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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs233
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs238
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs661
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs595
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1062
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
14 files changed, 2655 insertions, 957 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 437b91a..e923932 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 1bf6b87..9a33993 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -683,6 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
683 return; 665 return;
684 } 666 }
685 667
668 if (newName == null) newName = item.Name;
669
686 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 670 AssetBase asset = AssetService.Get(item.AssetID.ToString());
687 671
688 if (asset != null) 672 if (asset != null)
@@ -730,6 +714,24 @@ namespace OpenSim.Region.Framework.Scenes
730 } 714 }
731 715
732 /// <summary> 716 /// <summary>
717 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
718 /// </summary>
719 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
720 {
721 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
722 foreach (InventoryItemBase b in items)
723 {
724 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
725 InventoryItemBase n = InventoryService.GetItem(b);
726 n.Folder = destfolder;
727 moveitems.Add(n);
728 remoteClient.SendInventoryItemCreateUpdate(n, 0);
729 }
730
731 MoveInventoryItem(remoteClient, moveitems);
732 }
733
734 /// <summary>
733 /// Move an item within the agent's inventory. 735 /// Move an item within the agent's inventory.
734 /// </summary> 736 /// </summary>
735 /// <param name="remoteClient"></param> 737 /// <param name="remoteClient"></param>
@@ -972,8 +974,12 @@ namespace OpenSim.Region.Framework.Scenes
972 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 974 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
973 { 975 {
974 SceneObjectPart part = GetSceneObjectPart(localID); 976 SceneObjectPart part = GetSceneObjectPart(localID);
975 SceneObjectGroup group = part.ParentGroup; 977 SceneObjectGroup group = null;
976 if (group != null) 978 if (part != null)
979 {
980 group = part.ParentGroup;
981 }
982 if (part != null && group != null)
977 { 983 {
978 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 984 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
979 return; 985 return;
@@ -1420,13 +1426,6 @@ namespace OpenSim.Region.Framework.Scenes
1420 { 1426 {
1421 agentTransactions.HandleTaskItemUpdateFromTransaction( 1427 agentTransactions.HandleTaskItemUpdateFromTransaction(
1422 remoteClient, part, transactionID, currentItem); 1428 remoteClient, part, transactionID, currentItem);
1423
1424 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1425 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1426 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1427 remoteClient.SendAgentAlertMessage("Script saved", false);
1428 else
1429 remoteClient.SendAgentAlertMessage("Item saved", false);
1430 } 1429 }
1431 1430
1432 // Base ALWAYS has move 1431 // Base ALWAYS has move
@@ -1544,7 +1543,7 @@ namespace OpenSim.Region.Framework.Scenes
1544 return; 1543 return;
1545 1544
1546 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1545 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1547 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1546 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1548 remoteClient.AgentId); 1547 remoteClient.AgentId);
1549 AssetService.Store(asset); 1548 AssetService.Store(asset);
1550 1549
@@ -1739,11 +1738,19 @@ namespace OpenSim.Region.Framework.Scenes
1739 // Invalid id 1738 // Invalid id
1740 SceneObjectPart part = GetSceneObjectPart(localID); 1739 SceneObjectPart part = GetSceneObjectPart(localID);
1741 if (part == null) 1740 if (part == null)
1741 {
1742 //Client still thinks the object exists, kill it
1743 SendKillObject(localID);
1742 continue; 1744 continue;
1745 }
1743 1746
1744 // Already deleted by someone else 1747 // Already deleted by someone else
1745 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1748 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1749 {
1750 //Client still thinks the object exists, kill it
1751 SendKillObject(localID);
1746 continue; 1752 continue;
1753 }
1747 1754
1748 // Can't delete child prims 1755 // Can't delete child prims
1749 if (part != part.ParentGroup.RootPart) 1756 if (part != part.ParentGroup.RootPart)
@@ -1765,15 +1772,21 @@ namespace OpenSim.Region.Framework.Scenes
1765 } 1772 }
1766 else 1773 else
1767 { 1774 {
1768 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1775 if (action == DeRezAction.TakeCopy)
1776 {
1777 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1778 permissionToTakeCopy = false;
1779 }
1780 else
1781 {
1769 permissionToTakeCopy = false; 1782 permissionToTakeCopy = false;
1783 }
1770 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1784 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1771 permissionToTake = false; 1785 permissionToTake = false;
1772 1786
1773 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1787 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1774 permissionToDelete = false; 1788 permissionToDelete = false;
1775 } 1789 }
1776
1777 } 1790 }
1778 1791
1779 // Handle god perms 1792 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index fe0ab5b..e835281 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -102,6 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 102 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 103 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 104 protected SceneCommunicationService m_sceneGridService;
105 protected ISnmpModule m_snmpService = null;
105 106
106 protected ISimulationDataService m_SimulationDataService; 107 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 108 protected IEstateDataService m_EstateDataService;
@@ -163,6 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 164 private int landMS;
164 private int lastCompletedFrame; 165 private int lastCompletedFrame;
165 166
167 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 168 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 169 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 170 private string m_defaultScriptEngine;
@@ -174,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private bool m_firstHeartbeat = true; 176 private bool m_firstHeartbeat = true;
175 177
176 private object m_deleting_scene_object = new object(); 178 private object m_deleting_scene_object = new object();
179 private object m_cleaningAttachments = new object();
177 180
178 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 181 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
179 private bool m_reprioritizationEnabled = true; 182 private bool m_reprioritizationEnabled = true;
@@ -217,6 +220,19 @@ namespace OpenSim.Region.Framework.Scenes
217 get { return m_sceneGridService; } 220 get { return m_sceneGridService; }
218 } 221 }
219 222
223 public ISnmpModule SnmpService
224 {
225 get
226 {
227 if (m_snmpService == null)
228 {
229 m_snmpService = RequestModuleInterface<ISnmpModule>();
230 }
231
232 return m_snmpService;
233 }
234 }
235
220 public ISimulationDataService SimulationDataService 236 public ISimulationDataService SimulationDataService
221 { 237 {
222 get 238 get
@@ -561,6 +577,8 @@ namespace OpenSim.Region.Framework.Scenes
561 #region Region Settings 577 #region Region Settings
562 578
563 // Load region settings 579 // Load region settings
580 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
581
564 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 582 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
565 if (estateDataService != null) 583 if (estateDataService != null)
566 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 584 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -622,9 +640,10 @@ namespace OpenSim.Region.Framework.Scenes
622 //Animation states 640 //Animation states
623 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
624 // TODO: Change default to true once the feature is supported 642 // TODO: Change default to true once the feature is supported
625 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 643 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
626
627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 644 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
645
646 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
628 if (RegionInfo.NonphysPrimMax > 0) 647 if (RegionInfo.NonphysPrimMax > 0)
629 { 648 {
630 m_maxNonphys = RegionInfo.NonphysPrimMax; 649 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -656,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
656 m_persistAfter *= 10000000; 675 m_persistAfter *= 10000000;
657 676
658 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
678 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
659 679
660 IConfig packetConfig = m_config.Configs["PacketPool"]; 680 IConfig packetConfig = m_config.Configs["PacketPool"];
661 if (packetConfig != null) 681 if (packetConfig != null)
@@ -665,6 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
665 } 685 }
666 686
667 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 687 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
688 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
668 689
669 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
670 if (m_generateMaptiles) 691 if (m_generateMaptiles)
@@ -689,9 +710,9 @@ namespace OpenSim.Region.Framework.Scenes
689 } 710 }
690 } 711 }
691 } 712 }
692 catch 713 catch (Exception e)
693 { 714 {
694 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 715 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
695 } 716 }
696 717
697 #endregion Region Config 718 #endregion Region Config
@@ -928,6 +949,15 @@ namespace OpenSim.Region.Framework.Scenes
928 /// <param name="seconds">float indicating duration before restart.</param> 949 /// <param name="seconds">float indicating duration before restart.</param>
929 public virtual void Restart(float seconds) 950 public virtual void Restart(float seconds)
930 { 951 {
952 Restart(seconds, true);
953 }
954
955 /// <summary>
956 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
957 /// </summary>
958 /// <param name="seconds">float indicating duration before restart.</param>
959 public virtual void Restart(float seconds, bool showDialog)
960 {
931 // notifications are done in 15 second increments 961 // notifications are done in 15 second increments
932 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 962 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
933 // It's a 'Cancel restart' request. 963 // It's a 'Cancel restart' request.
@@ -948,8 +978,11 @@ namespace OpenSim.Region.Framework.Scenes
948 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 978 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
949 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 979 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
950 m_restartTimer.Start(); 980 m_restartTimer.Start();
951 m_dialogModule.SendNotificationToUsersInRegion( 981 if (showDialog)
982 {
983 m_dialogModule.SendNotificationToUsersInRegion(
952 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 984 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
985 }
953 } 986 }
954 } 987 }
955 988
@@ -1145,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1145 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1146 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1147 { 1180 {
1181 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1148 HeartbeatThread.Abort(); 1182 HeartbeatThread.Abort();
1149 HeartbeatThread = null; 1183 HeartbeatThread = null;
1150 } 1184 }
@@ -1816,14 +1850,24 @@ namespace OpenSim.Region.Framework.Scenes
1816 /// <returns></returns> 1850 /// <returns></returns>
1817 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1851 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1818 { 1852 {
1853
1854 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1855 Vector3 wpos = Vector3.Zero;
1856 // Check for water surface intersection from above
1857 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1858 {
1859 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1860 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1861 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1862 wpos.Z = wheight;
1863 }
1864
1819 Vector3 pos = Vector3.Zero; 1865 Vector3 pos = Vector3.Zero;
1820 if (RayEndIsIntersection == (byte)1) 1866 if (RayEndIsIntersection == (byte)1)
1821 { 1867 {
1822 pos = RayEnd; 1868 pos = RayEnd;
1823 return pos;
1824 } 1869 }
1825 1870 else if (RayTargetID != UUID.Zero)
1826 if (RayTargetID != UUID.Zero)
1827 { 1871 {
1828 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1872 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1829 1873
@@ -1845,7 +1889,7 @@ namespace OpenSim.Region.Framework.Scenes
1845 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1889 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1846 1890
1847 // Un-comment out the following line to Get Raytrace results printed to the console. 1891 // Un-comment out the following line to Get Raytrace results printed to the console.
1848 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1892 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1849 float ScaleOffset = 0.5f; 1893 float ScaleOffset = 0.5f;
1850 1894
1851 // If we hit something 1895 // If we hit something
@@ -1868,13 +1912,10 @@ namespace OpenSim.Region.Framework.Scenes
1868 //pos.Z -= 0.25F; 1912 //pos.Z -= 0.25F;
1869 1913
1870 } 1914 }
1871
1872 return pos;
1873 } 1915 }
1874 else 1916 else
1875 { 1917 {
1876 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1918 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1877
1878 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1919 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1879 1920
1880 // Un-comment the following line to print the raytrace results to the console. 1921 // Un-comment the following line to print the raytrace results to the console.
@@ -1883,13 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
1883 if (ei.HitTF) 1924 if (ei.HitTF)
1884 { 1925 {
1885 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1926 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1886 } else 1927 }
1928 else
1887 { 1929 {
1888 // fall back to our stupid functionality 1930 // fall back to our stupid functionality
1889 pos = RayEnd; 1931 pos = RayEnd;
1890 } 1932 }
1891
1892 return pos;
1893 } 1933 }
1894 } 1934 }
1895 else 1935 else
@@ -1900,8 +1940,12 @@ namespace OpenSim.Region.Framework.Scenes
1900 //increase height so its above the ground. 1940 //increase height so its above the ground.
1901 //should be getting the normal of the ground at the rez point and using that? 1941 //should be getting the normal of the ground at the rez point and using that?
1902 pos.Z += scale.Z / 2f; 1942 pos.Z += scale.Z / 2f;
1903 return pos; 1943// return pos;
1904 } 1944 }
1945
1946 // check against posible water intercept
1947 if (wpos.Z > pos.Z) pos = wpos;
1948 return pos;
1905 } 1949 }
1906 1950
1907 1951
@@ -1981,7 +2025,10 @@ namespace OpenSim.Region.Framework.Scenes
1981 public bool AddRestoredSceneObject( 2025 public bool AddRestoredSceneObject(
1982 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2026 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1983 { 2027 {
1984 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2028 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2029 if (result)
2030 sceneObject.IsDeleted = false;
2031 return result;
1985 } 2032 }
1986 2033
1987 /// <summary> 2034 /// <summary>
@@ -2058,6 +2105,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 /// </summary> 2105 /// </summary>
2059 public void DeleteAllSceneObjects() 2106 public void DeleteAllSceneObjects()
2060 { 2107 {
2108 DeleteAllSceneObjects(false);
2109 }
2110
2111 /// <summary>
2112 /// Delete every object from the scene. This does not include attachments worn by avatars.
2113 /// </summary>
2114 public void DeleteAllSceneObjects(bool exceptNoCopy)
2115 {
2116 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2061 lock (Entities) 2117 lock (Entities)
2062 { 2118 {
2063 EntityBase[] entities = Entities.GetEntities(); 2119 EntityBase[] entities = Entities.GetEntities();
@@ -2066,11 +2122,24 @@ namespace OpenSim.Region.Framework.Scenes
2066 if (e is SceneObjectGroup) 2122 if (e is SceneObjectGroup)
2067 { 2123 {
2068 SceneObjectGroup sog = (SceneObjectGroup)e; 2124 SceneObjectGroup sog = (SceneObjectGroup)e;
2069 if (!sog.IsAttachment) 2125 if (sog != null && !sog.IsAttachment)
2070 DeleteSceneObject((SceneObjectGroup)e, false); 2126 {
2127 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2128 {
2129 DeleteSceneObject((SceneObjectGroup)e, false);
2130 }
2131 else
2132 {
2133 toReturn.Add((SceneObjectGroup)e);
2134 }
2135 }
2071 } 2136 }
2072 } 2137 }
2073 } 2138 }
2139 if (toReturn.Count > 0)
2140 {
2141 returnObjects(toReturn.ToArray(), UUID.Zero);
2142 }
2074 } 2143 }
2075 2144
2076 /// <summary> 2145 /// <summary>
@@ -2448,6 +2517,12 @@ namespace OpenSim.Region.Framework.Scenes
2448 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2517 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2449 public bool AddSceneObject(SceneObjectGroup sceneObject) 2518 public bool AddSceneObject(SceneObjectGroup sceneObject)
2450 { 2519 {
2520 if (sceneObject.OwnerID == UUID.Zero)
2521 {
2522 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2523 return false;
2524 }
2525
2451 // If the user is banned, we won't let any of their objects 2526 // If the user is banned, we won't let any of their objects
2452 // enter. Period. 2527 // enter. Period.
2453 // 2528 //
@@ -2495,15 +2570,28 @@ namespace OpenSim.Region.Framework.Scenes
2495 2570
2496 if (AttachmentsModule != null) 2571 if (AttachmentsModule != null)
2497 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2572 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2573
2574 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2498 } 2575 }
2499 else 2576 else
2500 { 2577 {
2578 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2501 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2579 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2502 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2580 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2503 } 2581 }
2582 if (sceneObject.OwnerID == UUID.Zero)
2583 {
2584 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2585 return false;
2586 }
2504 } 2587 }
2505 else 2588 else
2506 { 2589 {
2590 if (sceneObject.OwnerID == UUID.Zero)
2591 {
2592 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2593 return false;
2594 }
2507 AddRestoredSceneObject(sceneObject, true, false); 2595 AddRestoredSceneObject(sceneObject, true, false);
2508 2596
2509 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2597 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2776,6 +2864,7 @@ namespace OpenSim.Region.Framework.Scenes
2776 client.OnFetchInventory += HandleFetchInventory; 2864 client.OnFetchInventory += HandleFetchInventory;
2777 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2865 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2778 client.OnCopyInventoryItem += CopyInventoryItem; 2866 client.OnCopyInventoryItem += CopyInventoryItem;
2867 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2779 client.OnMoveInventoryItem += MoveInventoryItem; 2868 client.OnMoveInventoryItem += MoveInventoryItem;
2780 client.OnRemoveInventoryItem += RemoveInventoryItem; 2869 client.OnRemoveInventoryItem += RemoveInventoryItem;
2781 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2870 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2954,15 +3043,16 @@ namespace OpenSim.Region.Framework.Scenes
2954 /// </summary> 3043 /// </summary>
2955 /// <param name="agentId">The avatar's Unique ID</param> 3044 /// <param name="agentId">The avatar's Unique ID</param>
2956 /// <param name="client">The IClientAPI for the client</param> 3045 /// <param name="client">The IClientAPI for the client</param>
2957 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3046 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2958 { 3047 {
2959 if (m_teleportModule != null) 3048 if (m_teleportModule != null)
2960 m_teleportModule.TeleportHome(agentId, client); 3049 return m_teleportModule.TeleportHome(agentId, client);
2961 else 3050 else
2962 { 3051 {
2963 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3052 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2964 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3053 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2965 } 3054 }
3055 return false;
2966 } 3056 }
2967 3057
2968 /// <summary> 3058 /// <summary>
@@ -3061,6 +3151,16 @@ namespace OpenSim.Region.Framework.Scenes
3061 /// <param name="flags"></param> 3151 /// <param name="flags"></param>
3062 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3152 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3063 { 3153 {
3154 //Add half the avatar's height so that the user doesn't fall through prims
3155 ScenePresence presence;
3156 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3157 {
3158 if (presence.Appearance != null)
3159 {
3160 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3161 }
3162 }
3163
3064 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3164 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3065 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3165 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3066 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3166 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3155,7 +3255,9 @@ namespace OpenSim.Region.Framework.Scenes
3155 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3255 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3156 3256
3157 } 3257 }
3258 m_log.Debug("[Scene] Beginning ClientClosed");
3158 m_eventManager.TriggerClientClosed(agentID, this); 3259 m_eventManager.TriggerClientClosed(agentID, this);
3260 m_log.Debug("[Scene] Finished ClientClosed");
3159 } 3261 }
3160 catch (NullReferenceException) 3262 catch (NullReferenceException)
3161 { 3263 {
@@ -3163,7 +3265,10 @@ namespace OpenSim.Region.Framework.Scenes
3163 // Avatar is already disposed :/ 3265 // Avatar is already disposed :/
3164 } 3266 }
3165 3267
3268 m_log.Debug("[Scene] Beginning OnRemovePresence");
3166 m_eventManager.TriggerOnRemovePresence(agentID); 3269 m_eventManager.TriggerOnRemovePresence(agentID);
3270 m_log.Debug("[Scene] Finished OnRemovePresence");
3271
3167 ForEachClient( 3272 ForEachClient(
3168 delegate(IClientAPI client) 3273 delegate(IClientAPI client)
3169 { 3274 {
@@ -3179,8 +3284,11 @@ namespace OpenSim.Region.Framework.Scenes
3179 } 3284 }
3180 3285
3181 // Remove the avatar from the scene 3286 // Remove the avatar from the scene
3287 m_log.Debug("[Scene] Begin RemoveScenePresence");
3182 m_sceneGraph.RemoveScenePresence(agentID); 3288 m_sceneGraph.RemoveScenePresence(agentID);
3289 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3183 m_clientManager.Remove(agentID); 3290 m_clientManager.Remove(agentID);
3291 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3184 3292
3185 try 3293 try
3186 { 3294 {
@@ -3194,8 +3302,10 @@ namespace OpenSim.Region.Framework.Scenes
3194 { 3302 {
3195 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3303 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3196 } 3304 }
3197 3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3198 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3307 CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building");
3199 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3200 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3201 } 3311 }
@@ -3335,6 +3445,7 @@ namespace OpenSim.Region.Framework.Scenes
3335 { 3445 {
3336 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3446 if (land != null && !TestLandRestrictions(agent, land, out reason))
3337 { 3447 {
3448 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3338 return false; 3449 return false;
3339 } 3450 }
3340 } 3451 }
@@ -3392,6 +3503,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 3503
3393 if (vialogin) 3504 if (vialogin)
3394 { 3505 {
3506 CleanDroppedAttachments();
3507
3395 if (TestBorderCross(agent.startpos, Cardinals.E)) 3508 if (TestBorderCross(agent.startpos, Cardinals.E))
3396 { 3509 {
3397 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3510 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3448,6 +3561,8 @@ namespace OpenSim.Region.Framework.Scenes
3448 } 3561 }
3449 } 3562 }
3450 // Honor parcel landing type and position. 3563 // Honor parcel landing type and position.
3564 /*
3565 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3451 if (land != null) 3566 if (land != null)
3452 { 3567 {
3453 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3568 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3455,6 +3570,7 @@ namespace OpenSim.Region.Framework.Scenes
3455 agent.startpos = land.LandData.UserLocation; 3570 agent.startpos = land.LandData.UserLocation;
3456 } 3571 }
3457 } 3572 }
3573 */// This is now handled properly in ScenePresence.MakeRootAgent
3458 } 3574 }
3459 3575
3460 return true; 3576 return true;
@@ -3740,6 +3856,14 @@ namespace OpenSim.Region.Framework.Scenes
3740 3856
3741 // We have to wait until the viewer contacts this region after receiving EAC. 3857 // We have to wait until the viewer contacts this region after receiving EAC.
3742 // That calls AddNewClient, which finally creates the ScenePresence 3858 // That calls AddNewClient, which finally creates the ScenePresence
3859 int num = m_sceneGraph.GetNumberOfScenePresences();
3860
3861 if (num >= RegionInfo.RegionSettings.AgentLimit)
3862 {
3863 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3864 return false;
3865 }
3866
3743 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3867 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3744 if (childAgentUpdate != null) 3868 if (childAgentUpdate != null)
3745 { 3869 {
@@ -3805,12 +3929,22 @@ namespace OpenSim.Region.Framework.Scenes
3805 return false; 3929 return false;
3806 } 3930 }
3807 3931
3932 public bool IncomingCloseAgent(UUID agentID)
3933 {
3934 return IncomingCloseAgent(agentID, false);
3935 }
3936
3937 public bool IncomingCloseChildAgent(UUID agentID)
3938 {
3939 return IncomingCloseAgent(agentID, true);
3940 }
3941
3808 /// <summary> 3942 /// <summary>
3809 /// Tell a single agent to disconnect from the region. 3943 /// Tell a single agent to disconnect from the region.
3810 /// </summary> 3944 /// </summary>
3811 /// <param name="regionHandle"></param>
3812 /// <param name="agentID"></param> 3945 /// <param name="agentID"></param>
3813 public bool IncomingCloseAgent(UUID agentID) 3946 /// <param name="childOnly"></param>
3947 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3814 { 3948 {
3815 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3949 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3816 3950
@@ -3822,7 +3956,7 @@ namespace OpenSim.Region.Framework.Scenes
3822 { 3956 {
3823 m_sceneGraph.removeUserCount(false); 3957 m_sceneGraph.removeUserCount(false);
3824 } 3958 }
3825 else 3959 else if (!childOnly)
3826 { 3960 {
3827 m_sceneGraph.removeUserCount(true); 3961 m_sceneGraph.removeUserCount(true);
3828 } 3962 }
@@ -3838,9 +3972,12 @@ namespace OpenSim.Region.Framework.Scenes
3838 } 3972 }
3839 else 3973 else
3840 presence.ControllingClient.SendShutdownConnectionNotice(); 3974 presence.ControllingClient.SendShutdownConnectionNotice();
3975 presence.ControllingClient.Close(false);
3976 }
3977 else if (!childOnly)
3978 {
3979 presence.ControllingClient.Close(true);
3841 } 3980 }
3842
3843 presence.ControllingClient.Close();
3844 return true; 3981 return true;
3845 } 3982 }
3846 3983
@@ -4462,7 +4599,7 @@ namespace OpenSim.Region.Framework.Scenes
4462 // 4599 //
4463 int health=1; // Start at 1, means we're up 4600 int health=1; // Start at 1, means we're up
4464 4601
4465 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4602 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4466 health+=1; 4603 health+=1;
4467 else 4604 else
4468 return health; 4605 return health;
@@ -4968,5 +5105,45 @@ namespace OpenSim.Region.Framework.Scenes
4968 throw new Exception(error); 5105 throw new Exception(error);
4969 } 5106 }
4970 } 5107 }
5108
5109 public void CleanDroppedAttachments()
5110 {
5111 List<SceneObjectGroup> objectsToDelete =
5112 new List<SceneObjectGroup>();
5113
5114 lock (m_cleaningAttachments)
5115 {
5116 ForEachSOG(delegate (SceneObjectGroup grp)
5117 {
5118 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5119 {
5120 UUID agentID = grp.OwnerID;
5121 if (agentID == UUID.Zero)
5122 {
5123 objectsToDelete.Add(grp);
5124 return;
5125 }
5126
5127 ScenePresence sp = GetScenePresence(agentID);
5128 if (sp == null)
5129 {
5130 objectsToDelete.Add(grp);
5131 return;
5132 }
5133 }
5134 });
5135 }
5136
5137 if (objectsToDelete.Count > 0)
5138 {
5139 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5140 foreach (SceneObjectGroup grp in objectsToDelete)
5141 {
5142 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5143 DeleteSceneObject(grp, true);
5144 }
5145 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5146 }
5147 }
4971 } 5148 }
4972} 5149}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f81c551..d4e3717 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Parts)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (!alreadyPersisted) 284 if (!alreadyPersisted)
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -453,6 +475,30 @@ namespace OpenSim.Region.Framework.Scenes
453 m_updateList[obj.UUID] = obj; 475 m_updateList[obj.UUID] = obj;
454 } 476 }
455 477
478 public void FireAttachToBackup(SceneObjectGroup obj)
479 {
480 if (OnAttachToBackup != null)
481 {
482 OnAttachToBackup(obj);
483 }
484 }
485
486 public void FireDetachFromBackup(SceneObjectGroup obj)
487 {
488 if (OnDetachFromBackup != null)
489 {
490 OnDetachFromBackup(obj);
491 }
492 }
493
494 public void FireChangeBackup(SceneObjectGroup obj)
495 {
496 if (OnChangeBackup != null)
497 {
498 OnChangeBackup(obj);
499 }
500 }
501
456 /// <summary> 502 /// <summary>
457 /// Process all pending updates 503 /// Process all pending updates
458 /// </summary> 504 /// </summary>
@@ -587,7 +633,8 @@ namespace OpenSim.Region.Framework.Scenes
587 633
588 Entities[presence.UUID] = presence; 634 Entities[presence.UUID] = presence;
589 635
590 lock (m_presenceLock) 636 m_scenePresencesLock.EnterWriteLock();
637 try
591 { 638 {
592 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 639 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
593 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 640 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -611,6 +658,10 @@ namespace OpenSim.Region.Framework.Scenes
611 m_scenePresenceMap = newmap; 658 m_scenePresenceMap = newmap;
612 m_scenePresenceArray = newlist; 659 m_scenePresenceArray = newlist;
613 } 660 }
661 finally
662 {
663 m_scenePresencesLock.ExitWriteLock();
664 }
614 } 665 }
615 666
616 /// <summary> 667 /// <summary>
@@ -625,7 +676,8 @@ namespace OpenSim.Region.Framework.Scenes
625 agentID); 676 agentID);
626 } 677 }
627 678
628 lock (m_presenceLock) 679 m_scenePresencesLock.EnterWriteLock();
680 try
629 { 681 {
630 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 682 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
631 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 683 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +699,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 699 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
648 } 700 }
649 } 701 }
702 finally
703 {
704 m_scenePresencesLock.ExitWriteLock();
705 }
650 } 706 }
651 707
652 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 708 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -770,6 +826,11 @@ namespace OpenSim.Region.Framework.Scenes
770 return m_scenePresenceArray; 826 return m_scenePresenceArray;
771 } 827 }
772 828
829 public int GetNumberOfScenePresences()
830 {
831 return m_scenePresenceArray.Count;
832 }
833
773 /// <summary> 834 /// <summary>
774 /// Request a scene presence by UUID. Fast, indexed lookup. 835 /// Request a scene presence by UUID. Fast, indexed lookup.
775 /// </summary> 836 /// </summary>
@@ -1063,9 +1124,11 @@ namespace OpenSim.Region.Framework.Scenes
1063 /// <param name="action"></param> 1124 /// <param name="action"></param>
1064 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1125 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1065 { 1126 {
1066 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1127 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1067 foreach (SceneObjectGroup obj in objlist) 1128 foreach (EntityBase ent in objlist)
1068 { 1129 {
1130 SceneObjectGroup obj = (SceneObjectGroup)ent;
1131
1069 try 1132 try
1070 { 1133 {
1071 action(obj); 1134 action(obj);
@@ -1521,10 +1584,13 @@ namespace OpenSim.Region.Framework.Scenes
1521 /// <param name="childPrims"></param> 1584 /// <param name="childPrims"></param>
1522 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1585 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1523 { 1586 {
1587 SceneObjectGroup parentGroup = root.ParentGroup;
1588 if (parentGroup == null) return;
1524 Monitor.Enter(m_updateLock); 1589 Monitor.Enter(m_updateLock);
1590
1525 try 1591 try
1526 { 1592 {
1527 SceneObjectGroup parentGroup = root.ParentGroup; 1593 parentGroup.areUpdatesSuspended = true;
1528 1594
1529 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1595 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1530 if (parentGroup != null) 1596 if (parentGroup != null)
@@ -1536,11 +1602,6 @@ namespace OpenSim.Region.Framework.Scenes
1536 1602
1537 if (child != null) 1603 if (child != null)
1538 { 1604 {
1539 // Make sure no child prim is set for sale
1540 // So that, on delink, no prims are unwittingly
1541 // left for sale and sold off
1542 child.RootPart.ObjectSaleType = 0;
1543 child.RootPart.SalePrice = 10;
1544 childGroups.Add(child); 1605 childGroups.Add(child);
1545 } 1606 }
1546 } 1607 }
@@ -1563,12 +1624,12 @@ namespace OpenSim.Region.Framework.Scenes
1563 // occur on link to invoke this elsewhere (such as object selection) 1624 // occur on link to invoke this elsewhere (such as object selection)
1564 parentGroup.RootPart.CreateSelected = true; 1625 parentGroup.RootPart.CreateSelected = true;
1565 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1626 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1566 parentGroup.HasGroupChanged = true;
1567 parentGroup.ScheduleGroupForFullUpdate();
1568
1569 } 1627 }
1570 finally 1628 finally
1571 { 1629 {
1630 parentGroup.areUpdatesSuspended = false;
1631 parentGroup.HasGroupChanged = true;
1632 parentGroup.ScheduleGroupForFullUpdate();
1572 Monitor.Exit(m_updateLock); 1633 Monitor.Exit(m_updateLock);
1573 } 1634 }
1574 } 1635 }
@@ -1600,21 +1661,24 @@ namespace OpenSim.Region.Framework.Scenes
1600 1661
1601 SceneObjectGroup group = part.ParentGroup; 1662 SceneObjectGroup group = part.ParentGroup;
1602 if (!affectedGroups.Contains(group)) 1663 if (!affectedGroups.Contains(group))
1664 {
1665 group.areUpdatesSuspended = true;
1603 affectedGroups.Add(group); 1666 affectedGroups.Add(group);
1667 }
1604 } 1668 }
1605 } 1669 }
1606 } 1670 }
1607 1671
1608 foreach (SceneObjectPart child in childParts) 1672 if (childParts.Count > 0)
1609 { 1673 {
1610 // Unlink all child parts from their groups 1674 foreach (SceneObjectPart child in childParts)
1611 // 1675 {
1612 child.ParentGroup.DelinkFromGroup(child, true); 1676 // Unlink all child parts from their groups
1613 1677 //
1614 // These are not in affected groups and will not be 1678 child.ParentGroup.DelinkFromGroup(child, true);
1615 // handled further. Do the honors here. 1679 child.ParentGroup.HasGroupChanged = true;
1616 child.ParentGroup.HasGroupChanged = true; 1680 child.ParentGroup.ScheduleGroupForFullUpdate();
1617 child.ParentGroup.ScheduleGroupForFullUpdate(); 1681 }
1618 } 1682 }
1619 1683
1620 foreach (SceneObjectPart root in rootParts) 1684 foreach (SceneObjectPart root in rootParts)
@@ -1624,56 +1688,68 @@ namespace OpenSim.Region.Framework.Scenes
1624 // However, editing linked parts and unlinking may be different 1688 // However, editing linked parts and unlinking may be different
1625 // 1689 //
1626 SceneObjectGroup group = root.ParentGroup; 1690 SceneObjectGroup group = root.ParentGroup;
1691 group.areUpdatesSuspended = true;
1627 1692
1628 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1693 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1629 int numChildren = newSet.Count; 1694 int numChildren = newSet.Count;
1630 1695
1696 if (numChildren == 1)
1697 break;
1698
1631 // If there are prims left in a link set, but the root is 1699 // If there are prims left in a link set, but the root is
1632 // slated for unlink, we need to do this 1700 // slated for unlink, we need to do this
1701 // Unlink the remaining set
1633 // 1702 //
1634 if (numChildren != 1) 1703 bool sendEventsToRemainder = true;
1635 { 1704 if (numChildren > 1)
1636 // Unlink the remaining set 1705 sendEventsToRemainder = false;
1637 //
1638 bool sendEventsToRemainder = true;
1639 if (numChildren > 1)
1640 sendEventsToRemainder = false;
1641 1706
1642 foreach (SceneObjectPart p in newSet) 1707 foreach (SceneObjectPart p in newSet)
1708 {
1709 if (p != group.RootPart)
1643 { 1710 {
1644 if (p != group.RootPart) 1711 group.DelinkFromGroup(p, sendEventsToRemainder);
1645 group.DelinkFromGroup(p, sendEventsToRemainder); 1712 if (numChildren > 2)
1713 {
1714 p.ParentGroup.areUpdatesSuspended = true;
1715 }
1716 else
1717 {
1718 p.ParentGroup.HasGroupChanged = true;
1719 p.ParentGroup.ScheduleGroupForFullUpdate();
1720 }
1646 } 1721 }
1722 }
1723
1724 // If there is more than one prim remaining, we
1725 // need to re-link
1726 //
1727 if (numChildren > 2)
1728 {
1729 // Remove old root
1730 //
1731 if (newSet.Contains(root))
1732 newSet.Remove(root);
1647 1733
1648 // If there is more than one prim remaining, we 1734 // Preserve link ordering
1649 // need to re-link
1650 // 1735 //
1651 if (numChildren > 2) 1736 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1652 { 1737 {
1653 // Remove old root 1738 return a.LinkNum.CompareTo(b.LinkNum);
1654 // 1739 });
1655 if (newSet.Contains(root))
1656 newSet.Remove(root);
1657
1658 // Preserve link ordering
1659 //
1660 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1661 {
1662 return a.LinkNum.CompareTo(b.LinkNum);
1663 });
1664 1740
1665 // Determine new root 1741 // Determine new root
1666 // 1742 //
1667 SceneObjectPart newRoot = newSet[0]; 1743 SceneObjectPart newRoot = newSet[0];
1668 newSet.RemoveAt(0); 1744 newSet.RemoveAt(0);
1669 1745
1670 foreach (SceneObjectPart newChild in newSet) 1746 foreach (SceneObjectPart newChild in newSet)
1671 newChild.UpdateFlag = 0; 1747 newChild.UpdateFlag = 0;
1672 1748
1673 LinkObjects(newRoot, newSet); 1749 newRoot.ParentGroup.areUpdatesSuspended = true;
1674 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1750 LinkObjects(newRoot, newSet);
1675 affectedGroups.Add(newRoot.ParentGroup); 1751 if (!affectedGroups.Contains(newRoot.ParentGroup))
1676 } 1752 affectedGroups.Add(newRoot.ParentGroup);
1677 } 1753 }
1678 } 1754 }
1679 1755
@@ -1683,6 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1683 { 1759 {
1684 g.TriggerScriptChangedEvent(Changed.LINK); 1760 g.TriggerScriptChangedEvent(Changed.LINK);
1685 g.HasGroupChanged = true; // Persist 1761 g.HasGroupChanged = true; // Persist
1762 g.areUpdatesSuspended = false;
1686 g.ScheduleGroupForFullUpdate(); 1763 g.ScheduleGroupForFullUpdate();
1687 } 1764 }
1688 } 1765 }
@@ -1797,9 +1874,6 @@ namespace OpenSim.Region.Framework.Scenes
1797 child.ApplyNextOwnerPermissions(); 1874 child.ApplyNextOwnerPermissions();
1798 } 1875 }
1799 } 1876 }
1800
1801 copy.RootPart.ObjectSaleType = 0;
1802 copy.RootPart.SalePrice = 10;
1803 } 1877 }
1804 1878
1805 Entities.Add(copy); 1879 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a86223c..6cc7231 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -419,6 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
419 415
420 public void ResumeScripts() 416 public void ResumeScripts()
421 { 417 {
418 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
419 return;
420
422 SceneObjectPart[] parts = m_parts.GetArray(); 421 SceneObjectPart[] parts = m_parts.GetArray();
423 for (int i = 0; i < parts.Length; i++) 422 for (int i = 0; i < parts.Length; i++)
424 parts[i].Inventory.ResumeScripts(); 423 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5513584..a00a7c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 } 174 }
@@ -132,8 +184,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 184 return false;
133 if (m_scene.ShuttingDown) 185 if (m_scene.ShuttingDown)
134 return true; 186 return true;
187
188 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
189 {
190 m_maxPersistTime = m_scene.m_persistAfter;
191 m_minPersistTime = m_scene.m_dontPersistBefore;
192 }
193
135 long currentTime = DateTime.Now.Ticks; 194 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 195
196 if (timeLastChanged == 0) timeLastChanged = currentTime;
197 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
198
199 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 200 return true;
138 return false; 201 return false;
139 } 202 }
@@ -176,10 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
176 239
177 private bool m_scriptListens_atTarget; 240 private bool m_scriptListens_atTarget;
178 private bool m_scriptListens_notAtTarget; 241 private bool m_scriptListens_notAtTarget;
179
180 private bool m_scriptListens_atRotTarget; 242 private bool m_scriptListens_atRotTarget;
181 private bool m_scriptListens_notAtRotTarget; 243 private bool m_scriptListens_notAtRotTarget;
182 244
245 public bool m_dupeInProgress = false;
183 internal Dictionary<UUID, string> m_savedScriptState; 246 internal Dictionary<UUID, string> m_savedScriptState;
184 247
185 #region Properties 248 #region Properties
@@ -219,7 +282,13 @@ namespace OpenSim.Region.Framework.Scenes
219 public virtual Quaternion Rotation 282 public virtual Quaternion Rotation
220 { 283 {
221 get { return m_rotation; } 284 get { return m_rotation; }
222 set { m_rotation = value; } 285 set {
286 foreach(SceneObjectPart p in m_parts.GetArray())
287 {
288 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
289 }
290 m_rotation = value;
291 }
223 } 292 }
224 293
225 public Quaternion GroupRotation 294 public Quaternion GroupRotation
@@ -293,7 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
293 { 362 {
294 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 363 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
295 } 364 }
296 365
366 foreach (SceneObjectPart part in m_parts.GetArray())
367 {
368 part.IgnoreUndoUpdate = true;
369 }
297 if (RootPart.GetStatusSandbox()) 370 if (RootPart.GetStatusSandbox())
298 { 371 {
299 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 372 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -304,10 +377,31 @@ namespace OpenSim.Region.Framework.Scenes
304 return; 377 return;
305 } 378 }
306 } 379 }
307
308 SceneObjectPart[] parts = m_parts.GetArray(); 380 SceneObjectPart[] parts = m_parts.GetArray();
309 for (int i = 0; i < parts.Length; i++) 381 foreach (SceneObjectPart part in parts)
310 parts[i].GroupPosition = val; 382 {
383 part.IgnoreUndoUpdate = false;
384 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
385 part.GroupPosition = val;
386 if (!m_dupeInProgress)
387 {
388 part.TriggerScriptChangedEvent(Changed.POSITION);
389 }
390 }
391 if (!m_dupeInProgress)
392 {
393 foreach (ScenePresence av in m_linkedAvatars)
394 {
395 SceneObjectPart p;
396 if (m_parts.TryGetValue(av.LinkedPrim, out p))
397 {
398 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
399 av.AbsolutePosition += offset;
400 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
401 av.SendFullUpdateToAllClients();
402 }
403 }
404 }
311 405
312 //if (m_rootPart.PhysActor != null) 406 //if (m_rootPart.PhysActor != null)
313 //{ 407 //{
@@ -458,6 +552,7 @@ namespace OpenSim.Region.Framework.Scenes
458 /// </summary> 552 /// </summary>
459 public SceneObjectGroup() 553 public SceneObjectGroup()
460 { 554 {
555
461 } 556 }
462 557
463 /// <summary> 558 /// <summary>
@@ -474,7 +569,7 @@ namespace OpenSim.Region.Framework.Scenes
474 /// Constructor. This object is added to the scene later via AttachToScene() 569 /// Constructor. This object is added to the scene later via AttachToScene()
475 /// </summary> 570 /// </summary>
476 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 571 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
477 { 572 {
478 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 573 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
479 } 574 }
480 575
@@ -520,6 +615,9 @@ namespace OpenSim.Region.Framework.Scenes
520 /// </summary> 615 /// </summary>
521 public virtual void AttachToBackup() 616 public virtual void AttachToBackup()
522 { 617 {
618 if (IsAttachment) return;
619 m_scene.SceneGraph.FireAttachToBackup(this);
620
523 if (InSceneBackup) 621 if (InSceneBackup)
524 { 622 {
525 //m_log.DebugFormat( 623 //m_log.DebugFormat(
@@ -635,9 +733,9 @@ namespace OpenSim.Region.Framework.Scenes
635 result.normal = inter.normal; 733 result.normal = inter.normal;
636 result.distance = inter.distance; 734 result.distance = inter.distance;
637 } 735 }
736
638 } 737 }
639 } 738 }
640
641 return result; 739 return result;
642 } 740 }
643 741
@@ -657,17 +755,19 @@ namespace OpenSim.Region.Framework.Scenes
657 minZ = 8192f; 755 minZ = 8192f;
658 756
659 SceneObjectPart[] parts = m_parts.GetArray(); 757 SceneObjectPart[] parts = m_parts.GetArray();
660 for (int i = 0; i < parts.Length; i++) 758 foreach (SceneObjectPart part in parts)
661 { 759 {
662 SceneObjectPart part = parts[i];
663
664 Vector3 worldPos = part.GetWorldPosition(); 760 Vector3 worldPos = part.GetWorldPosition();
665 Vector3 offset = worldPos - AbsolutePosition; 761 Vector3 offset = worldPos - AbsolutePosition;
666 Quaternion worldRot; 762 Quaternion worldRot;
667 if (part.ParentID == 0) 763 if (part.ParentID == 0)
764 {
668 worldRot = part.RotationOffset; 765 worldRot = part.RotationOffset;
766 }
669 else 767 else
768 {
670 worldRot = part.GetWorldRotation(); 769 worldRot = part.GetWorldRotation();
770 }
671 771
672 Vector3 frontTopLeft; 772 Vector3 frontTopLeft;
673 Vector3 frontTopRight; 773 Vector3 frontTopRight;
@@ -679,6 +779,8 @@ namespace OpenSim.Region.Framework.Scenes
679 Vector3 backBottomLeft; 779 Vector3 backBottomLeft;
680 Vector3 backBottomRight; 780 Vector3 backBottomRight;
681 781
782 // Vector3[] corners = new Vector3[8];
783
682 Vector3 orig = Vector3.Zero; 784 Vector3 orig = Vector3.Zero;
683 785
684 frontTopLeft.X = orig.X - (part.Scale.X / 2); 786 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -713,6 +815,38 @@ namespace OpenSim.Region.Framework.Scenes
713 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 815 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
714 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 816 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
715 817
818
819
820 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
821 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
822 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
823 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
824 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
825 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
826 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
827 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
828
829 //for (int i = 0; i < 8; i++)
830 //{
831 // corners[i] = corners[i] * worldRot;
832 // corners[i] += offset;
833
834 // if (corners[i].X > maxX)
835 // maxX = corners[i].X;
836 // if (corners[i].X < minX)
837 // minX = corners[i].X;
838
839 // if (corners[i].Y > maxY)
840 // maxY = corners[i].Y;
841 // if (corners[i].Y < minY)
842 // minY = corners[i].Y;
843
844 // if (corners[i].Z > maxZ)
845 // maxZ = corners[i].Y;
846 // if (corners[i].Z < minZ)
847 // minZ = corners[i].Z;
848 //}
849
716 frontTopLeft = frontTopLeft * worldRot; 850 frontTopLeft = frontTopLeft * worldRot;
717 frontTopRight = frontTopRight * worldRot; 851 frontTopRight = frontTopRight * worldRot;
718 frontBottomLeft = frontBottomLeft * worldRot; 852 frontBottomLeft = frontBottomLeft * worldRot;
@@ -734,6 +868,15 @@ namespace OpenSim.Region.Framework.Scenes
734 backTopLeft += offset; 868 backTopLeft += offset;
735 backTopRight += offset; 869 backTopRight += offset;
736 870
871 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
872 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
873 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
874 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
875 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
876 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
877 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
878 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
879
737 if (frontTopRight.X > maxX) 880 if (frontTopRight.X > maxX)
738 maxX = frontTopRight.X; 881 maxX = frontTopRight.X;
739 if (frontTopLeft.X > maxX) 882 if (frontTopLeft.X > maxX)
@@ -879,15 +1022,20 @@ namespace OpenSim.Region.Framework.Scenes
879 1022
880 public void SaveScriptedState(XmlTextWriter writer) 1023 public void SaveScriptedState(XmlTextWriter writer)
881 { 1024 {
1025 SaveScriptedState(writer, false);
1026 }
1027
1028 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1029 {
882 XmlDocument doc = new XmlDocument(); 1030 XmlDocument doc = new XmlDocument();
883 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1031 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
884 1032
885 SceneObjectPart[] parts = m_parts.GetArray(); 1033 SceneObjectPart[] parts = m_parts.GetArray();
886 for (int i = 0; i < parts.Length; i++) 1034 for (int i = 0; i < parts.Length; i++)
887 { 1035 {
888 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1036 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
889 foreach (KeyValuePair<UUID, string> kvp in pstates) 1037 foreach (KeyValuePair<UUID, string> kvp in pstates)
890 states.Add(kvp.Key, kvp.Value); 1038 states[kvp.Key] = kvp.Value;
891 } 1039 }
892 1040
893 if (states.Count > 0) 1041 if (states.Count > 0)
@@ -906,6 +1054,118 @@ namespace OpenSim.Region.Framework.Scenes
906 } 1054 }
907 } 1055 }
908 1056
1057 /// <summary>
1058 /// Add the avatar to this linkset (avatar is sat).
1059 /// </summary>
1060 /// <param name="agentID"></param>
1061 public void AddAvatar(UUID agentID)
1062 {
1063 ScenePresence presence;
1064 if (m_scene.TryGetScenePresence(agentID, out presence))
1065 {
1066 if (!m_linkedAvatars.Contains(presence))
1067 {
1068 m_linkedAvatars.Add(presence);
1069 }
1070 }
1071 }
1072
1073 /// <summary>
1074 /// Delete the avatar from this linkset (avatar is unsat).
1075 /// </summary>
1076 /// <param name="agentID"></param>
1077 public void DeleteAvatar(UUID agentID)
1078 {
1079 ScenePresence presence;
1080 if (m_scene.TryGetScenePresence(agentID, out presence))
1081 {
1082 if (m_linkedAvatars.Contains(presence))
1083 {
1084 m_linkedAvatars.Remove(presence);
1085 }
1086 }
1087 }
1088
1089 /// <summary>
1090 /// Returns the list of linked presences (avatars sat on this group)
1091 /// </summary>
1092 /// <param name="agentID"></param>
1093 public List<ScenePresence> GetLinkedAvatars()
1094 {
1095 return m_linkedAvatars;
1096 }
1097
1098 /// <summary>
1099 /// Attach this scene object to the given avatar.
1100 /// </summary>
1101 /// <param name="agentID"></param>
1102 /// <param name="attachmentpoint"></param>
1103 /// <param name="AttachOffset"></param>
1104 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1105 {
1106 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1107 if (avatar != null)
1108 {
1109 // don't attach attachments to child agents
1110 if (avatar.IsChildAgent) return;
1111
1112// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1113
1114 DetachFromBackup();
1115
1116 // Remove from database and parcel prim count
1117 m_scene.DeleteFromStorage(UUID);
1118 m_scene.EventManager.TriggerParcelPrimCountTainted();
1119
1120 m_rootPart.AttachedAvatar = agentID;
1121
1122 //Anakin Lohner bug #3839
1123 lock (m_parts)
1124 {
1125 foreach (SceneObjectPart p in m_parts.GetArray())
1126 {
1127 p.AttachedAvatar = agentID;
1128 }
1129 }
1130
1131 if (m_rootPart.PhysActor != null)
1132 {
1133 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1134 m_rootPart.PhysActor = null;
1135 }
1136
1137 AbsolutePosition = AttachOffset;
1138 m_rootPart.AttachedPos = AttachOffset;
1139 m_rootPart.IsAttachment = true;
1140
1141 m_rootPart.SetParentLocalId(avatar.LocalId);
1142 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1143
1144 avatar.AddAttachment(this);
1145
1146 if (!silent)
1147 {
1148 // Killing it here will cause the client to deselect it
1149 // It then reappears on the avatar, deselected
1150 // through the full update below
1151 //
1152 if (IsSelected)
1153 {
1154 m_scene.SendKillObject(m_rootPart.LocalId);
1155 }
1156
1157 IsSelected = false; // fudge....
1158 ScheduleGroupForFullUpdate();
1159 }
1160 }
1161 else
1162 {
1163 m_log.WarnFormat(
1164 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1165 UUID, agentID, Scene.RegionInfo.RegionName);
1166 }
1167 }
1168
909 public byte GetAttachmentPoint() 1169 public byte GetAttachmentPoint()
910 { 1170 {
911 return m_rootPart.Shape.State; 1171 return m_rootPart.Shape.State;
@@ -1032,7 +1292,10 @@ namespace OpenSim.Region.Framework.Scenes
1032 public void AddPart(SceneObjectPart part) 1292 public void AddPart(SceneObjectPart part)
1033 { 1293 {
1034 part.SetParent(this); 1294 part.SetParent(this);
1035 part.LinkNum = m_parts.Add(part.UUID, part); 1295 m_parts.Add(part.UUID, part);
1296
1297 part.LinkNum = m_parts.Count;
1298
1036 if (part.LinkNum == 2 && RootPart != null) 1299 if (part.LinkNum == 2 && RootPart != null)
1037 RootPart.LinkNum = 1; 1300 RootPart.LinkNum = 1;
1038 } 1301 }
@@ -1116,7 +1379,7 @@ namespace OpenSim.Region.Framework.Scenes
1116 1379
1117 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1380 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1118 { 1381 {
1119 part.StoreUndoState(); 1382 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1120 part.OnGrab(offsetPos, remoteClient); 1383 part.OnGrab(offsetPos, remoteClient);
1121 } 1384 }
1122 1385
@@ -1136,6 +1399,11 @@ namespace OpenSim.Region.Framework.Scenes
1136 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1399 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1137 public void DeleteGroupFromScene(bool silent) 1400 public void DeleteGroupFromScene(bool silent)
1138 { 1401 {
1402 // We need to keep track of this state in case this group is still queued for backup.
1403 m_isDeleted = true;
1404
1405 DetachFromBackup();
1406
1139 SceneObjectPart[] parts = m_parts.GetArray(); 1407 SceneObjectPart[] parts = m_parts.GetArray();
1140 for (int i = 0; i < parts.Length; i++) 1408 for (int i = 0; i < parts.Length; i++)
1141 { 1409 {
@@ -1154,6 +1422,8 @@ namespace OpenSim.Region.Framework.Scenes
1154 } 1422 }
1155 }); 1423 });
1156 } 1424 }
1425
1426
1157 } 1427 }
1158 1428
1159 public void AddScriptLPS(int count) 1429 public void AddScriptLPS(int count)
@@ -1250,7 +1520,12 @@ namespace OpenSim.Region.Framework.Scenes
1250 1520
1251 public void SetOwnerId(UUID userId) 1521 public void SetOwnerId(UUID userId)
1252 { 1522 {
1253 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1523 ForEachPart(delegate(SceneObjectPart part)
1524 {
1525
1526 part.OwnerID = userId;
1527
1528 });
1254 } 1529 }
1255 1530
1256 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1531 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1286,7 +1561,10 @@ namespace OpenSim.Region.Framework.Scenes
1286 // any exception propogate upwards. 1561 // any exception propogate upwards.
1287 try 1562 try
1288 { 1563 {
1289 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1564 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1565 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1566 m_scene.LoadingPrims) // Land may not be valid yet
1567
1290 { 1568 {
1291 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1569 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1292 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1570 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1318,6 +1596,20 @@ namespace OpenSim.Region.Framework.Scenes
1318 // don't backup while it's selected or you're asking for changes mid stream. 1596 // don't backup while it's selected or you're asking for changes mid stream.
1319 if (isTimeToPersist() || forcedBackup) 1597 if (isTimeToPersist() || forcedBackup)
1320 { 1598 {
1599 if (m_rootPart.PhysActor != null &&
1600 (!m_rootPart.PhysActor.IsPhysical))
1601 {
1602 // Possible ghost prim
1603 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1604 {
1605 foreach (SceneObjectPart part in m_parts.GetArray())
1606 {
1607 // Re-set physics actor positions and
1608 // orientations
1609 part.GroupPosition = m_rootPart.GroupPosition;
1610 }
1611 }
1612 }
1321// m_log.DebugFormat( 1613// m_log.DebugFormat(
1322// "[SCENE]: Storing {0}, {1} in {2}", 1614// "[SCENE]: Storing {0}, {1} in {2}",
1323// Name, UUID, m_scene.RegionInfo.RegionName); 1615// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1380,81 +1672,106 @@ namespace OpenSim.Region.Framework.Scenes
1380 /// <returns></returns> 1672 /// <returns></returns>
1381 public SceneObjectGroup Copy(bool userExposed) 1673 public SceneObjectGroup Copy(bool userExposed)
1382 { 1674 {
1383 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1675 SceneObjectGroup dupe;
1384 dupe.m_isBackedUp = false; 1676 try
1385 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1677 {
1678 m_dupeInProgress = true;
1679 dupe = (SceneObjectGroup)MemberwiseClone();
1680 dupe.m_isBackedUp = false;
1681 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1386 1682
1387 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1683 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1388 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1684 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1389 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1685 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1390 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1686 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1391 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1687 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1392 // then restore it's attachment state 1688 // then restore it's attachment state
1393 1689
1394 // This is only necessary when userExposed is false! 1690 // This is only necessary when userExposed is false!
1395 1691
1396 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1692 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1397
1398 if (!userExposed)
1399 dupe.RootPart.IsAttachment = true;
1400 1693
1401 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1694 if (!userExposed)
1695 dupe.RootPart.IsAttachment = true;
1402 1696
1403 if (!userExposed) 1697 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1404 {
1405 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1406 }
1407 1698
1408 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1699 if (!userExposed)
1409 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1700 {
1701 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1702 }
1410 1703
1411 if (userExposed) 1704 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1412 dupe.m_rootPart.TrimPermissions(); 1705 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1413 1706
1414 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1707 if (userExposed)
1415 1708 dupe.m_rootPart.TrimPermissions();
1416 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1709
1710 /// may need to create a new Physics actor.
1711 if (dupe.RootPart.PhysActor != null && userExposed)
1417 { 1712 {
1418 return p1.LinkNum.CompareTo(p2.LinkNum); 1713 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1714
1715 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1716 dupe.RootPart.Name,
1717 pbs,
1718 dupe.RootPart.AbsolutePosition,
1719 dupe.RootPart.Scale,
1720 dupe.RootPart.RotationOffset,
1721 dupe.RootPart.PhysActor.IsPhysical);
1722
1723 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1724 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1419 } 1725 }
1420 );
1421 1726
1422 foreach (SceneObjectPart part in partList) 1727 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1423 { 1728
1424 if (part.UUID != m_rootPart.UUID) 1729 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1730 {
1731 return p1.LinkNum.CompareTo(p2.LinkNum);
1732 }
1733 );
1734
1735 foreach (SceneObjectPart part in partList)
1425 { 1736 {
1426 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1737 if (part.UUID != m_rootPart.UUID)
1427 newPart.LinkNum = part.LinkNum; 1738 {
1428 } 1739 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1740
1741 newPart.LinkNum = part.LinkNum;
1742 }
1429 1743
1430 // Need to duplicate the physics actor as well 1744 // Need to duplicate the physics actor as well
1431 if (part.PhysActor != null && userExposed) 1745 if (part.PhysActor != null && userExposed)
1746 {
1747 PrimitiveBaseShape pbs = part.Shape;
1748
1749 part.PhysActor
1750 = m_scene.PhysicsScene.AddPrimShape(
1751 string.Format("{0}/{1}", part.Name, part.UUID),
1752 pbs,
1753 part.AbsolutePosition,
1754 part.Scale,
1755 part.RotationOffset,
1756 part.PhysActor.IsPhysical);
1757
1758 part.PhysActor.LocalID = part.LocalId;
1759 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1760 }
1761 }
1762 if (userExposed)
1432 { 1763 {
1433 PrimitiveBaseShape pbs = part.Shape; 1764 dupe.UpdateParentIDs();
1434 1765 dupe.HasGroupChanged = true;
1435 part.PhysActor 1766 dupe.AttachToBackup();
1436 = m_scene.PhysicsScene.AddPrimShape( 1767
1437 string.Format("{0}/{1}", part.Name, part.UUID), 1768 ScheduleGroupForFullUpdate();
1438 pbs,
1439 part.AbsolutePosition,
1440 part.Scale,
1441 part.RotationOffset,
1442 part.PhysActor.IsPhysical);
1443
1444 part.PhysActor.LocalID = part.LocalId;
1445 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1446 } 1769 }
1447 } 1770 }
1448 1771 finally
1449 if (userExposed)
1450 { 1772 {
1451 dupe.UpdateParentIDs(); 1773 m_dupeInProgress = false;
1452 dupe.HasGroupChanged = true;
1453 dupe.AttachToBackup();
1454
1455 ScheduleGroupForFullUpdate();
1456 } 1774 }
1457
1458 return dupe; 1775 return dupe;
1459 } 1776 }
1460 1777
@@ -1645,13 +1962,40 @@ namespace OpenSim.Region.Framework.Scenes
1645 } 1962 }
1646 } 1963 }
1647 1964
1965 public void rotLookAt(Quaternion target, float strength, float damping)
1966 {
1967 SceneObjectPart rootpart = m_rootPart;
1968 if (rootpart != null)
1969 {
1970 if (IsAttachment)
1971 {
1972 /*
1973 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1974 if (avatar != null)
1975 {
1976 Rotate the Av?
1977 } */
1978 }
1979 else
1980 {
1981 if (rootpart.PhysActor != null)
1982 { // APID must be implemented in your physics system for this to function.
1983 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1984 rootpart.PhysActor.APIDStrength = strength;
1985 rootpart.PhysActor.APIDDamping = damping;
1986 rootpart.PhysActor.APIDActive = true;
1987 }
1988 }
1989 }
1990 }
1991
1648 public void stopLookAt() 1992 public void stopLookAt()
1649 { 1993 {
1650 SceneObjectPart rootpart = m_rootPart; 1994 SceneObjectPart rootpart = m_rootPart;
1651 if (rootpart != null) 1995 if (rootpart != null)
1652 { 1996 {
1653 if (rootpart.PhysActor != null) 1997 if (rootpart.PhysActor != null)
1654 { 1998 { // APID must be implemented in your physics system for this to function.
1655 rootpart.PhysActor.APIDActive = false; 1999 rootpart.PhysActor.APIDActive = false;
1656 } 2000 }
1657 } 2001 }
@@ -1717,6 +2061,8 @@ namespace OpenSim.Region.Framework.Scenes
1717 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2061 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1718 { 2062 {
1719 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2063 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2064 newPart.SetParent(this);
2065
1720 AddPart(newPart); 2066 AddPart(newPart);
1721 2067
1722 SetPartAsNonRoot(newPart); 2068 SetPartAsNonRoot(newPart);
@@ -1863,11 +2209,11 @@ namespace OpenSim.Region.Framework.Scenes
1863 /// Immediately send a full update for this scene object. 2209 /// Immediately send a full update for this scene object.
1864 /// </summary> 2210 /// </summary>
1865 public void SendGroupFullUpdate() 2211 public void SendGroupFullUpdate()
1866 { 2212 {
1867 if (IsDeleted) 2213 if (IsDeleted)
1868 return; 2214 return;
1869 2215
1870// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2216// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1871 2217
1872 RootPart.SendFullUpdateToAllClients(); 2218 RootPart.SendFullUpdateToAllClients();
1873 2219
@@ -2056,12 +2402,15 @@ namespace OpenSim.Region.Framework.Scenes
2056 part.LinkNum += objectGroup.PrimCount; 2402 part.LinkNum += objectGroup.PrimCount;
2057 } 2403 }
2058 } 2404 }
2405 }
2059 2406
2060 linkPart.LinkNum = 2; 2407 linkPart.LinkNum = 2;
2061 2408
2062 linkPart.SetParent(this); 2409 linkPart.SetParent(this);
2063 linkPart.CreateSelected = true; 2410 linkPart.CreateSelected = true;
2064 2411
2412 lock (m_parts.SyncRoot)
2413 {
2065 //if (linkPart.PhysActor != null) 2414 //if (linkPart.PhysActor != null)
2066 //{ 2415 //{
2067 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2416 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2218,6 +2567,8 @@ namespace OpenSim.Region.Framework.Scenes
2218 /// <param name="objectGroup"></param> 2567 /// <param name="objectGroup"></param>
2219 public virtual void DetachFromBackup() 2568 public virtual void DetachFromBackup()
2220 { 2569 {
2570 m_scene.SceneGraph.FireDetachFromBackup(this);
2571
2221 if (m_isBackedUp) 2572 if (m_isBackedUp)
2222 m_scene.EventManager.OnBackup -= ProcessBackup; 2573 m_scene.EventManager.OnBackup -= ProcessBackup;
2223 2574
@@ -2522,6 +2873,17 @@ namespace OpenSim.Region.Framework.Scenes
2522 } 2873 }
2523 } 2874 }
2524 2875
2876
2877
2878 /// <summary>
2879 /// Gets the number of parts
2880 /// </summary>
2881 /// <returns></returns>
2882 public int GetPartCount()
2883 {
2884 return Parts.Count();
2885 }
2886
2525 /// <summary> 2887 /// <summary>
2526 /// Update the texture entry for this part 2888 /// Update the texture entry for this part
2527 /// </summary> 2889 /// </summary>
@@ -2583,11 +2945,9 @@ namespace OpenSim.Region.Framework.Scenes
2583 scale.Y = m_scene.m_maxNonphys; 2945 scale.Y = m_scene.m_maxNonphys;
2584 if (scale.Z > m_scene.m_maxNonphys) 2946 if (scale.Z > m_scene.m_maxNonphys)
2585 scale.Z = m_scene.m_maxNonphys; 2947 scale.Z = m_scene.m_maxNonphys;
2586
2587 SceneObjectPart part = GetChildPart(localID); 2948 SceneObjectPart part = GetChildPart(localID);
2588 if (part != null) 2949 if (part != null)
2589 { 2950 {
2590 part.Resize(scale);
2591 if (part.PhysActor != null) 2951 if (part.PhysActor != null)
2592 { 2952 {
2593 if (part.PhysActor.IsPhysical) 2953 if (part.PhysActor.IsPhysical)
@@ -2602,7 +2962,7 @@ namespace OpenSim.Region.Framework.Scenes
2602 part.PhysActor.Size = scale; 2962 part.PhysActor.Size = scale;
2603 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2963 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2604 } 2964 }
2605 //if (part.UUID != m_rootPart.UUID) 2965 part.Resize(scale);
2606 2966
2607 HasGroupChanged = true; 2967 HasGroupChanged = true;
2608 ScheduleGroupForFullUpdate(); 2968 ScheduleGroupForFullUpdate();
@@ -2624,7 +2984,6 @@ namespace OpenSim.Region.Framework.Scenes
2624 SceneObjectPart part = GetChildPart(localID); 2984 SceneObjectPart part = GetChildPart(localID);
2625 if (part != null) 2985 if (part != null)
2626 { 2986 {
2627 part.IgnoreUndoUpdate = true;
2628 if (scale.X > m_scene.m_maxNonphys) 2987 if (scale.X > m_scene.m_maxNonphys)
2629 scale.X = m_scene.m_maxNonphys; 2988 scale.X = m_scene.m_maxNonphys;
2630 if (scale.Y > m_scene.m_maxNonphys) 2989 if (scale.Y > m_scene.m_maxNonphys)
@@ -2661,7 +3020,7 @@ namespace OpenSim.Region.Framework.Scenes
2661 3020
2662 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3021 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2663 { 3022 {
2664 if (oldSize.X * x > m_scene.m_maxPhys) 3023 if (oldSize.X*x > m_scene.m_maxPhys)
2665 { 3024 {
2666 f = m_scene.m_maxPhys / oldSize.X; 3025 f = m_scene.m_maxPhys / oldSize.X;
2667 a = f / x; 3026 a = f / x;
@@ -2669,7 +3028,7 @@ namespace OpenSim.Region.Framework.Scenes
2669 y *= a; 3028 y *= a;
2670 z *= a; 3029 z *= a;
2671 } 3030 }
2672 if (oldSize.Y * y > m_scene.m_maxPhys) 3031 if (oldSize.Y*y > m_scene.m_maxPhys)
2673 { 3032 {
2674 f = m_scene.m_maxPhys / oldSize.Y; 3033 f = m_scene.m_maxPhys / oldSize.Y;
2675 a = f / y; 3034 a = f / y;
@@ -2677,7 +3036,7 @@ namespace OpenSim.Region.Framework.Scenes
2677 y *= a; 3036 y *= a;
2678 z *= a; 3037 z *= a;
2679 } 3038 }
2680 if (oldSize.Z * z > m_scene.m_maxPhys) 3039 if (oldSize.Z*z > m_scene.m_maxPhys)
2681 { 3040 {
2682 f = m_scene.m_maxPhys / oldSize.Z; 3041 f = m_scene.m_maxPhys / oldSize.Z;
2683 a = f / z; 3042 a = f / z;
@@ -2688,7 +3047,7 @@ namespace OpenSim.Region.Framework.Scenes
2688 } 3047 }
2689 else 3048 else
2690 { 3049 {
2691 if (oldSize.X * x > m_scene.m_maxNonphys) 3050 if (oldSize.X*x > m_scene.m_maxNonphys)
2692 { 3051 {
2693 f = m_scene.m_maxNonphys / oldSize.X; 3052 f = m_scene.m_maxNonphys / oldSize.X;
2694 a = f / x; 3053 a = f / x;
@@ -2696,7 +3055,7 @@ namespace OpenSim.Region.Framework.Scenes
2696 y *= a; 3055 y *= a;
2697 z *= a; 3056 z *= a;
2698 } 3057 }
2699 if (oldSize.Y * y > m_scene.m_maxNonphys) 3058 if (oldSize.Y*y > m_scene.m_maxNonphys)
2700 { 3059 {
2701 f = m_scene.m_maxNonphys / oldSize.Y; 3060 f = m_scene.m_maxNonphys / oldSize.Y;
2702 a = f / y; 3061 a = f / y;
@@ -2704,7 +3063,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 y *= a; 3063 y *= a;
2705 z *= a; 3064 z *= a;
2706 } 3065 }
2707 if (oldSize.Z * z > m_scene.m_maxNonphys) 3066 if (oldSize.Z*z > m_scene.m_maxNonphys)
2708 { 3067 {
2709 f = m_scene.m_maxNonphys / oldSize.Z; 3068 f = m_scene.m_maxNonphys / oldSize.Z;
2710 a = f / z; 3069 a = f / z;
@@ -2714,7 +3073,6 @@ namespace OpenSim.Region.Framework.Scenes
2714 } 3073 }
2715 } 3074 }
2716 obPart.IgnoreUndoUpdate = false; 3075 obPart.IgnoreUndoUpdate = false;
2717 obPart.StoreUndoState();
2718 } 3076 }
2719 } 3077 }
2720 } 3078 }
@@ -2722,8 +3080,13 @@ namespace OpenSim.Region.Framework.Scenes
2722 Vector3 prevScale = part.Scale; 3080 Vector3 prevScale = part.Scale;
2723 prevScale.X *= x; 3081 prevScale.X *= x;
2724 prevScale.Y *= y; 3082 prevScale.Y *= y;
2725 prevScale.Z *= z; 3083 prevScale.Z *= z;;
3084
3085 part.IgnoreUndoUpdate = false;
3086 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3087 part.IgnoreUndoUpdate = true;
2726 part.Resize(prevScale); 3088 part.Resize(prevScale);
3089 part.IgnoreUndoUpdate = false;
2727 3090
2728 parts = m_parts.GetArray(); 3091 parts = m_parts.GetArray();
2729 for (int i = 0; i < parts.Length; i++) 3092 for (int i = 0; i < parts.Length; i++)
@@ -2732,19 +3095,26 @@ namespace OpenSim.Region.Framework.Scenes
2732 obPart.IgnoreUndoUpdate = true; 3095 obPart.IgnoreUndoUpdate = true;
2733 if (obPart.UUID != m_rootPart.UUID) 3096 if (obPart.UUID != m_rootPart.UUID)
2734 { 3097 {
2735 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3098 if (obPart.UUID != m_rootPart.UUID)
2736 currentpos.X *= x; 3099 {
2737 currentpos.Y *= y; 3100 obPart.IgnoreUndoUpdate = false;
2738 currentpos.Z *= z; 3101 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2739 Vector3 newSize = new Vector3(obPart.Scale); 3102 obPart.IgnoreUndoUpdate = true;
2740 newSize.X *= x; 3103
2741 newSize.Y *= y; 3104 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2742 newSize.Z *= z; 3105 currentpos.X *= x;
2743 obPart.Resize(newSize); 3106 currentpos.Y *= y;
2744 obPart.UpdateOffSet(currentpos); 3107 currentpos.Z *= z;
3108 Vector3 newSize = new Vector3(obPart.Scale);
3109 newSize.X *= x;
3110 newSize.Y *= y;
3111 newSize.Z *= z;
3112 obPart.Resize(newSize);
3113 obPart.UpdateOffSet(currentpos);
3114 }
3115 obPart.IgnoreUndoUpdate = false;
2745 } 3116 }
2746 obPart.IgnoreUndoUpdate = false; 3117 obPart.IgnoreUndoUpdate = false;
2747 obPart.StoreUndoState();
2748 } 3118 }
2749 3119
2750 if (part.PhysActor != null) 3120 if (part.PhysActor != null)
@@ -2754,7 +3124,6 @@ namespace OpenSim.Region.Framework.Scenes
2754 } 3124 }
2755 3125
2756 part.IgnoreUndoUpdate = false; 3126 part.IgnoreUndoUpdate = false;
2757 part.StoreUndoState();
2758 HasGroupChanged = true; 3127 HasGroupChanged = true;
2759 ScheduleGroupForTerseUpdate(); 3128 ScheduleGroupForTerseUpdate();
2760 } 3129 }
@@ -2770,14 +3139,11 @@ namespace OpenSim.Region.Framework.Scenes
2770 /// <param name="pos"></param> 3139 /// <param name="pos"></param>
2771 public void UpdateGroupPosition(Vector3 pos) 3140 public void UpdateGroupPosition(Vector3 pos)
2772 { 3141 {
2773 SceneObjectPart[] parts = m_parts.GetArray();
2774 for (int i = 0; i < parts.Length; i++)
2775 parts[i].StoreUndoState();
2776
2777 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3142 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2778 { 3143 {
2779 if (IsAttachment) 3144 if (IsAttachment)
2780 { 3145 {
3146 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2781 m_rootPart.AttachedPos = pos; 3147 m_rootPart.AttachedPos = pos;
2782 } 3148 }
2783 if (RootPart.GetStatusSandbox()) 3149 if (RootPart.GetStatusSandbox())
@@ -2811,7 +3177,7 @@ namespace OpenSim.Region.Framework.Scenes
2811 3177
2812 SceneObjectPart[] parts = m_parts.GetArray(); 3178 SceneObjectPart[] parts = m_parts.GetArray();
2813 for (int i = 0; i < parts.Length; i++) 3179 for (int i = 0; i < parts.Length; i++)
2814 parts[i].StoreUndoState(); 3180 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2815 3181
2816 if (part != null) 3182 if (part != null)
2817 { 3183 {
@@ -2836,7 +3202,7 @@ namespace OpenSim.Region.Framework.Scenes
2836 { 3202 {
2837 SceneObjectPart[] parts = m_parts.GetArray(); 3203 SceneObjectPart[] parts = m_parts.GetArray();
2838 for (int i = 0; i < parts.Length; i++) 3204 for (int i = 0; i < parts.Length; i++)
2839 parts[i].StoreUndoState(); 3205 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2840 3206
2841 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3207 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2842 Vector3 oldPos = 3208 Vector3 oldPos =
@@ -2857,10 +3223,27 @@ namespace OpenSim.Region.Framework.Scenes
2857 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3223 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2858 } 3224 }
2859 3225
2860 AbsolutePosition = newPos; 3226 //We have to set undoing here because otherwise an undo state will be saved
3227 if (!m_rootPart.Undoing)
3228 {
3229 m_rootPart.Undoing = true;
3230 AbsolutePosition = newPos;
3231 m_rootPart.Undoing = false;
3232 }
3233 else
3234 {
3235 AbsolutePosition = newPos;
3236 }
2861 3237
2862 HasGroupChanged = true; 3238 HasGroupChanged = true;
2863 ScheduleGroupForTerseUpdate(); 3239 if (m_rootPart.Undoing)
3240 {
3241 ScheduleGroupForFullUpdate();
3242 }
3243 else
3244 {
3245 ScheduleGroupForTerseUpdate();
3246 }
2864 } 3247 }
2865 3248
2866 public void OffsetForNewRegion(Vector3 offset) 3249 public void OffsetForNewRegion(Vector3 offset)
@@ -2880,7 +3263,7 @@ namespace OpenSim.Region.Framework.Scenes
2880 { 3263 {
2881 SceneObjectPart[] parts = m_parts.GetArray(); 3264 SceneObjectPart[] parts = m_parts.GetArray();
2882 for (int i = 0; i < parts.Length; i++) 3265 for (int i = 0; i < parts.Length; i++)
2883 parts[i].StoreUndoState(); 3266 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2884 3267
2885 m_rootPart.UpdateRotation(rot); 3268 m_rootPart.UpdateRotation(rot);
2886 3269
@@ -2904,7 +3287,7 @@ namespace OpenSim.Region.Framework.Scenes
2904 { 3287 {
2905 SceneObjectPart[] parts = m_parts.GetArray(); 3288 SceneObjectPart[] parts = m_parts.GetArray();
2906 for (int i = 0; i < parts.Length; i++) 3289 for (int i = 0; i < parts.Length; i++)
2907 parts[i].StoreUndoState(); 3290 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2908 3291
2909 m_rootPart.UpdateRotation(rot); 3292 m_rootPart.UpdateRotation(rot);
2910 3293
@@ -2929,10 +3312,9 @@ namespace OpenSim.Region.Framework.Scenes
2929 public void UpdateSingleRotation(Quaternion rot, uint localID) 3312 public void UpdateSingleRotation(Quaternion rot, uint localID)
2930 { 3313 {
2931 SceneObjectPart part = GetChildPart(localID); 3314 SceneObjectPart part = GetChildPart(localID);
2932
2933 SceneObjectPart[] parts = m_parts.GetArray(); 3315 SceneObjectPart[] parts = m_parts.GetArray();
2934 for (int i = 0; i < parts.Length; i++) 3316 for (int i = 0; i < parts.Length; i++)
2935 parts[i].StoreUndoState(); 3317 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2936 3318
2937 if (part != null) 3319 if (part != null)
2938 { 3320 {
@@ -2960,15 +3342,24 @@ namespace OpenSim.Region.Framework.Scenes
2960 if (part.UUID == m_rootPart.UUID) 3342 if (part.UUID == m_rootPart.UUID)
2961 { 3343 {
2962 UpdateRootRotation(rot); 3344 UpdateRootRotation(rot);
2963 AbsolutePosition = pos; 3345 if (!m_rootPart.Undoing)
3346 {
3347 m_rootPart.Undoing = true;
3348 AbsolutePosition = pos;
3349 m_rootPart.Undoing = false;
3350 }
3351 else
3352 {
3353 AbsolutePosition = pos;
3354 }
2964 } 3355 }
2965 else 3356 else
2966 { 3357 {
3358 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2967 part.IgnoreUndoUpdate = true; 3359 part.IgnoreUndoUpdate = true;
2968 part.UpdateRotation(rot); 3360 part.UpdateRotation(rot);
2969 part.OffsetPosition = pos; 3361 part.OffsetPosition = pos;
2970 part.IgnoreUndoUpdate = false; 3362 part.IgnoreUndoUpdate = false;
2971 part.StoreUndoState();
2972 } 3363 }
2973 } 3364 }
2974 } 3365 }
@@ -2982,7 +3373,13 @@ namespace OpenSim.Region.Framework.Scenes
2982 Quaternion axRot = rot; 3373 Quaternion axRot = rot;
2983 Quaternion oldParentRot = m_rootPart.RotationOffset; 3374 Quaternion oldParentRot = m_rootPart.RotationOffset;
2984 3375
2985 m_rootPart.StoreUndoState(); 3376 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3377 bool cancelUndo = false;
3378 if (!m_rootPart.Undoing)
3379 {
3380 m_rootPart.Undoing = true;
3381 cancelUndo = true;
3382 }
2986 m_rootPart.UpdateRotation(rot); 3383 m_rootPart.UpdateRotation(rot);
2987 if (m_rootPart.PhysActor != null) 3384 if (m_rootPart.PhysActor != null)
2988 { 3385 {
@@ -3006,17 +3403,12 @@ namespace OpenSim.Region.Framework.Scenes
3006 newRot *= Quaternion.Inverse(axRot); 3403 newRot *= Quaternion.Inverse(axRot);
3007 prim.RotationOffset = newRot; 3404 prim.RotationOffset = newRot;
3008 prim.ScheduleTerseUpdate(); 3405 prim.ScheduleTerseUpdate();
3406 prim.IgnoreUndoUpdate = false;
3009 } 3407 }
3010 } 3408 }
3011 3409 if (cancelUndo == true)
3012 for (int i = 0; i < parts.Length; i++)
3013 { 3410 {
3014 SceneObjectPart childpart = parts[i]; 3411 m_rootPart.Undoing = false;
3015 if (childpart != m_rootPart)
3016 {
3017 childpart.IgnoreUndoUpdate = false;
3018 childpart.StoreUndoState();
3019 }
3020 } 3412 }
3021 3413
3022 m_rootPart.ScheduleTerseUpdate(); 3414 m_rootPart.ScheduleTerseUpdate();
@@ -3242,7 +3634,6 @@ namespace OpenSim.Region.Framework.Scenes
3242 public float GetMass() 3634 public float GetMass()
3243 { 3635 {
3244 float retmass = 0f; 3636 float retmass = 0f;
3245
3246 SceneObjectPart[] parts = m_parts.GetArray(); 3637 SceneObjectPart[] parts = m_parts.GetArray();
3247 for (int i = 0; i < parts.Length; i++) 3638 for (int i = 0; i < parts.Length; i++)
3248 retmass += parts[i].GetMass(); 3639 retmass += parts[i].GetMass();
@@ -3358,6 +3749,14 @@ namespace OpenSim.Region.Framework.Scenes
3358 SetFromItemID(uuid); 3749 SetFromItemID(uuid);
3359 } 3750 }
3360 3751
3752 public void ResetOwnerChangeFlag()
3753 {
3754 ForEachPart(delegate(SceneObjectPart part)
3755 {
3756 part.ResetOwnerChangeFlag();
3757 });
3758 }
3759
3361 #endregion 3760 #endregion
3362 } 3761 }
3363} 3762}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 8140d42..efdb94c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -618,14 +632,12 @@ namespace OpenSim.Region.Framework.Scenes
618 set { m_LoopSoundSlavePrims = value; } 632 set { m_LoopSoundSlavePrims = value; }
619 } 633 }
620 634
621 [XmlIgnore]
622 public Byte[] TextureAnimation 635 public Byte[] TextureAnimation
623 { 636 {
624 get { return m_TextureAnimation; } 637 get { return m_TextureAnimation; }
625 set { m_TextureAnimation = value; } 638 set { m_TextureAnimation = value; }
626 } 639 }
627 640
628 [XmlIgnore]
629 public Byte[] ParticleSystem 641 public Byte[] ParticleSystem
630 { 642 {
631 get { return m_particleSystem; } 643 get { return m_particleSystem; }
@@ -679,7 +691,6 @@ namespace OpenSim.Region.Framework.Scenes
679 set 691 set
680 { 692 {
681 m_groupPosition = value; 693 m_groupPosition = value;
682
683 PhysicsActor actor = PhysActor; 694 PhysicsActor actor = PhysActor;
684 if (actor != null) 695 if (actor != null)
685 { 696 {
@@ -699,25 +710,13 @@ namespace OpenSim.Region.Framework.Scenes
699 710
700 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
701 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
713
702 } 714 }
703 catch (Exception e) 715 catch (Exception e)
704 { 716 {
705 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 717 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
706 } 718 }
707 } 719 }
708
709 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
710 if (m_sitTargetAvatar != UUID.Zero)
711 {
712 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
713 {
714 ScenePresence avatar;
715 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
716 {
717 avatar.ParentPosition = GetWorldPosition();
718 }
719 }
720 }
721 } 720 }
722 } 721 }
723 722
@@ -726,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 725 get { return m_offsetPosition; }
727 set 726 set
728 { 727 {
729 StoreUndoState(); 728 Vector3 oldpos = m_offsetPosition;
729 StoreUndoState(UndoType.STATE_PRIM_POSITION);
730 m_offsetPosition = value; 730 m_offsetPosition = value;
731 731
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 732 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -740,7 +740,22 @@ namespace OpenSim.Region.Framework.Scenes
740 // Tell the physics engines that this prim changed. 740 // Tell the physics engines that this prim changed.
741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
742 } 742 }
743
744 if (!m_parentGroup.m_dupeInProgress)
745 {
746 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
747 foreach (ScenePresence av in avs)
748 {
749 if (av.LinkedPrim == m_uuid)
750 {
751 Vector3 offset = (m_offsetPosition - oldpos);
752 av.OffsetPosition += offset;
753 av.SendFullUpdateToAllClients();
754 }
755 }
756 }
743 } 757 }
758 TriggerScriptChangedEvent(Changed.POSITION);
744 } 759 }
745 } 760 }
746 761
@@ -782,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes
782 797
783 set 798 set
784 { 799 {
785 StoreUndoState(); 800 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
786 m_rotationOffset = value; 801 m_rotationOffset = value;
787 802
788 PhysicsActor actor = PhysActor; 803 PhysicsActor actor = PhysActor;
@@ -866,7 +881,16 @@ namespace OpenSim.Region.Framework.Scenes
866 /// <summary></summary> 881 /// <summary></summary>
867 public Vector3 Acceleration 882 public Vector3 Acceleration
868 { 883 {
869 get { return m_acceleration; } 884 get
885 {
886 PhysicsActor actor = PhysActor;
887 if (actor != null)
888 {
889 m_acceleration = actor.Acceleration;
890 }
891 return m_acceleration;
892 }
893
870 set { m_acceleration = value; } 894 set { m_acceleration = value; }
871 } 895 }
872 896
@@ -971,7 +995,7 @@ namespace OpenSim.Region.Framework.Scenes
971 get { return m_shape.Scale; } 995 get { return m_shape.Scale; }
972 set 996 set
973 { 997 {
974 StoreUndoState(); 998 StoreUndoState(UndoType.STATE_PRIM_SCALE);
975 if (m_shape != null) 999 if (m_shape != null)
976 { 1000 {
977 m_shape.Scale = value; 1001 m_shape.Scale = value;
@@ -1041,7 +1065,8 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (IsAttachment) 1065 if (IsAttachment)
1042 return GroupPosition; 1066 return GroupPosition;
1043 1067
1044 return m_offsetPosition + m_groupPosition; } 1068// return m_offsetPosition + m_groupPosition; }
1069 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1045 } 1070 }
1046 1071
1047 public SceneObjectGroup ParentGroup 1072 public SceneObjectGroup ParentGroup
@@ -1200,6 +1225,13 @@ namespace OpenSim.Region.Framework.Scenes
1200 _flags = value; 1225 _flags = value;
1201 } 1226 }
1202 } 1227 }
1228
1229 [XmlIgnore]
1230 public bool IsOccupied // KF If an av is sittingon this prim
1231 {
1232 get { return m_occupied; }
1233 set { m_occupied = value; }
1234 }
1203 1235
1204 [XmlIgnore] 1236 [XmlIgnore]
1205 public UUID SitTargetAvatar 1237 public UUID SitTargetAvatar
@@ -1275,14 +1307,6 @@ namespace OpenSim.Region.Framework.Scenes
1275 } 1307 }
1276 } 1308 }
1277 1309
1278 /// <summary>
1279 /// Clear all pending updates of parts to clients
1280 /// </summary>
1281 private void ClearUpdateSchedule()
1282 {
1283 m_updateFlag = 0;
1284 }
1285
1286 private void SendObjectPropertiesToClient(UUID AgentID) 1310 private void SendObjectPropertiesToClient(UUID AgentID)
1287 { 1311 {
1288 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1312 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1533,14 +1557,21 @@ namespace OpenSim.Region.Framework.Scenes
1533 // or flexible 1557 // or flexible
1534 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1558 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1535 { 1559 {
1536 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1560 try
1537 string.Format("{0}/{1}", Name, UUID), 1561 {
1538 Shape, 1562 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1539 AbsolutePosition, 1563 string.Format("{0}/{1}", Name, UUID),
1540 Scale, 1564 Shape,
1541 RotationOffset, 1565 AbsolutePosition,
1542 RigidBody); 1566 Scale,
1543 1567 RotationOffset,
1568 RigidBody);
1569 }
1570 catch
1571 {
1572 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1573 PhysActor = null;
1574 }
1544 // Basic Physics returns null.. joy joy joy. 1575 // Basic Physics returns null.. joy joy joy.
1545 if (PhysActor != null) 1576 if (PhysActor != null)
1546 { 1577 {
@@ -1568,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1568 { 1599 {
1569 m_redo.Clear(); 1600 m_redo.Clear();
1570 } 1601 }
1571 StoreUndoState(); 1602 StoreUndoState(UndoType.STATE_ALL);
1572 } 1603 }
1573 1604
1574 public byte ConvertScriptUintToByte(uint indata) 1605 public byte ConvertScriptUintToByte(uint indata)
@@ -1680,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1680 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1711 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1681 part.Shape = shape; 1712 part.Shape = shape;
1682 1713
1683 part.Name = "Primitive"; 1714 part.Name = "Object";
1684 part._ownerID = UUID.Random(); 1715 part._ownerID = UUID.Random();
1685 1716
1686 return part; 1717 return part;
@@ -2040,12 +2071,17 @@ namespace OpenSim.Region.Framework.Scenes
2040 public Vector3 GetWorldPosition() 2071 public Vector3 GetWorldPosition()
2041 { 2072 {
2042 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2073 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2043
2044 Vector3 axPos = OffsetPosition; 2074 Vector3 axPos = OffsetPosition;
2045
2046 axPos *= parentRot; 2075 axPos *= parentRot;
2047 Vector3 translationOffsetPosition = axPos; 2076 Vector3 translationOffsetPosition = axPos;
2048 return GroupPosition + translationOffsetPosition; 2077 if(_parentID == 0)
2078 {
2079 return GroupPosition;
2080 }
2081 else
2082 {
2083 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2084 }
2049 } 2085 }
2050 2086
2051 /// <summary> 2087 /// <summary>
@@ -2056,7 +2092,7 @@ namespace OpenSim.Region.Framework.Scenes
2056 { 2092 {
2057 Quaternion newRot; 2093 Quaternion newRot;
2058 2094
2059 if (this.LinkNum == 0) 2095 if (this.LinkNum < 2) //KF Single or root prim
2060 { 2096 {
2061 newRot = RotationOffset; 2097 newRot = RotationOffset;
2062 } 2098 }
@@ -2702,17 +2738,18 @@ namespace OpenSim.Region.Framework.Scenes
2702 //Trys to fetch sound id from prim's inventory. 2738 //Trys to fetch sound id from prim's inventory.
2703 //Prim's inventory doesn't support non script items yet 2739 //Prim's inventory doesn't support non script items yet
2704 2740
2705 lock (TaskInventory) 2741 TaskInventory.LockItemsForRead(true);
2742
2743 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2706 { 2744 {
2707 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2745 if (item.Value.Name == sound)
2708 { 2746 {
2709 if (item.Value.Name == sound) 2747 soundID = item.Value.ItemID;
2710 { 2748 break;
2711 soundID = item.Value.ItemID;
2712 break;
2713 }
2714 } 2749 }
2715 } 2750 }
2751
2752 TaskInventory.LockItemsForRead(false);
2716 } 2753 }
2717 2754
2718 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2755 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2772,7 +2809,7 @@ namespace OpenSim.Region.Framework.Scenes
2772 /// <param name="scale"></param> 2809 /// <param name="scale"></param>
2773 public void Resize(Vector3 scale) 2810 public void Resize(Vector3 scale)
2774 { 2811 {
2775 StoreUndoState(); 2812 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2776 m_shape.Scale = scale; 2813 m_shape.Scale = scale;
2777 2814
2778 ParentGroup.HasGroupChanged = true; 2815 ParentGroup.HasGroupChanged = true;
@@ -2781,38 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes
2781 2818
2782 public void RotLookAt(Quaternion target, float strength, float damping) 2819 public void RotLookAt(Quaternion target, float strength, float damping)
2783 { 2820 {
2784 rotLookAt(target, strength, damping); 2821 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2785 }
2786
2787 public void rotLookAt(Quaternion target, float strength, float damping)
2788 {
2789 if (IsAttachment)
2790 {
2791 /*
2792 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2793 if (avatar != null)
2794 {
2795 Rotate the Av?
2796 } */
2797 }
2798 else
2799 {
2800 APIDDamp = damping;
2801 APIDStrength = strength;
2802 APIDTarget = target;
2803 }
2804 }
2805
2806 public void startLookAt(Quaternion rot, float damp, float strength)
2807 {
2808 APIDDamp = damp;
2809 APIDStrength = strength;
2810 APIDTarget = rot;
2811 }
2812
2813 public void stopLookAt()
2814 {
2815 APIDTarget = Quaternion.Identity;
2816 } 2822 }
2817 2823
2818 /// <summary> 2824 /// <summary>
@@ -2824,7 +2830,10 @@ namespace OpenSim.Region.Framework.Scenes
2824 2830
2825 if (m_parentGroup != null) 2831 if (m_parentGroup != null)
2826 { 2832 {
2827 m_parentGroup.QueueForUpdateCheck(); 2833 if (!m_parentGroup.areUpdatesSuspended)
2834 {
2835 m_parentGroup.QueueForUpdateCheck();
2836 }
2828 } 2837 }
2829 2838
2830 int timeNow = Util.UnixTimeSinceEpoch(); 2839 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3041,8 +3050,8 @@ namespace OpenSim.Region.Framework.Scenes
3041 { 3050 {
3042 const float ROTATION_TOLERANCE = 0.01f; 3051 const float ROTATION_TOLERANCE = 0.01f;
3043 const float VELOCITY_TOLERANCE = 0.001f; 3052 const float VELOCITY_TOLERANCE = 0.001f;
3044 const float POSITION_TOLERANCE = 0.05f; 3053 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3045 const int TIME_MS_TOLERANCE = 3000; 3054 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3046 3055
3047 if (m_updateFlag == 1) 3056 if (m_updateFlag == 1)
3048 { 3057 {
@@ -3056,7 +3065,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3065 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3057 { 3066 {
3058 AddTerseUpdateToAllAvatars(); 3067 AddTerseUpdateToAllAvatars();
3059 ClearUpdateSchedule(); 3068
3060 3069
3061 // This causes the Scene to 'poll' physical objects every couple of frames 3070 // This causes the Scene to 'poll' physical objects every couple of frames
3062 // bad, so it's been replaced by an event driven method. 3071 // bad, so it's been replaced by an event driven method.
@@ -3074,16 +3083,18 @@ namespace OpenSim.Region.Framework.Scenes
3074 m_lastAngularVelocity = AngularVelocity; 3083 m_lastAngularVelocity = AngularVelocity;
3075 m_lastTerseSent = Environment.TickCount; 3084 m_lastTerseSent = Environment.TickCount;
3076 } 3085 }
3086 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3087 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3077 } 3088 }
3078 else 3089 else
3079 { 3090 {
3080 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3091 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3081 { 3092 {
3082 AddFullUpdateToAllAvatars(); 3093 AddFullUpdateToAllAvatars();
3083 ClearUpdateSchedule(); 3094 m_updateFlag = 0; //Same here
3084 } 3095 }
3085 } 3096 }
3086 ClearUpdateSchedule(); 3097 m_updateFlag = 0;
3087 } 3098 }
3088 3099
3089 /// <summary> 3100 /// <summary>
@@ -3103,6 +3114,15 @@ namespace OpenSim.Region.Framework.Scenes
3103 UUID ownerID = _ownerID; 3114 UUID ownerID = _ownerID;
3104 UUID objectID = UUID; 3115 UUID objectID = UUID;
3105 UUID parentID = GetRootPartUUID(); 3116 UUID parentID = GetRootPartUUID();
3117
3118 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3119 {
3120 // Use the avatar as the parent for HUDs, since the prims
3121 // are not sent to other avatars
3122 objectID = _ownerID;
3123 parentID = _ownerID;
3124 }
3125
3106 UUID soundID = UUID.Zero; 3126 UUID soundID = UUID.Zero;
3107 Vector3 position = AbsolutePosition; // region local 3127 Vector3 position = AbsolutePosition; // region local
3108 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3128 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3110,17 +3130,16 @@ namespace OpenSim.Region.Framework.Scenes
3110 if (!UUID.TryParse(sound, out soundID)) 3130 if (!UUID.TryParse(sound, out soundID))
3111 { 3131 {
3112 // search sound file from inventory 3132 // search sound file from inventory
3113 lock (TaskInventory) 3133 TaskInventory.LockItemsForRead(true);
3134 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3114 { 3135 {
3115 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3136 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3116 { 3137 {
3117 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3138 soundID = item.Value.ItemID;
3118 { 3139 break;
3119 soundID = item.Value.ItemID;
3120 break;
3121 }
3122 } 3140 }
3123 } 3141 }
3142 TaskInventory.LockItemsForRead(false);
3124 } 3143 }
3125 3144
3126 if (soundID == UUID.Zero) 3145 if (soundID == UUID.Zero)
@@ -3557,7 +3576,7 @@ namespace OpenSim.Region.Framework.Scenes
3557 3576
3558 public void StopLookAt() 3577 public void StopLookAt()
3559 { 3578 {
3560 m_parentGroup.stopLookAt(); 3579 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3561 3580
3562 m_parentGroup.ScheduleGroupForTerseUpdate(); 3581 m_parentGroup.ScheduleGroupForTerseUpdate();
3563 } 3582 }
@@ -3584,10 +3603,9 @@ namespace OpenSim.Region.Framework.Scenes
3584 m_parentGroup.ScheduleGroupForTerseUpdate(); 3603 m_parentGroup.ScheduleGroupForTerseUpdate();
3585 //m_parentGroup.ScheduleGroupForFullUpdate(); 3604 //m_parentGroup.ScheduleGroupForFullUpdate();
3586 } 3605 }
3587 3606 public void StoreUndoState(UndoType type)
3588 public void StoreUndoState()
3589 { 3607 {
3590 if (!Undoing) 3608 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3591 { 3609 {
3592 if (!IgnoreUndoUpdate) 3610 if (!IgnoreUndoUpdate)
3593 { 3611 {
@@ -3598,17 +3616,25 @@ namespace OpenSim.Region.Framework.Scenes
3598 if (m_undo.Count > 0) 3616 if (m_undo.Count > 0)
3599 { 3617 {
3600 UndoState last = m_undo.Peek(); 3618 UndoState last = m_undo.Peek();
3601 if (last != null) 3619
3602 {
3603 if (last.Compare(this))
3604 return;
3605 }
3606 } 3620 }
3607 3621
3608 if (m_parentGroup.GetSceneMaxUndo() > 0) 3622 if (m_parentGroup.GetSceneMaxUndo() > 0)
3609 { 3623 {
3610 UndoState nUndo = new UndoState(this); 3624 UndoState lastUndo = m_undo.Peek();
3625
3626 UndoState nUndo = new UndoState(this, type);
3611 3627
3628 if (lastUndo != null)
3629 {
3630 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3631 if (ts.TotalMilliseconds < 500)
3632 {
3633 //Delete the last entry since it was less than 500 milliseconds ago
3634 nUndo.Merge(lastUndo);
3635 m_undo.Pop();
3636 }
3637 }
3612 m_undo.Push(nUndo); 3638 m_undo.Push(nUndo);
3613 } 3639 }
3614 3640
@@ -4085,11 +4111,13 @@ namespace OpenSim.Region.Framework.Scenes
4085 if (m_undo.Count > 0) 4111 if (m_undo.Count > 0)
4086 { 4112 {
4087 UndoState nUndo = null; 4113 UndoState nUndo = null;
4114 UndoState goback = m_undo.Pop();
4088 if (m_parentGroup.GetSceneMaxUndo() > 0) 4115 if (m_parentGroup.GetSceneMaxUndo() > 0)
4089 { 4116 {
4090 nUndo = new UndoState(this); 4117 nUndo = new UndoState(this, goback.Type);
4091 } 4118 }
4092 UndoState goback = m_undo.Pop(); 4119
4120
4093 if (goback != null) 4121 if (goback != null)
4094 { 4122 {
4095 goback.PlaybackState(this); 4123 goback.PlaybackState(this);
@@ -4104,13 +4132,13 @@ namespace OpenSim.Region.Framework.Scenes
4104 { 4132 {
4105 lock (m_redo) 4133 lock (m_redo)
4106 { 4134 {
4135 UndoState gofwd = m_redo.Pop();
4107 if (m_parentGroup.GetSceneMaxUndo() > 0) 4136 if (m_parentGroup.GetSceneMaxUndo() > 0)
4108 { 4137 {
4109 UndoState nUndo = new UndoState(this); 4138 UndoState nUndo = new UndoState(this, gofwd.Type);
4110 4139
4111 m_undo.Push(nUndo); 4140 m_undo.Push(nUndo);
4112 } 4141 }
4113 UndoState gofwd = m_redo.Pop();
4114 if (gofwd != null) 4142 if (gofwd != null)
4115 gofwd.PlayfwdState(this); 4143 gofwd.PlayfwdState(this);
4116 } 4144 }
@@ -4558,8 +4586,9 @@ namespace OpenSim.Region.Framework.Scenes
4558 { 4586 {
4559 m_shape.TextureEntry = textureEntry; 4587 m_shape.TextureEntry = textureEntry;
4560 TriggerScriptChangedEvent(Changed.TEXTURE); 4588 TriggerScriptChangedEvent(Changed.TEXTURE);
4561 4589 m_updateFlag = 1;
4562 ParentGroup.HasGroupChanged = true; 4590 ParentGroup.HasGroupChanged = true;
4591
4563 //This is madness.. 4592 //This is madness..
4564 //ParentGroup.ScheduleGroupForFullUpdate(); 4593 //ParentGroup.ScheduleGroupForFullUpdate();
4565 //This is sparta 4594 //This is sparta
@@ -4792,5 +4821,17 @@ namespace OpenSim.Region.Framework.Scenes
4792 Color color = Color; 4821 Color color = Color;
4793 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4822 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4794 } 4823 }
4824
4825 public void ResetOwnerChangeFlag()
4826 {
4827 List<UUID> inv = Inventory.GetInventoryList();
4828
4829 foreach (UUID itemID in inv)
4830 {
4831 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4832 item.OwnerChanged = false;
4833 Inventory.UpdateInventoryItem(item);
4834 }
4835 }
4795 } 4836 }
4796} 4837}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 0c5e62d..522f75e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,52 +123,57 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 HasInventoryChanged = true; 134 HasInventoryChanged = true;
135 if (m_part.ParentGroup != null)
136 {
131 m_part.ParentGroup.HasGroupChanged = true; 137 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 138 }
133 m_items.Clear(); 139
140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
141 Items.Clear();
134 142
135 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
136 { 144 {
137 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
139 }
140 } 147 }
148 m_items.LockItemsForWrite(false);
141 } 149 }
142 150
143 public void ResetObjectID() 151 public void ResetObjectID()
144 { 152 {
145 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
146 { 156 {
147 if (Items.Count == 0) 157 m_items.LockItemsForWrite(false);
148 { 158 return;
149 return;
150 }
151
152 HasInventoryChanged = true;
153 if (m_part.ParentGroup != null)
154 {
155 m_part.ParentGroup.HasGroupChanged = true;
156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 159 }
160
161 HasInventoryChanged = true;
162 if (m_part.ParentGroup != null)
163 {
164 m_part.ParentGroup.HasGroupChanged = true;
165 }
166
167 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
168 Items.Clear();
169
170 foreach (TaskInventoryItem item in items)
171 {
172 item.ParentPartID = m_part.UUID;
173 item.ParentID = m_part.UUID;
174 Items.Add(item.ItemID, item);
175 }
176 m_items.LockItemsForWrite(false);
168 } 177 }
169 178
170 /// <summary> 179 /// <summary>
@@ -173,12 +182,11 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 182 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 183 public void ChangeInventoryOwner(UUID ownerId)
175 { 184 {
176 lock (Items) 185 m_items.LockItemsForWrite(true);
186 if (0 == Items.Count)
177 { 187 {
178 if (0 == Items.Count) 188 m_items.LockItemsForWrite(false);
179 { 189 return;
180 return;
181 }
182 } 190 }
183 191
184 HasInventoryChanged = true; 192 HasInventoryChanged = true;
@@ -192,6 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
192 item.OwnerID = ownerId; 200 item.OwnerID = ownerId;
193 } 201 }
194 } 202 }
203 m_items.LockItemsForWrite(false);
195 } 204 }
196 205
197 /// <summary> 206 /// <summary>
@@ -200,22 +209,24 @@ namespace OpenSim.Region.Framework.Scenes
200 /// <param name="groupID"></param> 209 /// <param name="groupID"></param>
201 public void ChangeInventoryGroup(UUID groupID) 210 public void ChangeInventoryGroup(UUID groupID)
202 { 211 {
203 lock (Items) 212 m_items.LockItemsForWrite(true);
213 if (0 == Items.Count)
204 { 214 {
205 if (0 == Items.Count) 215 m_items.LockItemsForWrite(false);
206 { 216 return;
207 return;
208 }
209 } 217 }
210 218
211 HasInventoryChanged = true; 219 HasInventoryChanged = true;
212 m_part.ParentGroup.HasGroupChanged = true; 220 m_part.ParentGroup.HasGroupChanged = true;
213 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
215 { 223 {
216 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
217 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
218 } 228 }
229 m_items.LockItemsForWrite(false);
219 } 230 }
220 231
221 /// <summary> 232 /// <summary>
@@ -223,9 +234,14 @@ namespace OpenSim.Region.Framework.Scenes
223 /// </summary> 234 /// </summary>
224 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 235 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
225 { 236 {
226 List<TaskInventoryItem> scripts = GetInventoryScripts(); 237 Items.LockItemsForRead(true);
227 foreach (TaskInventoryItem item in scripts) 238 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
228 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 239 Items.LockItemsForRead(false);
240 foreach (TaskInventoryItem item in items)
241 {
242 if ((int)InventoryType.LSL == item.InvType)
243 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
244 }
229 } 245 }
230 246
231 public ArrayList GetScriptErrors(UUID itemID) 247 public ArrayList GetScriptErrors(UUID itemID)
@@ -258,9 +274,18 @@ namespace OpenSim.Region.Framework.Scenes
258 /// </param> 274 /// </param>
259 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 275 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
260 { 276 {
261 List<TaskInventoryItem> scripts = GetInventoryScripts(); 277 Items.LockItemsForRead(true);
262 foreach (TaskInventoryItem item in scripts) 278 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
263 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 279 Items.LockItemsForRead(false);
280
281 foreach (TaskInventoryItem item in items)
282 {
283 if ((int)InventoryType.LSL == item.InvType)
284 {
285 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
286 m_part.RemoveScriptEvents(item.ItemID);
287 }
288 }
264 } 289 }
265 290
266 /// <summary> 291 /// <summary>
@@ -276,7 +301,10 @@ namespace OpenSim.Region.Framework.Scenes
276 // item.Name, item.ItemID, Name, UUID); 301 // item.Name, item.ItemID, Name, UUID);
277 302
278 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 303 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
304 {
305 StoreScriptError(item.ItemID, "no permission");
279 return; 306 return;
307 }
280 308
281 m_part.AddFlag(PrimFlags.Scripted); 309 m_part.AddFlag(PrimFlags.Scripted);
282 310
@@ -285,14 +313,13 @@ namespace OpenSim.Region.Framework.Scenes
285 if (stateSource == 2 && // Prim crossing 313 if (stateSource == 2 && // Prim crossing
286 m_part.ParentGroup.Scene.m_trustBinaries) 314 m_part.ParentGroup.Scene.m_trustBinaries)
287 { 315 {
288 lock (m_items) 316 m_items.LockItemsForWrite(true);
289 { 317 m_items[item.ItemID].PermsMask = 0;
290 m_items[item.ItemID].PermsMask = 0; 318 m_items[item.ItemID].PermsGranter = UUID.Zero;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 319 m_items.LockItemsForWrite(false);
292 }
293
294 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
295 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
296 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
297 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
298 return; 325 return;
@@ -301,6 +328,8 @@ namespace OpenSim.Region.Framework.Scenes
301 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 328 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
302 if (null == asset) 329 if (null == asset)
303 { 330 {
331 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
332 StoreScriptError(item.ItemID, msg);
304 m_log.ErrorFormat( 333 m_log.ErrorFormat(
305 "[PRIM INVENTORY]: " + 334 "[PRIM INVENTORY]: " +
306 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 335 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -312,15 +341,17 @@ namespace OpenSim.Region.Framework.Scenes
312 if (m_part.ParentGroup.m_savedScriptState != null) 341 if (m_part.ParentGroup.m_savedScriptState != null)
313 RestoreSavedScriptState(item.OldItemID, item.ItemID); 342 RestoreSavedScriptState(item.OldItemID, item.ItemID);
314 343
315 lock (m_items) 344 m_items.LockItemsForWrite(true);
316 { 345
317 m_items[item.ItemID].PermsMask = 0; 346 m_items[item.ItemID].PermsMask = 0;
318 m_items[item.ItemID].PermsGranter = UUID.Zero; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
319 } 348
349 m_items.LockItemsForWrite(false);
320 350
321 string script = Utils.BytesToString(asset.Data); 351 string script = Utils.BytesToString(asset.Data);
322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 352 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 353 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
354 StoreScriptErrors(item.ItemID, null);
324 m_part.ParentGroup.AddActiveScriptCount(1); 355 m_part.ParentGroup.AddActiveScriptCount(1);
325 m_part.ScheduleFullUpdate(); 356 m_part.ScheduleFullUpdate();
326 } 357 }
@@ -384,21 +415,145 @@ namespace OpenSim.Region.Framework.Scenes
384 415
385 /// <summary> 416 /// <summary>
386 /// Start a script which is in this prim's inventory. 417 /// Start a script which is in this prim's inventory.
418 /// Some processing may occur in the background, but this routine returns asap.
387 /// </summary> 419 /// </summary>
388 /// <param name="itemId"> 420 /// <param name="itemId">
389 /// A <see cref="UUID"/> 421 /// A <see cref="UUID"/>
390 /// </param> 422 /// </param>
391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 423 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
392 { 424 {
393 TaskInventoryItem item = GetInventoryItem(itemId); 425 lock (m_scriptErrors)
394 if (item != null) 426 {
395 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 427 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
428 m_scriptErrors.Remove(itemId);
429 }
430 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
431 }
432
433 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
434 {
435 m_items.LockItemsForRead(true);
436 if (m_items.ContainsKey(itemId))
437 {
438 if (m_items.ContainsKey(itemId))
439 {
440 m_items.LockItemsForRead(false);
441 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
442 }
443 else
444 {
445 m_items.LockItemsForRead(false);
446 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
448 StoreScriptError(itemId, msg);
449 m_log.ErrorFormat(
450 "[PRIM INVENTORY]: " +
451 "Couldn't start script with ID {0} since it {1}", itemId, msg);
452 }
453 }
396 else 454 else
455 {
456 m_items.LockItemsForRead(false);
457 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
458 StoreScriptError(itemId, msg);
397 m_log.ErrorFormat( 459 m_log.ErrorFormat(
398 "[PRIM INVENTORY]: " + 460 "[PRIM INVENTORY]: " +
399 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 461 "Couldn't start script with ID {0} since it {1}", itemId, msg);
400 itemId, m_part.Name, m_part.UUID, 462 }
401 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 463
464 }
465
466 /// <summary>
467 /// Start a script which is in this prim's inventory and return any compilation error messages.
468 /// </summary>
469 /// <param name="itemId">
470 /// A <see cref="UUID"/>
471 /// </param>
472 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 ArrayList errors;
475
476 // Indicate to CreateScriptInstanceInternal() we want it to
477 // post any compilation/loading error messages
478 lock (m_scriptErrors)
479 {
480 m_scriptErrors[itemId] = null;
481 }
482
483 // Perform compilation/loading
484 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
485
486 // Wait for and retrieve any errors
487 lock (m_scriptErrors)
488 {
489 while ((errors = m_scriptErrors[itemId]) == null)
490 {
491 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
492 {
493 m_log.ErrorFormat(
494 "[PRIM INVENTORY]: " +
495 "timedout waiting for script {0} errors", itemId);
496 errors = m_scriptErrors[itemId];
497 if (errors == null)
498 {
499 errors = new ArrayList(1);
500 errors.Add("timedout waiting for errors");
501 }
502 break;
503 }
504 }
505 m_scriptErrors.Remove(itemId);
506 }
507 return errors;
508 }
509
510 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
511 private void StoreScriptErrors(UUID itemId, ArrayList errors)
512 {
513 lock (m_scriptErrors)
514 {
515 // If compilation/loading initiated via CreateScriptInstance(),
516 // it does not want the errors, so just get out
517 if (!m_scriptErrors.ContainsKey(itemId))
518 {
519 return;
520 }
521
522 // Initiated via CreateScriptInstanceEr(), if we know what the
523 // errors are, save them and wake CreateScriptInstanceEr().
524 if (errors != null)
525 {
526 m_scriptErrors[itemId] = errors;
527 System.Threading.Monitor.PulseAll(m_scriptErrors);
528 return;
529 }
530 }
531
532 // Initiated via CreateScriptInstanceEr() but we don't know what
533 // the errors are yet, so retrieve them from the script engine.
534 // This may involve some waiting internal to GetScriptErrors().
535 errors = GetScriptErrors(itemId);
536
537 // Get a default non-null value to indicate success.
538 if (errors == null)
539 {
540 errors = new ArrayList();
541 }
542
543 // Post to CreateScriptInstanceEr() and wake it up
544 lock (m_scriptErrors)
545 {
546 m_scriptErrors[itemId] = errors;
547 System.Threading.Monitor.PulseAll(m_scriptErrors);
548 }
549 }
550
551 // Like StoreScriptErrors(), but just posts a single string message
552 private void StoreScriptError(UUID itemId, string message)
553 {
554 ArrayList errors = new ArrayList(1);
555 errors.Add(message);
556 StoreScriptErrors(itemId, errors);
402 } 557 }
403 558
404 /// <summary> 559 /// <summary>
@@ -411,15 +566,7 @@ namespace OpenSim.Region.Framework.Scenes
411 /// </param> 566 /// </param>
412 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 567 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
413 { 568 {
414 bool scriptPresent = false; 569 if (m_items.ContainsKey(itemId))
415
416 lock (m_items)
417 {
418 if (m_items.ContainsKey(itemId))
419 scriptPresent = true;
420 }
421
422 if (scriptPresent)
423 { 570 {
424 if (!sceneObjectBeingDeleted) 571 if (!sceneObjectBeingDeleted)
425 m_part.RemoveScriptEvents(itemId); 572 m_part.RemoveScriptEvents(itemId);
@@ -444,14 +591,16 @@ namespace OpenSim.Region.Framework.Scenes
444 /// <returns></returns> 591 /// <returns></returns>
445 private bool InventoryContainsName(string name) 592 private bool InventoryContainsName(string name)
446 { 593 {
447 lock (m_items) 594 m_items.LockItemsForRead(true);
595 foreach (TaskInventoryItem item in m_items.Values)
448 { 596 {
449 foreach (TaskInventoryItem item in m_items.Values) 597 if (item.Name == name)
450 { 598 {
451 if (item.Name == name) 599 m_items.LockItemsForRead(false);
452 return true; 600 return true;
453 } 601 }
454 } 602 }
603 m_items.LockItemsForRead(false);
455 return false; 604 return false;
456 } 605 }
457 606
@@ -493,8 +642,9 @@ namespace OpenSim.Region.Framework.Scenes
493 /// <param name="item"></param> 642 /// <param name="item"></param>
494 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 643 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
495 { 644 {
496 List<TaskInventoryItem> il = GetInventoryItems(); 645 m_items.LockItemsForRead(true);
497 646 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
647 m_items.LockItemsForRead(false);
498 foreach (TaskInventoryItem i in il) 648 foreach (TaskInventoryItem i in il)
499 { 649 {
500 if (i.Name == item.Name) 650 if (i.Name == item.Name)
@@ -532,14 +682,14 @@ namespace OpenSim.Region.Framework.Scenes
532 item.Name = name; 682 item.Name = name;
533 item.GroupID = m_part.GroupID; 683 item.GroupID = m_part.GroupID;
534 684
535 lock (m_items) 685 m_items.LockItemsForWrite(true);
536 m_items.Add(item.ItemID, item); 686 m_items.Add(item.ItemID, item);
537 687 m_items.LockItemsForWrite(false);
538 if (allowedDrop) 688 if (allowedDrop)
539 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 689 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
540 else 690 else
541 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 691 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
542 692
543 m_inventorySerial++; 693 m_inventorySerial++;
544 //m_inventorySerial += 2; 694 //m_inventorySerial += 2;
545 HasInventoryChanged = true; 695 HasInventoryChanged = true;
@@ -555,15 +705,15 @@ namespace OpenSim.Region.Framework.Scenes
555 /// <param name="items"></param> 705 /// <param name="items"></param>
556 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 706 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
557 { 707 {
558 lock (m_items) 708 m_items.LockItemsForWrite(true);
709 foreach (TaskInventoryItem item in items)
559 { 710 {
560 foreach (TaskInventoryItem item in items) 711 m_items.Add(item.ItemID, item);
561 { 712// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
562 m_items.Add(item.ItemID, item);
563// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
564 }
565 m_inventorySerial++;
566 } 713 }
714 m_items.LockItemsForWrite(false);
715
716 m_inventorySerial++;
567 } 717 }
568 718
569 /// <summary> 719 /// <summary>
@@ -574,10 +724,9 @@ namespace OpenSim.Region.Framework.Scenes
574 public TaskInventoryItem GetInventoryItem(UUID itemId) 724 public TaskInventoryItem GetInventoryItem(UUID itemId)
575 { 725 {
576 TaskInventoryItem item; 726 TaskInventoryItem item;
577 727 m_items.LockItemsForRead(true);
578 lock (m_items) 728 m_items.TryGetValue(itemId, out item);
579 m_items.TryGetValue(itemId, out item); 729 m_items.LockItemsForRead(false);
580
581 return item; 730 return item;
582 } 731 }
583 732
@@ -593,15 +742,16 @@ namespace OpenSim.Region.Framework.Scenes
593 { 742 {
594 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 743 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
595 744
596 lock (m_items) 745 m_items.LockItemsForRead(true);
746
747 foreach (TaskInventoryItem item in m_items.Values)
597 { 748 {
598 foreach (TaskInventoryItem item in m_items.Values) 749 if (item.Name == name)
599 { 750 items.Add(item);
600 if (item.Name == name)
601 items.Add(item);
602 }
603 } 751 }
604 752
753 m_items.LockItemsForRead(false);
754
605 return items; 755 return items;
606 } 756 }
607 757
@@ -679,8 +829,9 @@ namespace OpenSim.Region.Framework.Scenes
679 829
680 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 830 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
681 { 831 {
682 TaskInventoryItem it = GetInventoryItem(item.ItemID); 832 m_items.LockItemsForWrite(true);
683 if (it != null) 833
834 if (m_items.ContainsKey(item.ItemID))
684 { 835 {
685 item.ParentID = m_part.UUID; 836 item.ParentID = m_part.UUID;
686 item.ParentPartID = m_part.UUID; 837 item.ParentPartID = m_part.UUID;
@@ -692,19 +843,15 @@ namespace OpenSim.Region.Framework.Scenes
692 item.GroupID = m_part.GroupID; 843 item.GroupID = m_part.GroupID;
693 844
694 if (item.AssetID == UUID.Zero) 845 if (item.AssetID == UUID.Zero)
695 item.AssetID = it.AssetID; 846 item.AssetID = m_items[item.ItemID].AssetID;
696
697 lock (m_items)
698 {
699 m_items[item.ItemID] = item;
700 m_inventorySerial++;
701 }
702 847
848 m_items[item.ItemID] = item;
849 m_inventorySerial++;
703 if (fireScriptEvents) 850 if (fireScriptEvents)
704 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 851 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
705
706 HasInventoryChanged = true; 852 HasInventoryChanged = true;
707 m_part.ParentGroup.HasGroupChanged = true; 853 m_part.ParentGroup.HasGroupChanged = true;
854 m_items.LockItemsForWrite(false);
708 return true; 855 return true;
709 } 856 }
710 else 857 else
@@ -715,8 +862,9 @@ namespace OpenSim.Region.Framework.Scenes
715 item.ItemID, m_part.Name, m_part.UUID, 862 item.ItemID, m_part.Name, m_part.UUID,
716 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
717 } 864 }
718 return false; 865 m_items.LockItemsForWrite(false);
719 866
867 return false;
720 } 868 }
721 869
722 /// <summary> 870 /// <summary>
@@ -727,37 +875,53 @@ namespace OpenSim.Region.Framework.Scenes
727 /// in this prim's inventory.</returns> 875 /// in this prim's inventory.</returns>
728 public int RemoveInventoryItem(UUID itemID) 876 public int RemoveInventoryItem(UUID itemID)
729 { 877 {
730 TaskInventoryItem item = GetInventoryItem(itemID); 878 m_items.LockItemsForRead(true);
731 if (item != null) 879
880 if (m_items.ContainsKey(itemID))
732 { 881 {
733 int type = m_items[itemID].InvType; 882 int type = m_items[itemID].InvType;
883 m_items.LockItemsForRead(false);
734 if (type == 10) // Script 884 if (type == 10) // Script
735 { 885 {
736 m_part.RemoveScriptEvents(itemID);
737 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 886 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
738 } 887 }
888 m_items.LockItemsForWrite(true);
739 m_items.Remove(itemID); 889 m_items.Remove(itemID);
890 m_items.LockItemsForWrite(false);
740 m_inventorySerial++; 891 m_inventorySerial++;
741 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 892 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
742 893
743 HasInventoryChanged = true; 894 HasInventoryChanged = true;
744 m_part.ParentGroup.HasGroupChanged = true; 895 m_part.ParentGroup.HasGroupChanged = true;
745 896
746 if (!ContainsScripts()) 897 int scriptcount = 0;
898 m_items.LockItemsForRead(true);
899 foreach (TaskInventoryItem item in m_items.Values)
900 {
901 if (item.Type == 10)
902 {
903 scriptcount++;
904 }
905 }
906 m_items.LockItemsForRead(false);
907
908
909 if (scriptcount <= 0)
910 {
747 m_part.RemFlag(PrimFlags.Scripted); 911 m_part.RemFlag(PrimFlags.Scripted);
912 }
748 913
749 m_part.ScheduleFullUpdate(); 914 m_part.ScheduleFullUpdate();
750 915
751 return type; 916 return type;
752
753 } 917 }
754 else 918 else
755 { 919 {
920 m_items.LockItemsForRead(false);
756 m_log.ErrorFormat( 921 m_log.ErrorFormat(
757 "[PRIM INVENTORY]: " + 922 "[PRIM INVENTORY]: " +
758 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 923 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
759 itemID, m_part.Name, m_part.UUID, 924 itemID, m_part.Name, m_part.UUID);
760 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
761 } 925 }
762 926
763 return -1; 927 return -1;
@@ -865,6 +1029,8 @@ namespace OpenSim.Region.Framework.Scenes
865 invString.AddSectionEnd(); 1029 invString.AddSectionEnd();
866 } 1030 }
867 } 1031 }
1032 int count = m_items.Count;
1033 m_items.LockItemsForRead(false);
868 1034
869 fileData = Utils.StringToBytes(invString.BuildString); 1035 fileData = Utils.StringToBytes(invString.BuildString);
870 1036
@@ -885,10 +1051,11 @@ namespace OpenSim.Region.Framework.Scenes
885 { 1051 {
886 if (HasInventoryChanged) 1052 if (HasInventoryChanged)
887 { 1053 {
888 HasInventoryChanged = false; 1054 Items.LockItemsForRead(true);
889 List<TaskInventoryItem> items = GetInventoryItems(); 1055 datastore.StorePrimInventory(m_part.UUID, Items.Values);
890 datastore.StorePrimInventory(m_part.UUID, items); 1056 Items.LockItemsForRead(false);
891 1057
1058 HasInventoryChanged = false;
892 } 1059 }
893 } 1060 }
894 1061
@@ -955,89 +1122,75 @@ namespace OpenSim.Region.Framework.Scenes
955 { 1122 {
956 uint mask=0x7fffffff; 1123 uint mask=0x7fffffff;
957 1124
958 lock (m_items) 1125 foreach (TaskInventoryItem item in m_items.Values)
959 { 1126 {
960 foreach (TaskInventoryItem item in m_items.Values) 1127 if (item.InvType != (int)InventoryType.Object)
961 { 1128 {
962 if (item.InvType != (int)InventoryType.Object) 1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
963 { 1130 mask &= ~((uint)PermissionMask.Copy >> 13);
964 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1131 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
965 mask &= ~((uint)PermissionMask.Copy >> 13); 1132 mask &= ~((uint)PermissionMask.Transfer >> 13);
966 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1133 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
967 mask &= ~((uint)PermissionMask.Transfer >> 13); 1134 mask &= ~((uint)PermissionMask.Modify >> 13);
968 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1135 }
969 mask &= ~((uint)PermissionMask.Modify >> 13); 1136 else
970 } 1137 {
971 else 1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
972 { 1139 mask &= ~((uint)PermissionMask.Copy >> 13);
973 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1140 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
974 mask &= ~((uint)PermissionMask.Copy >> 13); 1141 mask &= ~((uint)PermissionMask.Transfer >> 13);
975 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1142 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
976 mask &= ~((uint)PermissionMask.Transfer >> 13); 1143 mask &= ~((uint)PermissionMask.Modify >> 13);
977 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
978 mask &= ~((uint)PermissionMask.Modify >> 13);
979 }
980
981 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
982 mask &= ~(uint)PermissionMask.Copy;
983 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
984 mask &= ~(uint)PermissionMask.Transfer;
985 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
986 mask &= ~(uint)PermissionMask.Modify;
987 } 1144 }
1145
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1147 mask &= ~(uint)PermissionMask.Copy;
1148 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1149 mask &= ~(uint)PermissionMask.Transfer;
1150 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1151 mask &= ~(uint)PermissionMask.Modify;
988 } 1152 }
989
990 return mask; 1153 return mask;
991 } 1154 }
992 1155
993 public void ApplyNextOwnerPermissions() 1156 public void ApplyNextOwnerPermissions()
994 { 1157 {
995 lock (m_items) 1158 foreach (TaskInventoryItem item in m_items.Values)
996 { 1159 {
997 foreach (TaskInventoryItem item in m_items.Values) 1160 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
998 { 1161 {
999 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1162 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1000 { 1163 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1001 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1164 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1002 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1165 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1003 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1004 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1167 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1005 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1006 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1007 }
1008 item.CurrentPermissions &= item.NextPermissions;
1009 item.BasePermissions &= item.NextPermissions;
1010 item.EveryonePermissions &= item.NextPermissions;
1011 item.OwnerChanged = true;
1012 } 1168 }
1169 item.OwnerChanged = true;
1170 item.CurrentPermissions &= item.NextPermissions;
1171 item.BasePermissions &= item.NextPermissions;
1172 item.EveryonePermissions &= item.NextPermissions;
1013 } 1173 }
1014 } 1174 }
1015 1175
1016 public void ApplyGodPermissions(uint perms) 1176 public void ApplyGodPermissions(uint perms)
1017 { 1177 {
1018 lock (m_items) 1178 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1179 {
1020 foreach (TaskInventoryItem item in m_items.Values) 1180 item.CurrentPermissions = perms;
1021 { 1181 item.BasePermissions = perms;
1022 item.CurrentPermissions = perms;
1023 item.BasePermissions = perms;
1024 }
1025 } 1182 }
1026 } 1183 }
1027 1184
1028 public bool ContainsScripts() 1185 public bool ContainsScripts()
1029 { 1186 {
1030 lock (m_items) 1187 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1188 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1189 if (item.InvType == (int)InventoryType.LSL)
1033 { 1190 {
1034 if (item.InvType == (int)InventoryType.LSL) 1191 return true;
1035 {
1036 return true;
1037 }
1038 } 1192 }
1039 } 1193 }
1040
1041 return false; 1194 return false;
1042 } 1195 }
1043 1196
@@ -1045,11 +1198,8 @@ namespace OpenSim.Region.Framework.Scenes
1045 { 1198 {
1046 List<UUID> ret = new List<UUID>(); 1199 List<UUID> ret = new List<UUID>();
1047 1200
1048 lock (m_items) 1201 foreach (TaskInventoryItem item in m_items.Values)
1049 { 1202 ret.Add(item.ItemID);
1050 foreach (TaskInventoryItem item in m_items.Values)
1051 ret.Add(item.ItemID);
1052 }
1053 1203
1054 return ret; 1204 return ret;
1055 } 1205 }
@@ -1080,31 +1230,46 @@ namespace OpenSim.Region.Framework.Scenes
1080 1230
1081 public Dictionary<UUID, string> GetScriptStates() 1231 public Dictionary<UUID, string> GetScriptStates()
1082 { 1232 {
1233 return GetScriptStates(false);
1234 }
1235
1236 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1237 {
1083 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1238 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1084 1239
1085 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1240 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1086 if (engines == null) // No engine at all 1241 if (engines == null) // No engine at all
1087 return ret; 1242 return ret;
1088 1243
1089 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1244 Items.LockItemsForRead(true);
1090 1245 foreach (TaskInventoryItem item in m_items.Values)
1091 foreach (TaskInventoryItem item in scripts)
1092 { 1246 {
1093 foreach (IScriptModule e in engines) 1247 if (item.InvType == (int)InventoryType.LSL)
1094 { 1248 {
1095 if (e != null) 1249 foreach (IScriptModule e in engines)
1096 { 1250 {
1097 string n = e.GetXMLState(item.ItemID); 1251 if (e != null)
1098 if (n != String.Empty)
1099 { 1252 {
1100 if (!ret.ContainsKey(item.ItemID)) 1253 string n = e.GetXMLState(item.ItemID);
1101 ret[item.ItemID] = n; 1254 if (n != String.Empty)
1102 break; 1255 {
1256 if (oldIDs)
1257 {
1258 if (!ret.ContainsKey(item.OldItemID))
1259 ret[item.OldItemID] = n;
1260 }
1261 else
1262 {
1263 if (!ret.ContainsKey(item.ItemID))
1264 ret[item.ItemID] = n;
1265 }
1266 break;
1267 }
1103 } 1268 }
1104 } 1269 }
1105 } 1270 }
1106 } 1271 }
1107 1272 Items.LockItemsForRead(false);
1108 return ret; 1273 return ret;
1109 } 1274 }
1110 1275
@@ -1114,21 +1279,27 @@ namespace OpenSim.Region.Framework.Scenes
1114 if (engines == null) 1279 if (engines == null)
1115 return; 1280 return;
1116 1281
1117 List<TaskInventoryItem> scripts = GetInventoryScripts();
1118 1282
1119 foreach (TaskInventoryItem item in scripts) 1283 Items.LockItemsForRead(true);
1284
1285 foreach (TaskInventoryItem item in m_items.Values)
1120 { 1286 {
1121 foreach (IScriptModule engine in engines) 1287 if (item.InvType == (int)InventoryType.LSL)
1122 { 1288 {
1123 if (engine != null) 1289 foreach (IScriptModule engine in engines)
1124 { 1290 {
1125 if (item.OwnerChanged) 1291 if (engine != null)
1126 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1292 {
1127 item.OwnerChanged = false; 1293 if (item.OwnerChanged)
1128 engine.ResumeScript(item.ItemID); 1294 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1295 item.OwnerChanged = false;
1296 engine.ResumeScript(item.ItemID);
1297 }
1129 } 1298 }
1130 } 1299 }
1131 } 1300 }
1301
1302 Items.LockItemsForRead(false);
1132 } 1303 }
1133 } 1304 }
1134} 1305}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 13d9964..618f425 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 +211,25 @@ 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>();
231
232 private object m_syncRoot = new Object();
219 233
220 private bool CameraConstraintActive; 234 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 235 //private int m_moveToPositionStateStatus;
@@ -242,7 +256,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 256 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 257 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 258 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, 259 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
260 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
261 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 262 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 263 }
248 264
@@ -449,9 +465,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 465 get
450 { 466 {
451 PhysicsActor actor = m_physicsActor; 467 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 468// if (actor != null)
469 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 470 m_pos = actor.Position;
454 471
472 // If we're sitting, we need to update our position
473 if (m_parentID != 0)
474 {
475 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
476 if (part != null)
477 m_parentPosition = part.AbsolutePosition;
478 }
479
455 return m_parentPosition + m_pos; 480 return m_parentPosition + m_pos;
456 } 481 }
457 set 482 set
@@ -470,7 +495,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 495 }
471 } 496 }
472 497
473 m_pos = value; 498 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
499 m_pos = value;
474 m_parentPosition = Vector3.Zero; 500 m_parentPosition = Vector3.Zero;
475 } 501 }
476 } 502 }
@@ -514,10 +540,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 540 }
515 } 541 }
516 542
543 public Quaternion OffsetRotation
544 {
545 get { return m_offsetRotation; }
546 set { m_offsetRotation = value; }
547 }
548
517 public Quaternion Rotation 549 public Quaternion Rotation
518 { 550 {
519 get { return m_bodyRot; } 551 get {
520 set { m_bodyRot = value; } 552 if (m_parentID != 0)
553 {
554 if (m_offsetRotation != null)
555 {
556 return m_offsetRotation;
557 }
558 else
559 {
560 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
561 }
562
563 }
564 else
565 {
566 return m_bodyRot;
567 }
568 }
569 set {
570 m_bodyRot = value;
571 if (m_parentID != 0)
572 {
573 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
574 }
575 }
521 } 576 }
522 577
523 public Quaternion PreviousRotation 578 public Quaternion PreviousRotation
@@ -542,11 +597,21 @@ namespace OpenSim.Region.Framework.Scenes
542 597
543 private uint m_parentID; 598 private uint m_parentID;
544 599
600
601 private UUID m_linkedPrim;
602
545 public uint ParentID 603 public uint ParentID
546 { 604 {
547 get { return m_parentID; } 605 get { return m_parentID; }
548 set { m_parentID = value; } 606 set { m_parentID = value; }
549 } 607 }
608
609 public UUID LinkedPrim
610 {
611 get { return m_linkedPrim; }
612 set { m_linkedPrim = value; }
613 }
614
550 public float Health 615 public float Health
551 { 616 {
552 get { return m_health; } 617 get { return m_health; }
@@ -668,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 733 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 734 m_animator = new ScenePresenceAnimator(this);
670 } 735 }
671 736
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 737 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 738 {
674 m_rootRegionHandle = reginfo.RegionHandle; 739 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +765,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 765 m_reprioritization_timer.AutoReset = false;
701 766
702 AdjustKnownSeeds(); 767 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 768 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 769 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 770 // 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) 771 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 772 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 773 RegisterToEvents();
774 if (m_controllingClient != null)
775 {
776 m_controllingClient.ProcessPendingPackets();
777 }
713 SetDirectionVectors(); 778 SetDirectionVectors();
714 } 779 }
715 780
@@ -759,25 +824,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 824 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 825 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 826 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 827 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 828 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 829 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
830 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
831 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 832 }
766 833
767 private Vector3[] GetWalkDirectionVectors() 834 private Vector3[] GetWalkDirectionVectors()
768 { 835 {
769 Vector3[] vector = new Vector3[9]; 836 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 837 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 838 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 839 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 840 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 841 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 842 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 843 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 844 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 845 vector[8] = Vector3.UnitY; //LEFT_NUDGE
846 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
847 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 848 return vector;
780 } 849 }
850
851 private bool[] GetDirectionIsNudge()
852 {
853 bool[] isNudge = new bool[11];
854 isNudge[0] = false; //FORWARD
855 isNudge[1] = false; //BACK
856 isNudge[2] = false; //LEFT
857 isNudge[3] = false; //RIGHT
858 isNudge[4] = false; //UP
859 isNudge[5] = false; //DOWN
860 isNudge[6] = true; //FORWARD_NUDGE
861 isNudge[7] = true; //BACK_NUDGE
862 isNudge[8] = true; //LEFT_NUDGE
863 isNudge[9] = true; //RIGHT_NUDGE
864 isNudge[10] = true; //DOWN_Nudge
865 return isNudge;
866 }
867
781 868
782 #endregion 869 #endregion
783 870
@@ -839,6 +926,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 926 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 927 }
841 928
929 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
930 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
931 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
932 if (KnownChildRegionHandles.Count == 0)
933 {
934 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
935 if (land != null)
936 {
937 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
938 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)
939 {
940 pos = land.LandData.UserLocation;
941 }
942 }
943 }
944
945 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
946 {
947 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
948
949 if (pos.X < 0)
950 {
951 emergencyPos.X = (int)Constants.RegionSize + pos.X;
952 if (!(pos.Y < 0))
953 emergencyPos.Y = pos.Y;
954 if (!(pos.Z < 0))
955 emergencyPos.Z = pos.Z;
956 }
957 if (pos.Y < 0)
958 {
959 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
960 if (!(pos.X < 0))
961 emergencyPos.X = pos.X;
962 if (!(pos.Z < 0))
963 emergencyPos.Z = pos.Z;
964 }
965 if (pos.Z < 0)
966 {
967 emergencyPos.Z = 128;
968 if (!(pos.Y < 0))
969 emergencyPos.Y = pos.Y;
970 if (!(pos.X < 0))
971 emergencyPos.X = pos.X;
972 }
973 }
974
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 975 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 976 {
844 m_log.WarnFormat( 977 m_log.WarnFormat(
@@ -960,12 +1093,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1093 {
961 if (PhysicsActor != null) 1094 if (PhysicsActor != null)
962 { 1095 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1096 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1097 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1098 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1099 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1100 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1101 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1102 m_physicsActor.UnSubscribeEvents();
1103 PhysicsActor = null;
1104 }
1105 catch
1106 { }
969 } 1107 }
970 } 1108 }
971 1109
@@ -976,9 +1114,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1114 public void Teleport(Vector3 pos)
977 { 1115 {
978 bool isFlying = false; 1116 bool isFlying = false;
1117
979 if (m_physicsActor != null) 1118 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1119 isFlying = m_physicsActor.Flying;
981 1120
982 RemoveFromPhysicalScene(); 1121 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1122 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1123 AbsolutePosition = pos;
@@ -990,6 +1129,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1129 }
991 1130
992 SendTerseUpdateToAllClients(); 1131 SendTerseUpdateToAllClients();
1132
993 } 1133 }
994 1134
995 public void TeleportWithMomentum(Vector3 pos) 1135 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1243,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1243 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1244 AbsolutePosition = pos;
1105 } 1245 }
1106
1107 m_isChildAgent = false; 1246 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1247 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1248 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1341,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1341 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1342
1204 m_pos = m_LastFinitePos; 1343 m_pos = m_LastFinitePos;
1344
1205 if (!m_pos.IsFinite()) 1345 if (!m_pos.IsFinite())
1206 { 1346 {
1207 m_pos.X = 127f; 1347 m_pos.X = 127f;
@@ -1268,7 +1408,6 @@ 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); 1408 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1409 }
1270 } 1410 }
1271
1272 lock (scriptedcontrols) 1411 lock (scriptedcontrols)
1273 { 1412 {
1274 if (scriptedcontrols.Count > 0) 1413 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1422,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1422
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1423 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1424 {
1425 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1426 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1427
1286 // TODO: This doesn't prevent the user from walking yet. 1428 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1429 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1430 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1473,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1473 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1474 update_movementflag = true;
1333 1475
1476 if (m_animator.m_jumping) // add for jumping
1477 update_movementflag = true;
1478
1334 if (q != m_bodyRot) 1479 if (q != m_bodyRot)
1335 { 1480 {
1336 m_bodyRot = q; 1481 m_bodyRot = q;
1337 update_rotation = true; 1482 update_rotation = true;
1338 } 1483 }
1339 1484
1485 //guilty until proven innocent..
1486 bool Nudging = true;
1487 //Basically, if there is at least one non-nudge control then we don't need
1488 //to worry about stopping the avatar
1489
1340 if (m_parentID == 0) 1490 if (m_parentID == 0)
1341 { 1491 {
1342 bool bAllowUpdateMoveToPosition = false; 1492 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1501,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1501 else
1352 dirVectors = Dir_Vectors; 1502 dirVectors = Dir_Vectors;
1353 1503
1354 // The fact that m_movementflag is a byte needs to be fixed 1504 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1505
1356 uint nudgehack = 250; 1506
1507
1508
1509
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1510 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1511 {
1359 if (((uint)flags & (uint)DCF) != 0) 1512 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1516,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1516 try
1364 { 1517 {
1365 agent_control_v3 += dirVectors[i]; 1518 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1519 if (isNudge[i] == false)
1520 {
1521 Nudging = false;
1522 }
1367 } 1523 }
1368 catch (IndexOutOfRangeException) 1524 catch (IndexOutOfRangeException)
1369 { 1525 {
1370 // Why did I get this? 1526 // Why did I get this?
1371 } 1527 }
1372 1528
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1529 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1530 {
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; 1531 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1532 update_movementflag = true;
1381 } 1533 }
1382 } 1534 }
1383 else 1535 else
1384 { 1536 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1537 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 { 1538 {
1390 m_movementflag -= ((byte)(uint)DCF); 1539 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1540 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 } 1541 }
1401 else 1542 else
1402 { 1543 {
@@ -1405,7 +1546,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1546 }
1406 i++; 1547 i++;
1407 } 1548 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1549 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1550 if (bResetMoveToPosition)
1411 { 1551 {
@@ -1440,6 +1580,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1580 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1581 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1582 LocalVectorToTarget2D.Normalize();
1583
1584 //We're not nudging
1585 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1586 agent_control_v3 += LocalVectorToTarget2D;
1444 1587
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1588 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1673,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1673 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1674 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1675
1533 AddNewMovement(agent_control_v3, q); 1676 AddNewMovement(agent_control_v3, q, Nudging);
1534 1677
1535 1678
1536 } 1679 }
1537 } 1680 }
1538 1681
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1682 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1683 Animator.UpdateMovementAnimations();
1541 1684
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1685 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1694,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1694 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1695 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1696 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1697 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1698 proxyObjectGroup.AttachToScene(m_scene);
1557 1699
@@ -1593,7 +1735,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1735 }
1594 m_moveToPositionInProgress = true; 1736 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1737 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1738 }
1597 catch (Exception ex) 1739 catch (Exception ex)
1598 { 1740 {
1599 //Why did I get this error? 1741 //Why did I get this error?
@@ -1615,7 +1757,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1757 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1758 SendFullUpdateToAllClients();
1617 1759
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1760 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1761 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1762 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1763 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,50 +1794,85 @@ namespace OpenSim.Region.Framework.Scenes
1652 1794
1653 if (m_parentID != 0) 1795 if (m_parentID != 0)
1654 { 1796 {
1655 m_log.Debug("StandupCode Executed"); 1797 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1798 if (part != null)
1658 { 1799 {
1800 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1801 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1802 if (taskIDict != null)
1661 { 1803 {
1662 lock (taskIDict) 1804 foreach (UUID taskID in taskIDict.Keys)
1663 { 1805 {
1664 foreach (UUID taskID in taskIDict.Keys) 1806 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1807 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1808 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1809 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1810 }
1672
1673 } 1811 }
1812 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1813 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1814 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1815 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1816 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1817 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1818 }
1819 // part.GetWorldRotation() is the rotation of the object being sat on
1820 // Rotation is the sittiing Av's rotation
1821
1822 Quaternion partRot;
1823// if (part.LinkNum == 1)
1824// { // Root prim of linkset
1825// partRot = part.ParentGroup.RootPart.RotationOffset;
1826// }
1827// else
1828// { // single or child prim
1829
1830// }
1831 if (part == null) //CW: Part may be gone. llDie() for example.
1832 {
1833 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1834 }
1835 else
1836 {
1837 partRot = part.GetWorldRotation();
1838 }
1839
1840 Quaternion partIRot = Quaternion.Inverse(partRot);
1841
1842 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1843 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1681 1844
1845
1682 if (m_physicsActor == null) 1846 if (m_physicsActor == null)
1683 { 1847 {
1684 AddToPhysicalScene(false); 1848 AddToPhysicalScene(false);
1685 } 1849 }
1686 1850 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1851 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1852 {
1689 1853 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1854 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1855 part.IsOccupied = false;
1856 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1857 }
1858 else
1859 {
1860 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1861 AbsolutePosition = m_lastWorldPosition;
1862 }
1863
1864 m_parentPosition = Vector3.Zero;
1865 m_parentID = 0;
1866 m_linkedPrim = UUID.Zero;
1867 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1868 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1869 m_requestedSitTargetID = 0;
1870
1693 if ((m_physicsActor != null) && (m_avHeight > 0)) 1871 if ((m_physicsActor != null) && (m_avHeight > 0))
1694 { 1872 {
1695 SetHeight(m_avHeight); 1873 SetHeight(m_avHeight);
1696 } 1874 }
1697 } 1875 }
1698
1699 Animator.TrySetMovementAnimation("STAND"); 1876 Animator.TrySetMovementAnimation("STAND");
1700 } 1877 }
1701 1878
@@ -1726,13 +1903,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1903 Vector3 avSitOffSet = part.SitTargetPosition;
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1904 Quaternion avSitOrientation = part.SitTargetOrientation;
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1905 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1729 1906 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1907 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1731 bool SitTargetisSet = 1908 if (SitTargetisSet && !SitTargetOccupied)
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1733 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1734
1735 if (SitTargetisSet && SitTargetUnOccupied)
1736 { 1909 {
1737 //switch the target to this prim 1910 //switch the target to this prim
1738 return part; 1911 return part;
@@ -1746,84 +1919,164 @@ namespace OpenSim.Region.Framework.Scenes
1746 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1919 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1747 { 1920 {
1748 bool autopilot = true; 1921 bool autopilot = true;
1922 Vector3 autopilotTarget = new Vector3();
1923 Quaternion sitOrientation = Quaternion.Identity;
1749 Vector3 pos = new Vector3(); 1924 Vector3 pos = new Vector3();
1750 Quaternion sitOrientation = pSitOrientation;
1751 Vector3 cameraEyeOffset = Vector3.Zero; 1925 Vector3 cameraEyeOffset = Vector3.Zero;
1752 Vector3 cameraAtOffset = Vector3.Zero; 1926 Vector3 cameraAtOffset = Vector3.Zero;
1753 bool forceMouselook = false; 1927 bool forceMouselook = false;
1754 1928
1755 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1929 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1756 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1930 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1757 if (part != null) 1931 if (part == null) return;
1758 { 1932
1759 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1933 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1760 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1934 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1761 1935
1762 // Is a sit target available? 1936 // part is the prim to sit on
1763 Vector3 avSitOffSet = part.SitTargetPosition; 1937 // offset is the world-ref vector distance from that prim center to the click-spot
1764 Quaternion avSitOrientation = part.SitTargetOrientation; 1938 // UUID is the UUID of the Avatar doing the clicking
1765 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1939
1766 1940 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1767 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1941
1768 bool SitTargetisSet = 1942 // Is a sit target available?
1769 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1943 Vector3 avSitOffSet = part.SitTargetPosition;
1770 ( 1944 Quaternion avSitOrientation = part.SitTargetOrientation;
1771 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1945
1772 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1946 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1947 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1774 ) 1948 Quaternion partRot;
1775 )); 1949// if (part.LinkNum == 1)
1776 1950// { // Root prim of linkset
1777 if (SitTargetisSet && SitTargetUnOccupied) 1951// partRot = part.ParentGroup.RootPart.RotationOffset;
1778 { 1952// }
1779 part.SetAvatarOnSitTarget(UUID); 1953// else
1780 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1954// { // single or child prim
1781 sitOrientation = avSitOrientation; 1955 partRot = part.GetWorldRotation();
1782 autopilot = false; 1956// }
1783 } 1957 Quaternion partIRot = Quaternion.Inverse(partRot);
1784 1958//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1785 pos = part.AbsolutePosition + offset; 1959 // Sit analysis rewritten by KF 091125
1786 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1960 if (SitTargetisSet) // scipted sit
1787 //{ 1961 {
1788 // offset = pos; 1962 if (!part.IsOccupied)
1789 //autopilot = false; 1963 {
1790 //} 1964//Console.WriteLine("Scripted, unoccupied");
1791 if (m_physicsActor != null) 1965 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1792 { 1966 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1793 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1967
1794 // We can remove the physicsActor until they stand up. 1968 Quaternion nrot = avSitOrientation;
1795 m_sitAvatarHeight = m_physicsActor.Size.Z; 1969 if (!part.IsRoot)
1796
1797 if (autopilot)
1798 { 1970 {
1799 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1971 nrot = part.RotationOffset * avSitOrientation;
1800 {
1801 autopilot = false;
1802
1803 RemoveFromPhysicalScene();
1804 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1805 }
1806 } 1972 }
1807 else 1973 sitOrientation = nrot; // Change rotatione to the scripted one
1974 OffsetRotation = nrot;
1975 autopilot = false; // Jump direct to scripted llSitPos()
1976 }
1977 else
1978 {
1979//Console.WriteLine("Scripted, occupied");
1980 return;
1981 }
1982 }
1983 else // Not Scripted
1984 {
1985 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1986 {
1987 // large prim & offset, ignore if other Avs sitting
1988// offset.Z -= 0.05f;
1989 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1990 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1991
1992//Console.WriteLine(" offset ={0}", offset);
1993//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1994//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1995
1996 }
1997 else // small offset
1998 {
1999//Console.WriteLine("Small offset");
2000 if (!part.IsOccupied)
2001 {
2002 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2003 autopilotTarget = part.AbsolutePosition;
2004//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2005 }
2006 else return; // occupied small
2007 } // end large/small
2008 } // end Scripted/not
2009 cameraAtOffset = part.GetCameraAtOffset();
2010 cameraEyeOffset = part.GetCameraEyeOffset();
2011 forceMouselook = part.GetForceMouselook();
2012 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2013 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2014
2015 if (m_physicsActor != null)
2016 {
2017 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2018 // We can remove the physicsActor until they stand up.
2019 m_sitAvatarHeight = m_physicsActor.Size.Z;
2020 if (autopilot)
2021 { // its not a scripted sit
2022// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2023 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1808 { 2024 {
2025 autopilot = false; // close enough
2026 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2027 Not using the part's position because returning the AV to the last known standing
2028 position is likely to be more friendly, isn't it? */
1809 RemoveFromPhysicalScene(); 2029 RemoveFromPhysicalScene();
1810 } 2030 Velocity = Vector3.Zero;
2031 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2032 } // else the autopilot will get us close
2033 }
2034 else
2035 { // its a scripted sit
2036 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2037 I *am* using the part's position this time because we have no real idea how far away
2038 the avatar is from the sit target. */
2039 RemoveFromPhysicalScene();
2040 Velocity = Vector3.Zero;
1811 } 2041 }
1812
1813 cameraAtOffset = part.GetCameraAtOffset();
1814 cameraEyeOffset = part.GetCameraEyeOffset();
1815 forceMouselook = part.GetForceMouselook();
1816 } 2042 }
1817 2043 else return; // physactor is null!
1818 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2044
1819 m_requestedSitTargetUUID = targetID; 2045 Vector3 offsetr; // = offset * partIRot;
2046 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2047 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2048 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2049 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2050 //offsetr = offset * partIRot;
2051//
2052 // else
2053 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2054 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2055 // (offset * partRot);
2056 // }
2057
2058//Console.WriteLine(" ");
2059//Console.WriteLine("link number ={0}", part.LinkNum);
2060//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2061//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2062//Console.WriteLine("Click offst ={0}", offset);
2063//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2064//Console.WriteLine("offsetr ={0}", offsetr);
2065//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2066//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2067
2068 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2069 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2070
2071 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1820 // This calls HandleAgentSit twice, once from here, and the client calls 2072 // This calls HandleAgentSit twice, once from here, and the client calls
1821 // HandleAgentSit itself after it gets to the location 2073 // HandleAgentSit itself after it gets to the location
1822 // It doesn't get to the location until we've moved them there though 2074 // It doesn't get to the location until we've moved them there though
1823 // which happens in HandleAgentSit :P 2075 // which happens in HandleAgentSit :P
1824 m_autopilotMoving = autopilot; 2076 m_autopilotMoving = autopilot;
1825 m_autoPilotTarget = pos; 2077 m_autoPilotTarget = autopilotTarget;
1826 m_sitAtAutoTarget = autopilot; 2078 m_sitAtAutoTarget = autopilot;
2079 m_initialSitTarget = autopilotTarget;
1827 if (!autopilot) 2080 if (!autopilot)
1828 HandleAgentSit(remoteClient, UUID); 2081 HandleAgentSit(remoteClient, UUID);
1829 } 2082 }
@@ -2118,47 +2371,130 @@ namespace OpenSim.Region.Framework.Scenes
2118 { 2371 {
2119 if (part != null) 2372 if (part != null)
2120 { 2373 {
2374//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2121 if (part.GetAvatarOnSitTarget() == UUID) 2375 if (part.GetAvatarOnSitTarget() == UUID)
2122 { 2376 {
2377//Console.WriteLine("Scripted Sit");
2378 // Scripted sit
2123 Vector3 sitTargetPos = part.SitTargetPosition; 2379 Vector3 sitTargetPos = part.SitTargetPosition;
2124 Quaternion sitTargetOrient = part.SitTargetOrientation; 2380 Quaternion sitTargetOrient = part.SitTargetOrientation;
2125
2126 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2127 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2128
2129 //Quaternion result = (sitTargetOrient * vq) * nq;
2130
2131 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2381 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2132 m_pos += SIT_TARGET_ADJUSTMENT; 2382 m_pos += SIT_TARGET_ADJUSTMENT;
2383 if (!part.IsRoot)
2384 {
2385 m_pos *= part.RotationOffset;
2386 }
2133 m_bodyRot = sitTargetOrient; 2387 m_bodyRot = sitTargetOrient;
2134 //Rotation = sitTargetOrient;
2135 m_parentPosition = part.AbsolutePosition; 2388 m_parentPosition = part.AbsolutePosition;
2136 2389 part.IsOccupied = true;
2137 //SendTerseUpdateToAllClients(); 2390 part.ParentGroup.AddAvatar(agentID);
2138 } 2391 }
2139 else 2392 else
2140 { 2393 {
2141 m_pos -= part.AbsolutePosition; 2394 // if m_avUnscriptedSitPos is zero then Av sits above center
2395 // Else Av sits at m_avUnscriptedSitPos
2396
2397 // Non-scripted sit by Kitto Flora 21Nov09
2398 // Calculate angle of line from prim to Av
2399 Quaternion partIRot;
2400// if (part.LinkNum == 1)
2401// { // Root prim of linkset
2402// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2403// }
2404// else
2405// { // single or child prim
2406 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2407// }
2408 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2409 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2410 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2411 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2412 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2413 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2414 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2415 // Av sits at world euler <0,0, z>, translated by part rotation
2416 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2417
2142 m_parentPosition = part.AbsolutePosition; 2418 m_parentPosition = part.AbsolutePosition;
2143 } 2419 part.IsOccupied = true;
2420 part.ParentGroup.AddAvatar(agentID);
2421 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2422 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2423 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2424 m_avUnscriptedSitPos; // adds click offset, if any
2425 //Set up raytrace to find top surface of prim
2426 Vector3 size = part.Scale;
2427 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2428 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2429 Vector3 down = new Vector3(0f, 0f, -1f);
2430//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2431 m_scene.PhysicsScene.RaycastWorld(
2432 start, // Vector3 position,
2433 down, // Vector3 direction,
2434 mag, // float length,
2435 SitAltitudeCallback); // retMethod
2436 } // end scripted/not
2144 } 2437 }
2145 else 2438 else // no Av
2146 { 2439 {
2147 return; 2440 return;
2148 } 2441 }
2149 } 2442 }
2150 m_parentID = m_requestedSitTargetID;
2151 2443
2444 //We want our offsets to reference the root prim, not the child we may have sat on
2445 if (!part.IsRoot)
2446 {
2447 m_parentID = part.ParentGroup.RootPart.LocalId;
2448 m_pos += part.OffsetPosition;
2449 }
2450 else
2451 {
2452 m_parentID = m_requestedSitTargetID;
2453 }
2454
2455 m_linkedPrim = part.UUID;
2456 if (part.GetAvatarOnSitTarget() != UUID)
2457 {
2458 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2459 }
2152 Velocity = Vector3.Zero; 2460 Velocity = Vector3.Zero;
2153 RemoveFromPhysicalScene(); 2461 RemoveFromPhysicalScene();
2154
2155 Animator.TrySetMovementAnimation(sitAnimation); 2462 Animator.TrySetMovementAnimation(sitAnimation);
2156 SendFullUpdateToAllClients(); 2463 SendFullUpdateToAllClients();
2157 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2464 SendTerseUpdateToAllClients();
2158 // So we're also sending a terse update (which has avatar rotation)
2159 // [Update] We do now.
2160 //SendTerseUpdateToAllClients();
2161 } 2465 }
2466
2467 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2468 {
2469 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2470 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2471 if(hitYN)
2472 {
2473 // m_pos = Av offset from prim center to make look like on center
2474 // m_parentPosition = Actual center pos of prim
2475 // collisionPoint = spot on prim where we want to sit
2476 // collisionPoint.Z = global sit surface height
2477 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2478 Quaternion partIRot;
2479// if (part.LinkNum == 1)
2480/// { // Root prim of linkset
2481// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2482// }
2483// else
2484// { // single or child prim
2485 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2486// }
2487 if (m_initialSitTarget != null)
2488 {
2489 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2490 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2491 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2492 m_pos += offset;
2493 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2494 }
2495
2496 }
2497 } // End SitAltitudeCallback KF.
2162 2498
2163 /// <summary> 2499 /// <summary>
2164 /// Event handler for the 'Always run' setting on the client 2500 /// Event handler for the 'Always run' setting on the client
@@ -2188,7 +2524,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 /// </summary> 2524 /// </summary>
2189 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2525 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2190 /// <param name="rotation">The direction in which this avatar should now face. 2526 /// <param name="rotation">The direction in which this avatar should now face.
2191 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2527 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2192 { 2528 {
2193 if (m_isChildAgent) 2529 if (m_isChildAgent)
2194 { 2530 {
@@ -2229,15 +2565,18 @@ namespace OpenSim.Region.Framework.Scenes
2229 Rotation = rotation; 2565 Rotation = rotation;
2230 Vector3 direc = vec * rotation; 2566 Vector3 direc = vec * rotation;
2231 direc.Normalize(); 2567 direc.Normalize();
2568 PhysicsActor actor = m_physicsActor;
2569 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2232 2570
2233 direc *= 0.03f * 128f * m_speedModifier; 2571 direc *= 0.03f * 128f * m_speedModifier;
2234 2572
2235 PhysicsActor actor = m_physicsActor;
2236 if (actor != null) 2573 if (actor != null)
2237 { 2574 {
2238 if (actor.Flying) 2575// rm falling if (actor.Flying)
2576 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2239 { 2577 {
2240 direc *= 4.0f; 2578// rm speed mod direc *= 4.0f;
2579 direc *= 5.2f; // for speed mod
2241 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2580 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2242 //bool colliding = (m_physicsActor.IsColliding==true); 2581 //bool colliding = (m_physicsActor.IsColliding==true);
2243 //if (controlland) 2582 //if (controlland)
@@ -2250,22 +2589,30 @@ namespace OpenSim.Region.Framework.Scenes
2250 // m_log.Info("[AGENT]: Stop FLying"); 2589 // m_log.Info("[AGENT]: Stop FLying");
2251 //} 2590 //}
2252 } 2591 }
2592 /* This jumping section removed to SPA
2253 else if (!actor.Flying && actor.IsColliding) 2593 else if (!actor.Flying && actor.IsColliding)
2254 { 2594 {
2255 if (direc.Z > 2.0f) 2595 if (direc.Z > 2.0f)
2256 { 2596 {
2257 direc.Z *= 3.0f; 2597 if(m_animator.m_animTickJump == -1)
2258 2598 {
2259 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2599 direc.Z *= 3.0f; // jump
2260 Animator.TrySetMovementAnimation("PREJUMP"); 2600 }
2261 Animator.TrySetMovementAnimation("JUMP"); 2601 else
2602 {
2603 direc.Z *= 0.1f; // prejump
2604 }
2605 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2606 Animator.TrySetMovementAnimation("PREJUMP");
2607 Animator.TrySetMovementAnimation("JUMP");
2608 * /
2262 } 2609 }
2263 } 2610 } */
2264 } 2611 }
2265 2612
2266 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2613 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2267 m_forceToApply = direc; 2614 m_forceToApply = direc;
2268 2615 m_isNudging = Nudging;
2269 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2616 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2270 } 2617 }
2271 2618
@@ -2280,7 +2627,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 const float POSITION_TOLERANCE = 0.05f; 2627 const float POSITION_TOLERANCE = 0.05f;
2281 //const int TIME_MS_TOLERANCE = 3000; 2628 //const int TIME_MS_TOLERANCE = 3000;
2282 2629
2283 SendPrimUpdates(); 2630
2284 2631
2285 if (m_isChildAgent == false) 2632 if (m_isChildAgent == false)
2286 { 2633 {
@@ -2310,6 +2657,9 @@ namespace OpenSim.Region.Framework.Scenes
2310 CheckForBorderCrossing(); 2657 CheckForBorderCrossing();
2311 CheckForSignificantMovement(); // sends update to the modules. 2658 CheckForSignificantMovement(); // sends update to the modules.
2312 } 2659 }
2660
2661 //Sending prim updates AFTER the avatar terse updates are sent
2662 SendPrimUpdates();
2313 } 2663 }
2314 2664
2315 #endregion 2665 #endregion
@@ -2513,66 +2863,69 @@ namespace OpenSim.Region.Framework.Scenes
2513 /// <param name="visualParam"></param> 2863 /// <param name="visualParam"></param>
2514 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) 2864 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
2515 { 2865 {
2516 if (m_physicsActor != null) 2866 lock (m_syncRoot)
2517 { 2867 {
2518 if (!IsChildAgent) 2868 if (m_physicsActor != null)
2519 { 2869 {
2520 // This may seem like it's redundant, remove the avatar from the physics scene 2870 if (!IsChildAgent)
2521 // just to add it back again, but it saves us from having to update 2871 {
2522 // 3 variables 10 times a second. 2872 // This may seem like it's redundant, remove the avatar from the physics scene
2523 bool flyingTemp = m_physicsActor.Flying; 2873 // just to add it back again, but it saves us from having to update
2524 RemoveFromPhysicalScene(); 2874 // 3 variables 10 times a second.
2525 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2875 bool flyingTemp = m_physicsActor.Flying;
2876 RemoveFromPhysicalScene();
2877 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2526 2878
2527 //PhysicsActor = null; 2879 //PhysicsActor = null;
2528 2880
2529 AddToPhysicalScene(flyingTemp); 2881 AddToPhysicalScene(flyingTemp);
2882 }
2530 } 2883 }
2531 }
2532 2884
2533 #region Bake Cache Check 2885 #region Bake Cache Check
2534 2886
2535 if (textureEntry != null) 2887 if (textureEntry != null)
2536 {
2537 for (int i = 0; i < BAKE_INDICES.Length; i++)
2538 { 2888 {
2539 int j = BAKE_INDICES[i]; 2889 for (int i = 0; i < BAKE_INDICES.Length; i++)
2540 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2541
2542 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2543 { 2890 {
2544 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 2891 int j = BAKE_INDICES[i];
2892 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2893
2894 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2545 { 2895 {
2546 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); 2896 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
2547 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 2897 {
2898 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
2899 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
2900 }
2548 } 2901 }
2549 } 2902 }
2550 }
2551 2903
2552 } 2904 }
2553 2905
2554 2906
2555 #endregion Bake Cache Check 2907 #endregion Bake Cache Check
2556 2908
2557 m_appearance.SetAppearance(textureEntry, visualParams); 2909 m_appearance.SetAppearance(textureEntry, visualParams);
2558 if (m_appearance.AvatarHeight > 0) 2910 if (m_appearance.AvatarHeight > 0)
2559 SetHeight(m_appearance.AvatarHeight); 2911 SetHeight(m_appearance.AvatarHeight);
2560 2912
2561 // This is not needed, because only the transient data changed 2913 // This is not needed, because only the transient data changed
2562 //AvatarData adata = new AvatarData(m_appearance); 2914 //AvatarData adata = new AvatarData(m_appearance);
2563 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2915 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2564 2916
2565 SendAppearanceToAllOtherAgents(); 2917 SendAppearanceToAllOtherAgents();
2566 if (!m_startAnimationSet) 2918 if (!m_startAnimationSet)
2567 { 2919 {
2568 Animator.UpdateMovementAnimations(); 2920 Animator.UpdateMovementAnimations();
2569 m_startAnimationSet = true; 2921 m_startAnimationSet = true;
2570 } 2922 }
2571 2923
2572 Vector3 pos = m_pos; 2924 Vector3 pos = m_pos;
2573 pos.Z += m_appearance.HipOffset; 2925 pos.Z += m_appearance.HipOffset;
2574 2926
2575 m_controllingClient.SendAvatarDataImmediate(this); 2927 m_controllingClient.SendAvatarDataImmediate(this);
2928 }
2576 } 2929 }
2577 2930
2578 public void SetWearable(int wearableId, AvatarWearable wearable) 2931 public void SetWearable(int wearableId, AvatarWearable wearable)
@@ -3093,6 +3446,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 m_callbackURI = cAgent.CallbackURI; 3446 m_callbackURI = cAgent.CallbackURI;
3094 3447
3095 m_pos = cAgent.Position; 3448 m_pos = cAgent.Position;
3449
3096 m_velocity = cAgent.Velocity; 3450 m_velocity = cAgent.Velocity;
3097 m_CameraCenter = cAgent.Center; 3451 m_CameraCenter = cAgent.Center;
3098 //m_avHeight = cAgent.Size.Z; 3452 //m_avHeight = cAgent.Size.Z;
@@ -3201,17 +3555,46 @@ namespace OpenSim.Region.Framework.Scenes
3201 /// </summary> 3555 /// </summary>
3202 public override void UpdateMovement() 3556 public override void UpdateMovement()
3203 { 3557 {
3204 if (m_forceToApply.HasValue) 3558 if (Animator!=null) // add for jumping
3205 { 3559 { // add for jumping
3206 Vector3 force = m_forceToApply.Value; 3560 // if (!m_animator.m_jumping) // add for jumping
3561 // { // add for jumping
3207 3562
3208 m_updateflag = true; 3563 if (m_forceToApply.HasValue) // this section realigned
3209// movementvector = force; 3564 {
3210 Velocity = force;
3211 3565
3212 m_forceToApply = null; 3566 Vector3 force = m_forceToApply.Value;
3213 } 3567 m_updateflag = true;
3214 } 3568if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3569 Velocity = force;
3570//Console.WriteLine("UM1 {0}", Velocity);
3571 m_forceToApply = null;
3572 }
3573 else
3574 {
3575 if (m_isNudging)
3576 {
3577 Vector3 force = Vector3.Zero;
3578
3579 m_updateflag = true;
3580if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3581 Velocity = force;
3582//Console.WriteLine("UM2 {0}", Velocity);
3583 m_isNudging = false;
3584 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3585 }
3586 else // add for jumping
3587 { // add for jumping
3588 Vector3 force = Vector3.Zero; // add for jumping
3589if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3590//Console.WriteLine("UM3 {0}", Velocity);
3591 Velocity = force; // add for jumping
3592 }
3593
3594 }
3595 // } // end realign
3596 } // add for jumping
3597 } // add for jumping
3215 3598
3216 /// <summary> 3599 /// <summary>
3217 /// Adds a physical representation of the avatar to the Physics plugin 3600 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3256,18 +3639,29 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3639 {
3257 if (e == null) 3640 if (e == null)
3258 return; 3641 return;
3259 3642
3260 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3643 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3262 // as of this comment the interval is set in AddToPhysicalScene 3644 // as of this comment the interval is set in AddToPhysicalScene
3263 if (Animator!=null) 3645 if (Animator!=null)
3264 Animator.UpdateMovementAnimations(); 3646 {
3647 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3648 { // else its will lock out other animation changes, like ground sit.
3649 Animator.UpdateMovementAnimations();
3650 m_updateCount--;
3651 }
3652 }
3265 3653
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3654 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3655 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3656
3269 CollisionPlane = Vector4.UnitW; 3657 CollisionPlane = Vector4.UnitW;
3270 3658
3659 if (m_lastColCount != coldata.Count)
3660 {
3661 m_updateCount = UPDATE_COUNT;
3662 m_lastColCount = coldata.Count;
3663 }
3664
3271 if (coldata.Count != 0 && Animator != null) 3665 if (coldata.Count != 0 && Animator != null)
3272 { 3666 {
3273 switch (Animator.CurrentMovementAnimation) 3667 switch (Animator.CurrentMovementAnimation)
@@ -3297,6 +3691,148 @@ namespace OpenSim.Region.Framework.Scenes
3297 } 3691 }
3298 } 3692 }
3299 3693
3694 List<uint> thisHitColliders = new List<uint>();
3695 List<uint> endedColliders = new List<uint>();
3696 List<uint> startedColliders = new List<uint>();
3697
3698 foreach (uint localid in coldata.Keys)
3699 {
3700 thisHitColliders.Add(localid);
3701 if (!m_lastColliders.Contains(localid))
3702 {
3703 startedColliders.Add(localid);
3704 }
3705 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3706 }
3707
3708 // calculate things that ended colliding
3709 foreach (uint localID in m_lastColliders)
3710 {
3711 if (!thisHitColliders.Contains(localID))
3712 {
3713 endedColliders.Add(localID);
3714 }
3715 }
3716 //add the items that started colliding this time to the last colliders list.
3717 foreach (uint localID in startedColliders)
3718 {
3719 m_lastColliders.Add(localID);
3720 }
3721 // remove things that ended colliding from the last colliders list
3722 foreach (uint localID in endedColliders)
3723 {
3724 m_lastColliders.Remove(localID);
3725 }
3726
3727 // do event notification
3728 if (startedColliders.Count > 0)
3729 {
3730 ColliderArgs StartCollidingMessage = new ColliderArgs();
3731 List<DetectedObject> colliding = new List<DetectedObject>();
3732 foreach (uint localId in startedColliders)
3733 {
3734 if (localId == 0)
3735 continue;
3736
3737 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3738 string data = "";
3739 if (obj != null)
3740 {
3741 DetectedObject detobj = new DetectedObject();
3742 detobj.keyUUID = obj.UUID;
3743 detobj.nameStr = obj.Name;
3744 detobj.ownerUUID = obj.OwnerID;
3745 detobj.posVector = obj.AbsolutePosition;
3746 detobj.rotQuat = obj.GetWorldRotation();
3747 detobj.velVector = obj.Velocity;
3748 detobj.colliderType = 0;
3749 detobj.groupUUID = obj.GroupID;
3750 colliding.Add(detobj);
3751 }
3752 }
3753
3754 if (colliding.Count > 0)
3755 {
3756 StartCollidingMessage.Colliders = colliding;
3757
3758 foreach (SceneObjectGroup att in Attachments)
3759 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3760 }
3761 }
3762
3763 if (endedColliders.Count > 0)
3764 {
3765 ColliderArgs EndCollidingMessage = new ColliderArgs();
3766 List<DetectedObject> colliding = new List<DetectedObject>();
3767 foreach (uint localId in endedColliders)
3768 {
3769 if (localId == 0)
3770 continue;
3771
3772 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3773 string data = "";
3774 if (obj != null)
3775 {
3776 DetectedObject detobj = new DetectedObject();
3777 detobj.keyUUID = obj.UUID;
3778 detobj.nameStr = obj.Name;
3779 detobj.ownerUUID = obj.OwnerID;
3780 detobj.posVector = obj.AbsolutePosition;
3781 detobj.rotQuat = obj.GetWorldRotation();
3782 detobj.velVector = obj.Velocity;
3783 detobj.colliderType = 0;
3784 detobj.groupUUID = obj.GroupID;
3785 colliding.Add(detobj);
3786 }
3787 }
3788
3789 if (colliding.Count > 0)
3790 {
3791 EndCollidingMessage.Colliders = colliding;
3792
3793 foreach (SceneObjectGroup att in Attachments)
3794 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3795 }
3796 }
3797
3798 if (thisHitColliders.Count > 0)
3799 {
3800 ColliderArgs CollidingMessage = new ColliderArgs();
3801 List<DetectedObject> colliding = new List<DetectedObject>();
3802 foreach (uint localId in thisHitColliders)
3803 {
3804 if (localId == 0)
3805 continue;
3806
3807 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3808 string data = "";
3809 if (obj != null)
3810 {
3811 DetectedObject detobj = new DetectedObject();
3812 detobj.keyUUID = obj.UUID;
3813 detobj.nameStr = obj.Name;
3814 detobj.ownerUUID = obj.OwnerID;
3815 detobj.posVector = obj.AbsolutePosition;
3816 detobj.rotQuat = obj.GetWorldRotation();
3817 detobj.velVector = obj.Velocity;
3818 detobj.colliderType = 0;
3819 detobj.groupUUID = obj.GroupID;
3820 colliding.Add(detobj);
3821 }
3822 }
3823
3824 if (colliding.Count > 0)
3825 {
3826 CollidingMessage.Colliders = colliding;
3827
3828 lock (m_attachments)
3829 {
3830 foreach (SceneObjectGroup att in m_attachments)
3831 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3832 }
3833 }
3834 }
3835
3300 if (m_invulnerable) 3836 if (m_invulnerable)
3301 return; 3837 return;
3302 3838
@@ -3492,7 +4028,10 @@ namespace OpenSim.Region.Framework.Scenes
3492 m_scene = scene; 4028 m_scene = scene;
3493 4029
3494 RegisterToEvents(); 4030 RegisterToEvents();
3495 4031 if (m_controllingClient != null)
4032 {
4033 m_controllingClient.ProcessPendingPackets();
4034 }
3496 /* 4035 /*
3497 AbsolutePosition = client.StartPos; 4036 AbsolutePosition = client.StartPos;
3498 4037
@@ -3722,6 +4261,39 @@ namespace OpenSim.Region.Framework.Scenes
3722 return; 4261 return;
3723 } 4262 }
3724 4263
4264 XmlDocument doc = new XmlDocument();
4265 string stateData = String.Empty;
4266
4267 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4268 if (attServ != null)
4269 {
4270 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4271 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4272 if (stateData != String.Empty)
4273 {
4274 try
4275 {
4276 doc.LoadXml(stateData);
4277 }
4278 catch { }
4279 }
4280 }
4281
4282 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4283
4284 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4285 if (nodes.Count > 0)
4286 {
4287 foreach (XmlNode n in nodes)
4288 {
4289 XmlElement elem = (XmlElement)n;
4290 string itemID = elem.GetAttribute("ItemID");
4291 string xml = elem.InnerXml;
4292
4293 itemData[new UUID(itemID)] = xml;
4294 }
4295 }
4296
3725 List<int> attPoints = m_appearance.GetAttachedPoints(); 4297 List<int> attPoints = m_appearance.GetAttachedPoints();
3726 foreach (int p in attPoints) 4298 foreach (int p in attPoints)
3727 { 4299 {
@@ -3741,7 +4313,30 @@ namespace OpenSim.Region.Framework.Scenes
3741 4313
3742 try 4314 try
3743 { 4315 {
3744 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4316 string xmlData;
4317 XmlDocument d = new XmlDocument();
4318 UUID asset;
4319 if (itemData.TryGetValue(itemID, out xmlData))
4320 {
4321 d.LoadXml(xmlData);
4322 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4323
4324 // Rez from inventory
4325 asset
4326 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4327
4328 }
4329 else
4330 {
4331 // Rez from inventory (with a null doc to let
4332 // CHANGED_OWNER happen)
4333 asset
4334 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4335 }
4336
4337 m_log.InfoFormat(
4338 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4339 p, itemID, asset);
3745 } 4340 }
3746 catch (Exception e) 4341 catch (Exception e)
3747 { 4342 {
@@ -3774,5 +4369,16 @@ namespace OpenSim.Region.Framework.Scenes
3774 m_reprioritization_called = false; 4369 m_reprioritization_called = false;
3775 } 4370 }
3776 } 4371 }
4372
4373 private Vector3 Quat2Euler(Quaternion rot){
4374 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4375 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4376 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4377 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4378 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4379 return(new Vector3(x,y,z));
4380 }
4381
4382
3777 } 4383 }
3778} 4384}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index f5f6b90..dc8957c 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 }
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
230 if (originalLinkNum != 0) 230 if (originalLinkNum != 0)
231 part.LinkNum = originalLinkNum; 231 part.LinkNum = originalLinkNum;
232 232
233 part.StoreUndoState(); 233 part.StoreUndoState(UndoType.STATE_ALL);
234 reader.Close(); 234 reader.Close();
235 sr.Close(); 235 sr.Close();
236 } 236 }
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