829 } 895 }
830 896
831 CheckAndAdjustLandingPoint(ref pos); 897 CheckAndAdjustLandingPoint(ref pos);
832 898
833 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 899 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
834 { 900 {
835 m_log.WarnFormat( 901 m_log.WarnFormat(
836 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 902 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
837 pos, Name, UUID); 903 pos, Name, UUID);
838 904
839 if (pos.X < 0f) pos.X = 0f; 905 if (pos.X < 0f) pos.X = 0f;
840 if (pos.Y < 0f) pos.Y = 0f; 906 if (pos.Y < 0f) pos.Y = 0f;
841 if (pos.Z < 0f) pos.Z = 0f; 907 if (pos.Z < 0f) pos.Z = 0f;
842 } 908 }
843 909
844 float localAVHeight = 1.56f; 910 float localAVHeight = 1.56f;
845 if (Appearance.AvatarHeight > 0) 911 if (Appearance.AvatarHeight > 0)
846 localAVHeight = Appearance.AvatarHeight; 912 localAVHeight = Appearance.AvatarHeight;
847 913
848 float posZLimit = 0; 914 float posZLimit = 0;
849 915
850 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 916 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
851 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 917 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
852 918
853 float newPosZ = posZLimit + localAVHeight / 2; 919 float newPosZ = posZLimit + localAVHeight / 2;
854 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 920 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
855 { 921 {
856 pos.Z = newPosZ; 922 pos.Z = newPosZ;
857 } 923 }
858 AbsolutePosition = pos; 924 AbsolutePosition = pos;
859 925
860 AddToPhysicalScene(isFlying); 926 AddToPhysicalScene(isFlying);
861 927
862 if (ForceFly) 928 if (ForceFly)
863 { 929 {
864 Flying = true; 930 Flying = true;
865 } 931 }
866 else if (FlyDisabled) 932 else if (FlyDisabled)
867 { 933 {
868 Flying = false; 934 Flying = false;
935 }
869 } 936 }
870
871 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 937 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
872 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 938 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
873 // elsewhere anyway 939 // elsewhere anyway
@@ -885,14 +951,19 @@ namespace OpenSim.Region.Framework.Scenes
885 { 951 {
886 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 952 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
887 // Resume scripts 953 // Resume scripts
888 foreach (SceneObjectGroup sog in m_attachments) 954 Util.FireAndForget(delegate(object x) {
889 { 955 foreach (SceneObjectGroup sog in m_attachments)
890 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 956 {
891 sog.ResumeScripts(); 957 sog.ScheduleGroupForFullUpdate();
892 } 958 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
959 sog.ResumeScripts();
960 }
961 });
893 } 962 }
894 } 963 }
895 964
965 SendAvatarDataToAllAgents();
966
896 // send the animations of the other presences to me 967 // send the animations of the other presences to me
897 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 968 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
898 { 969 {
@@ -906,6 +977,8 @@ namespace OpenSim.Region.Framework.Scenes
906 MovementFlag = 0; 977 MovementFlag = 0;
907 978
908 m_scene.EventManager.TriggerOnMakeRootAgent(this); 979 m_scene.EventManager.TriggerOnMakeRootAgent(this);
980
981 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
909 } 982 }
910 983
911 public int GetStateSource() 984 public int GetStateSource()
@@ -933,6 +1006,8 @@ namespace OpenSim.Region.Framework.Scenes
933 /// </remarks> 1006 /// </remarks>
934 public void MakeChildAgent() 1007 public void MakeChildAgent()
935 { 1008 {
1009 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1010
936 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1011 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
937 1012
938 // Reset these so that teleporting in and walking out isn't seen 1013 // Reset these so that teleporting in and walking out isn't seen
@@ -991,7 +1066,7 @@ namespace OpenSim.Region.Framework.Scenes
991 /// <param name="pos"></param> 1066 /// <param name="pos"></param>
992 public void Teleport(Vector3 pos) 1067 public void Teleport(Vector3 pos)
993 { 1068 {
994 TeleportWithMomentum(pos, null); 1069 TeleportWithMomentum(pos, Vector3.Zero);
995 } 1070 }
996 1071
997 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1072 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1013,6 +1088,41 @@ namespace OpenSim.Region.Framework.Scenes
1013 SendTerseUpdateToAllClients(); 1088 SendTerseUpdateToAllClients();
1014 } 1089 }
1015 1090
1091 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1092 {
1093 CheckLandingPoint(ref newpos);
1094 AbsolutePosition = newpos;
1095
1096 if (newvel.HasValue)
1097 {
1098 if ((Vector3)newvel == Vector3.Zero)
1099 {
1100 if (PhysicsActor != null)
1101 PhysicsActor.SetMomentum(Vector3.Zero);
1102 m_velocity = Vector3.Zero;
1103 }
1104 else
1105 {
1106 if (PhysicsActor != null)
1107 PhysicsActor.SetMomentum((Vector3)newvel);
1108 m_velocity = (Vector3)newvel;
1109
1110 if (rotateToVelXY)
1111 {
1112 Vector3 lookAt = (Vector3)newvel;
1113 lookAt.Z = 0;
1114 lookAt.Normalize();
1115 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1116 return;
1117 }
1118 }
1119 }
1120
1121 SendTerseUpdateToAllClients();
1122 }
1123
1124
1125
1016 public void StopFlying() 1126 public void StopFlying()
1017 { 1127 {
1018 ControllingClient.StopFlying(this); 1128 ControllingClient.StopFlying(this);
@@ -1316,8 +1426,18 @@ namespace OpenSim.Region.Framework.Scenes
1316 { 1426 {
1317 if (m_followCamAuto) 1427 if (m_followCamAuto)
1318 { 1428 {
1319 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1429 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1320 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1430 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1431
1432 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1433 Vector3 distTocam = CameraPosition - posAdjusted;
1434 float distTocamlen = distTocam.Length();
1435 if (distTocamlen > 0)
1436 {
1437 distTocam *= 1.0f / distTocamlen;
1438 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1439 }
1440
1321 } 1441 }
1322 } 1442 }
1323 1443
@@ -1750,8 +1870,11 @@ namespace OpenSim.Region.Framework.Scenes
1750// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1870// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1751 1871
1752 SitGround = false; 1872 SitGround = false;
1873
1874/* move this down so avatar gets physical in the new position and not where it is siting
1753 if (PhysicsActor == null) 1875 if (PhysicsActor == null)
1754 AddToPhysicalScene(false); 1876 AddToPhysicalScene(false);
1877 */
1755 1878
1756 if (ParentID != 0) 1879 if (ParentID != 0)
1757 { 1880 {
@@ -1775,6 +1898,7 @@ namespace OpenSim.Region.Framework.Scenes
1775 if (part.SitTargetAvatar == UUID) 1898 if (part.SitTargetAvatar == UUID)
1776 part.SitTargetAvatar = UUID.Zero; 1899 part.SitTargetAvatar = UUID.Zero;
1777 1900
1901 part.ParentGroup.DeleteAvatar(UUID);
1778 ParentPosition = part.GetWorldPosition(); 1902 ParentPosition = part.GetWorldPosition();
1779 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1903 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1780 1904
@@ -1783,6 +1907,10 @@ namespace OpenSim.Region.Framework.Scenes
1783 1907
1784 ParentID = 0; 1908 ParentID = 0;
1785 ParentPart = null; 1909 ParentPart = null;
1910
1911 if (PhysicsActor == null)
1912 AddToPhysicalScene(false);
1913
1786 SendAvatarDataToAllAgents(); 1914 SendAvatarDataToAllAgents();
1787 m_requestedSitTargetID = 0; 1915 m_requestedSitTargetID = 0;
1788 1916
@@ -1790,6 +1918,9 @@ namespace OpenSim.Region.Framework.Scenes
1790 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1918 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1791 } 1919 }
1792 1920
1921 else if (PhysicsActor == null)
1922 AddToPhysicalScene(false);
1923
1793 Animator.TrySetMovementAnimation("STAND"); 1924 Animator.TrySetMovementAnimation("STAND");
1794 } 1925 }
1795 1926
@@ -1913,7 +2044,7 @@ namespace OpenSim.Region.Framework.Scenes
1913 forceMouselook = part.GetForceMouselook(); 2044 forceMouselook = part.GetForceMouselook();
1914 2045
1915 ControllingClient.SendSitResponse( 2046 ControllingClient.SendSitResponse(
1916 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2047 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1917 2048
1918 m_requestedSitTargetUUID = targetID; 2049 m_requestedSitTargetUUID = targetID;
1919 2050
@@ -2195,14 +2326,36 @@ namespace OpenSim.Region.Framework.Scenes
2195 2326
2196 //Quaternion result = (sitTargetOrient * vq) * nq; 2327 //Quaternion result = (sitTargetOrient * vq) * nq;
2197 2328
2198 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2329 double x, y, z, m;
2330
2331 Quaternion r = sitTargetOrient;
2332 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2333
2334 if (Math.Abs(1.0 - m) > 0.000001)
2335 {
2336 m = 1.0 / Math.Sqrt(m);
2337 r.X *= (float)m;
2338 r.Y *= (float)m;
2339 r.Z *= (float)m;
2340 r.W *= (float)m;
2341 }
2342
2343 x = 2 * (r.X * r.Z + r.Y * r.W);
2344 y = 2 * (-r.X * r.W + r.Y * r.Z);
2345 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2346
2347 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2348 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2349 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2199 Rotation = sitTargetOrient; 2350 Rotation = sitTargetOrient;
2200 ParentPosition = part.AbsolutePosition; 2351 ParentPosition = part.AbsolutePosition;
2352 part.ParentGroup.AddAvatar(UUID);
2201 } 2353 }
2202 else 2354 else
2203 { 2355 {
2204 m_pos -= part.AbsolutePosition; 2356 m_pos -= part.AbsolutePosition;
2205 ParentPosition = part.AbsolutePosition; 2357 ParentPosition = part.AbsolutePosition;
2358 part.ParentGroup.AddAvatar(UUID);
2206 2359
2207// m_log.DebugFormat( 2360// m_log.DebugFormat(
2208// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2361// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2300,14 +2453,15 @@ namespace OpenSim.Region.Framework.Scenes
2300 direc.Z *= 2.6f; 2453 direc.Z *= 2.6f;
2301 2454
2302 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2455 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2303 Animator.TrySetMovementAnimation("PREJUMP"); 2456// Animator.TrySetMovementAnimation("PREJUMP");
2304 Animator.TrySetMovementAnimation("JUMP"); 2457// Animator.TrySetMovementAnimation("JUMP");
2305 } 2458 }
2306 } 2459 }
2307 } 2460 }
2308 2461
2309 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2462 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2310 m_forceToApply = direc; 2463 m_forceToApply = direc;
2464 Animator.UpdateMovementAnimations();
2311 } 2465 }
2312 2466
2313 #endregion 2467 #endregion
@@ -3041,6 +3195,9 @@ namespace OpenSim.Region.Framework.Scenes
3041 cAgent.AlwaysRun = SetAlwaysRun; 3195 cAgent.AlwaysRun = SetAlwaysRun;
3042 3196
3043 cAgent.Appearance = new AvatarAppearance(Appearance); 3197 cAgent.Appearance = new AvatarAppearance(Appearance);
3198
3199 cAgent.ParentPart = ParentUUID;
3200 cAgent.SitOffset = m_pos;
3044 3201
3045 lock (scriptedcontrols) 3202 lock (scriptedcontrols)
3046 { 3203 {
@@ -3100,6 +3257,8 @@ namespace OpenSim.Region.Framework.Scenes
3100 CameraAtAxis = cAgent.AtAxis; 3257 CameraAtAxis = cAgent.AtAxis;
3101 CameraLeftAxis = cAgent.LeftAxis; 3258 CameraLeftAxis = cAgent.LeftAxis;
3102 CameraUpAxis = cAgent.UpAxis; 3259 CameraUpAxis = cAgent.UpAxis;
3260 ParentUUID = cAgent.ParentPart;
3261 m_prevSitOffset = cAgent.SitOffset;
3103 3262
3104 // When we get to the point of re-computing neighbors everytime this 3263 // When we get to the point of re-computing neighbors everytime this
3105 // changes, then start using the agent's drawdistance rather than the 3264 // changes, then start using the agent's drawdistance rather than the
@@ -3252,18 +3411,6 @@ namespace OpenSim.Region.Framework.Scenes
3252 if (IsChildAgent) 3411 if (IsChildAgent)
3253 return; 3412 return;
3254 3413
3255 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3256 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3257 // as of this comment the interval is set in AddToPhysicalScene
3258 if (Animator != null)
3259 {
3260// if (m_updateCount > 0)
3261// {
3262 Animator.UpdateMovementAnimations();
3263// m_updateCount--;
3264// }
3265 }
3266
3267 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3414 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3268 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3415 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3269 3416
@@ -3306,6 +3453,8 @@ namespace OpenSim.Region.Framework.Scenes
3306 } 3453 }
3307 } 3454 }
3308 3455
3456 RaiseCollisionScriptEvents(coldata);
3457
3309 if (Invulnerable) 3458 if (Invulnerable)
3310 return; 3459 return;
3311 3460
@@ -3905,6 +4054,12 @@ namespace OpenSim.Region.Framework.Scenes
3905 4054
3906 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4055 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3907 { 4056 {
4057 string reason;
4058
4059 // Honor bans
4060 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4061 return;
4062
3908 SceneObjectGroup telehub = null; 4063 SceneObjectGroup telehub = null;
3909 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4064 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3910 { 4065 {
@@ -3944,11 +4099,173 @@ namespace OpenSim.Region.Framework.Scenes
3944 pos = land.LandData.UserLocation; 4099 pos = land.LandData.UserLocation;
3945 } 4100 }
3946 } 4101 }
3947 4102
3948 land.SendLandUpdateToClient(ControllingClient); 4103 land.SendLandUpdateToClient(ControllingClient);
3949 } 4104 }
3950 } 4105 }
3951 4106
4107 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4108 {
4109 lock(m_collisionEventLock)
4110 {
4111 if (m_collisionEventFlag)
4112 return;
4113 m_collisionEventFlag = true;
4114 }
4115
4116 Util.FireAndForget(delegate(object x)
4117 {
4118 try
4119 {
4120 List<uint> thisHitColliders = new List<uint>();
4121 List<uint> endedColliders = new List<uint>();
4122 List<uint> startedColliders = new List<uint>();
4123
4124 foreach (uint localid in coldata.Keys)
4125 {
4126 thisHitColliders.Add(localid);
4127 if (!m_lastColliders.Contains(localid))
4128 {
4129 startedColliders.Add(localid);
4130 }
4131 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4132 }
4133
4134 // calculate things that ended colliding
4135 foreach (uint localID in m_lastColliders)
4136 {
4137 if (!thisHitColliders.Contains(localID))
4138 {
4139 endedColliders.Add(localID);
4140 }
4141 }
4142 //add the items that started colliding this time to the last colliders list.
4143 foreach (uint localID in startedColliders)
4144 {
4145 m_lastColliders.Add(localID);
4146 }
4147 // remove things that ended colliding from the last colliders list
4148 foreach (uint localID in endedColliders)
4149 {
4150 m_lastColliders.Remove(localID);
4151 }
4152
4153 // do event notification
4154 if (startedColliders.Count > 0)
4155 {
4156 ColliderArgs StartCollidingMessage = new ColliderArgs();
4157 List<DetectedObject> colliding = new List<DetectedObject>();
4158 foreach (uint localId in startedColliders)
4159 {
4160 if (localId == 0)
4161 continue;
4162
4163 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4164 string data = "";
4165 if (obj != null)
4166 {
4167 DetectedObject detobj = new DetectedObject();
4168 detobj.keyUUID = obj.UUID;
4169 detobj.nameStr = obj.Name;
4170 detobj.ownerUUID = obj.OwnerID;
4171 detobj.posVector = obj.AbsolutePosition;
4172 detobj.rotQuat = obj.GetWorldRotation();
4173 detobj.velVector = obj.Velocity;
4174 detobj.colliderType = 0;
4175 detobj.groupUUID = obj.GroupID;
4176 colliding.Add(detobj);
4177 }
4178 }
4179
4180 if (colliding.Count > 0)
4181 {
4182 StartCollidingMessage.Colliders = colliding;
4183
4184 foreach (SceneObjectGroup att in GetAttachments())
4185 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4186 }
4187 }
4188
4189 if (endedColliders.Count > 0)
4190 {
4191 ColliderArgs EndCollidingMessage = new ColliderArgs();
4192 List<DetectedObject> colliding = new List<DetectedObject>();
4193 foreach (uint localId in endedColliders)
4194 {
4195 if (localId == 0)
4196 continue;
4197
4198 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4199 string data = "";
4200 if (obj != null)
4201 {
4202 DetectedObject detobj = new DetectedObject();
4203 detobj.keyUUID = obj.UUID;
4204 detobj.nameStr = obj.Name;
4205 detobj.ownerUUID = obj.OwnerID;
4206 detobj.posVector = obj.AbsolutePosition;
4207 detobj.rotQuat = obj.GetWorldRotation();
4208 detobj.velVector = obj.Velocity;
4209 detobj.colliderType = 0;
4210 detobj.groupUUID = obj.GroupID;
4211 colliding.Add(detobj);
4212 }
4213 }
4214
4215 if (colliding.Count > 0)
4216 {
4217 EndCollidingMessage.Colliders = colliding;
4218
4219 foreach (SceneObjectGroup att in GetAttachments())
4220 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4221 }
4222 }
4223
4224 if (thisHitColliders.Count > 0)
4225 {
4226 ColliderArgs CollidingMessage = new ColliderArgs();
4227 List<DetectedObject> colliding = new List<DetectedObject>();
4228 foreach (uint localId in thisHitColliders)
4229 {
4230 if (localId == 0)
4231 continue;
4232
4233 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4234 string data = "";
4235 if (obj != null)
4236 {
4237 DetectedObject detobj = new DetectedObject();
4238 detobj.keyUUID = obj.UUID;
4239 detobj.nameStr = obj.Name;
4240 detobj.ownerUUID = obj.OwnerID;
4241 detobj.posVector = obj.AbsolutePosition;
4242 detobj.rotQuat = obj.GetWorldRotation();
4243 detobj.velVector = obj.Velocity;
4244 detobj.colliderType = 0;
4245 detobj.groupUUID = obj.GroupID;
4246 colliding.Add(detobj);
4247 }
4248 }
4249
4250 if (colliding.Count > 0)
4251 {
4252 CollidingMessage.Colliders = colliding;
4253
4254 lock (m_attachments)
4255 {
4256 foreach (SceneObjectGroup att in m_attachments)
4257 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4258 }
4259 }
4260 }
4261 }
4262 finally
4263 {
4264 m_collisionEventFlag = false;
4265 }
4266 });
4267 }
4268
3952 private void TeleportFlagsDebug() { 4269 private void TeleportFlagsDebug() {
3953 4270
3954 // Some temporary debugging help to show all the TeleportFlags we have... 4271 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3973,6 +4290,5 @@ namespace OpenSim.Region.Framework.Scenes
3973 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4290 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3974 4291
3975 } 4292 }
3976
3977 } 4293 }
3978} 4294}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 5c56264..94f1b15 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -75,7 +75,20 @@ namespace OpenSim.Region.Framework.Scenes
75 OutPacketsPerSecond = 18, 75 OutPacketsPerSecond = 18,
76 PendingDownloads = 19, 76 PendingDownloads = 19,
77 PendingUploads = 20, 77 PendingUploads = 20,
78 VirtualSizeKB = 21,
79 ResidentSizeKB = 22,
80 PendingLocalUploads = 23,
78 UnAckedBytes = 24, 81 UnAckedBytes = 24,
82 PhysicsPinnedTasks = 25,
83 PhysicsLODTasks = 26,
84 PhysicsStepMS = 27,
85 PhysicsShapeMS = 28,
86 PhysicsOtherMS = 29,
87 PhysicsMemory = 30,
88 ScriptEPS = 31,
89 SimSpareTime = 32,
90 SimSleepTime = 33,
91 IOPumpTime = 34
79 } 92 }
80 93
81 /// <summary> 94 /// <summary>
@@ -123,7 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
123 136
124 // saved last reported value so there is something available for llGetRegionFPS 137 // saved last reported value so there is something available for llGetRegionFPS
125 private float lastReportedSimFPS = 0; 138 private float lastReportedSimFPS = 0;
126 private float[] lastReportedSimStats = new float[21]; 139 private float[] lastReportedSimStats = new float[23];
127 private float m_pfps = 0; 140 private float m_pfps = 0;
128 141
129 /// <summary> 142 /// <summary>
@@ -142,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
142 private int m_physicsMS = 0; 155 private int m_physicsMS = 0;
143 private int m_imageMS = 0; 156 private int m_imageMS = 0;
144 private int m_otherMS = 0; 157 private int m_otherMS = 0;
158 private int m_sleeptimeMS = 0;
159
145 160
146//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 161//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
147//Ckrinke private int m_scriptMS = 0; 162//Ckrinke private int m_scriptMS = 0;
@@ -200,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
200 215
201 private void statsHeartBeat(object sender, EventArgs e) 216 private void statsHeartBeat(object sender, EventArgs e)
202 { 217 {
203 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; 218 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
204 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 219 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
205 220
206 // Know what's not thread safe in Mono... modifying timers. 221 // Know what's not thread safe in Mono... modifying timers.
@@ -238,18 +253,38 @@ namespace OpenSim.Region.Framework.Scenes
238 physfps = 0; 253 physfps = 0;
239 254
240#endregion 255#endregion
256 float factor = 1 / statsUpdateFactor;
257 if (reportedFPS <= 0)
258 reportedFPS = 1;
259
260 float perframe = 1.0f / (float)reportedFPS;
261
262 float TotalFrameTime = m_frameMS * perframe;
263
264 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
265
266 float sparetime;
267 if (TotalFrameTime > targetframetime )
268 sparetime = 0;
269 else
270 {
271 sparetime = m_frameMS - m_physicsMS - m_agentMS;
272 sparetime *= perframe;
273 if (sparetime < 0)
274 sparetime = 0;
275 else if (sparetime > TotalFrameTime)
276 sparetime = TotalFrameTime;
277 }
241 278
242 //Our time dilation is 0.91 when we're running a full speed, 279 // other MS is actually simulation time
243 // therefore to make sure we get an appropriate range, 280 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
244 // we have to factor in our error. (0.10f * statsUpdateFactor) 281 // m_imageMS m_netMS are not included in m_frameMS
245 // multiplies the fix for the error times the amount of times it'll occur a second
246 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
247 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
248 282
249 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 283 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
250 // values to X-per-second values. 284 if (m_otherMS < 0)
285 m_otherMS = 0;
251 286
252 for (int i = 0; i < 21; i++) 287 for (int i = 0; i < 23; i++)
253 { 288 {
254 sb[i] = new SimStatsPacket.StatBlock(); 289 sb[i] = new SimStatsPacket.StatBlock();
255 } 290 }
@@ -279,19 +314,25 @@ namespace OpenSim.Region.Framework.Scenes
279 sb[7].StatValue = m_activePrim; 314 sb[7].StatValue = m_activePrim;
280 315
281 sb[8].StatID = (uint)Stats.FrameMS; 316 sb[8].StatID = (uint)Stats.FrameMS;
282 sb[8].StatValue = m_frameMS / statsUpdateFactor; 317 // sb[8].StatValue = m_frameMS / statsUpdateFactor;
318 sb[8].StatValue = TotalFrameTime;
283 319
284 sb[9].StatID = (uint)Stats.NetMS; 320 sb[9].StatID = (uint)Stats.NetMS;
285 sb[9].StatValue = m_netMS / statsUpdateFactor; 321 // sb[9].StatValue = m_netMS / statsUpdateFactor;
322 sb[9].StatValue = m_netMS * perframe;
286 323
287 sb[10].StatID = (uint)Stats.PhysicsMS; 324 sb[10].StatID = (uint)Stats.PhysicsMS;
288 sb[10].StatValue = m_physicsMS / statsUpdateFactor; 325 // sb[10].StatValue = m_physicsMS / statsUpdateFactor;
326 sb[10].StatValue = m_physicsMS * perframe;
289 327
290 sb[11].StatID = (uint)Stats.ImageMS ; 328 sb[11].StatID = (uint)Stats.ImageMS ;
291 sb[11].StatValue = m_imageMS / statsUpdateFactor; 329 // sb[11].StatValue = m_imageMS / statsUpdateFactor;
330 sb[11].StatValue = m_imageMS * perframe;
292 331
293 sb[12].StatID = (uint)Stats.OtherMS; 332 sb[12].StatID = (uint)Stats.OtherMS;
294 sb[12].StatValue = m_otherMS / statsUpdateFactor; 333 // sb[12].StatValue = m_otherMS / statsUpdateFactor;
334 sb[12].StatValue = m_otherMS * perframe;
335
295 336
296 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 337 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
297 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); 338 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
@@ -303,7 +344,8 @@ namespace OpenSim.Region.Framework.Scenes
303 sb[15].StatValue = m_unAckedBytes; 344 sb[15].StatValue = m_unAckedBytes;
304 345
305 sb[16].StatID = (uint)Stats.AgentMS; 346 sb[16].StatID = (uint)Stats.AgentMS;
306 sb[16].StatValue = m_agentMS / statsUpdateFactor; 347// sb[16].StatValue = m_agentMS / statsUpdateFactor;
348 sb[16].StatValue = m_agentMS * perframe;
307 349
308 sb[17].StatID = (uint)Stats.PendingDownloads; 350 sb[17].StatID = (uint)Stats.PendingDownloads;
309 sb[17].StatValue = m_pendingDownloads; 351 sb[17].StatValue = m_pendingDownloads;
@@ -316,8 +358,14 @@ namespace OpenSim.Region.Framework.Scenes
316 358
317 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; 359 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
318 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; 360 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
319 361
320 for (int i = 0; i < 21; i++) 362 sb[21].StatID = (uint)Stats.SimSpareTime;
363 sb[21].StatValue = sparetime;
364
365 sb[22].StatID = (uint)Stats.SimSleepTime;
366 sb[22].StatValue = m_sleeptimeMS * perframe;
367
368 for (int i = 0; i < 23; i++)
321 { 369 {
322 lastReportedSimStats[i] = sb[i].StatValue; 370 lastReportedSimStats[i] = sb[i].StatValue;
323 } 371 }
@@ -358,6 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
358 m_physicsMS = 0; 406 m_physicsMS = 0;
359 m_imageMS = 0; 407 m_imageMS = 0;
360 m_otherMS = 0; 408 m_otherMS = 0;
409 m_sleeptimeMS = 0;
361 410
362//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 411//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
363//Ckrinke m_scriptMS = 0; 412//Ckrinke m_scriptMS = 0;
@@ -484,6 +533,11 @@ namespace OpenSim.Region.Framework.Scenes
484 m_otherMS += ms; 533 m_otherMS += ms;
485 } 534 }
486 535
536 public void addSleepMS(int ms)
537 {
538 m_sleeptimeMS += ms;
539 }
540
487 public void AddPendingDownloads(int count) 541 public void AddPendingDownloads(int count)
488 { 542 {
489 m_pendingDownloads += count; 543 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;