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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs67
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs164
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs157
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs975
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs279
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs915
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2521 insertions, 938 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 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(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 01edf51..17159b4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -633,6 +648,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 648 return;
634 } 649 }
635 650
651 if (newName == null) newName = item.Name;
652
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 653 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 654
638 if (asset != null) 655 if (asset != null)
@@ -680,6 +697,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 697 }
681 698
682 /// <summary> 699 /// <summary>
700 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
701 /// </summary>
702 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
703 {
704 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
705 foreach (InventoryItemBase b in items)
706 {
707 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
708 InventoryItemBase n = InventoryService.GetItem(b);
709 n.Folder = destfolder;
710 moveitems.Add(n);
711 remoteClient.SendInventoryItemCreateUpdate(n, 0);
712 }
713
714 MoveInventoryItem(remoteClient, moveitems);
715 }
716
717 /// <summary>
683 /// Move an item within the agent's inventory. 718 /// Move an item within the agent's inventory.
684 /// </summary> 719 /// </summary>
685 /// <param name="remoteClient"></param> 720 /// <param name="remoteClient"></param>
@@ -913,8 +948,12 @@ namespace OpenSim.Region.Framework.Scenes
913 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 948 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
914 { 949 {
915 SceneObjectPart part = GetSceneObjectPart(localID); 950 SceneObjectPart part = GetSceneObjectPart(localID);
916 SceneObjectGroup group = part.ParentGroup; 951 SceneObjectGroup group = null;
917 if (group != null) 952 if (part != null)
953 {
954 group = part.ParentGroup;
955 }
956 if (part != null && group != null)
918 { 957 {
919 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 958 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
920 return; 959 return;
@@ -1489,7 +1528,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 return; 1528 return;
1490 1529
1491 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1530 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1492 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1531 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1493 remoteClient.AgentId); 1532 remoteClient.AgentId);
1494 AssetService.Store(asset); 1533 AssetService.Store(asset);
1495 1534
@@ -1684,11 +1723,19 @@ namespace OpenSim.Region.Framework.Scenes
1684 // Invalid id 1723 // Invalid id
1685 SceneObjectPart part = GetSceneObjectPart(localID); 1724 SceneObjectPart part = GetSceneObjectPart(localID);
1686 if (part == null) 1725 if (part == null)
1726 {
1727 //Client still thinks the object exists, kill it
1728 SendKillObject(localID);
1687 continue; 1729 continue;
1730 }
1688 1731
1689 // Already deleted by someone else 1732 // Already deleted by someone else
1690 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1733 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1734 {
1735 //Client still thinks the object exists, kill it
1736 SendKillObject(localID);
1691 continue; 1737 continue;
1738 }
1692 1739
1693 // Can't delete child prims 1740 // Can't delete child prims
1694 if (part != part.ParentGroup.RootPart) 1741 if (part != part.ParentGroup.RootPart)
@@ -1715,15 +1762,21 @@ namespace OpenSim.Region.Framework.Scenes
1715 } 1762 }
1716 else 1763 else
1717 { 1764 {
1718 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1765 if (action == DeRezAction.TakeCopy)
1766 {
1767 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1768 permissionToTakeCopy = false;
1769 }
1770 else
1771 {
1719 permissionToTakeCopy = false; 1772 permissionToTakeCopy = false;
1773 }
1720 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1774 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1721 permissionToTake = false; 1775 permissionToTake = false;
1722 1776
1723 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1777 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1724 permissionToDelete = false; 1778 permissionToDelete = false;
1725 } 1779 }
1726
1727 } 1780 }
1728 1781
1729 // Handle god perms 1782 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0eb28f4..7e83634 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 protected SceneCommunicationService m_sceneGridService; 137 protected SceneCommunicationService m_sceneGridService;
138 public bool LoginsDisabled = true; 138 public bool LoginsDisabled = true;
139 public bool LoadingPrims = false; 139 public bool LoadingPrims = false;
140 public bool CombineRegions = false;
140 141
141 public new float TimeDilation 142 public new float TimeDilation
142 { 143 {
@@ -150,6 +151,20 @@ namespace OpenSim.Region.Framework.Scenes
150 151
151 public IXfer XferManager; 152 public IXfer XferManager;
152 153
154 protected ISnmpModule m_snmpService = null;
155 public ISnmpModule SnmpService
156 {
157 get
158 {
159 if (m_snmpService == null)
160 {
161 m_snmpService = RequestModuleInterface<ISnmpModule>();
162 }
163
164 return m_snmpService;
165 }
166 }
167
153 protected IAssetService m_AssetService; 168 protected IAssetService m_AssetService;
154 protected IAuthorizationService m_AuthorizationService; 169 protected IAuthorizationService m_AuthorizationService;
155 170
@@ -608,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
608 623
609 // Load region settings 624 // Load region settings
610 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 625 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
626 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
627
611 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
612 { 629 {
613 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -709,8 +726,7 @@ namespace OpenSim.Region.Framework.Scenes
709 //Animation states 726 //Animation states
710 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
711 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
712 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
713
714 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 730 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
715 if (RegionInfo.NonphysPrimMax > 0) 731 if (RegionInfo.NonphysPrimMax > 0)
716 { 732 {
@@ -752,6 +768,7 @@ namespace OpenSim.Region.Framework.Scenes
752 } 768 }
753 769
754 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 770 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
771 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
755 772
756 #region BinaryStats 773 #region BinaryStats
757 774
@@ -1024,6 +1041,15 @@ namespace OpenSim.Region.Framework.Scenes
1024 /// <param name="seconds">float indicating duration before restart.</param> 1041 /// <param name="seconds">float indicating duration before restart.</param>
1025 public virtual void Restart(float seconds) 1042 public virtual void Restart(float seconds)
1026 { 1043 {
1044 Restart(seconds, true);
1045 }
1046
1047 /// <summary>
1048 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1049 /// </summary>
1050 /// <param name="seconds">float indicating duration before restart.</param>
1051 public virtual void Restart(float seconds, bool showDialog)
1052 {
1027 // notifications are done in 15 second increments 1053 // notifications are done in 15 second increments
1028 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1054 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1029 // It's a 'Cancel restart' request. 1055 // It's a 'Cancel restart' request.
@@ -1044,8 +1070,11 @@ namespace OpenSim.Region.Framework.Scenes
1044 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1070 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1045 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1071 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1046 m_restartTimer.Start(); 1072 m_restartTimer.Start();
1047 m_dialogModule.SendNotificationToUsersInRegion( 1073 if (showDialog)
1074 {
1075 m_dialogModule.SendNotificationToUsersInRegion(
1048 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1076 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1077 }
1049 } 1078 }
1050 } 1079 }
1051 1080
@@ -1403,16 +1432,16 @@ namespace OpenSim.Region.Framework.Scenes
1403 // Check if any objects have reached their targets 1432 // Check if any objects have reached their targets
1404 CheckAtTargets(); 1433 CheckAtTargets();
1405 1434
1406 // Update SceneObjectGroups that have scheduled themselves for updates
1407 // Objects queue their updates onto all scene presences
1408 if (m_frame % m_update_objects == 0)
1409 m_sceneGraph.UpdateObjectGroups();
1410
1411 // Run through all ScenePresences looking for updates 1435 // Run through all ScenePresences looking for updates
1412 // Presence updates and queued object updates for each presence are sent to clients 1436 // Presence updates and queued object updates for each presence are sent to clients
1413 if (m_frame % m_update_presences == 0) 1437 if (m_frame % m_update_presences == 0)
1414 m_sceneGraph.UpdatePresences(); 1438 m_sceneGraph.UpdatePresences();
1415 1439
1440 // Update SceneObjectGroups that have scheduled themselves for updates
1441 // Objects queue their updates onto all scene presences
1442 if (m_frame % m_update_objects == 0)
1443 m_sceneGraph.UpdateObjectGroups();
1444
1416 if (m_frame % m_update_coarse_locations == 0) 1445 if (m_frame % m_update_coarse_locations == 0)
1417 { 1446 {
1418 List<Vector3> coarseLocations; 1447 List<Vector3> coarseLocations;
@@ -1741,6 +1770,7 @@ namespace OpenSim.Region.Framework.Scenes
1741 public void StoreWindlightProfile(RegionLightShareData wl) 1770 public void StoreWindlightProfile(RegionLightShareData wl)
1742 { 1771 {
1743 m_regInfo.WindlightSettings = wl; 1772 m_regInfo.WindlightSettings = wl;
1773 wl.Save();
1744 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1774 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1745 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1775 m_eventManager.TriggerOnSaveNewWindlightProfile();
1746 } 1776 }
@@ -1923,14 +1953,24 @@ namespace OpenSim.Region.Framework.Scenes
1923 /// <returns></returns> 1953 /// <returns></returns>
1924 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1954 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1925 { 1955 {
1956
1957 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1958 Vector3 wpos = Vector3.Zero;
1959 // Check for water surface intersection from above
1960 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1961 {
1962 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1963 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1964 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1965 wpos.Z = wheight;
1966 }
1967
1926 Vector3 pos = Vector3.Zero; 1968 Vector3 pos = Vector3.Zero;
1927 if (RayEndIsIntersection == (byte)1) 1969 if (RayEndIsIntersection == (byte)1)
1928 { 1970 {
1929 pos = RayEnd; 1971 pos = RayEnd;
1930 return pos;
1931 } 1972 }
1932 1973 else if (RayTargetID != UUID.Zero)
1933 if (RayTargetID != UUID.Zero)
1934 { 1974 {
1935 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1975 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1936 1976
@@ -1952,7 +1992,7 @@ namespace OpenSim.Region.Framework.Scenes
1952 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1992 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1953 1993
1954 // Un-comment out the following line to Get Raytrace results printed to the console. 1994 // Un-comment out the following line to Get Raytrace results printed to the console.
1955 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1995 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1956 float ScaleOffset = 0.5f; 1996 float ScaleOffset = 0.5f;
1957 1997
1958 // If we hit something 1998 // If we hit something
@@ -1975,13 +2015,10 @@ namespace OpenSim.Region.Framework.Scenes
1975 //pos.Z -= 0.25F; 2015 //pos.Z -= 0.25F;
1976 2016
1977 } 2017 }
1978
1979 return pos;
1980 } 2018 }
1981 else 2019 else
1982 { 2020 {
1983 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2021 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1984
1985 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2022 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1986 2023
1987 // Un-comment the following line to print the raytrace results to the console. 2024 // Un-comment the following line to print the raytrace results to the console.
@@ -1990,13 +2027,12 @@ namespace OpenSim.Region.Framework.Scenes
1990 if (ei.HitTF) 2027 if (ei.HitTF)
1991 { 2028 {
1992 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2029 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1993 } else 2030 }
2031 else
1994 { 2032 {
1995 // fall back to our stupid functionality 2033 // fall back to our stupid functionality
1996 pos = RayEnd; 2034 pos = RayEnd;
1997 } 2035 }
1998
1999 return pos;
2000 } 2036 }
2001 } 2037 }
2002 else 2038 else
@@ -2007,8 +2043,12 @@ namespace OpenSim.Region.Framework.Scenes
2007 //increase height so its above the ground. 2043 //increase height so its above the ground.
2008 //should be getting the normal of the ground at the rez point and using that? 2044 //should be getting the normal of the ground at the rez point and using that?
2009 pos.Z += scale.Z / 2f; 2045 pos.Z += scale.Z / 2f;
2010 return pos; 2046// return pos;
2011 } 2047 }
2048
2049 // check against posible water intercept
2050 if (wpos.Z > pos.Z) pos = wpos;
2051 return pos;
2012 } 2052 }
2013 2053
2014 2054
@@ -2141,13 +2181,22 @@ namespace OpenSim.Region.Framework.Scenes
2141 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2181 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2142 { 2182 {
2143 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2183 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2144 } 2184 }
2145 2185
2146 /// <summary> 2186 /// <summary>
2147 /// Delete every object from the scene. This does not include attachments worn by avatars. 2187 /// Delete every object from the scene. This does not include attachments worn by avatars.
2148 /// </summary> 2188 /// </summary>
2149 public void DeleteAllSceneObjects() 2189 public void DeleteAllSceneObjects()
2150 { 2190 {
2191 DeleteAllSceneObjects(false);
2192 }
2193
2194 /// <summary>
2195 /// Delete every object from the scene. This does not include attachments worn by avatars.
2196 /// </summary>
2197 public void DeleteAllSceneObjects(bool exceptNoCopy)
2198 {
2199 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2151 lock (Entities) 2200 lock (Entities)
2152 { 2201 {
2153 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2202 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2157,11 +2206,24 @@ namespace OpenSim.Region.Framework.Scenes
2157 if (e is SceneObjectGroup) 2206 if (e is SceneObjectGroup)
2158 { 2207 {
2159 SceneObjectGroup sog = (SceneObjectGroup)e; 2208 SceneObjectGroup sog = (SceneObjectGroup)e;
2160 if (!sog.IsAttachment) 2209 if (sog != null && !sog.IsAttachment)
2161 DeleteSceneObject((SceneObjectGroup)e, false); 2210 {
2211 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2212 {
2213 DeleteSceneObject((SceneObjectGroup)e, false);
2214 }
2215 else
2216 {
2217 toReturn.Add((SceneObjectGroup)e);
2218 }
2219 }
2162 } 2220 }
2163 } 2221 }
2164 } 2222 }
2223 if (toReturn.Count > 0)
2224 {
2225 returnObjects(toReturn.ToArray(), UUID.Zero);
2226 }
2165 } 2227 }
2166 2228
2167 /// <summary> 2229 /// <summary>
@@ -2529,6 +2591,12 @@ namespace OpenSim.Region.Framework.Scenes
2529 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2591 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2530 public bool AddSceneObject(SceneObjectGroup sceneObject) 2592 public bool AddSceneObject(SceneObjectGroup sceneObject)
2531 { 2593 {
2594 if (sceneObject.OwnerID == UUID.Zero)
2595 {
2596 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2597 return false;
2598 }
2599
2532 // If the user is banned, we won't let any of their objects 2600 // If the user is banned, we won't let any of their objects
2533 // enter. Period. 2601 // enter. Period.
2534 // 2602 //
@@ -2578,15 +2646,27 @@ namespace OpenSim.Region.Framework.Scenes
2578 if (AttachmentsModule != null) 2646 if (AttachmentsModule != null)
2579 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2647 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2580 2648
2649 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2581 } 2650 }
2582 else 2651 else
2583 { 2652 {
2653 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2584 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2654 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2585 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2655 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2586 } 2656 }
2657 if (sceneObject.OwnerID == UUID.Zero)
2658 {
2659 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2660 return false;
2661 }
2587 } 2662 }
2588 else 2663 else
2589 { 2664 {
2665 if (sceneObject.OwnerID == UUID.Zero)
2666 {
2667 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2668 return false;
2669 }
2590 AddRestoredSceneObject(sceneObject, true, false); 2670 AddRestoredSceneObject(sceneObject, true, false);
2591 2671
2592 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2672 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2861,6 +2941,7 @@ namespace OpenSim.Region.Framework.Scenes
2861 client.OnFetchInventory += HandleFetchInventory; 2941 client.OnFetchInventory += HandleFetchInventory;
2862 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2942 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2863 client.OnCopyInventoryItem += CopyInventoryItem; 2943 client.OnCopyInventoryItem += CopyInventoryItem;
2944 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2864 client.OnMoveInventoryItem += MoveInventoryItem; 2945 client.OnMoveInventoryItem += MoveInventoryItem;
2865 client.OnRemoveInventoryItem += RemoveInventoryItem; 2946 client.OnRemoveInventoryItem += RemoveInventoryItem;
2866 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2947 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3148,6 +3229,16 @@ namespace OpenSim.Region.Framework.Scenes
3148 /// <param name="flags"></param> 3229 /// <param name="flags"></param>
3149 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3230 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3150 { 3231 {
3232 //Add half the avatar's height so that the user doesn't fall through prims
3233 ScenePresence presence;
3234 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3235 {
3236 if (presence.Appearance != null)
3237 {
3238 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3239 }
3240 }
3241
3151 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3242 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3152 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3243 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3153 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3244 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3422,6 +3513,7 @@ namespace OpenSim.Region.Framework.Scenes
3422 { 3513 {
3423 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3514 if (land != null && !TestLandRestrictions(agent, land, out reason))
3424 { 3515 {
3516 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3425 return false; 3517 return false;
3426 } 3518 }
3427 } 3519 }
@@ -3535,6 +3627,8 @@ namespace OpenSim.Region.Framework.Scenes
3535 } 3627 }
3536 } 3628 }
3537 // Honor parcel landing type and position. 3629 // Honor parcel landing type and position.
3630 /*
3631 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3538 if (land != null) 3632 if (land != null)
3539 { 3633 {
3540 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3634 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3542,6 +3636,7 @@ namespace OpenSim.Region.Framework.Scenes
3542 agent.startpos = land.LandData.UserLocation; 3636 agent.startpos = land.LandData.UserLocation;
3543 } 3637 }
3544 } 3638 }
3639 */// This is now handled properly in ScenePresence.MakeRootAgent
3545 } 3640 }
3546 3641
3547 return true; 3642 return true;
@@ -3904,12 +3999,22 @@ namespace OpenSim.Region.Framework.Scenes
3904 return false; 3999 return false;
3905 } 4000 }
3906 4001
4002 public bool IncomingCloseAgent(UUID agentID)
4003 {
4004 return IncomingCloseAgent(agentID, false);
4005 }
4006
4007 public bool IncomingCloseChildAgent(UUID agentID)
4008 {
4009 return IncomingCloseAgent(agentID, true);
4010 }
4011
3907 /// <summary> 4012 /// <summary>
3908 /// Tell a single agent to disconnect from the region. 4013 /// Tell a single agent to disconnect from the region.
3909 /// </summary> 4014 /// </summary>
3910 /// <param name="regionHandle"></param>
3911 /// <param name="agentID"></param> 4015 /// <param name="agentID"></param>
3912 public bool IncomingCloseAgent(UUID agentID) 4016 /// <param name="childOnly"></param>
4017 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3913 { 4018 {
3914 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4019 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3915 4020
@@ -3921,7 +4026,7 @@ namespace OpenSim.Region.Framework.Scenes
3921 { 4026 {
3922 m_sceneGraph.removeUserCount(false); 4027 m_sceneGraph.removeUserCount(false);
3923 } 4028 }
3924 else 4029 else if (!childOnly)
3925 { 4030 {
3926 m_sceneGraph.removeUserCount(true); 4031 m_sceneGraph.removeUserCount(true);
3927 } 4032 }
@@ -3937,9 +4042,12 @@ namespace OpenSim.Region.Framework.Scenes
3937 } 4042 }
3938 else 4043 else
3939 presence.ControllingClient.SendShutdownConnectionNotice(); 4044 presence.ControllingClient.SendShutdownConnectionNotice();
4045 presence.ControllingClient.Close(false);
4046 }
4047 else if (!childOnly)
4048 {
4049 presence.ControllingClient.Close(true);
3940 } 4050 }
3941
3942 presence.ControllingClient.Close();
3943 return true; 4051 return true;
3944 } 4052 }
3945 4053
@@ -5243,4 +5351,4 @@ namespace OpenSim.Region.Framework.Scenes
5243 return offsets.ToArray(); 5351 return offsets.ToArray();
5244 } 5352 }
5245 } 5353 }
5246} \ No newline at end of file 5354}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..59e4037 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9f38a99..94ec534 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -128,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
128 137
129 protected internal void Close() 138 protected internal void Close()
130 { 139 {
131 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
132 { 142 {
133 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
134 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
135 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
136 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
137 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
138 152
139 lock (m_dictionary_lock) 153 lock (m_dictionary_lock)
140 { 154 {
@@ -214,27 +228,8 @@ namespace OpenSim.Region.Framework.Scenes
214 if (sp.IsChildAgent) 228 if (sp.IsChildAgent)
215 return; 229 return;
216 230
217 if (sp.ParentID != 0) 231 coarseLocations.Add(sp.AbsolutePosition);
218 { 232 avatarUUIDs.Add(sp.UUID);
219 // sitting avatar
220 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
221 if (sop != null)
222 {
223 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
224 avatarUUIDs.Add(sp.UUID);
225 }
226 else
227 {
228 // we can't find the parent.. ! arg!
229 coarseLocations.Add(sp.AbsolutePosition);
230 avatarUUIDs.Add(sp.UUID);
231 }
232 }
233 else
234 {
235 coarseLocations.Add(sp.AbsolutePosition);
236 avatarUUIDs.Add(sp.UUID);
237 }
238 } 233 }
239 } 234 }
240 235
@@ -264,6 +259,33 @@ namespace OpenSim.Region.Framework.Scenes
264 protected internal bool AddRestoredSceneObject( 259 protected internal bool AddRestoredSceneObject(
265 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
266 { 261 {
262 if (!m_parentScene.CombineRegions)
263 {
264 // KF: Check for out-of-region, move inside and make static.
265 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
266 sceneObject.RootPart.GroupPosition.Y,
267 sceneObject.RootPart.GroupPosition.Z);
268 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 ||
269 npos.X > Constants.RegionSize ||
270 npos.Y > Constants.RegionSize))
271 {
272 if (npos.X < 0.0) npos.X = 1.0f;
273 if (npos.Y < 0.0) npos.Y = 1.0f;
274 if (npos.Z < 0.0) npos.Z = 0.0f;
275 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
276 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
277
278 foreach (SceneObjectPart part in sceneObject.Children.Values)
279 {
280 part.GroupPosition = npos;
281 }
282 sceneObject.RootPart.Velocity = Vector3.Zero;
283 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
284 sceneObject.RootPart.Acceleration = Vector3.Zero;
285 sceneObject.RootPart.Velocity = Vector3.Zero;
286 }
287 }
288
267 if (!alreadyPersisted) 289 if (!alreadyPersisted)
268 { 290 {
269 sceneObject.ForceInventoryPersistence(); 291 sceneObject.ForceInventoryPersistence();
@@ -354,10 +376,14 @@ namespace OpenSim.Region.Framework.Scenes
354 m_numPrim += sceneObject.Children.Count; 376 m_numPrim += sceneObject.Children.Count;
355 377
356 if (attachToBackup) 378 if (attachToBackup)
379 {
357 sceneObject.AttachToBackup(); 380 sceneObject.AttachToBackup();
381 }
358 382
359 if (OnObjectCreate != null) 383 if (OnObjectCreate != null)
384 {
360 OnObjectCreate(sceneObject); 385 OnObjectCreate(sceneObject);
386 }
361 387
362 lock (m_dictionary_lock) 388 lock (m_dictionary_lock)
363 { 389 {
@@ -424,6 +450,30 @@ namespace OpenSim.Region.Framework.Scenes
424 } 450 }
425 } 451 }
426 452
453 public void FireAttachToBackup(SceneObjectGroup obj)
454 {
455 if (OnAttachToBackup != null)
456 {
457 OnAttachToBackup(obj);
458 }
459 }
460
461 public void FireDetachFromBackup(SceneObjectGroup obj)
462 {
463 if (OnDetachFromBackup != null)
464 {
465 OnDetachFromBackup(obj);
466 }
467 }
468
469 public void FireChangeBackup(SceneObjectGroup obj)
470 {
471 if (OnChangeBackup != null)
472 {
473 OnChangeBackup(obj);
474 }
475 }
476
427 /// <summary> 477 /// <summary>
428 /// Process all pending updates 478 /// Process all pending updates
429 /// </summary> 479 /// </summary>
@@ -560,7 +610,8 @@ namespace OpenSim.Region.Framework.Scenes
560 610
561 Entities[presence.UUID] = presence; 611 Entities[presence.UUID] = presence;
562 612
563 lock (m_presenceLock) 613 m_scenePresencesLock.EnterWriteLock();
614 try
564 { 615 {
565 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 616 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
566 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 617 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -584,6 +635,10 @@ namespace OpenSim.Region.Framework.Scenes
584 m_scenePresenceMap = newmap; 635 m_scenePresenceMap = newmap;
585 m_scenePresenceArray = newlist; 636 m_scenePresenceArray = newlist;
586 } 637 }
638 finally
639 {
640 m_scenePresencesLock.ExitWriteLock();
641 }
587 } 642 }
588 643
589 /// <summary> 644 /// <summary>
@@ -598,7 +653,8 @@ namespace OpenSim.Region.Framework.Scenes
598 agentID); 653 agentID);
599 } 654 }
600 655
601 lock (m_presenceLock) 656 m_scenePresencesLock.EnterWriteLock();
657 try
602 { 658 {
603 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 659 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
604 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 660 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -620,6 +676,10 @@ namespace OpenSim.Region.Framework.Scenes
620 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 676 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
621 } 677 }
622 } 678 }
679 finally
680 {
681 m_scenePresencesLock.ExitWriteLock();
682 }
623 } 683 }
624 684
625 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 685 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1497,10 +1557,13 @@ namespace OpenSim.Region.Framework.Scenes
1497 /// <param name="childPrims"></param> 1557 /// <param name="childPrims"></param>
1498 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1558 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1499 { 1559 {
1560 SceneObjectGroup parentGroup = root.ParentGroup;
1561 if (parentGroup == null) return;
1500 Monitor.Enter(m_updateLock); 1562 Monitor.Enter(m_updateLock);
1563
1501 try 1564 try
1502 { 1565 {
1503 SceneObjectGroup parentGroup = root.ParentGroup; 1566 parentGroup.areUpdatesSuspended = true;
1504 1567
1505 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1568 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1506 if (parentGroup != null) 1569 if (parentGroup != null)
@@ -1539,12 +1602,12 @@ namespace OpenSim.Region.Framework.Scenes
1539 // occur on link to invoke this elsewhere (such as object selection) 1602 // occur on link to invoke this elsewhere (such as object selection)
1540 parentGroup.RootPart.CreateSelected = true; 1603 parentGroup.RootPart.CreateSelected = true;
1541 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1604 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1542 parentGroup.HasGroupChanged = true;
1543 parentGroup.ScheduleGroupForFullUpdate();
1544
1545 } 1605 }
1546 finally 1606 finally
1547 { 1607 {
1608 parentGroup.areUpdatesSuspended = false;
1609 parentGroup.HasGroupChanged = true;
1610 parentGroup.ScheduleGroupForFullUpdate();
1548 Monitor.Exit(m_updateLock); 1611 Monitor.Exit(m_updateLock);
1549 } 1612 }
1550 } 1613 }
@@ -1581,11 +1644,22 @@ namespace OpenSim.Region.Framework.Scenes
1581 } 1644 }
1582 } 1645 }
1583 1646
1584 foreach (SceneObjectPart child in childParts) 1647 if (childParts.Count > 0)
1585 { 1648 {
1586 // Unlink all child parts from their groups 1649 try
1587 // 1650 {
1588 child.ParentGroup.DelinkFromGroup(child, true); 1651 childParts[0].ParentGroup.areUpdatesSuspended = true;
1652 foreach (SceneObjectPart child in childParts)
1653 {
1654 // Unlink all child parts from their groups
1655 //
1656 child.ParentGroup.DelinkFromGroup(child, true);
1657 }
1658 }
1659 finally
1660 {
1661 childParts[0].ParentGroup.areUpdatesSuspended = false;
1662 }
1589 } 1663 }
1590 1664
1591 foreach (SceneObjectPart root in rootParts) 1665 foreach (SceneObjectPart root in rootParts)
@@ -1609,10 +1683,21 @@ namespace OpenSim.Region.Framework.Scenes
1609 if (numChildren > 1) 1683 if (numChildren > 1)
1610 sendEventsToRemainder = false; 1684 sendEventsToRemainder = false;
1611 1685
1612 foreach (SceneObjectPart p in newSet) 1686 if (newSet.Count > 0)
1613 { 1687 {
1614 if (p != group.RootPart) 1688 try
1615 group.DelinkFromGroup(p, sendEventsToRemainder); 1689 {
1690 newSet[0].ParentGroup.areUpdatesSuspended = true;
1691 foreach (SceneObjectPart p in newSet)
1692 {
1693 if (p != group.RootPart)
1694 group.DelinkFromGroup(p, sendEventsToRemainder);
1695 }
1696 }
1697 finally
1698 {
1699 newSet[0].ParentGroup.areUpdatesSuspended = false;
1700 }
1616 } 1701 }
1617 1702
1618 // If there is more than one prim remaining, we 1703 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..abb4de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3670080..a0f267c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,104 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 try
140 {
141 m_partsLock.ExitReadLock();
142 }
143 catch { } // Ignore errors, to allow resync
144 }
145 if (m_partsLock.RecursiveWriteCount > 0)
146 {
147 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
148 try
149 {
150 m_partsLock.ExitWriteLock();
151 }
152 catch { }
153
154 }
155
156 while (!m_partsLock.TryEnterReadLock(60000))
157 {
158 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
159 if (m_partsLock.IsWriteLockHeld)
160 {
161 m_partsLock = new System.Threading.ReaderWriterLockSlim();
162 }
163 }
164 }
165 else
166 {
167 if (m_partsLock.RecursiveReadCount > 0)
168 {
169 m_partsLock.ExitReadLock();
170 }
171 }
172 }
173 public void lockPartsForWrite(bool locked)
174 {
175 if (locked)
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
180 m_partsLock.ExitReadLock();
181 }
182 if (m_partsLock.RecursiveWriteCount > 0)
183 {
184 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
185 m_partsLock.ExitWriteLock();
186 }
187
188 while (!m_partsLock.TryEnterWriteLock(60000))
189 {
190 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
191 if (m_partsLock.IsWriteLockHeld)
192 {
193 m_partsLock = new System.Threading.ReaderWriterLockSlim();
194 }
195 }
196 }
197 else
198 {
199 if (m_partsLock.RecursiveWriteCount > 0)
200 {
201 m_partsLock.ExitWriteLock();
202 }
203 }
204 }
109 205
110 public bool HasGroupChanged 206 public bool HasGroupChanged
111 { 207 {
@@ -113,9 +209,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 209 {
114 if (value) 210 if (value)
115 { 211 {
212 if (m_isBackedUp)
213 {
214 m_scene.SceneGraph.FireChangeBackup(this);
215 }
116 timeLastChanged = DateTime.Now.Ticks; 216 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 217 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 218 timeFirstChanged = DateTime.Now.Ticks;
219 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
220 {
221 if (m_rand == null)
222 {
223 byte[] val = new byte[16];
224 m_rootPart.UUID.ToBytes(val, 0);
225 m_rand = new Random(BitConverter.ToInt32(val, 0));
226 }
227
228 if (m_scene.GetRootAgentCount() == 0)
229 {
230 //If the region is empty, this change has been made by an automated process
231 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
232
233 float factor = 1.5f + (float)(m_rand.NextDouble());
234 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
235 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
236 }
237 else
238 {
239 //If the region is not empty, we want to obey the minimum and maximum persist times
240 //but add a random factor so we stagger the object persistance a little
241 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
242 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
243 }
244 }
119 } 245 }
120 m_hasGroupChanged = value; 246 m_hasGroupChanged = value;
121 } 247 }
@@ -131,8 +257,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 257 return false;
132 if (m_scene.ShuttingDown) 258 if (m_scene.ShuttingDown)
133 return true; 259 return true;
260
261 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
262 {
263 m_maxPersistTime = m_scene.m_persistAfter;
264 m_minPersistTime = m_scene.m_dontPersistBefore;
265 }
266
134 long currentTime = DateTime.Now.Ticks; 267 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 268
269 if (timeLastChanged == 0) timeLastChanged = currentTime;
270 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
271
272 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 273 return true;
137 return false; 274 return false;
138 } 275 }
@@ -181,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes
181 318
182 private bool m_scriptListens_atRotTarget = false; 319 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 320 private bool m_scriptListens_notAtRotTarget = false;
184 321 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 322 internal Dictionary<UUID, string> m_savedScriptState = null;
186 323
187 #region Properties 324 #region Properties
@@ -221,7 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 358 public virtual Quaternion Rotation
222 { 359 {
223 get { return m_rotation; } 360 get { return m_rotation; }
224 set { m_rotation = value; } 361 set {
362 lockPartsForRead(true);
363 try
364 {
365 foreach(SceneObjectPart p in m_parts.Values)
366 {
367 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
368 }
369 }
370 finally
371 {
372 lockPartsForRead(false);
373 }
374 m_rotation = value;
375 }
225 } 376 }
226 377
227 public Quaternion GroupRotation 378 public Quaternion GroupRotation
@@ -258,13 +409,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 409 set
259 { 410 {
260 m_regionHandle = value; 411 m_regionHandle = value;
261 lock (m_parts) 412 lockPartsForRead(true);
262 { 413 {
263 foreach (SceneObjectPart part in m_parts.Values) 414 foreach (SceneObjectPart part in m_parts.Values)
264 { 415 {
416
265 part.RegionHandle = m_regionHandle; 417 part.RegionHandle = m_regionHandle;
418
266 } 419 }
267 } 420 }
421 lockPartsForRead(false);
268 } 422 }
269 } 423 }
270 424
@@ -298,6 +452,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 452 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 453 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 454 }
455
456 lockPartsForRead(true);
457 foreach (SceneObjectPart part in m_parts.Values)
458 {
459 part.IgnoreUndoUpdate = true;
460 }
301 if (RootPart.GetStatusSandbox()) 461 if (RootPart.GetStatusSandbox())
302 { 462 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,14 +465,30 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 465 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 466 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 467 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
468 lockPartsForRead(false);
308 return; 469 return;
309 } 470 }
310 } 471 }
311 lock (m_parts) 472 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
473 lockPartsForRead(false);
474 foreach (SceneObjectPart part in parts)
312 { 475 {
313 foreach (SceneObjectPart part in m_parts.Values) 476 part.IgnoreUndoUpdate = false;
477 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
478 part.GroupPosition = val;
479 if (!m_dupeInProgress)
480 {
481 part.TriggerScriptChangedEvent(Changed.POSITION);
482 }
483 }
484 if (!m_dupeInProgress)
485 {
486 foreach (ScenePresence av in m_linkedAvatars)
314 { 487 {
315 part.GroupPosition = val; 488 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
489 av.AbsolutePosition += offset;
490 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
491 av.SendFullUpdateToAllClients();
316 } 492 }
317 } 493 }
318 494
@@ -457,6 +633,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 633 /// </summary>
458 public SceneObjectGroup() 634 public SceneObjectGroup()
459 { 635 {
636
460 } 637 }
461 638
462 /// <summary> 639 /// <summary>
@@ -473,7 +650,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 650 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 651 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 652 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 653 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 654 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 655 }
479 656
@@ -504,13 +681,16 @@ namespace OpenSim.Region.Framework.Scenes
504 681
505 public void SetFromItemID(UUID AssetId) 682 public void SetFromItemID(UUID AssetId)
506 { 683 {
507 lock (m_parts) 684 lockPartsForRead(true);
508 { 685 {
509 foreach (SceneObjectPart part in m_parts.Values) 686 foreach (SceneObjectPart part in m_parts.Values)
510 { 687 {
688
511 part.FromItemID = AssetId; 689 part.FromItemID = AssetId;
690
512 } 691 }
513 } 692 }
693 lockPartsForRead(false);
514 } 694 }
515 695
516 public UUID GetFromItemID() 696 public UUID GetFromItemID()
@@ -523,6 +703,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 703 /// </summary>
524 public virtual void AttachToBackup() 704 public virtual void AttachToBackup()
525 { 705 {
706 if (IsAttachment) return;
707 m_scene.SceneGraph.FireAttachToBackup(this);
708
526 if (InSceneBackup) 709 if (InSceneBackup)
527 { 710 {
528 //m_log.DebugFormat( 711 //m_log.DebugFormat(
@@ -579,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 762 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 763 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 764
582 lock (m_parts) 765 lockPartsForRead(true);
583 { 766 {
584 foreach (SceneObjectPart part in m_parts.Values) 767 foreach (SceneObjectPart part in m_parts.Values)
585 { 768 {
@@ -593,8 +776,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 776 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 777 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 778 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
779
596 } 780 }
597 } 781 }
782 lockPartsForRead(false);
783
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 784 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 785 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 786 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +796,11 @@ namespace OpenSim.Region.Framework.Scenes
610 796
611 EntityIntersection result = new EntityIntersection(); 797 EntityIntersection result = new EntityIntersection();
612 798
613 lock (m_parts) 799 lockPartsForRead(true);
614 { 800 {
615 foreach (SceneObjectPart part in m_parts.Values) 801 foreach (SceneObjectPart part in m_parts.Values)
616 { 802 {
803
617 // Temporary commented to stop compiler warning 804 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 805 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 806 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +828,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 828 result.distance = inter.distance;
642 } 829 }
643 } 830 }
831
644 } 832 }
645 } 833 }
834 lockPartsForRead(false);
646 return result; 835 return result;
647 } 836 }
648 837
@@ -661,10 +850,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 850 minY = 256f;
662 minZ = 8192f; 851 minZ = 8192f;
663 852
664 lock(m_parts); 853 lockPartsForRead(true);
665 { 854 {
666 foreach (SceneObjectPart part in m_parts.Values) 855 foreach (SceneObjectPart part in m_parts.Values)
667 { 856 {
857
668 Vector3 worldPos = part.GetWorldPosition(); 858 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 859 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 860 Quaternion worldRot;
@@ -723,6 +913,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 913 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 914 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 915
916
917
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 918 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 919 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 920 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1086,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1086 minZ = backBottomLeft.Z;
895 } 1087 }
896 } 1088 }
1089 lockPartsForRead(false);
897 } 1090 }
898 1091
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1092 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1122,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1122
930 public void SaveScriptedState(XmlTextWriter writer) 1123 public void SaveScriptedState(XmlTextWriter writer)
931 { 1124 {
1125 SaveScriptedState(writer, false);
1126 }
1127
1128 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1129 {
932 XmlDocument doc = new XmlDocument(); 1130 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1131 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1132
935 // Capture script state while holding the lock 1133 // Capture script state while holding the lock
936 lock (m_parts) 1134 lockPartsForRead(true);
937 { 1135 {
938 foreach (SceneObjectPart part in m_parts.Values) 1136 foreach (SceneObjectPart part in m_parts.Values)
939 { 1137 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1138
1139 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1140 foreach (UUID itemid in pstates.Keys)
942 { 1141 {
943 states.Add(itemid, pstates[itemid]); 1142 states.Add(itemid, pstates[itemid]);
944 } 1143 }
1144
945 } 1145 }
946 } 1146 }
1147 lockPartsForRead(false);
947 1148
948 if (states.Count > 0) 1149 if (states.Count > 0)
949 { 1150 {
@@ -962,6 +1163,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1163 }
963 1164
964 /// <summary> 1165 /// <summary>
1166 /// Add the avatar to this linkset (avatar is sat).
1167 /// </summary>
1168 /// <param name="agentID"></param>
1169 public void AddAvatar(UUID agentID)
1170 {
1171 ScenePresence presence;
1172 if (m_scene.TryGetScenePresence(agentID, out presence))
1173 {
1174 if (!m_linkedAvatars.Contains(presence))
1175 {
1176 m_linkedAvatars.Add(presence);
1177 }
1178 }
1179 }
1180
1181 /// <summary>
1182 /// Delete the avatar from this linkset (avatar is unsat).
1183 /// </summary>
1184 /// <param name="agentID"></param>
1185 public void DeleteAvatar(UUID agentID)
1186 {
1187 ScenePresence presence;
1188 if (m_scene.TryGetScenePresence(agentID, out presence))
1189 {
1190 if (m_linkedAvatars.Contains(presence))
1191 {
1192 m_linkedAvatars.Remove(presence);
1193 }
1194 }
1195 }
1196
1197 /// <summary>
1198 /// Returns the list of linked presences (avatars sat on this group)
1199 /// </summary>
1200 /// <param name="agentID"></param>
1201 public List<ScenePresence> GetLinkedAvatars()
1202 {
1203 return m_linkedAvatars;
1204 }
1205
1206 /// <summary>
965 /// Attach this scene object to the given avatar. 1207 /// Attach this scene object to the given avatar.
966 /// </summary> 1208 /// </summary>
967 /// <param name="agentID"></param> 1209 /// <param name="agentID"></param>
@@ -1112,13 +1354,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1354
1113 public override void UpdateMovement() 1355 public override void UpdateMovement()
1114 { 1356 {
1115 lock (m_parts) 1357 lockPartsForRead(true);
1116 { 1358 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1359 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1360 {
1361
1119 part.UpdateMovement(); 1362 part.UpdateMovement();
1363
1120 } 1364 }
1121 } 1365 }
1366 lockPartsForRead(false);
1122 } 1367 }
1123 1368
1124 public ushort GetTimeDilation() 1369 public ushort GetTimeDilation()
@@ -1162,7 +1407,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1407 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1408 public void AddPart(SceneObjectPart part)
1164 { 1409 {
1165 lock (m_parts) 1410 lockPartsForWrite(true);
1166 { 1411 {
1167 part.SetParent(this); 1412 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1413 m_parts.Add(part.UUID, part);
@@ -1172,6 +1417,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1417 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1418 RootPart.LinkNum = 1;
1174 } 1419 }
1420 lockPartsForWrite(false);
1175 } 1421 }
1176 1422
1177 /// <summary> 1423 /// <summary>
@@ -1179,28 +1425,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1425 /// </summary>
1180 private void UpdateParentIDs() 1426 private void UpdateParentIDs()
1181 { 1427 {
1182 lock (m_parts) 1428 lockPartsForRead(true);
1183 { 1429 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1430 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1431 {
1432
1186 if (part.UUID != m_rootPart.UUID) 1433 if (part.UUID != m_rootPart.UUID)
1187 { 1434 {
1188 part.ParentID = m_rootPart.LocalId; 1435 part.ParentID = m_rootPart.LocalId;
1189 } 1436 }
1437
1190 } 1438 }
1191 } 1439 }
1440 lockPartsForRead(false);
1192 } 1441 }
1193 1442
1194 public void RegenerateFullIDs() 1443 public void RegenerateFullIDs()
1195 { 1444 {
1196 lock (m_parts) 1445 lockPartsForRead(true);
1197 { 1446 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1447 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1448 {
1449
1200 part.UUID = UUID.Random(); 1450 part.UUID = UUID.Random();
1201 1451
1202 } 1452 }
1203 } 1453 }
1454 lockPartsForRead(false);
1204 } 1455 }
1205 1456
1206 // helper provided for parts. 1457 // helper provided for parts.
@@ -1261,7 +1512,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1512
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1513 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1514 {
1264 part.StoreUndoState(); 1515 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1516 part.OnGrab(offsetPos, remoteClient);
1266 } 1517 }
1267 1518
@@ -1281,27 +1532,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1532
1282 DetachFromBackup(); 1533 DetachFromBackup();
1283 1534
1284 lock (m_parts) 1535 lockPartsForRead(true);
1536 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1537 lockPartsForRead(false);
1538
1539 foreach (SceneObjectPart part in values)
1285 { 1540 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1541// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1542
1543 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1544 {
1545 if (sp.ParentID == LocalId)
1290 { 1546 {
1291 if (avatar.ParentID == LocalId) 1547 sp.StandUp();
1292 { 1548 }
1293 avatar.StandUp();
1294 }
1295 1549
1296 if (!silent) 1550 if (!silent)
1297 { 1551 {
1298 part.UpdateFlag = 0; 1552 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1553 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1554 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1555 }
1302 }); 1556 });
1303 } 1557
1304 } 1558 }
1559
1560
1305 } 1561 }
1306 1562
1307 public void AddScriptLPS(int count) 1563 public void AddScriptLPS(int count)
@@ -1326,17 +1582,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1582
1327 scriptEvents aggregateScriptEvents=0; 1583 scriptEvents aggregateScriptEvents=0;
1328 1584
1329 lock (m_parts) 1585 lockPartsForRead(true);
1330 { 1586 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1587 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1588 {
1589
1333 if (part == null) 1590 if (part == null)
1334 continue; 1591 continue;
1335 if (part != RootPart) 1592 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1593 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1594 aggregateScriptEvents |= part.AggregateScriptEvents;
1595
1338 } 1596 }
1339 } 1597 }
1598 lockPartsForRead(false);
1340 1599
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1600 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1601 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1637,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1637 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1638 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1639 {
1381 lock (m_parts) 1640 lockPartsForRead(true);
1641
1642 if (m_parts.Count > 1)
1382 { 1643 {
1383 if (m_parts.Count > 1) 1644 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1645 lockPartsForRead(false);
1646 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1647 foreach (SceneObjectPart part in values)
1384 { 1648 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1649
1386 foreach (SceneObjectPart part in m_parts.Values) 1650 if (part.LocalId != m_rootPart.LocalId)
1387 { 1651 {
1388 if (part.LocalId != m_rootPart.LocalId) 1652 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1653 }
1393 1654
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1655 }
1656 // Hack to get the physics scene geometries in the right spot
1657 ResetChildPrimPhysicsPositions();
1658 }
1659 else
1660 {
1661 lockPartsForRead(false);
1662 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1663 }
1402 } 1664 }
1403 1665
1404 public void SetOwnerId(UUID userId) 1666 public void SetOwnerId(UUID userId)
1405 { 1667 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1668 ForEachPart(delegate(SceneObjectPart part)
1669 {
1670
1671 part.OwnerID = userId;
1672
1673 });
1407 } 1674 }
1408 1675
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1676 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1677 {
1411 lock (m_parts) 1678 lockPartsForRead(true);
1679 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1680 lockPartsForRead(false);
1681 foreach (SceneObjectPart part in values)
1412 { 1682 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1683
1414 { 1684 whatToDo(part);
1415 whatToDo(part); 1685
1416 }
1417 } 1686 }
1418 } 1687 }
1419 1688
@@ -1436,7 +1705,10 @@ namespace OpenSim.Region.Framework.Scenes
1436 1705
1437 try 1706 try
1438 { 1707 {
1439 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1708 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1709 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1710 m_scene.LoadingPrims) // Land may not be valid yet
1711
1440 { 1712 {
1441 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1713 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1442 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1714 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1468,9 +1740,9 @@ namespace OpenSim.Region.Framework.Scenes
1468 // don't backup while it's selected or you're asking for changes mid stream. 1740 // don't backup while it's selected or you're asking for changes mid stream.
1469 if ((isTimeToPersist()) || (forcedBackup)) 1741 if ((isTimeToPersist()) || (forcedBackup))
1470 { 1742 {
1471 m_log.DebugFormat( 1743 // m_log.DebugFormat(
1472 "[SCENE]: Storing {0}, {1} in {2}", 1744 // "[SCENE]: Storing {0}, {1} in {2}",
1473 Name, UUID, m_scene.RegionInfo.RegionName); 1745 // Name, UUID, m_scene.RegionInfo.RegionName);
1474 1746
1475 SceneObjectGroup backup_group = Copy(false); 1747 SceneObjectGroup backup_group = Copy(false);
1476 backup_group.RootPart.Velocity = RootPart.Velocity; 1748 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1512,15 +1784,17 @@ namespace OpenSim.Region.Framework.Scenes
1512 RootPart.SendFullUpdate( 1784 RootPart.SendFullUpdate(
1513 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1785 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1514 1786
1515 lock (m_parts) 1787 lockPartsForRead(true);
1516 { 1788 {
1517 foreach (SceneObjectPart part in m_parts.Values) 1789 foreach (SceneObjectPart part in m_parts.Values)
1518 { 1790 {
1791
1519 if (part != RootPart) 1792 if (part != RootPart)
1520 part.SendFullUpdate( 1793 part.SendFullUpdate(
1521 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1794 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1522 } 1795 }
1523 } 1796 }
1797 lockPartsForRead(false);
1524 } 1798 }
1525 1799
1526 #region Copying 1800 #region Copying
@@ -1532,53 +1806,63 @@ namespace OpenSim.Region.Framework.Scenes
1532 /// <returns></returns> 1806 /// <returns></returns>
1533 public SceneObjectGroup Copy(bool userExposed) 1807 public SceneObjectGroup Copy(bool userExposed)
1534 { 1808 {
1535 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1809 SceneObjectGroup dupe;
1536 dupe.m_isBackedUp = false; 1810 try
1537 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1811 {
1812 m_dupeInProgress = true;
1813 dupe = (SceneObjectGroup)MemberwiseClone();
1814 dupe.m_isBackedUp = false;
1815 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1538 1816
1539 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1817 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1540 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1818 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1541 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1819 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1542 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1820 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1543 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1821 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1544 // then restore it's attachment state 1822 // then restore it's attachment state
1545 1823
1546 // This is only necessary when userExposed is false! 1824 // This is only necessary when userExposed is false!
1547 1825
1548 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1826 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1549
1550 if (!userExposed)
1551 dupe.RootPart.IsAttachment = true;
1552 1827
1553 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1828 if (!userExposed)
1829 dupe.RootPart.IsAttachment = true;
1554 1830
1555 if (!userExposed) 1831 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1556 { 1832
1557 dupe.RootPart.IsAttachment = previousAttachmentStatus; 1833 if (!userExposed)
1558 } 1834 {
1835 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1836 }
1559 1837
1560 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1838 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1561 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1839 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1562 1840
1563 if (userExposed) 1841 lockPartsForRead(true);
1564 dupe.m_rootPart.TrimPermissions();
1565 1842
1566 List<SceneObjectPart> partList; 1843 List<SceneObjectPart> partList;
1567 1844
1568 lock (m_parts)
1569 {
1570 partList = new List<SceneObjectPart>(m_parts.Values); 1845 partList = new List<SceneObjectPart>(m_parts.Values);
1571 } 1846
1572 1847 lockPartsForRead(false);
1573 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1848
1849 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1850 {
1851 return p1.LinkNum.CompareTo(p2.LinkNum);
1852 }
1853 );
1854
1855 foreach (SceneObjectPart part in partList)
1574 { 1856 {
1575 return p1.LinkNum.CompareTo(p2.LinkNum); 1857 if (part.UUID != m_rootPart.UUID)
1858 {
1859 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1860
1861 newPart.LinkNum = part.LinkNum;
1862 }
1576 } 1863 }
1577 );
1578 1864
1579 foreach (SceneObjectPart part in partList) 1865 if (userExposed)
1580 {
1581 if (part.UUID != m_rootPart.UUID)
1582 { 1866 {
1583 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1867 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1584 newPart.LinkNum = part.LinkNum; 1868 newPart.LinkNum = part.LinkNum;
@@ -1605,13 +1889,8 @@ namespace OpenSim.Region.Framework.Scenes
1605 1889
1606 if (userExposed) 1890 if (userExposed)
1607 { 1891 {
1608 dupe.UpdateParentIDs(); 1892 m_dupeInProgress = false;
1609 dupe.HasGroupChanged = true;
1610 dupe.AttachToBackup();
1611
1612 ScheduleGroupForFullUpdate();
1613 } 1893 }
1614
1615 return dupe; 1894 return dupe;
1616 } 1895 }
1617 1896
@@ -1626,7 +1905,6 @@ namespace OpenSim.Region.Framework.Scenes
1626 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed)); 1905 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed));
1627 } 1906 }
1628 1907
1629 public void ScriptSetPhysicsStatus(bool UsePhysics)
1630 { 1908 {
1631 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); 1909 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
1632 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); 1910 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
@@ -1802,13 +2080,40 @@ namespace OpenSim.Region.Framework.Scenes
1802 } 2080 }
1803 } 2081 }
1804 2082
2083 public void rotLookAt(Quaternion target, float strength, float damping)
2084 {
2085 SceneObjectPart rootpart = m_rootPart;
2086 if (rootpart != null)
2087 {
2088 if (IsAttachment)
2089 {
2090 /*
2091 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2092 if (avatar != null)
2093 {
2094 Rotate the Av?
2095 } */
2096 }
2097 else
2098 {
2099 if (rootpart.PhysActor != null)
2100 { // APID must be implemented in your physics system for this to function.
2101 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2102 rootpart.PhysActor.APIDStrength = strength;
2103 rootpart.PhysActor.APIDDamping = damping;
2104 rootpart.PhysActor.APIDActive = true;
2105 }
2106 }
2107 }
2108 }
2109
1805 public void stopLookAt() 2110 public void stopLookAt()
1806 { 2111 {
1807 SceneObjectPart rootpart = m_rootPart; 2112 SceneObjectPart rootpart = m_rootPart;
1808 if (rootpart != null) 2113 if (rootpart != null)
1809 { 2114 {
1810 if (rootpart.PhysActor != null) 2115 if (rootpart.PhysActor != null)
1811 { 2116 { // APID must be implemented in your physics system for this to function.
1812 rootpart.PhysActor.APIDActive = false; 2117 rootpart.PhysActor.APIDActive = false;
1813 } 2118 }
1814 } 2119 }
@@ -1876,10 +2181,11 @@ namespace OpenSim.Region.Framework.Scenes
1876 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2181 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1877 newPart.SetParent(this); 2182 newPart.SetParent(this);
1878 2183
1879 lock (m_parts) 2184 lockPartsForWrite(true);
1880 { 2185 {
1881 m_parts.Add(newPart.UUID, newPart); 2186 m_parts.Add(newPart.UUID, newPart);
1882 } 2187 }
2188 lockPartsForWrite(false);
1883 2189
1884 SetPartAsNonRoot(newPart); 2190 SetPartAsNonRoot(newPart);
1885 2191
@@ -1942,7 +2248,7 @@ namespace OpenSim.Region.Framework.Scenes
1942 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2248 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1943 // return; 2249 // return;
1944 2250
1945 lock (m_parts) 2251 lockPartsForRead(true);
1946 { 2252 {
1947 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2253 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1948 2254
@@ -1962,9 +2268,12 @@ namespace OpenSim.Region.Framework.Scenes
1962 { 2268 {
1963 if (!IsSelected) 2269 if (!IsSelected)
1964 part.UpdateLookAt(); 2270 part.UpdateLookAt();
2271
1965 part.SendScheduledUpdates(); 2272 part.SendScheduledUpdates();
2273
1966 } 2274 }
1967 } 2275 }
2276 lockPartsForRead(false);
1968 } 2277 }
1969 2278
1970 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2279 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1973,27 +2282,29 @@ namespace OpenSim.Region.Framework.Scenes
1973 2282
1974 RootPart.AddFullUpdateToAvatar(presence); 2283 RootPart.AddFullUpdateToAvatar(presence);
1975 2284
1976 lock (m_parts) 2285 lockPartsForRead(true);
1977 { 2286 {
1978 foreach (SceneObjectPart part in m_parts.Values) 2287 foreach (SceneObjectPart part in m_parts.Values)
1979 { 2288 {
2289
1980 if (part != RootPart) 2290 if (part != RootPart)
1981 part.AddFullUpdateToAvatar(presence); 2291 part.AddFullUpdateToAvatar(presence);
2292
1982 } 2293 }
1983 } 2294 }
2295 lockPartsForRead(false);
1984 } 2296 }
1985 2297
1986 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2298 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1987 { 2299 {
1988// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2300 lockPartsForRead(true);
1989 2301
1990 lock (m_parts) 2302 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2303 {
1992 foreach (SceneObjectPart part in m_parts.Values) 2304 part.AddTerseUpdateToAvatar(presence);
1993 {
1994 part.AddTerseUpdateToAvatar(presence);
1995 }
1996 } 2305 }
2306
2307 lockPartsForRead(false);
1997 } 2308 }
1998 2309
1999 /// <summary> 2310 /// <summary>
@@ -2007,14 +2318,17 @@ namespace OpenSim.Region.Framework.Scenes
2007 checkAtTargets(); 2318 checkAtTargets();
2008 RootPart.ScheduleFullUpdate(); 2319 RootPart.ScheduleFullUpdate();
2009 2320
2010 lock (m_parts) 2321 lockPartsForRead(true);
2011 { 2322 {
2012 foreach (SceneObjectPart part in m_parts.Values) 2323 foreach (SceneObjectPart part in m_parts.Values)
2013 { 2324 {
2325
2014 if (part != RootPart) 2326 if (part != RootPart)
2015 part.ScheduleFullUpdate(); 2327 part.ScheduleFullUpdate();
2328
2016 } 2329 }
2017 } 2330 }
2331 lockPartsForRead(false);
2018 } 2332 }
2019 2333
2020 /// <summary> 2334 /// <summary>
@@ -2022,37 +2336,38 @@ namespace OpenSim.Region.Framework.Scenes
2022 /// </summary> 2336 /// </summary>
2023 public void ScheduleGroupForTerseUpdate() 2337 public void ScheduleGroupForTerseUpdate()
2024 { 2338 {
2025// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2339 lockPartsForRead(true);
2026 2340 foreach (SceneObjectPart part in m_parts.Values)
2027 lock (m_parts)
2028 { 2341 {
2029 foreach (SceneObjectPart part in m_parts.Values) 2342 part.ScheduleTerseUpdate();
2030 {
2031 part.ScheduleTerseUpdate();
2032 }
2033 } 2343 }
2344
2345 lockPartsForRead(false);
2034 } 2346 }
2035 2347
2036 /// <summary> 2348 /// <summary>
2037 /// Immediately send a full update for this scene object. 2349 /// Immediately send a full update for this scene object.
2038 /// </summary> 2350 /// </summary>
2039 public void SendGroupFullUpdate() 2351 public void SendGroupFullUpdate()
2040 { 2352 {
2041 if (IsDeleted) 2353 if (IsDeleted)
2042 return; 2354 return;
2043 2355
2044// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2356// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2045 2357
2046 RootPart.SendFullUpdateToAllClients(); 2358 RootPart.SendFullUpdateToAllClients();
2047 2359
2048 lock (m_parts) 2360 lockPartsForRead(true);
2049 { 2361 {
2050 foreach (SceneObjectPart part in m_parts.Values) 2362 foreach (SceneObjectPart part in m_parts.Values)
2051 { 2363 {
2364
2052 if (part != RootPart) 2365 if (part != RootPart)
2053 part.SendFullUpdateToAllClients(); 2366 part.SendFullUpdateToAllClients();
2367
2054 } 2368 }
2055 } 2369 }
2370 lockPartsForRead(false);
2056 } 2371 }
2057 2372
2058 /// <summary> 2373 /// <summary>
@@ -2084,14 +2399,15 @@ namespace OpenSim.Region.Framework.Scenes
2084 { 2399 {
2085 if (IsDeleted) 2400 if (IsDeleted)
2086 return; 2401 return;
2087 2402
2088 lock (m_parts) 2403 lockPartsForRead(true);
2089 { 2404 {
2090 foreach (SceneObjectPart part in m_parts.Values) 2405 foreach (SceneObjectPart part in m_parts.Values)
2091 { 2406 {
2092 part.SendTerseUpdateToAllClients(); 2407 part.SendTerseUpdateToAllClients();
2093 } 2408 }
2094 } 2409 }
2410 lockPartsForRead(false);
2095 } 2411 }
2096 2412
2097 #endregion 2413 #endregion
@@ -2105,16 +2421,18 @@ namespace OpenSim.Region.Framework.Scenes
2105 /// <returns>null if no child part with that linknum or child part</returns> 2421 /// <returns>null if no child part with that linknum or child part</returns>
2106 public SceneObjectPart GetLinkNumPart(int linknum) 2422 public SceneObjectPart GetLinkNumPart(int linknum)
2107 { 2423 {
2108 lock (m_parts) 2424 lockPartsForRead(true);
2109 { 2425 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2426 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2427 {
2112 if (part.LinkNum == linknum) 2428 if (part.LinkNum == linknum)
2113 { 2429 {
2430 lockPartsForRead(false);
2114 return part; 2431 return part;
2115 } 2432 }
2116 } 2433 }
2117 } 2434 }
2435 lockPartsForRead(false);
2118 2436
2119 return null; 2437 return null;
2120 } 2438 }
@@ -2142,17 +2460,19 @@ namespace OpenSim.Region.Framework.Scenes
2142 public SceneObjectPart GetChildPart(uint localID) 2460 public SceneObjectPart GetChildPart(uint localID)
2143 { 2461 {
2144 //m_log.DebugFormat("Entered looking for {0}", localID); 2462 //m_log.DebugFormat("Entered looking for {0}", localID);
2145 lock (m_parts) 2463 lockPartsForRead(true);
2146 { 2464 {
2147 foreach (SceneObjectPart part in m_parts.Values) 2465 foreach (SceneObjectPart part in m_parts.Values)
2148 { 2466 {
2149 //m_log.DebugFormat("Found {0}", part.LocalId); 2467 //m_log.DebugFormat("Found {0}", part.LocalId);
2150 if (part.LocalId == localID) 2468 if (part.LocalId == localID)
2151 { 2469 {
2470 lockPartsForRead(false);
2152 return part; 2471 return part;
2153 } 2472 }
2154 } 2473 }
2155 } 2474 }
2475 lockPartsForRead(false);
2156 2476
2157 return null; 2477 return null;
2158 } 2478 }
@@ -2182,17 +2502,19 @@ namespace OpenSim.Region.Framework.Scenes
2182 public bool HasChildPrim(uint localID) 2502 public bool HasChildPrim(uint localID)
2183 { 2503 {
2184 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2504 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2185 lock (m_parts) 2505 lockPartsForRead(true);
2186 { 2506 {
2187 foreach (SceneObjectPart part in m_parts.Values) 2507 foreach (SceneObjectPart part in m_parts.Values)
2188 { 2508 {
2189 //m_log.DebugFormat("Found {0}", part.LocalId); 2509 //m_log.DebugFormat("Found {0}", part.LocalId);
2190 if (part.LocalId == localID) 2510 if (part.LocalId == localID)
2191 { 2511 {
2512 lockPartsForRead(false);
2192 return true; 2513 return true;
2193 } 2514 }
2194 } 2515 }
2195 } 2516 }
2517 lockPartsForRead(false);
2196 2518
2197 return false; 2519 return false;
2198 } 2520 }
@@ -2242,53 +2564,57 @@ namespace OpenSim.Region.Framework.Scenes
2242 if (m_rootPart.LinkNum == 0) 2564 if (m_rootPart.LinkNum == 0)
2243 m_rootPart.LinkNum = 1; 2565 m_rootPart.LinkNum = 1;
2244 2566
2245 lock (m_parts) 2567 lockPartsForWrite(true);
2246 { 2568
2247 m_parts.Add(linkPart.UUID, linkPart); 2569 m_parts.Add(linkPart.UUID, linkPart);
2248 2570
2249 // Insert in terms of link numbers, the new links 2571 lockPartsForWrite(false);
2250 // before the current ones (with the exception of 2572
2251 // the root prim. Shuffle the old ones up 2573 // Insert in terms of link numbers, the new links
2252 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2574 // before the current ones (with the exception of
2575 // the root prim. Shuffle the old ones up
2576 lockPartsForRead(true);
2577 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2578 {
2579 if (kvp.Value.LinkNum != 1)
2253 { 2580 {
2254 if (kvp.Value.LinkNum != 1) 2581 // Don't update root prim link number
2255 { 2582 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 // Don't update root prim link number
2257 kvp.Value.LinkNum += objectGroup.PrimCount;
2258 }
2259 } 2583 }
2584 }
2585 lockPartsForRead(false);
2260 2586
2261 linkPart.LinkNum = 2; 2587 linkPart.LinkNum = 2;
2262 2588
2263 linkPart.SetParent(this); 2589 linkPart.SetParent(this);
2264 linkPart.CreateSelected = true; 2590 linkPart.CreateSelected = true;
2265 2591
2266 //if (linkPart.PhysActor != null) 2592 //if (linkPart.PhysActor != null)
2267 //{ 2593 //{
2268 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2594 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2269 2595
2270 //linkPart.PhysActor = null; 2596 //linkPart.PhysActor = null;
2271 //} 2597 //}
2272 2598
2273 //TODO: rest of parts 2599 //TODO: rest of parts
2274 int linkNum = 3; 2600 int linkNum = 3;
2275 foreach (SceneObjectPart part in objectGroup.Children.Values) 2601 foreach (SceneObjectPart part in objectGroup.Children.Values)
2602 {
2603 if (part.UUID != objectGroup.m_rootPart.UUID)
2276 { 2604 {
2277 if (part.UUID != objectGroup.m_rootPart.UUID) 2605 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 {
2279 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2280 }
2281 part.ClearUndoState();
2282 } 2606 }
2607 part.ClearUndoState();
2283 } 2608 }
2284 2609
2285 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2610 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2286 objectGroup.m_isDeleted = true; 2611 objectGroup.m_isDeleted = true;
2612
2613 objectGroup.lockPartsForWrite(true);
2287 2614
2288 lock (objectGroup.m_parts) 2615 objectGroup.m_parts.Clear();
2289 { 2616
2290 objectGroup.m_parts.Clear(); 2617 objectGroup.lockPartsForWrite(false);
2291 }
2292 2618
2293 // Can't do this yet since backup still makes use of the root part without any synchronization 2619 // Can't do this yet since backup still makes use of the root part without any synchronization
2294// objectGroup.m_rootPart = null; 2620// objectGroup.m_rootPart = null;
@@ -2358,11 +2684,12 @@ namespace OpenSim.Region.Framework.Scenes
2358 Quaternion worldRot = linkPart.GetWorldRotation(); 2684 Quaternion worldRot = linkPart.GetWorldRotation();
2359 2685
2360 // Remove the part from this object 2686 // Remove the part from this object
2361 lock (m_parts) 2687 lockPartsForWrite(true);
2362 { 2688 {
2363 m_parts.Remove(linkPart.UUID); 2689 m_parts.Remove(linkPart.UUID);
2364 } 2690 }
2365 2691 lockPartsForWrite(false);
2692 lockPartsForRead(true);
2366 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2693 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2367 RootPart.LinkNum = 0; 2694 RootPart.LinkNum = 0;
2368 else 2695 else
@@ -2373,6 +2700,7 @@ namespace OpenSim.Region.Framework.Scenes
2373 p.LinkNum--; 2700 p.LinkNum--;
2374 } 2701 }
2375 } 2702 }
2703 lockPartsForRead(false);
2376 2704
2377 linkPart.ParentID = 0; 2705 linkPart.ParentID = 0;
2378 linkPart.LinkNum = 0; 2706 linkPart.LinkNum = 0;
@@ -2416,6 +2744,8 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <param name="objectGroup"></param> 2744 /// <param name="objectGroup"></param>
2417 public virtual void DetachFromBackup() 2745 public virtual void DetachFromBackup()
2418 { 2746 {
2747 m_scene.SceneGraph.FireDetachFromBackup(this);
2748
2419 if (m_isBackedUp) 2749 if (m_isBackedUp)
2420 m_scene.EventManager.OnBackup -= ProcessBackup; 2750 m_scene.EventManager.OnBackup -= ProcessBackup;
2421 2751
@@ -2694,9 +3024,12 @@ namespace OpenSim.Region.Framework.Scenes
2694 3024
2695 if (selectionPart != null) 3025 if (selectionPart != null)
2696 { 3026 {
2697 lock (m_parts) 3027 lockPartsForRead(true);
3028 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3029 lockPartsForRead(false);
3030 foreach (SceneObjectPart part in parts)
2698 { 3031 {
2699 foreach (SceneObjectPart part in m_parts.Values) 3032 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2700 { 3033 {
2701 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3034 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2702 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3035 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2706,12 +3039,13 @@ namespace OpenSim.Region.Framework.Scenes
2706 break; 3039 break;
2707 } 3040 }
2708 } 3041 }
3042 }
2709 3043
2710 foreach (SceneObjectPart part in m_parts.Values) 3044 foreach (SceneObjectPart part in parts)
2711 { 3045 {
2712 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3046 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2713 }
2714 } 3047 }
3048
2715 } 3049 }
2716 } 3050 }
2717 3051
@@ -2724,6 +3058,17 @@ namespace OpenSim.Region.Framework.Scenes
2724 } 3058 }
2725 } 3059 }
2726 3060
3061
3062
3063 /// <summary>
3064 /// Gets the number of parts
3065 /// </summary>
3066 /// <returns></returns>
3067 public int GetPartCount()
3068 {
3069 return Children.Count;
3070 }
3071
2727 /// <summary> 3072 /// <summary>
2728 /// Get the parts of this scene object 3073 /// Get the parts of this scene object
2729 /// </summary> 3074 /// </summary>
@@ -2797,11 +3142,9 @@ namespace OpenSim.Region.Framework.Scenes
2797 scale.Y = m_scene.m_maxNonphys; 3142 scale.Y = m_scene.m_maxNonphys;
2798 if (scale.Z > m_scene.m_maxNonphys) 3143 if (scale.Z > m_scene.m_maxNonphys)
2799 scale.Z = m_scene.m_maxNonphys; 3144 scale.Z = m_scene.m_maxNonphys;
2800
2801 SceneObjectPart part = GetChildPart(localID); 3145 SceneObjectPart part = GetChildPart(localID);
2802 if (part != null) 3146 if (part != null)
2803 { 3147 {
2804 part.Resize(scale);
2805 if (part.PhysActor != null) 3148 if (part.PhysActor != null)
2806 { 3149 {
2807 if (part.PhysActor.IsPhysical) 3150 if (part.PhysActor.IsPhysical)
@@ -2816,7 +3159,7 @@ namespace OpenSim.Region.Framework.Scenes
2816 part.PhysActor.Size = scale; 3159 part.PhysActor.Size = scale;
2817 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3160 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2818 } 3161 }
2819 //if (part.UUID != m_rootPart.UUID) 3162 part.Resize(scale);
2820 3163
2821 HasGroupChanged = true; 3164 HasGroupChanged = true;
2822 ScheduleGroupForFullUpdate(); 3165 ScheduleGroupForFullUpdate();
@@ -2838,7 +3181,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 SceneObjectPart part = GetChildPart(localID); 3181 SceneObjectPart part = GetChildPart(localID);
2839 if (part != null) 3182 if (part != null)
2840 { 3183 {
2841 part.IgnoreUndoUpdate = true;
2842 if (scale.X > m_scene.m_maxNonphys) 3184 if (scale.X > m_scene.m_maxNonphys)
2843 scale.X = m_scene.m_maxNonphys; 3185 scale.X = m_scene.m_maxNonphys;
2844 if (scale.Y > m_scene.m_maxNonphys) 3186 if (scale.Y > m_scene.m_maxNonphys)
@@ -2858,94 +3200,100 @@ namespace OpenSim.Region.Framework.Scenes
2858 float y = (scale.Y / part.Scale.Y); 3200 float y = (scale.Y / part.Scale.Y);
2859 float z = (scale.Z / part.Scale.Z); 3201 float z = (scale.Z / part.Scale.Z);
2860 3202
2861 lock (m_parts) 3203 lockPartsForRead(true);
3204 if (x > 1.0f || y > 1.0f || z > 1.0f)
2862 { 3205 {
2863 if (x > 1.0f || y > 1.0f || z > 1.0f) 3206 foreach (SceneObjectPart obPart in m_parts.Values)
2864 { 3207 {
2865 foreach (SceneObjectPart obPart in m_parts.Values) 3208 if (obPart.UUID != m_rootPart.UUID)
2866 { 3209 {
2867 if (obPart.UUID != m_rootPart.UUID) 3210 Vector3 oldSize = new Vector3(obPart.Scale);
2868 { 3211 obPart.IgnoreUndoUpdate = true;
2869 obPart.IgnoreUndoUpdate = true;
2870 Vector3 oldSize = new Vector3(obPart.Scale);
2871 3212
2872 float f = 1.0f; 3213 float f = 1.0f;
2873 float a = 1.0f; 3214 float a = 1.0f;
2874 3215
2875 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3216 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3217 {
3218 if (oldSize.X*x > m_scene.m_maxPhys)
2876 { 3219 {
2877 if (oldSize.X*x > m_scene.m_maxPhys) 3220 f = m_scene.m_maxPhys / oldSize.X;
2878 { 3221 a = f / x;
2879 f = m_scene.m_maxPhys / oldSize.X; 3222 x *= a;
2880 a = f / x; 3223 y *= a;
2881 x *= a; 3224 z *= a;
2882 y *= a;
2883 z *= a;
2884 }
2885 if (oldSize.Y*y > m_scene.m_maxPhys)
2886 {
2887 f = m_scene.m_maxPhys / oldSize.Y;
2888 a = f / y;
2889 x *= a;
2890 y *= a;
2891 z *= a;
2892 }
2893 if (oldSize.Z*z > m_scene.m_maxPhys)
2894 {
2895 f = m_scene.m_maxPhys / oldSize.Z;
2896 a = f / z;
2897 x *= a;
2898 y *= a;
2899 z *= a;
2900 }
2901 } 3225 }
2902 else 3226 if (oldSize.Y*y > m_scene.m_maxPhys)
2903 { 3227 {
2904 if (oldSize.X*x > m_scene.m_maxNonphys) 3228 f = m_scene.m_maxPhys / oldSize.Y;
2905 { 3229 a = f / y;
2906 f = m_scene.m_maxNonphys / oldSize.X; 3230 x *= a;
2907 a = f / x; 3231 y *= a;
2908 x *= a; 3232 z *= a;
2909 y *= a;
2910 z *= a;
2911 }
2912 if (oldSize.Y*y > m_scene.m_maxNonphys)
2913 {
2914 f = m_scene.m_maxNonphys / oldSize.Y;
2915 a = f / y;
2916 x *= a;
2917 y *= a;
2918 z *= a;
2919 }
2920 if (oldSize.Z*z > m_scene.m_maxNonphys)
2921 {
2922 f = m_scene.m_maxNonphys / oldSize.Z;
2923 a = f / z;
2924 x *= a;
2925 y *= a;
2926 z *= a;
2927 }
2928 } 3233 }
2929 obPart.IgnoreUndoUpdate = false; 3234 if (oldSize.Z*z > m_scene.m_maxPhys)
2930 obPart.StoreUndoState(); 3235 {
3236 f = m_scene.m_maxPhys / oldSize.Z;
3237 a = f / z;
3238 x *= a;
3239 y *= a;
3240 z *= a;
3241 }
3242 }
3243 else
3244 {
3245 if (oldSize.X*x > m_scene.m_maxNonphys)
3246 {
3247 f = m_scene.m_maxNonphys / oldSize.X;
3248 a = f / x;
3249 x *= a;
3250 y *= a;
3251 z *= a;
3252 }
3253 if (oldSize.Y*y > m_scene.m_maxNonphys)
3254 {
3255 f = m_scene.m_maxNonphys / oldSize.Y;
3256 a = f / y;
3257 x *= a;
3258 y *= a;
3259 z *= a;
3260 }
3261 if (oldSize.Z*z > m_scene.m_maxNonphys)
3262 {
3263 f = m_scene.m_maxNonphys / oldSize.Z;
3264 a = f / z;
3265 x *= a;
3266 y *= a;
3267 z *= a;
3268 }
3269
2931 } 3270 }
2932 } 3271 }
2933 } 3272 }
2934 } 3273 }
3274 lockPartsForRead(false);
2935 3275
2936 Vector3 prevScale = part.Scale; 3276 Vector3 prevScale = part.Scale;
2937 prevScale.X *= x; 3277 prevScale.X *= x;
2938 prevScale.Y *= y; 3278 prevScale.Y *= y;
2939 prevScale.Z *= z; 3279 prevScale.Z *= z;;
3280
3281 part.IgnoreUndoUpdate = false;
3282 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3283 part.IgnoreUndoUpdate = true;
2940 part.Resize(prevScale); 3284 part.Resize(prevScale);
3285 part.IgnoreUndoUpdate = false;
2941 3286
2942 lock (m_parts) 3287 lockPartsForRead(true);
2943 { 3288 {
2944 foreach (SceneObjectPart obPart in m_parts.Values) 3289 foreach (SceneObjectPart obPart in m_parts.Values)
2945 { 3290 {
2946 obPart.IgnoreUndoUpdate = true;
2947 if (obPart.UUID != m_rootPart.UUID) 3291 if (obPart.UUID != m_rootPart.UUID)
2948 { 3292 {
3293 obPart.IgnoreUndoUpdate = false;
3294 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3295 obPart.IgnoreUndoUpdate = true;
3296
2949 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3297 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2950 currentpos.X *= x; 3298 currentpos.X *= x;
2951 currentpos.Y *= y; 3299 currentpos.Y *= y;
@@ -2958,9 +3306,9 @@ namespace OpenSim.Region.Framework.Scenes
2958 obPart.UpdateOffSet(currentpos); 3306 obPart.UpdateOffSet(currentpos);
2959 } 3307 }
2960 obPart.IgnoreUndoUpdate = false; 3308 obPart.IgnoreUndoUpdate = false;
2961 obPart.StoreUndoState();
2962 } 3309 }
2963 } 3310 }
3311 lockPartsForRead(false);
2964 3312
2965 if (part.PhysActor != null) 3313 if (part.PhysActor != null)
2966 { 3314 {
@@ -2969,7 +3317,6 @@ namespace OpenSim.Region.Framework.Scenes
2969 } 3317 }
2970 3318
2971 part.IgnoreUndoUpdate = false; 3319 part.IgnoreUndoUpdate = false;
2972 part.StoreUndoState();
2973 HasGroupChanged = true; 3320 HasGroupChanged = true;
2974 ScheduleGroupForTerseUpdate(); 3321 ScheduleGroupForTerseUpdate();
2975 } 3322 }
@@ -2985,14 +3332,11 @@ namespace OpenSim.Region.Framework.Scenes
2985 /// <param name="pos"></param> 3332 /// <param name="pos"></param>
2986 public void UpdateGroupPosition(Vector3 pos) 3333 public void UpdateGroupPosition(Vector3 pos)
2987 { 3334 {
2988 foreach (SceneObjectPart part in Children.Values)
2989 {
2990 part.StoreUndoState();
2991 }
2992 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3335 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2993 { 3336 {
2994 if (IsAttachment) 3337 if (IsAttachment)
2995 { 3338 {
3339 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2996 m_rootPart.AttachedPos = pos; 3340 m_rootPart.AttachedPos = pos;
2997 } 3341 }
2998 if (RootPart.GetStatusSandbox()) 3342 if (RootPart.GetStatusSandbox())
@@ -3025,7 +3369,7 @@ namespace OpenSim.Region.Framework.Scenes
3025 SceneObjectPart part = GetChildPart(localID); 3369 SceneObjectPart part = GetChildPart(localID);
3026 foreach (SceneObjectPart parts in Children.Values) 3370 foreach (SceneObjectPart parts in Children.Values)
3027 { 3371 {
3028 parts.StoreUndoState(); 3372 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3029 } 3373 }
3030 if (part != null) 3374 if (part != null)
3031 { 3375 {
@@ -3050,7 +3394,7 @@ namespace OpenSim.Region.Framework.Scenes
3050 { 3394 {
3051 foreach (SceneObjectPart part in Children.Values) 3395 foreach (SceneObjectPart part in Children.Values)
3052 { 3396 {
3053 part.StoreUndoState(); 3397 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3054 } 3398 }
3055 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3399 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3056 Vector3 oldPos = 3400 Vector3 oldPos =
@@ -3063,7 +3407,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 axDiff *= Quaternion.Inverse(partRotation); 3407 axDiff *= Quaternion.Inverse(partRotation);
3064 diff = axDiff; 3408 diff = axDiff;
3065 3409
3066 lock (m_parts) 3410 lockPartsForRead(true);
3067 { 3411 {
3068 foreach (SceneObjectPart obPart in m_parts.Values) 3412 foreach (SceneObjectPart obPart in m_parts.Values)
3069 { 3413 {
@@ -3073,11 +3417,29 @@ namespace OpenSim.Region.Framework.Scenes
3073 } 3417 }
3074 } 3418 }
3075 } 3419 }
3420 lockPartsForRead(false);
3076 3421
3077 AbsolutePosition = newPos; 3422 //We have to set undoing here because otherwise an undo state will be saved
3423 if (!m_rootPart.Undoing)
3424 {
3425 m_rootPart.Undoing = true;
3426 AbsolutePosition = newPos;
3427 m_rootPart.Undoing = false;
3428 }
3429 else
3430 {
3431 AbsolutePosition = newPos;
3432 }
3078 3433
3079 HasGroupChanged = true; 3434 HasGroupChanged = true;
3080 ScheduleGroupForTerseUpdate(); 3435 if (m_rootPart.Undoing)
3436 {
3437 ScheduleGroupForFullUpdate();
3438 }
3439 else
3440 {
3441 ScheduleGroupForTerseUpdate();
3442 }
3081 } 3443 }
3082 3444
3083 public void OffsetForNewRegion(Vector3 offset) 3445 public void OffsetForNewRegion(Vector3 offset)
@@ -3097,7 +3459,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3459 {
3098 foreach (SceneObjectPart parts in Children.Values) 3460 foreach (SceneObjectPart parts in Children.Values)
3099 { 3461 {
3100 parts.StoreUndoState(); 3462 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3101 } 3463 }
3102 m_rootPart.UpdateRotation(rot); 3464 m_rootPart.UpdateRotation(rot);
3103 3465
@@ -3121,7 +3483,7 @@ namespace OpenSim.Region.Framework.Scenes
3121 { 3483 {
3122 foreach (SceneObjectPart parts in Children.Values) 3484 foreach (SceneObjectPart parts in Children.Values)
3123 { 3485 {
3124 parts.StoreUndoState(); 3486 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3125 } 3487 }
3126 m_rootPart.UpdateRotation(rot); 3488 m_rootPart.UpdateRotation(rot);
3127 3489
@@ -3148,7 +3510,7 @@ namespace OpenSim.Region.Framework.Scenes
3148 SceneObjectPart part = GetChildPart(localID); 3510 SceneObjectPart part = GetChildPart(localID);
3149 foreach (SceneObjectPart parts in Children.Values) 3511 foreach (SceneObjectPart parts in Children.Values)
3150 { 3512 {
3151 parts.StoreUndoState(); 3513 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 } 3514 }
3153 if (part != null) 3515 if (part != null)
3154 { 3516 {
@@ -3176,15 +3538,24 @@ namespace OpenSim.Region.Framework.Scenes
3176 if (part.UUID == m_rootPart.UUID) 3538 if (part.UUID == m_rootPart.UUID)
3177 { 3539 {
3178 UpdateRootRotation(rot); 3540 UpdateRootRotation(rot);
3179 AbsolutePosition = pos; 3541 if (!m_rootPart.Undoing)
3542 {
3543 m_rootPart.Undoing = true;
3544 AbsolutePosition = pos;
3545 m_rootPart.Undoing = false;
3546 }
3547 else
3548 {
3549 AbsolutePosition = pos;
3550 }
3180 } 3551 }
3181 else 3552 else
3182 { 3553 {
3554 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3183 part.IgnoreUndoUpdate = true; 3555 part.IgnoreUndoUpdate = true;
3184 part.UpdateRotation(rot); 3556 part.UpdateRotation(rot);
3185 part.OffsetPosition = pos; 3557 part.OffsetPosition = pos;
3186 part.IgnoreUndoUpdate = false; 3558 part.IgnoreUndoUpdate = false;
3187 part.StoreUndoState();
3188 } 3559 }
3189 } 3560 }
3190 } 3561 }
@@ -3198,7 +3569,13 @@ namespace OpenSim.Region.Framework.Scenes
3198 Quaternion axRot = rot; 3569 Quaternion axRot = rot;
3199 Quaternion oldParentRot = m_rootPart.RotationOffset; 3570 Quaternion oldParentRot = m_rootPart.RotationOffset;
3200 3571
3201 m_rootPart.StoreUndoState(); 3572 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3573 bool cancelUndo = false;
3574 if (!m_rootPart.Undoing)
3575 {
3576 m_rootPart.Undoing = true;
3577 cancelUndo = true;
3578 }
3202 m_rootPart.UpdateRotation(rot); 3579 m_rootPart.UpdateRotation(rot);
3203 if (m_rootPart.PhysActor != null) 3580 if (m_rootPart.PhysActor != null)
3204 { 3581 {
@@ -3206,33 +3583,31 @@ namespace OpenSim.Region.Framework.Scenes
3206 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3583 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3207 } 3584 }
3208 3585
3209 lock (m_parts) 3586 lockPartsForRead(true);
3587
3588 foreach (SceneObjectPart prim in m_parts.Values)
3210 { 3589 {
3211 foreach (SceneObjectPart prim in m_parts.Values) 3590 if (prim.UUID != m_rootPart.UUID)
3212 { 3591 {
3213 if (prim.UUID != m_rootPart.UUID) 3592 prim.IgnoreUndoUpdate = true;
3214 { 3593 Vector3 axPos = prim.OffsetPosition;
3215 prim.IgnoreUndoUpdate = true; 3594 axPos *= oldParentRot;
3216 Vector3 axPos = prim.OffsetPosition; 3595 axPos *= Quaternion.Inverse(axRot);
3217 axPos *= oldParentRot; 3596 prim.OffsetPosition = axPos;
3218 axPos *= Quaternion.Inverse(axRot); 3597 Quaternion primsRot = prim.RotationOffset;
3219 prim.OffsetPosition = axPos; 3598 Quaternion newRot = primsRot * oldParentRot;
3220 Quaternion primsRot = prim.RotationOffset; 3599 newRot *= Quaternion.Inverse(axRot);
3221 Quaternion newRot = primsRot * oldParentRot; 3600 prim.RotationOffset = newRot;
3222 newRot *= Quaternion.Inverse(axRot); 3601 prim.ScheduleTerseUpdate();
3223 prim.RotationOffset = newRot; 3602 prim.IgnoreUndoUpdate = false;
3224 prim.ScheduleTerseUpdate();
3225 }
3226 } 3603 }
3227 } 3604 }
3228 foreach (SceneObjectPart childpart in Children.Values) 3605 if (cancelUndo == true)
3229 { 3606 {
3230 if (childpart != m_rootPart) 3607 m_rootPart.Undoing = false;
3231 {
3232 childpart.IgnoreUndoUpdate = false;
3233 childpart.StoreUndoState();
3234 }
3235 } 3608 }
3609 lockPartsForRead(false);
3610
3236 m_rootPart.ScheduleTerseUpdate(); 3611 m_rootPart.ScheduleTerseUpdate();
3237 } 3612 }
3238 3613
@@ -3354,7 +3729,7 @@ namespace OpenSim.Region.Framework.Scenes
3354 if (atTargets.Count > 0) 3729 if (atTargets.Count > 0)
3355 { 3730 {
3356 uint[] localids = new uint[0]; 3731 uint[] localids = new uint[0];
3357 lock (m_parts) 3732 lockPartsForRead(true);
3358 { 3733 {
3359 localids = new uint[m_parts.Count]; 3734 localids = new uint[m_parts.Count];
3360 int cntr = 0; 3735 int cntr = 0;
@@ -3364,6 +3739,7 @@ namespace OpenSim.Region.Framework.Scenes
3364 cntr++; 3739 cntr++;
3365 } 3740 }
3366 } 3741 }
3742 lockPartsForRead(false);
3367 3743
3368 for (int ctr = 0; ctr < localids.Length; ctr++) 3744 for (int ctr = 0; ctr < localids.Length; ctr++)
3369 { 3745 {
@@ -3382,7 +3758,7 @@ namespace OpenSim.Region.Framework.Scenes
3382 { 3758 {
3383 //trigger not_at_target 3759 //trigger not_at_target
3384 uint[] localids = new uint[0]; 3760 uint[] localids = new uint[0];
3385 lock (m_parts) 3761 lockPartsForRead(true);
3386 { 3762 {
3387 localids = new uint[m_parts.Count]; 3763 localids = new uint[m_parts.Count];
3388 int cntr = 0; 3764 int cntr = 0;
@@ -3392,7 +3768,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 cntr++; 3768 cntr++;
3393 } 3769 }
3394 } 3770 }
3395 3771 lockPartsForRead(false);
3772
3396 for (int ctr = 0; ctr < localids.Length; ctr++) 3773 for (int ctr = 0; ctr < localids.Length; ctr++)
3397 { 3774 {
3398 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3775 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3433,7 +3810,8 @@ namespace OpenSim.Region.Framework.Scenes
3433 if (atRotTargets.Count > 0) 3810 if (atRotTargets.Count > 0)
3434 { 3811 {
3435 uint[] localids = new uint[0]; 3812 uint[] localids = new uint[0];
3436 lock (m_parts) 3813 lockPartsForRead(true);
3814 try
3437 { 3815 {
3438 localids = new uint[m_parts.Count]; 3816 localids = new uint[m_parts.Count];
3439 int cntr = 0; 3817 int cntr = 0;
@@ -3443,6 +3821,10 @@ namespace OpenSim.Region.Framework.Scenes
3443 cntr++; 3821 cntr++;
3444 } 3822 }
3445 } 3823 }
3824 finally
3825 {
3826 lockPartsForRead(false);
3827 }
3446 3828
3447 for (int ctr = 0; ctr < localids.Length; ctr++) 3829 for (int ctr = 0; ctr < localids.Length; ctr++)
3448 { 3830 {
@@ -3461,7 +3843,8 @@ namespace OpenSim.Region.Framework.Scenes
3461 { 3843 {
3462 //trigger not_at_target 3844 //trigger not_at_target
3463 uint[] localids = new uint[0]; 3845 uint[] localids = new uint[0];
3464 lock (m_parts) 3846 lockPartsForRead(true);
3847 try
3465 { 3848 {
3466 localids = new uint[m_parts.Count]; 3849 localids = new uint[m_parts.Count];
3467 int cntr = 0; 3850 int cntr = 0;
@@ -3471,6 +3854,10 @@ namespace OpenSim.Region.Framework.Scenes
3471 cntr++; 3854 cntr++;
3472 } 3855 }
3473 } 3856 }
3857 finally
3858 {
3859 lockPartsForRead(false);
3860 }
3474 3861
3475 for (int ctr = 0; ctr < localids.Length; ctr++) 3862 for (int ctr = 0; ctr < localids.Length; ctr++)
3476 { 3863 {
@@ -3484,19 +3871,20 @@ namespace OpenSim.Region.Framework.Scenes
3484 public float GetMass() 3871 public float GetMass()
3485 { 3872 {
3486 float retmass = 0f; 3873 float retmass = 0f;
3487 lock (m_parts) 3874 lockPartsForRead(true);
3488 { 3875 {
3489 foreach (SceneObjectPart part in m_parts.Values) 3876 foreach (SceneObjectPart part in m_parts.Values)
3490 { 3877 {
3491 retmass += part.GetMass(); 3878 retmass += part.GetMass();
3492 } 3879 }
3493 } 3880 }
3881 lockPartsForRead(false);
3494 return retmass; 3882 return retmass;
3495 } 3883 }
3496 3884
3497 public void CheckSculptAndLoad() 3885 public void CheckSculptAndLoad()
3498 { 3886 {
3499 lock (m_parts) 3887 lockPartsForRead(true);
3500 { 3888 {
3501 if (!IsDeleted) 3889 if (!IsDeleted)
3502 { 3890 {
@@ -3521,6 +3909,7 @@ namespace OpenSim.Region.Framework.Scenes
3521 } 3909 }
3522 } 3910 }
3523 } 3911 }
3912 lockPartsForRead(false);
3524 } 3913 }
3525 3914
3526 protected void AssetReceived(string id, Object sender, AssetBase asset) 3915 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3541,7 +3930,7 @@ namespace OpenSim.Region.Framework.Scenes
3541 /// <param name="client"></param> 3930 /// <param name="client"></param>
3542 public void SetGroup(UUID GroupID, IClientAPI client) 3931 public void SetGroup(UUID GroupID, IClientAPI client)
3543 { 3932 {
3544 lock (m_parts) 3933 lockPartsForRead(true);
3545 { 3934 {
3546 foreach (SceneObjectPart part in m_parts.Values) 3935 foreach (SceneObjectPart part in m_parts.Values)
3547 { 3936 {
@@ -3551,6 +3940,7 @@ namespace OpenSim.Region.Framework.Scenes
3551 3940
3552 HasGroupChanged = true; 3941 HasGroupChanged = true;
3553 } 3942 }
3943 lockPartsForRead(false);
3554 3944
3555 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3945 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3556 // for the same object with very different properties. The caller must schedule the update. 3946 // for the same object with very different properties. The caller must schedule the update.
@@ -3572,11 +3962,12 @@ namespace OpenSim.Region.Framework.Scenes
3572 3962
3573 public void SetAttachmentPoint(byte point) 3963 public void SetAttachmentPoint(byte point)
3574 { 3964 {
3575 lock (m_parts) 3965 lockPartsForRead(true);
3576 { 3966 {
3577 foreach (SceneObjectPart part in m_parts.Values) 3967 foreach (SceneObjectPart part in m_parts.Values)
3578 part.SetAttachmentPoint(point); 3968 part.SetAttachmentPoint(point);
3579 } 3969 }
3970 lockPartsForRead(false);
3580 } 3971 }
3581 3972
3582 #region ISceneObject 3973 #region ISceneObject
@@ -3610,6 +4001,14 @@ namespace OpenSim.Region.Framework.Scenes
3610 SetFromItemID(uuid); 4001 SetFromItemID(uuid);
3611 } 4002 }
3612 4003
4004 public void ResetOwnerChangeFlag()
4005 {
4006 ForEachPart(delegate(SceneObjectPart part)
4007 {
4008 part.ResetOwnerChangeFlag();
4009 });
4010 }
4011
3613 #endregion 4012 #endregion
3614 } 4013 }
3615} 4014}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 74b10c3..ba1f562 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -1796,7 +1827,7 @@ namespace OpenSim.Region.Framework.Scenes
1796 // which stops client-side interpolation of deactivated joint proxy objects. 1827 // which stops client-side interpolation of deactivated joint proxy objects.
1797 } 1828 }
1798 1829
1799 if (!UsePhysics && !isNew) 1830 if (!UsePhysics)
1800 { 1831 {
1801 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1832 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1802 // prim still has velocity and continues to interpolate its position along the old 1833 // prim still has velocity and continues to interpolate its position along the old
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4797,5 +4826,17 @@ namespace OpenSim.Region.Framework.Scenes
4797 Color color = Color; 4826 Color color = Color;
4798 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4827 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4799 } 4828 }
4829
4830 public void ResetOwnerChangeFlag()
4831 {
4832 List<UUID> inv = Inventory.GetInventoryList();
4833
4834 foreach (UUID itemID in inv)
4835 {
4836 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4837 item.OwnerChanged = false;
4838 Inventory.UpdateInventoryItem(item);
4839 }
4840 }
4800 } 4841 }
4801} 4842}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 4ae53a2..8b4f0ed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (m_items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == m_items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = GetInventoryItems(); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 m_items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 m_items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,12 +149,11 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return;
150 }
151 } 157 }
152 158
153 HasInventoryChanged = true; 159 HasInventoryChanged = true;
@@ -161,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
161 item.OwnerID = ownerId; 167 item.OwnerID = ownerId;
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,22 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return;
177 }
178 } 184 }
179 185
180 HasInventoryChanged = true; 186 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
182 List<TaskInventoryItem> items = GetInventoryItems(); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
184 { 190 {
185 if (groupID != item.GroupID) 191 if (groupID != item.GroupID)
192 {
186 item.GroupID = groupID; 193 item.GroupID = groupID;
194 }
187 } 195 }
196 m_items.LockItemsForWrite(false);
188 } 197 }
189 198
190 /// <summary> 199 /// <summary>
@@ -192,9 +201,14 @@ namespace OpenSim.Region.Framework.Scenes
192 /// </summary> 201 /// </summary>
193 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
194 { 203 {
195 List<TaskInventoryItem> scripts = GetInventoryScripts(); 204 Items.LockItemsForRead(true);
196 foreach (TaskInventoryItem item in scripts) 205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
197 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
208 {
209 if ((int)InventoryType.LSL == item.InvType)
210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
211 }
198 } 212 }
199 213
200 public ArrayList GetScriptErrors(UUID itemID) 214 public ArrayList GetScriptErrors(UUID itemID)
@@ -227,9 +241,18 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </param> 241 /// </param>
228 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
229 { 243 {
230 List<TaskInventoryItem> scripts = GetInventoryScripts(); 244 Items.LockItemsForRead(true);
231 foreach (TaskInventoryItem item in scripts) 245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
232 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
249 {
250 if ((int)InventoryType.LSL == item.InvType)
251 {
252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
253 m_part.RemoveScriptEvents(item.ItemID);
254 }
255 }
233 } 256 }
234 257
235 /// <summary> 258 /// <summary>
@@ -245,7 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
245 // item.Name, item.ItemID, Name, UUID); 268 // item.Name, item.ItemID, Name, UUID);
246 269
247 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 270 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
271 {
272 StoreScriptError(item.ItemID, "no permission");
248 return; 273 return;
274 }
249 275
250 m_part.AddFlag(PrimFlags.Scripted); 276 m_part.AddFlag(PrimFlags.Scripted);
251 277
@@ -254,14 +280,13 @@ namespace OpenSim.Region.Framework.Scenes
254 if (stateSource == 1 && // Prim crossing 280 if (stateSource == 1 && // Prim crossing
255 m_part.ParentGroup.Scene.m_trustBinaries) 281 m_part.ParentGroup.Scene.m_trustBinaries)
256 { 282 {
257 lock (m_items) 283 m_items.LockItemsForWrite(true);
258 { 284 m_items[item.ItemID].PermsMask = 0;
259 m_items[item.ItemID].PermsMask = 0; 285 m_items[item.ItemID].PermsGranter = UUID.Zero;
260 m_items[item.ItemID].PermsGranter = UUID.Zero; 286 m_items.LockItemsForWrite(false);
261 }
262
263 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 287 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
264 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 288 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
289 StoreScriptErrors(item.ItemID, null);
265 m_part.ParentGroup.AddActiveScriptCount(1); 290 m_part.ParentGroup.AddActiveScriptCount(1);
266 m_part.ScheduleFullUpdate(); 291 m_part.ScheduleFullUpdate();
267 return; 292 return;
@@ -270,6 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
270 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
271 if (null == asset) 296 if (null == asset)
272 { 297 {
298 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
299 StoreScriptError(item.ItemID, msg);
273 m_log.ErrorFormat( 300 m_log.ErrorFormat(
274 "[PRIM INVENTORY]: " + 301 "[PRIM INVENTORY]: " +
275 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 302 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -281,15 +308,17 @@ namespace OpenSim.Region.Framework.Scenes
281 if (m_part.ParentGroup.m_savedScriptState != null) 308 if (m_part.ParentGroup.m_savedScriptState != null)
282 RestoreSavedScriptState(item.OldItemID, item.ItemID); 309 RestoreSavedScriptState(item.OldItemID, item.ItemID);
283 310
284 lock (m_items) 311 m_items.LockItemsForWrite(true);
285 { 312
286 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 } 315
316 m_items.LockItemsForWrite(false);
289 317
290 string script = Utils.BytesToString(asset.Data); 318 string script = Utils.BytesToString(asset.Data);
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
321 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 322 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 323 m_part.ScheduleFullUpdate();
295 } 324 }
@@ -353,21 +382,145 @@ namespace OpenSim.Region.Framework.Scenes
353 382
354 /// <summary> 383 /// <summary>
355 /// Start a script which is in this prim's inventory. 384 /// Start a script which is in this prim's inventory.
385 /// Some processing may occur in the background, but this routine returns asap.
356 /// </summary> 386 /// </summary>
357 /// <param name="itemId"> 387 /// <param name="itemId">
358 /// A <see cref="UUID"/> 388 /// A <see cref="UUID"/>
359 /// </param> 389 /// </param>
360 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
361 { 391 {
362 TaskInventoryItem item = GetInventoryItem(itemId); 392 lock (m_scriptErrors)
363 if (item != null) 393 {
364 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 394 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
395 m_scriptErrors.Remove(itemId);
396 }
397 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
398 }
399
400 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
401 {
402 m_items.LockItemsForRead(true);
403 if (m_items.ContainsKey(itemId))
404 {
405 if (m_items.ContainsKey(itemId))
406 {
407 m_items.LockItemsForRead(false);
408 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
409 }
410 else
411 {
412 m_items.LockItemsForRead(false);
413 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
414 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
415 StoreScriptError(itemId, msg);
416 m_log.ErrorFormat(
417 "[PRIM INVENTORY]: " +
418 "Couldn't start script with ID {0} since it {1}", itemId, msg);
419 }
420 }
365 else 421 else
422 {
423 m_items.LockItemsForRead(false);
424 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
425 StoreScriptError(itemId, msg);
366 m_log.ErrorFormat( 426 m_log.ErrorFormat(
367 "[PRIM INVENTORY]: " + 427 "[PRIM INVENTORY]: " +
368 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 428 "Couldn't start script with ID {0} since it {1}", itemId, msg);
369 itemId, m_part.Name, m_part.UUID, 429 }
370 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 430
431 }
432
433 /// <summary>
434 /// Start a script which is in this prim's inventory and return any compilation error messages.
435 /// </summary>
436 /// <param name="itemId">
437 /// A <see cref="UUID"/>
438 /// </param>
439 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
440 {
441 ArrayList errors;
442
443 // Indicate to CreateScriptInstanceInternal() we want it to
444 // post any compilation/loading error messages
445 lock (m_scriptErrors)
446 {
447 m_scriptErrors[itemId] = null;
448 }
449
450 // Perform compilation/loading
451 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
452
453 // Wait for and retrieve any errors
454 lock (m_scriptErrors)
455 {
456 while ((errors = m_scriptErrors[itemId]) == null)
457 {
458 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
459 {
460 m_log.ErrorFormat(
461 "[PRIM INVENTORY]: " +
462 "timedout waiting for script {0} errors", itemId);
463 errors = m_scriptErrors[itemId];
464 if (errors == null)
465 {
466 errors = new ArrayList(1);
467 errors.Add("timedout waiting for errors");
468 }
469 break;
470 }
471 }
472 m_scriptErrors.Remove(itemId);
473 }
474 return errors;
475 }
476
477 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
478 private void StoreScriptErrors(UUID itemId, ArrayList errors)
479 {
480 lock (m_scriptErrors)
481 {
482 // If compilation/loading initiated via CreateScriptInstance(),
483 // it does not want the errors, so just get out
484 if (!m_scriptErrors.ContainsKey(itemId))
485 {
486 return;
487 }
488
489 // Initiated via CreateScriptInstanceEr(), if we know what the
490 // errors are, save them and wake CreateScriptInstanceEr().
491 if (errors != null)
492 {
493 m_scriptErrors[itemId] = errors;
494 System.Threading.Monitor.PulseAll(m_scriptErrors);
495 return;
496 }
497 }
498
499 // Initiated via CreateScriptInstanceEr() but we don't know what
500 // the errors are yet, so retrieve them from the script engine.
501 // This may involve some waiting internal to GetScriptErrors().
502 errors = GetScriptErrors(itemId);
503
504 // Get a default non-null value to indicate success.
505 if (errors == null)
506 {
507 errors = new ArrayList();
508 }
509
510 // Post to CreateScriptInstanceEr() and wake it up
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = errors;
514 System.Threading.Monitor.PulseAll(m_scriptErrors);
515 }
516 }
517
518 // Like StoreScriptErrors(), but just posts a single string message
519 private void StoreScriptError(UUID itemId, string message)
520 {
521 ArrayList errors = new ArrayList(1);
522 errors.Add(message);
523 StoreScriptErrors(itemId, errors);
371 } 524 }
372 525
373 /// <summary> 526 /// <summary>
@@ -380,15 +533,7 @@ namespace OpenSim.Region.Framework.Scenes
380 /// </param> 533 /// </param>
381 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 534 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
382 { 535 {
383 bool scriptPresent = false; 536 if (m_items.ContainsKey(itemId))
384
385 lock (m_items)
386 {
387 if (m_items.ContainsKey(itemId))
388 scriptPresent = true;
389 }
390
391 if (scriptPresent)
392 { 537 {
393 if (!sceneObjectBeingDeleted) 538 if (!sceneObjectBeingDeleted)
394 m_part.RemoveScriptEvents(itemId); 539 m_part.RemoveScriptEvents(itemId);
@@ -413,14 +558,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 558 /// <returns></returns>
414 private bool InventoryContainsName(string name) 559 private bool InventoryContainsName(string name)
415 { 560 {
416 lock (m_items) 561 m_items.LockItemsForRead(true);
562 foreach (TaskInventoryItem item in m_items.Values)
417 { 563 {
418 foreach (TaskInventoryItem item in m_items.Values) 564 if (item.Name == name)
419 { 565 {
420 if (item.Name == name) 566 m_items.LockItemsForRead(false);
421 return true; 567 return true;
422 } 568 }
423 } 569 }
570 m_items.LockItemsForRead(false);
424 return false; 571 return false;
425 } 572 }
426 573
@@ -462,8 +609,9 @@ namespace OpenSim.Region.Framework.Scenes
462 /// <param name="item"></param> 609 /// <param name="item"></param>
463 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 610 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
464 { 611 {
465 List<TaskInventoryItem> il = GetInventoryItems(); 612 m_items.LockItemsForRead(true);
466 613 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
614 m_items.LockItemsForRead(false);
467 foreach (TaskInventoryItem i in il) 615 foreach (TaskInventoryItem i in il)
468 { 616 {
469 if (i.Name == item.Name) 617 if (i.Name == item.Name)
@@ -501,14 +649,14 @@ namespace OpenSim.Region.Framework.Scenes
501 item.Name = name; 649 item.Name = name;
502 item.GroupID = m_part.GroupID; 650 item.GroupID = m_part.GroupID;
503 651
504 lock (m_items) 652 m_items.LockItemsForWrite(true);
505 m_items.Add(item.ItemID, item); 653 m_items.Add(item.ItemID, item);
506 654 m_items.LockItemsForWrite(false);
507 if (allowedDrop) 655 if (allowedDrop)
508 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 656 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
509 else 657 else
510 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 658 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
511 659
512 m_inventorySerial++; 660 m_inventorySerial++;
513 //m_inventorySerial += 2; 661 //m_inventorySerial += 2;
514 HasInventoryChanged = true; 662 HasInventoryChanged = true;
@@ -524,15 +672,15 @@ namespace OpenSim.Region.Framework.Scenes
524 /// <param name="items"></param> 672 /// <param name="items"></param>
525 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 673 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
526 { 674 {
527 lock (m_items) 675 m_items.LockItemsForWrite(true);
676 foreach (TaskInventoryItem item in items)
528 { 677 {
529 foreach (TaskInventoryItem item in items) 678 m_items.Add(item.ItemID, item);
530 { 679// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
531 m_items.Add(item.ItemID, item);
532// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
533 }
534 m_inventorySerial++;
535 } 680 }
681 m_items.LockItemsForWrite(false);
682
683 m_inventorySerial++;
536 } 684 }
537 685
538 /// <summary> 686 /// <summary>
@@ -543,10 +691,9 @@ namespace OpenSim.Region.Framework.Scenes
543 public TaskInventoryItem GetInventoryItem(UUID itemId) 691 public TaskInventoryItem GetInventoryItem(UUID itemId)
544 { 692 {
545 TaskInventoryItem item; 693 TaskInventoryItem item;
546 694 m_items.LockItemsForRead(true);
547 lock (m_items) 695 m_items.TryGetValue(itemId, out item);
548 m_items.TryGetValue(itemId, out item); 696 m_items.LockItemsForRead(false);
549
550 return item; 697 return item;
551 } 698 }
552 699
@@ -562,15 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
562 { 709 {
563 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 710 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
564 711
565 lock (m_items) 712 m_items.LockItemsForRead(true);
713
714 foreach (TaskInventoryItem item in m_items.Values)
566 { 715 {
567 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
568 { 717 items.Add(item);
569 if (item.Name == name)
570 items.Add(item);
571 }
572 } 718 }
573 719
720 m_items.LockItemsForRead(false);
721
574 return items; 722 return items;
575 } 723 }
576 724
@@ -587,8 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
587 735
588 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 736 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
589 { 737 {
590 TaskInventoryItem it = GetInventoryItem(item.ItemID); 738 m_items.LockItemsForWrite(true);
591 if (it != null) 739
740 if (m_items.ContainsKey(item.ItemID))
592 { 741 {
593 item.ParentID = m_part.UUID; 742 item.ParentID = m_part.UUID;
594 item.ParentPartID = m_part.UUID; 743 item.ParentPartID = m_part.UUID;
@@ -600,19 +749,15 @@ namespace OpenSim.Region.Framework.Scenes
600 item.GroupID = m_part.GroupID; 749 item.GroupID = m_part.GroupID;
601 750
602 if (item.AssetID == UUID.Zero) 751 if (item.AssetID == UUID.Zero)
603 item.AssetID = it.AssetID; 752 item.AssetID = m_items[item.ItemID].AssetID;
604
605 lock (m_items)
606 {
607 m_items[item.ItemID] = item;
608 m_inventorySerial++;
609 }
610 753
754 m_items[item.ItemID] = item;
755 m_inventorySerial++;
611 if (fireScriptEvents) 756 if (fireScriptEvents)
612 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 757 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
613
614 HasInventoryChanged = true; 758 HasInventoryChanged = true;
615 m_part.ParentGroup.HasGroupChanged = true; 759 m_part.ParentGroup.HasGroupChanged = true;
760 m_items.LockItemsForWrite(false);
616 return true; 761 return true;
617 } 762 }
618 else 763 else
@@ -623,8 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
623 item.ItemID, m_part.Name, m_part.UUID, 768 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 769 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
625 } 770 }
626 return false; 771 m_items.LockItemsForWrite(false);
627 772
773 return false;
628 } 774 }
629 775
630 /// <summary> 776 /// <summary>
@@ -635,37 +781,53 @@ namespace OpenSim.Region.Framework.Scenes
635 /// in this prim's inventory.</returns> 781 /// in this prim's inventory.</returns>
636 public int RemoveInventoryItem(UUID itemID) 782 public int RemoveInventoryItem(UUID itemID)
637 { 783 {
638 TaskInventoryItem item = GetInventoryItem(itemID); 784 m_items.LockItemsForRead(true);
639 if (item != null) 785
786 if (m_items.ContainsKey(itemID))
640 { 787 {
641 int type = m_items[itemID].InvType; 788 int type = m_items[itemID].InvType;
789 m_items.LockItemsForRead(false);
642 if (type == 10) // Script 790 if (type == 10) // Script
643 { 791 {
644 m_part.RemoveScriptEvents(itemID);
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 792 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
646 } 793 }
794 m_items.LockItemsForWrite(true);
647 m_items.Remove(itemID); 795 m_items.Remove(itemID);
796 m_items.LockItemsForWrite(false);
648 m_inventorySerial++; 797 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 798 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 799
651 HasInventoryChanged = true; 800 HasInventoryChanged = true;
652 m_part.ParentGroup.HasGroupChanged = true; 801 m_part.ParentGroup.HasGroupChanged = true;
653 802
654 if (!ContainsScripts()) 803 int scriptcount = 0;
804 m_items.LockItemsForRead(true);
805 foreach (TaskInventoryItem item in m_items.Values)
806 {
807 if (item.Type == 10)
808 {
809 scriptcount++;
810 }
811 }
812 m_items.LockItemsForRead(false);
813
814
815 if (scriptcount <= 0)
816 {
655 m_part.RemFlag(PrimFlags.Scripted); 817 m_part.RemFlag(PrimFlags.Scripted);
818 }
656 819
657 m_part.ScheduleFullUpdate(); 820 m_part.ScheduleFullUpdate();
658 821
659 return type; 822 return type;
660
661 } 823 }
662 else 824 else
663 { 825 {
826 m_items.LockItemsForRead(false);
664 m_log.ErrorFormat( 827 m_log.ErrorFormat(
665 "[PRIM INVENTORY]: " + 828 "[PRIM INVENTORY]: " +
666 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 829 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
667 itemID, m_part.Name, m_part.UUID, 830 itemID, m_part.Name, m_part.UUID);
668 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
669 } 831 }
670 832
671 return -1; 833 return -1;
@@ -719,8 +881,9 @@ namespace OpenSim.Region.Framework.Scenes
719 // isn't available (such as drag from prim inventory to agent inventory) 881 // isn't available (such as drag from prim inventory to agent inventory)
720 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 882 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
721 883
722 List<TaskInventoryItem> items = GetInventoryItems(); 884 m_items.LockItemsForRead(true);
723 foreach (TaskInventoryItem item in items) 885
886 foreach (TaskInventoryItem item in m_items.Values)
724 { 887 {
725 UUID ownerID = item.OwnerID; 888 UUID ownerID = item.OwnerID;
726 uint everyoneMask = 0; 889 uint everyoneMask = 0;
@@ -764,6 +927,8 @@ namespace OpenSim.Region.Framework.Scenes
764 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 927 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
765 invString.AddSectionEnd(); 928 invString.AddSectionEnd();
766 } 929 }
930 int count = m_items.Count;
931 m_items.LockItemsForRead(false);
767 932
768 fileData = Utils.StringToBytes(invString.BuildString); 933 fileData = Utils.StringToBytes(invString.BuildString);
769 934
@@ -784,10 +949,11 @@ namespace OpenSim.Region.Framework.Scenes
784 { 949 {
785 if (HasInventoryChanged) 950 if (HasInventoryChanged)
786 { 951 {
787 HasInventoryChanged = false; 952 Items.LockItemsForRead(true);
788 List<TaskInventoryItem> items = GetInventoryItems(); 953 datastore.StorePrimInventory(m_part.UUID, Items.Values);
789 datastore.StorePrimInventory(m_part.UUID, items); 954 Items.LockItemsForRead(false);
790 955
956 HasInventoryChanged = false;
791 } 957 }
792 } 958 }
793 959
@@ -854,89 +1020,75 @@ namespace OpenSim.Region.Framework.Scenes
854 { 1020 {
855 uint mask=0x7fffffff; 1021 uint mask=0x7fffffff;
856 1022
857 lock (m_items) 1023 foreach (TaskInventoryItem item in m_items.Values)
858 { 1024 {
859 foreach (TaskInventoryItem item in m_items.Values) 1025 if (item.InvType != (int)InventoryType.Object)
860 { 1026 {
861 if (item.InvType != (int)InventoryType.Object) 1027 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
862 { 1028 mask &= ~((uint)PermissionMask.Copy >> 13);
863 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1029 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
864 mask &= ~((uint)PermissionMask.Copy >> 13); 1030 mask &= ~((uint)PermissionMask.Transfer >> 13);
865 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1031 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
866 mask &= ~((uint)PermissionMask.Transfer >> 13); 1032 mask &= ~((uint)PermissionMask.Modify >> 13);
867 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
868 mask &= ~((uint)PermissionMask.Modify >> 13);
869 }
870 else
871 {
872 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
873 mask &= ~((uint)PermissionMask.Copy >> 13);
874 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
875 mask &= ~((uint)PermissionMask.Transfer >> 13);
876 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
877 mask &= ~((uint)PermissionMask.Modify >> 13);
878 }
879
880 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
881 mask &= ~(uint)PermissionMask.Copy;
882 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
883 mask &= ~(uint)PermissionMask.Transfer;
884 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
885 mask &= ~(uint)PermissionMask.Modify;
886 } 1033 }
1034 else
1035 {
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1037 mask &= ~((uint)PermissionMask.Copy >> 13);
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1039 mask &= ~((uint)PermissionMask.Transfer >> 13);
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 mask &= ~((uint)PermissionMask.Modify >> 13);
1042 }
1043
1044 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1045 mask &= ~(uint)PermissionMask.Copy;
1046 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1047 mask &= ~(uint)PermissionMask.Transfer;
1048 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1049 mask &= ~(uint)PermissionMask.Modify;
887 } 1050 }
888
889 return mask; 1051 return mask;
890 } 1052 }
891 1053
892 public void ApplyNextOwnerPermissions() 1054 public void ApplyNextOwnerPermissions()
893 { 1055 {
894 lock (m_items) 1056 foreach (TaskInventoryItem item in m_items.Values)
895 { 1057 {
896 foreach (TaskInventoryItem item in m_items.Values) 1058 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
897 { 1059 {
898 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1060 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
899 { 1061 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
900 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1062 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
901 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1063 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
902 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1064 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
903 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1065 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
904 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
905 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
906 }
907 item.CurrentPermissions &= item.NextPermissions;
908 item.BasePermissions &= item.NextPermissions;
909 item.EveryonePermissions &= item.NextPermissions;
910 item.OwnerChanged = true;
911 } 1066 }
1067 item.OwnerChanged = true;
1068 item.CurrentPermissions &= item.NextPermissions;
1069 item.BasePermissions &= item.NextPermissions;
1070 item.EveryonePermissions &= item.NextPermissions;
912 } 1071 }
913 } 1072 }
914 1073
915 public void ApplyGodPermissions(uint perms) 1074 public void ApplyGodPermissions(uint perms)
916 { 1075 {
917 lock (m_items) 1076 foreach (TaskInventoryItem item in m_items.Values)
918 { 1077 {
919 foreach (TaskInventoryItem item in m_items.Values) 1078 item.CurrentPermissions = perms;
920 { 1079 item.BasePermissions = perms;
921 item.CurrentPermissions = perms;
922 item.BasePermissions = perms;
923 }
924 } 1080 }
925 } 1081 }
926 1082
927 public bool ContainsScripts() 1083 public bool ContainsScripts()
928 { 1084 {
929 lock (m_items) 1085 foreach (TaskInventoryItem item in m_items.Values)
930 { 1086 {
931 foreach (TaskInventoryItem item in m_items.Values) 1087 if (item.InvType == (int)InventoryType.LSL)
932 { 1088 {
933 if (item.InvType == (int)InventoryType.LSL) 1089 return true;
934 {
935 return true;
936 }
937 } 1090 }
938 } 1091 }
939
940 return false; 1092 return false;
941 } 1093 }
942 1094
@@ -944,11 +1096,8 @@ namespace OpenSim.Region.Framework.Scenes
944 { 1096 {
945 List<UUID> ret = new List<UUID>(); 1097 List<UUID> ret = new List<UUID>();
946 1098
947 lock (m_items) 1099 foreach (TaskInventoryItem item in m_items.Values)
948 { 1100 ret.Add(item.ItemID);
949 foreach (TaskInventoryItem item in m_items.Values)
950 ret.Add(item.ItemID);
951 }
952 1101
953 return ret; 1102 return ret;
954 } 1103 }
@@ -979,31 +1128,44 @@ namespace OpenSim.Region.Framework.Scenes
979 1128
980 public Dictionary<UUID, string> GetScriptStates() 1129 public Dictionary<UUID, string> GetScriptStates()
981 { 1130 {
1131 return GetScriptStates(false);
1132 }
1133
1134 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1135 {
982 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1136 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
983 1137
984 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1138 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
985 if (engines == null) // No engine at all 1139 if (engines == null) // No engine at all
986 return ret; 1140 return ret;
987 1141
988 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1142 foreach (TaskInventoryItem item in m_items.Values)
989
990 foreach (TaskInventoryItem item in scripts)
991 { 1143 {
992 foreach (IScriptModule e in engines) 1144 if (item.InvType == (int)InventoryType.LSL)
993 { 1145 {
994 if (e != null) 1146 foreach (IScriptModule e in engines)
995 { 1147 {
996 string n = e.GetXMLState(item.ItemID); 1148 if (e != null)
997 if (n != String.Empty)
998 { 1149 {
999 if (!ret.ContainsKey(item.ItemID)) 1150 string n = e.GetXMLState(item.ItemID);
1000 ret[item.ItemID] = n; 1151 if (n != String.Empty)
1001 break; 1152 {
1153 if (oldIDs)
1154 {
1155 if (!ret.ContainsKey(item.OldItemID))
1156 ret[item.OldItemID] = n;
1157 }
1158 else
1159 {
1160 if (!ret.ContainsKey(item.ItemID))
1161 ret[item.ItemID] = n;
1162 }
1163 break;
1164 }
1002 } 1165 }
1003 } 1166 }
1004 } 1167 }
1005 } 1168 }
1006
1007 return ret; 1169 return ret;
1008 } 1170 }
1009 1171
@@ -1013,21 +1175,27 @@ namespace OpenSim.Region.Framework.Scenes
1013 if (engines == null) 1175 if (engines == null)
1014 return; 1176 return;
1015 1177
1016 List<TaskInventoryItem> scripts = GetInventoryScripts();
1017 1178
1018 foreach (TaskInventoryItem item in scripts) 1179 Items.LockItemsForRead(true);
1180
1181 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1182 {
1020 foreach (IScriptModule engine in engines) 1183 if (item.InvType == (int)InventoryType.LSL)
1021 { 1184 {
1022 if (engine != null) 1185 foreach (IScriptModule engine in engines)
1023 { 1186 {
1024 if (item.OwnerChanged) 1187 if (engine != null)
1025 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1188 {
1026 item.OwnerChanged = false; 1189 if (item.OwnerChanged)
1027 engine.ResumeScript(item.ItemID); 1190 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1191 item.OwnerChanged = false;
1192 engine.ResumeScript(item.ItemID);
1193 }
1028 } 1194 }
1029 } 1195 }
1030 } 1196 }
1197
1198 Items.LockItemsForRead(false);
1031 } 1199 }
1032 1200
1033 } 1201 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 14d7d6a..3154872 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -820,7 +905,6 @@ namespace OpenSim.Region.Framework.Scenes
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
821 906
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
823
824 m_scene.SetRootAgentScene(m_uuid); 908 m_scene.SetRootAgentScene(m_uuid);
825 909
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -839,6 +923,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 923 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 924 }
841 925
926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 if (KnownChildRegionHandles.Count == 0)
930 {
931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 if (land != null)
933 {
934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
936 {
937 pos = land.LandData.UserLocation;
938 }
939 }
940 }
941
942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 {
944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945
946 if (pos.X < 0)
947 {
948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 if (!(pos.Y < 0))
950 emergencyPos.Y = pos.Y;
951 if (!(pos.Z < 0))
952 emergencyPos.Z = pos.Z;
953 }
954 if (pos.Y < 0)
955 {
956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 if (!(pos.Z < 0))
960 emergencyPos.Z = pos.Z;
961 }
962 if (pos.Z < 0)
963 {
964 emergencyPos.Z = 128;
965 if (!(pos.Y < 0))
966 emergencyPos.Y = pos.Y;
967 if (!(pos.X < 0))
968 emergencyPos.X = pos.X;
969 }
970 }
971
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 973 {
844 m_log.WarnFormat( 974 m_log.WarnFormat(
@@ -976,9 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1106 public void Teleport(Vector3 pos)
977 { 1107 {
978 bool isFlying = false; 1108 bool isFlying = false;
1109
979 if (m_physicsActor != null) 1110 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1111 isFlying = m_physicsActor.Flying;
981 1112
982 RemoveFromPhysicalScene(); 1113 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1114 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1115 AbsolutePosition = pos;
@@ -990,6 +1121,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1121 }
991 1122
992 SendTerseUpdateToAllClients(); 1123 SendTerseUpdateToAllClients();
1124
993 } 1125 }
994 1126
995 public void TeleportWithMomentum(Vector3 pos) 1127 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1235,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1235 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1236 AbsolutePosition = pos;
1105 } 1237 }
1106
1107 m_isChildAgent = false; 1238 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1240 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1334
1204 m_pos = m_LastFinitePos; 1335 m_pos = m_LastFinitePos;
1336
1205 if (!m_pos.IsFinite()) 1337 if (!m_pos.IsFinite())
1206 { 1338 {
1207 m_pos.X = 127f; 1339 m_pos.X = 127f;
@@ -1268,7 +1400,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1401 }
1270 } 1402 }
1271
1272 lock (scriptedcontrols) 1403 lock (scriptedcontrols)
1273 { 1404 {
1274 if (scriptedcontrols.Count > 0) 1405 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1414,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1414
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1416 {
1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419
1286 // TODO: This doesn't prevent the user from walking yet. 1420 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1421 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1422 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1471,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1471 update_rotation = true;
1338 } 1472 }
1339 1473
1474 //guilty until proven innocent..
1475 bool Nudging = true;
1476 //Basically, if there is at least one non-nudge control then we don't need
1477 //to worry about stopping the avatar
1478
1340 if (m_parentID == 0) 1479 if (m_parentID == 0)
1341 { 1480 {
1342 bool bAllowUpdateMoveToPosition = false; 1481 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1490,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1490 else
1352 dirVectors = Dir_Vectors; 1491 dirVectors = Dir_Vectors;
1353 1492
1354 // The fact that m_movementflag is a byte needs to be fixed 1493 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1494
1356 uint nudgehack = 250; 1495
1496
1497
1498
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1500 {
1359 if (((uint)flags & (uint)DCF) != 0) 1501 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1505,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1505 try
1364 { 1506 {
1365 agent_control_v3 += dirVectors[i]; 1507 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1508 if (isNudge[i] == false)
1509 {
1510 Nudging = false;
1511 }
1367 } 1512 }
1368 catch (IndexOutOfRangeException) 1513 catch (IndexOutOfRangeException)
1369 { 1514 {
1370 // Why did I get this? 1515 // Why did I get this?
1371 } 1516 }
1372 1517
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1518 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1519 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1520 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1521 update_movementflag = true;
1381 } 1522 }
1382 } 1523 }
1383 else 1524 else
1384 { 1525 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1526 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1527 {
1390 m_movementflag -= ((byte)(uint)DCF); 1528 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1529 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1530 }
1401 else 1531 else
1402 { 1532 {
@@ -1405,7 +1535,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1535 }
1406 i++; 1536 i++;
1407 } 1537 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1538 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1539 if (bResetMoveToPosition)
1411 { 1540 {
@@ -1440,6 +1569,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1569 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1571 LocalVectorToTarget2D.Normalize();
1572
1573 //We're not nudging
1574 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1575 agent_control_v3 += LocalVectorToTarget2D;
1444 1576
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1577 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1660,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1660 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1662
1531 AddNewMovement(agent_control_v3, q); 1663 AddNewMovement(agent_control_v3, q, Nudging);
1532 1664
1533 1665
1534 } 1666 }
1535 } 1667 }
1536 1668
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1669 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1670 Animator.UpdateMovementAnimations();
1539 1671
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1672 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1681,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1681 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1685 proxyObjectGroup.AttachToScene(m_scene);
1555 1686
@@ -1591,7 +1722,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1722 }
1592 m_moveToPositionInProgress = true; 1723 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1725 }
1595 catch (Exception ex) 1726 catch (Exception ex)
1596 { 1727 {
1597 //Why did I get this error? 1728 //Why did I get this error?
@@ -1613,7 +1744,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1744 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1745 SendFullUpdateToAllClients();
1615 1746
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1748 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1781,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1781
1651 if (m_parentID != 0) 1782 if (m_parentID != 0)
1652 { 1783 {
1653 m_log.Debug("StandupCode Executed"); 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1785 if (part != null)
1656 { 1786 {
1787 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1789 if (taskIDict != null)
1659 { 1790 {
1660 lock (taskIDict) 1791 foreach (UUID taskID in taskIDict.Keys)
1661 { 1792 {
1662 foreach (UUID taskID in taskIDict.Keys) 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1794 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1795 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1796 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1797 }
1670
1671 } 1798 }
1799 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1800 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1801 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1803 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1805 }
1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 // Rotation is the sittiing Av's rotation
1808
1809 Quaternion partRot;
1810// if (part.LinkNum == 1)
1811// { // Root prim of linkset
1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813// }
1814// else
1815// { // single or child prim
1816
1817// }
1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 {
1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 }
1822 else
1823 {
1824 partRot = part.GetWorldRotation();
1825 }
1826
1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1828
1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1831
1832
1680 if (m_physicsActor == null) 1833 if (m_physicsActor == null)
1681 { 1834 {
1682 AddToPhysicalScene(false); 1835 AddToPhysicalScene(false);
1683 } 1836 }
1684 1837 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1838 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1839 {
1687 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 part.IsOccupied = false;
1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 }
1845 else
1846 {
1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 AbsolutePosition = m_lastWorldPosition;
1849 }
1850
1851 m_parentPosition = Vector3.Zero;
1852 m_parentID = 0;
1853 m_linkedPrim = UUID.Zero;
1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1855 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1856 m_requestedSitTargetID = 0;
1857
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1859 {
1693 SetHeight(m_avHeight); 1860 SetHeight(m_avHeight);
1694 } 1861 }
1695 } 1862 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1863 Animator.TrySetMovementAnimation("STAND");
1698 } 1864 }
1699 1865
@@ -1724,13 +1890,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1895 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1896 {
1735 //switch the target to this prim 1897 //switch the target to this prim
1736 return part; 1898 return part;
@@ -1744,84 +1906,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1907 {
1746 bool autopilot = true; 1908 bool autopilot = true;
1909 Vector3 autopilotTarget = new Vector3();
1910 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1911 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1913 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1914 bool forceMouselook = false;
1752 1915
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1918 if (part == null) return;
1756 { 1919
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1922
1760 // Is a sit target available? 1923 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1925 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1926
1764 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1928
1766 bool SitTargetisSet = 1929 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1932
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1935 Quaternion partRot;
1773 )); 1936// if (part.LinkNum == 1)
1774 1937// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1939// }
1777 part.SetAvatarOnSitTarget(UUID); 1940// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1941// { // single or child prim
1779 sitOrientation = avSitOrientation; 1942 partRot = part.GetWorldRotation();
1780 autopilot = false; 1943// }
1781 } 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1946 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1947 if (SitTargetisSet) // scipted sit
1785 //{ 1948 {
1786 // offset = pos; 1949 if (!part.IsOccupied)
1787 //autopilot = false; 1950 {
1788 //} 1951//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1954
1792 // We can remove the physicsActor until they stand up. 1955 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1956 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1957 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1958 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1959 }
1805 else 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 OffsetRotation = nrot;
1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 }
1964 else
1965 {
1966//Console.WriteLine("Scripted, occupied");
1967 return;
1968 }
1969 }
1970 else // Not Scripted
1971 {
1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 {
1974 // large prim & offset, ignore if other Avs sitting
1975// offset.Z -= 0.05f;
1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978
1979//Console.WriteLine(" offset ={0}", offset);
1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982
1983 }
1984 else // small offset
1985 {
1986//Console.WriteLine("Small offset");
1987 if (!part.IsOccupied)
1988 {
1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 autopilotTarget = part.AbsolutePosition;
1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 }
1993 else return; // occupied small
1994 } // end large/small
1995 } // end Scripted/not
1996 cameraAtOffset = part.GetCameraAtOffset();
1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 forceMouselook = part.GetForceMouselook();
1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001
2002 if (m_physicsActor != null)
2003 {
2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 // We can remove the physicsActor until they stand up.
2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 if (autopilot)
2008 { // its not a scripted sit
2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2011 {
2012 autopilot = false; // close enough
2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 Not using the part's position because returning the AV to the last known standing
2015 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2016 RemoveFromPhysicalScene();
1808 } 2017 Velocity = Vector3.Zero;
2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2019 } // else the autopilot will get us close
2020 }
2021 else
2022 { // its a scripted sit
2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2024 I *am* using the part's position this time because we have no real idea how far away
2025 the avatar is from the sit target. */
2026 RemoveFromPhysicalScene();
2027 Velocity = Vector3.Zero;
1809 } 2028 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2029 }
1815 2030 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2031
1817 m_requestedSitTargetUUID = targetID; 2032 Vector3 offsetr; // = offset * partIRot;
2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2037 //offsetr = offset * partIRot;
2038//
2039 // else
2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2042 // (offset * partRot);
2043 // }
2044
2045//Console.WriteLine(" ");
2046//Console.WriteLine("link number ={0}", part.LinkNum);
2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2049//Console.WriteLine("Click offst ={0}", offset);
2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2051//Console.WriteLine("offsetr ={0}", offsetr);
2052//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2054
2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2057
2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2059 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2060 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2061 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2062 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2063 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2064 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2065 m_sitAtAutoTarget = autopilot;
2066 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2067 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2068 HandleAgentSit(remoteClient, UUID);
1827 } 2069 }
@@ -2116,47 +2358,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2358 {
2117 if (part != null) 2359 if (part != null)
2118 { 2360 {
2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2362 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2363 {
2364//Console.WriteLine("Scripted Sit");
2365 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2366 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2367 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2369 m_pos += SIT_TARGET_ADJUSTMENT;
2370 if (!part.IsRoot)
2371 {
2372 m_pos *= part.RotationOffset;
2373 }
2131 m_bodyRot = sitTargetOrient; 2374 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2375 m_parentPosition = part.AbsolutePosition;
2134 2376 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2377 part.ParentGroup.AddAvatar(agentID);
2136 } 2378 }
2137 else 2379 else
2138 { 2380 {
2139 m_pos -= part.AbsolutePosition; 2381 // if m_avUnscriptedSitPos is zero then Av sits above center
2382 // Else Av sits at m_avUnscriptedSitPos
2383
2384 // Non-scripted sit by Kitto Flora 21Nov09
2385 // Calculate angle of line from prim to Av
2386 Quaternion partIRot;
2387// if (part.LinkNum == 1)
2388// { // Root prim of linkset
2389// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2390// }
2391// else
2392// { // single or child prim
2393 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2394// }
2395 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2396 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2397 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2398 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2399 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2400 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2401 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2402 // Av sits at world euler <0,0, z>, translated by part rotation
2403 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2404
2140 m_parentPosition = part.AbsolutePosition; 2405 m_parentPosition = part.AbsolutePosition;
2141 } 2406 part.IsOccupied = true;
2407 part.ParentGroup.AddAvatar(agentID);
2408 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2409 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2410 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2411 m_avUnscriptedSitPos; // adds click offset, if any
2412 //Set up raytrace to find top surface of prim
2413 Vector3 size = part.Scale;
2414 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2415 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2416 Vector3 down = new Vector3(0f, 0f, -1f);
2417//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2418 m_scene.PhysicsScene.RaycastWorld(
2419 start, // Vector3 position,
2420 down, // Vector3 direction,
2421 mag, // float length,
2422 SitAltitudeCallback); // retMethod
2423 } // end scripted/not
2142 } 2424 }
2143 else 2425 else // no Av
2144 { 2426 {
2145 return; 2427 return;
2146 } 2428 }
2147 } 2429 }
2148 m_parentID = m_requestedSitTargetID;
2149 2430
2431 //We want our offsets to reference the root prim, not the child we may have sat on
2432 if (!part.IsRoot)
2433 {
2434 m_parentID = part.ParentGroup.RootPart.LocalId;
2435 m_pos += part.OffsetPosition;
2436 }
2437 else
2438 {
2439 m_parentID = m_requestedSitTargetID;
2440 }
2441
2442 m_linkedPrim = part.UUID;
2443 if (part.GetAvatarOnSitTarget() != UUID)
2444 {
2445 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2446 }
2150 Velocity = Vector3.Zero; 2447 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2448 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2449 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2450 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2451 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2452 }
2453
2454 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2455 {
2456 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2457 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2458 if(hitYN)
2459 {
2460 // m_pos = Av offset from prim center to make look like on center
2461 // m_parentPosition = Actual center pos of prim
2462 // collisionPoint = spot on prim where we want to sit
2463 // collisionPoint.Z = global sit surface height
2464 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2465 Quaternion partIRot;
2466// if (part.LinkNum == 1)
2467/// { // Root prim of linkset
2468// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2469// }
2470// else
2471// { // single or child prim
2472 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2473// }
2474 if (m_initialSitTarget != null)
2475 {
2476 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2477 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2478 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2479 m_pos += offset;
2480 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2481 }
2482
2483 }
2484 } // End SitAltitudeCallback KF.
2160 2485
2161 /// <summary> 2486 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2487 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2511,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2511 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2512 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2513 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2514 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2515 {
2191 if (m_isChildAgent) 2516 if (m_isChildAgent)
2192 { 2517 {
@@ -2227,10 +2552,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2552 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2553 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2554 direc.Normalize();
2555 PhysicsActor actor = m_physicsActor;
2556 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2557
2231 direc *= 0.03f * 128f * m_speedModifier; 2558 direc *= 0.03f * 128f * m_speedModifier;
2232 2559
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2560 if (actor != null)
2235 { 2561 {
2236 if (actor.Flying) 2562 if (actor.Flying)
@@ -2252,18 +2578,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2578 {
2253 if (direc.Z > 2.0f) 2579 if (direc.Z > 2.0f)
2254 { 2580 {
2255 direc.Z *= 3.0f; 2581 if(m_animator.m_animTickJump == -1)
2256 2582 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2583 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2584 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2585 else
2586 {
2587 direc.Z *= 0.1f; // prejump
2588 }
2589 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2590 Animator.TrySetMovementAnimation("PREJUMP");
2591 Animator.TrySetMovementAnimation("JUMP");
2592 */
2260 } 2593 }
2261 } 2594 }
2262 } 2595 }
2263 2596
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2597 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2598 m_forceToApply = direc;
2266 2599 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2600 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2601 }
2269 2602
@@ -2278,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2611 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2612 //const int TIME_MS_TOLERANCE = 3000;
2280 2613
2281 SendPrimUpdates(); 2614
2282 2615
2283 if (m_isChildAgent == false) 2616 if (m_isChildAgent == false)
2284 { 2617 {
@@ -2308,6 +2641,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2641 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2642 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2643 }
2644
2645 //Sending prim updates AFTER the avatar terse updates are sent
2646 SendPrimUpdates();
2311 } 2647 }
2312 2648
2313 #endregion 2649 #endregion
@@ -3092,6 +3428,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3428 m_callbackURI = cAgent.CallbackURI;
3093 3429
3094 m_pos = cAgent.Position; 3430 m_pos = cAgent.Position;
3431
3095 m_velocity = cAgent.Velocity; 3432 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3433 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3434 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3539,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3539 {
3203 if (m_forceToApply.HasValue) 3540 if (m_forceToApply.HasValue)
3204 { 3541 {
3205 Vector3 force = m_forceToApply.Value;
3206 3542
3543 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3544 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3545 Velocity = force;
3210 3546
3211 m_forceToApply = null; 3547 m_forceToApply = null;
3212 } 3548 }
3549 else
3550 {
3551 if (m_isNudging)
3552 {
3553 Vector3 force = Vector3.Zero;
3554
3555 m_updateflag = true;
3556 Velocity = force;
3557 m_isNudging = false;
3558 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3559 }
3560 }
3213 } 3561 }
3214 3562
3215 /// <summary> 3563 /// <summary>
@@ -3255,18 +3603,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3603 {
3256 if (e == null) 3604 if (e == null)
3257 return; 3605 return;
3258 3606
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3607 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3608 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3609 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3610 {
3611 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3612 { // else its will lock out other animation changes, like ground sit.
3613 Animator.UpdateMovementAnimations();
3614 m_updateCount--;
3615 }
3616 }
3264 3617
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3618 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3619 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3620
3268 CollisionPlane = Vector4.UnitW; 3621 CollisionPlane = Vector4.UnitW;
3269 3622
3623 if (m_lastColCount != coldata.Count)
3624 {
3625 m_updateCount = UPDATE_COUNT;
3626 m_lastColCount = coldata.Count;
3627 }
3628
3270 if (coldata.Count != 0 && Animator != null) 3629 if (coldata.Count != 0 && Animator != null)
3271 { 3630 {
3272 switch (Animator.CurrentMovementAnimation) 3631 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3655,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3655 }
3297 } 3656 }
3298 3657
3658 List<uint> thisHitColliders = new List<uint>();
3659 List<uint> endedColliders = new List<uint>();
3660 List<uint> startedColliders = new List<uint>();
3661
3662 foreach (uint localid in coldata.Keys)
3663 {
3664 thisHitColliders.Add(localid);
3665 if (!m_lastColliders.Contains(localid))
3666 {
3667 startedColliders.Add(localid);
3668 }
3669 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3670 }
3671
3672 // calculate things that ended colliding
3673 foreach (uint localID in m_lastColliders)
3674 {
3675 if (!thisHitColliders.Contains(localID))
3676 {
3677 endedColliders.Add(localID);
3678 }
3679 }
3680 //add the items that started colliding this time to the last colliders list.
3681 foreach (uint localID in startedColliders)
3682 {
3683 m_lastColliders.Add(localID);
3684 }
3685 // remove things that ended colliding from the last colliders list
3686 foreach (uint localID in endedColliders)
3687 {
3688 m_lastColliders.Remove(localID);
3689 }
3690
3691 // do event notification
3692 if (startedColliders.Count > 0)
3693 {
3694 ColliderArgs StartCollidingMessage = new ColliderArgs();
3695 List<DetectedObject> colliding = new List<DetectedObject>();
3696 foreach (uint localId in startedColliders)
3697 {
3698 if (localId == 0)
3699 continue;
3700
3701 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3702 string data = "";
3703 if (obj != null)
3704 {
3705 DetectedObject detobj = new DetectedObject();
3706 detobj.keyUUID = obj.UUID;
3707 detobj.nameStr = obj.Name;
3708 detobj.ownerUUID = obj.OwnerID;
3709 detobj.posVector = obj.AbsolutePosition;
3710 detobj.rotQuat = obj.GetWorldRotation();
3711 detobj.velVector = obj.Velocity;
3712 detobj.colliderType = 0;
3713 detobj.groupUUID = obj.GroupID;
3714 colliding.Add(detobj);
3715 }
3716 }
3717
3718 if (colliding.Count > 0)
3719 {
3720 StartCollidingMessage.Colliders = colliding;
3721
3722 foreach (SceneObjectGroup att in Attachments)
3723 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3724 }
3725 }
3726
3727 if (endedColliders.Count > 0)
3728 {
3729 ColliderArgs EndCollidingMessage = new ColliderArgs();
3730 List<DetectedObject> colliding = new List<DetectedObject>();
3731 foreach (uint localId in endedColliders)
3732 {
3733 if (localId == 0)
3734 continue;
3735
3736 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3737 string data = "";
3738 if (obj != null)
3739 {
3740 DetectedObject detobj = new DetectedObject();
3741 detobj.keyUUID = obj.UUID;
3742 detobj.nameStr = obj.Name;
3743 detobj.ownerUUID = obj.OwnerID;
3744 detobj.posVector = obj.AbsolutePosition;
3745 detobj.rotQuat = obj.GetWorldRotation();
3746 detobj.velVector = obj.Velocity;
3747 detobj.colliderType = 0;
3748 detobj.groupUUID = obj.GroupID;
3749 colliding.Add(detobj);
3750 }
3751 }
3752
3753 if (colliding.Count > 0)
3754 {
3755 EndCollidingMessage.Colliders = colliding;
3756
3757 foreach (SceneObjectGroup att in Attachments)
3758 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3759 }
3760 }
3761
3762 if (thisHitColliders.Count > 0)
3763 {
3764 ColliderArgs CollidingMessage = new ColliderArgs();
3765 List<DetectedObject> colliding = new List<DetectedObject>();
3766 foreach (uint localId in thisHitColliders)
3767 {
3768 if (localId == 0)
3769 continue;
3770
3771 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3772 string data = "";
3773 if (obj != null)
3774 {
3775 DetectedObject detobj = new DetectedObject();
3776 detobj.keyUUID = obj.UUID;
3777 detobj.nameStr = obj.Name;
3778 detobj.ownerUUID = obj.OwnerID;
3779 detobj.posVector = obj.AbsolutePosition;
3780 detobj.rotQuat = obj.GetWorldRotation();
3781 detobj.velVector = obj.Velocity;
3782 detobj.colliderType = 0;
3783 detobj.groupUUID = obj.GroupID;
3784 colliding.Add(detobj);
3785 }
3786 }
3787
3788 if (colliding.Count > 0)
3789 {
3790 CollidingMessage.Colliders = colliding;
3791
3792 lock (m_attachments)
3793 {
3794 foreach (SceneObjectGroup att in m_attachments)
3795 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3796 }
3797 }
3798 }
3799
3299 if (m_invulnerable) 3800 if (m_invulnerable)
3300 return; 3801 return;
3301 3802
@@ -3470,7 +3971,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3971 m_scene = scene;
3471 3972
3472 RegisterToEvents(); 3973 RegisterToEvents();
3473 3974 if (m_controllingClient != null)
3975 {
3976 m_controllingClient.ProcessPendingPackets();
3977 }
3474 /* 3978 /*
3475 AbsolutePosition = client.StartPos; 3979 AbsolutePosition = client.StartPos;
3476 3980
@@ -3700,6 +4204,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4204 return;
3701 } 4205 }
3702 4206
4207 XmlDocument doc = new XmlDocument();
4208 string stateData = String.Empty;
4209
4210 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4211 if (attServ != null)
4212 {
4213 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4214 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4215 if (stateData != String.Empty)
4216 {
4217 try
4218 {
4219 doc.LoadXml(stateData);
4220 }
4221 catch { }
4222 }
4223 }
4224
4225 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4226
4227 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4228 if (nodes.Count > 0)
4229 {
4230 foreach (XmlNode n in nodes)
4231 {
4232 XmlElement elem = (XmlElement)n;
4233 string itemID = elem.GetAttribute("ItemID");
4234 string xml = elem.InnerXml;
4235
4236 itemData[new UUID(itemID)] = xml;
4237 }
4238 }
4239
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4240 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4241 foreach (int p in attPoints)
3705 { 4242 {
@@ -3719,9 +4256,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4256
3720 try 4257 try
3721 { 4258 {
3722 // Rez from inventory 4259 string xmlData;
3723 UUID asset 4260 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4261 UUID asset;
4262 if (itemData.TryGetValue(itemID, out xmlData))
4263 {
4264 d.LoadXml(xmlData);
4265 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4266
4267 // Rez from inventory
4268 asset
4269 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4270
4271 }
4272 else
4273 {
4274 // Rez from inventory (with a null doc to let
4275 // CHANGED_OWNER happen)
4276 asset
4277 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4278 }
3725 4279
3726 m_log.InfoFormat( 4280 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4281 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4312,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4312 m_reprioritization_called = false;
3759 } 4313 }
3760 } 4314 }
4315
4316 private Vector3 Quat2Euler(Quaternion rot){
4317 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4318 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4319 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4320 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4321 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4322 return(new Vector3(x,y,z));
4323 }
4324
4325
3761 } 4326 }
3762} 4327}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249