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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs13
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs521
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs685
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs35
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs106
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs300
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs58
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs56
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs35
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs138
16 files changed, 1486 insertions, 553 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
index ad421ee..65ae445 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
@@ -41,6 +41,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
41 { 41 {
42// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 42// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43 43
44 private OpenSim.Framework.Animation m_implicitDefaultAnimation = new OpenSim.Framework.Animation();
44 private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); 45 private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
45 private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>(); 46 private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
46 47
@@ -49,6 +50,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
49 get { return m_defaultAnimation; } 50 get { return m_defaultAnimation; }
50 } 51 }
51 52
53 public OpenSim.Framework.Animation ImplicitDefaultAnimation
54 {
55 get { return m_implicitDefaultAnimation; }
56 }
57
52 public AnimationSet() 58 public AnimationSet()
53 { 59 {
54 ResetDefaultAnimation(); 60 ResetDefaultAnimation();
@@ -119,11 +125,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
119 if (m_defaultAnimation.AnimID != animID) 125 if (m_defaultAnimation.AnimID != animID)
120 { 126 {
121 m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); 127 m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
128 m_implicitDefaultAnimation = m_defaultAnimation;
122 return true; 129 return true;
123 } 130 }
124 return false; 131 return false;
125 } 132 }
126 133
134 // Called from serialization only
135 public void SetImplicitDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
136 {
137 m_implicitDefaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
138 }
139
127 protected bool ResetDefaultAnimation() 140 protected bool ResetDefaultAnimation()
128 { 141 {
129 return TrySetDefaultAnimation("STAND", 1, UUID.Zero); 142 return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 7916c42..8691b91 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -47,30 +47,75 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 public delegate void OnFrameDelegate(); 48 public delegate void OnFrameDelegate();
49 49
50 /// <summary>
51 /// Triggered on each sim frame.
52 /// </summary>
53 /// <remarks>
54 /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Update"/>
55 /// Core uses it for things like Sun, Wind & Clouds
56 /// The MRM module also uses it.
57 /// </remarks>
50 public event OnFrameDelegate OnFrame; 58 public event OnFrameDelegate OnFrame;
51 59
52 public delegate void ClientMovement(ScenePresence client); 60 public delegate void ClientMovement(ScenePresence client);
53 61
62 /// <summary>
63 /// Trigerred when an agent moves.
64 /// </summary>
65 /// <remarks>
66 /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.HandleAgentUpdate"/>
67 /// prior to <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.TriggerScenePresenceUpdated"/>
68 /// </remarks>
54 public event ClientMovement OnClientMovement; 69 public event ClientMovement OnClientMovement;
55 70
56 public delegate void OnTerrainTaintedDelegate(); 71 public delegate void OnTerrainTaintedDelegate();
57 72
73 /// <summary>
74 /// Triggered if the terrain has been edited
75 /// </summary>
76 /// <remarks>
77 /// This gets triggered in <see cref="OpenSim.Region.CoreModules.World.Terrain.CheckForTerrainUpdates"/>
78 /// after it determines that an update has been made.
79 /// </remarks>
58 public event OnTerrainTaintedDelegate OnTerrainTainted; 80 public event OnTerrainTaintedDelegate OnTerrainTainted;
59 81
60 public delegate void OnTerrainTickDelegate(); 82 public delegate void OnTerrainTickDelegate();
61 83
62 public delegate void OnTerrainUpdateDelegate(); 84 /// <summary>
63 85 /// Triggered if the terrain has been edited
86 /// </summary>
87 /// <remarks>
88 /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.UpdateTerrain"/>
89 /// but is used by core solely to update the physics engine.
90 /// </remarks>
64 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
65 92
93 public delegate void OnTerrainUpdateDelegate();
94
66 public event OnTerrainUpdateDelegate OnTerrainUpdate; 95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67 96
68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
69 98
99 /// <summary>
100 /// Triggered when a region is backed up/persisted to storage
101 /// </summary>
102 /// <remarks>
103 /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Backup"/>
104 /// and is fired before the persistence occurs.
105 /// </remarks>
70 public event OnBackupDelegate OnBackup; 106 public event OnBackupDelegate OnBackup;
71 107
72 public delegate void OnClientConnectCoreDelegate(IClientCore client); 108 public delegate void OnClientConnectCoreDelegate(IClientCore client);
73 109
110 /// <summary>
111 /// Triggered when a new client connects to the scene.
112 /// </summary>
113 /// <remarks>
114 /// This gets triggered in <see cref="TriggerOnNewClient"/>,
115 /// which checks if an instance of <see cref="OpenSim.Framework.IClientAPI"/>
116 /// also implements <see cref="OpenSim.Framework.Client.IClientCore"/> and as such,
117 /// is not triggered by <see cref="OpenSim.Region.OptionalModules.World.NPC">NPCs</see>.
118 /// </remarks>
74 public event OnClientConnectCoreDelegate OnClientConnect; 119 public event OnClientConnectCoreDelegate OnClientConnect;
75 120
76 public delegate void OnNewClientDelegate(IClientAPI client); 121 public delegate void OnNewClientDelegate(IClientAPI client);
@@ -80,33 +125,96 @@ namespace OpenSim.Region.Framework.Scenes
80 /// </summary> 125 /// </summary>
81 /// <remarks> 126 /// <remarks>
82 /// This is triggered for both child and root agent client connections. 127 /// This is triggered for both child and root agent client connections.
128 ///
83 /// Triggered before OnClientLogin. 129 /// Triggered before OnClientLogin.
130 ///
131 /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
132 /// do this on a separate thread.
84 /// </remarks> 133 /// </remarks>
85 public event OnNewClientDelegate OnNewClient; 134 public event OnNewClientDelegate OnNewClient;
86 135
87 /// <summary> 136 /// <summary>
88 /// Fired if the client entering this sim is doing so as a new login 137 /// Fired if the client entering this sim is doing so as a new login
89 /// </summary> 138 /// </summary>
139 /// <remarks>
140 /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
141 /// do this on a separate thread.
142 /// </remarks>
90 public event Action<IClientAPI> OnClientLogin; 143 public event Action<IClientAPI> OnClientLogin;
91 144
92 public delegate void OnNewPresenceDelegate(ScenePresence presence); 145 public delegate void OnNewPresenceDelegate(ScenePresence presence);
93 146
147 /// <summary>
148 /// Triggered when a new presence is added to the scene
149 /// </summary>
150 /// <remarks>
151 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
152 /// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
153 /// </remarks>
94 public event OnNewPresenceDelegate OnNewPresence; 154 public event OnNewPresenceDelegate OnNewPresence;
95 155
96 public delegate void OnRemovePresenceDelegate(UUID agentId); 156 public delegate void OnRemovePresenceDelegate(UUID agentId);
97 157
158 /// <summary>
159 /// Triggered when a presence is removed from the scene
160 /// </summary>
161 /// <remarks>
162 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
163 /// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
164 ///
165 /// Triggered under per-agent lock. So if you want to perform any long-running operations, please
166 /// do this on a separate thread.
167 /// </remarks>
98 public event OnRemovePresenceDelegate OnRemovePresence; 168 public event OnRemovePresenceDelegate OnRemovePresence;
99 169
100 public delegate void OnParcelPrimCountUpdateDelegate(); 170 public delegate void OnParcelPrimCountUpdateDelegate();
101 171
172 /// <summary>
173 /// Triggered whenever the prim count may have been altered, or prior
174 /// to an action that requires the current prim count to be accurate.
175 /// </summary>
176 /// <remarks>
177 /// Triggered by <see cref="TriggerParcelPrimCountUpdate"/> in
178 /// <see cref="OpenSim.OpenSimBase.CreateRegion"/>,
179 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.EventManagerOnRequestParcelPrimCountUpdate"/>,
180 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ClientOnParcelObjectOwnerRequest"/>,
181 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.GetPrimsFree"/>,
182 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.UpdateLandSold"/>,
183 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.DeedToGroup"/>,
184 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.SendLandUpdateToClient"/>
185 /// </remarks>
102 public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate; 186 public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate;
103 187
104 public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj); 188 public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj);
105 189
190 /// <summary>
191 /// Triggered in response to <see cref="OnParcelPrimCountUpdate"/> for
192 /// objects that actually contribute to parcel prim count.
193 /// </summary>
194 /// <remarks>
195 /// Triggered by <see cref="TriggerParcelPrimCountAdd"/> in
196 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.EventManagerOnParcelPrimCountUpdate"/>
197 /// </remarks>
106 public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd; 198 public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd;
107 199
108 public delegate void OnPluginConsoleDelegate(string[] args); 200 public delegate void OnPluginConsoleDelegate(string[] args);
109 201
202 /// <summary>
203 /// Triggered after <see cref="OpenSim.IApplicationPlugin.PostInitialise"/>
204 /// has been called for all <see cref="OpenSim.IApplicationPlugin"/>
205 /// loaded via <see cref="OpenSim.OpenSimBase.LoadPlugins"/>.
206 /// Handlers for this event are typically used to parse the arguments
207 /// from <see cref="OnPluginConsoleDelegate"/> in order to process or
208 /// filter the arguments and pass them onto <see cref="OpenSim.Region.CoreModules.Framework.InterfaceCommander.Commander.ProcessConsoleCommand"/>
209 /// </summary>
210 /// <remarks>
211 /// Triggered by <see cref="TriggerOnPluginConsole"/> in
212 /// <see cref="Scene.SendCommandToPlugins"/> via
213 /// <see cref="SceneManager.SendCommandToPluginModules"/> via
214 /// <see cref="OpenSim.OpenSimBase.HandleCommanderCommand"/> via
215 /// <see cref="OpenSim.OpenSimBase.AddPluginCommands"/> via
216 /// <see cref="OpenSim.OpenSimBase.StartupSpecific"/>
217 /// </remarks>
110 public event OnPluginConsoleDelegate OnPluginConsole; 218 public event OnPluginConsoleDelegate OnPluginConsole;
111 219
112 /// <summary> 220 /// <summary>
@@ -121,8 +229,28 @@ namespace OpenSim.Region.Framework.Scenes
121 229
122 public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene); 230 public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene);
123 231
232 /// <summary>
233 /// Triggered before the grunt work for adding a root agent to a
234 /// scene has been performed (resuming attachment scripts, physics,
235 /// animations etc.)
236 /// </summary>
237 /// <remarks>
238 /// Triggered before <see cref="OnMakeRootAgent"/>
239 /// by <see cref="TriggerSetRootAgentScene"/>
240 /// in <see cref="ScenePresence.MakeRootAgent"/>
241 /// via <see cref="Scene.AgentCrossing"/>
242 /// and <see cref="ScenePresence.CompleteMovement"/>
243 /// </remarks>
124 public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; 244 public event OnSetRootAgentSceneDelegate OnSetRootAgentScene;
125 245
246 /// <summary>
247 /// Triggered after parcel properties have been updated.
248 /// </summary>
249 /// <remarks>
250 /// Triggered by <see cref="TriggerOnParcelPropertiesUpdateRequest"/> in
251 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ClientOnParcelPropertiesUpdateRequest"/>,
252 /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ProcessPropertiesUpdate"/>
253 /// </remarks>
126 public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest; 254 public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest;
127 255
128 /// <summary> 256 /// <summary>
@@ -137,13 +265,45 @@ namespace OpenSim.Region.Framework.Scenes
137 /// <summary> 265 /// <summary>
138 /// Fired when an object is touched/grabbed. 266 /// Fired when an object is touched/grabbed.
139 /// </summary> 267 /// </summary>
268 /// <remarks>
140 /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of 269 /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of
141 /// the root part. 270 /// the root part.
271 /// Triggerd in response to <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/>
272 /// via <see cref="TriggerObjectGrab"/>
273 /// in <see cref="Scene.ProcessObjectGrab"/>
274 /// </remarks>
142 public event ObjectGrabDelegate OnObjectGrab; 275 public event ObjectGrabDelegate OnObjectGrab;
143 public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); 276 public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
144 277
278 /// <summary>
279 /// Triggered when an object is being touched/grabbed continuously.
280 /// </summary>
281 /// <remarks>
282 /// Triggered in response to <see cref="OpenSim.Framework.IClientAPI.OnGrabUpdate"/>
283 /// via <see cref="TriggerObjectGrabbing"/>
284 /// in <see cref="Scene.ProcessObjectGrabUpdate"/>
285 /// </remarks>
145 public event ObjectGrabDelegate OnObjectGrabbing; 286 public event ObjectGrabDelegate OnObjectGrabbing;
287
288 /// <summary>
289 /// Triggered when an object stops being touched/grabbed.
290 /// </summary>
291 /// <remarks>
292 /// Triggered in response to <see cref="OpenSim.Framework.IClientAPI.OnDeGrabObject"/>
293 /// via <see cref="TriggerObjectDeGrab"/>
294 /// in <see cref="Scene.ProcessObjectDeGrab"/>
295 /// </remarks>
146 public event ObjectDeGrabDelegate OnObjectDeGrab; 296 public event ObjectDeGrabDelegate OnObjectDeGrab;
297
298 /// <summary>
299 /// Triggered when a script resets.
300 /// </summary>
301 /// <remarks>
302 /// Triggered by <see cref="TriggerScriptReset"/>
303 /// in <see cref="Scene.ProcessScriptReset"/>
304 /// via <see cref="OpenSim.Framework.IClientAPI.OnScriptReset"/>
305 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleScriptReset"/>
306 /// </remarks>
147 public event ScriptResetDelegate OnScriptReset; 307 public event ScriptResetDelegate OnScriptReset;
148 308
149 public event OnPermissionErrorDelegate OnPermissionError; 309 public event OnPermissionErrorDelegate OnPermissionError;
@@ -153,29 +313,105 @@ namespace OpenSim.Region.Framework.Scenes
153 /// </summary> 313 /// </summary>
154 /// <remarks> 314 /// <remarks>
155 /// Occurs after OnNewScript. 315 /// Occurs after OnNewScript.
316 /// Triggered by <see cref="TriggerRezScript"/>
317 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>
156 /// </remarks> 318 /// </remarks>
157 public event NewRezScript OnRezScript; 319 public event NewRezScript OnRezScript;
158 public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource); 320 public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
159 321
160 public delegate void RemoveScript(uint localID, UUID itemID); 322 public delegate void RemoveScript(uint localID, UUID itemID);
323
324 /// <summary>
325 /// Triggered when a script is removed from an object.
326 /// </summary>
327 /// <remarks>
328 /// Triggered by <see cref="TriggerRemoveScript"/>
329 /// in <see cref="Scene.RemoveTaskInventory"/>,
330 /// <see cref="Scene.CreateAgentInventoryItemFromTask"/>,
331 /// <see cref="SceneObjectPartInventory.RemoveScriptInstance"/>,
332 /// <see cref="SceneObjectPartInventory.RemoveInventoryItem"/>
333 /// </remarks>
161 public event RemoveScript OnRemoveScript; 334 public event RemoveScript OnRemoveScript;
162 335
163 public delegate void StartScript(uint localID, UUID itemID); 336 public delegate void StartScript(uint localID, UUID itemID);
337
338 /// <summary>
339 /// Triggered when a script starts.
340 /// </summary>
341 /// <remarks>
342 /// Triggered by <see cref="TriggerStartScript"/>
343 /// in <see cref="Scene.SetScriptRunning"/>
344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
346 /// </remarks>
164 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
165 348
166 public delegate void StopScript(uint localID, UUID itemID); 349 public delegate void StopScript(uint localID, UUID itemID);
350
351 /// <summary>
352 /// Triggered when a script stops.
353 /// </summary>
354 /// <remarks>
355 /// Triggered by <see cref="TriggerStopScript"/>,
356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
358 /// <see cref="Scene.SetScriptRunning"/>
359 /// </remarks>
167 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
168 361
169 public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta); 362 public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
363
364 /// <summary>
365 /// Triggered when an object is moved.
366 /// </summary>
367 /// <remarks>
368 /// Triggered by <see cref="TriggerGroupMove"/>
369 /// in <see cref="SceneObjectGroup.UpdateGroupPosition"/>,
370 /// <see cref="SceneObjectGroup.GrabMovement"/>
371 /// </remarks>
170 public event SceneGroupMoved OnSceneGroupMove; 372 public event SceneGroupMoved OnSceneGroupMove;
171 373
172 public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID); 374 public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
375
376 /// <summary>
377 /// Triggered when an object is grabbed.
378 /// </summary>
379 /// <remarks>
380 /// Triggered by <see cref="TriggerGroupGrab"/>
381 /// in <see cref="SceneObjectGroup.OnGrabGroup"/>
382 /// via <see cref="SceneObjectGroup.ObjectGrabHandler"/>
383 /// via <see cref="Scene.ProcessObjectGrab"/>
384 /// via <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/>
385 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectGrab"/>
386 /// </remarks>
173 public event SceneGroupGrabed OnSceneGroupGrab; 387 public event SceneGroupGrabed OnSceneGroupGrab;
174 388
175 public delegate bool SceneGroupSpinStarted(UUID groupID); 389 public delegate bool SceneGroupSpinStarted(UUID groupID);
390
391 /// <summary>
392 /// Triggered when an object starts to spin.
393 /// </summary>
394 /// <remarks>
395 /// Triggered by <see cref="TriggerGroupSpinStart"/>
396 /// in <see cref="SceneObjectGroup.SpinStart"/>
397 /// via <see cref="SceneGraph.SpinStart"/>
398 /// via <see cref="OpenSim.Framework.IClientAPI.OnSpinStart"/>
399 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinStart"/>
400 /// </remarks>
176 public event SceneGroupSpinStarted OnSceneGroupSpinStart; 401 public event SceneGroupSpinStarted OnSceneGroupSpinStart;
177 402
178 public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation); 403 public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
404
405 /// <summary>
406 /// Triggered when an object is being spun.
407 /// </summary>
408 /// <remarks>
409 /// Triggered by <see cref="TriggerGroupSpin"/>
410 /// in <see cref="SceneObjectGroup.SpinMovement"/>
411 /// via <see cref="SceneGraph.SpinObject"/>
412 /// via <see cref="OpenSim.Framework.IClientAPI.OnSpinUpdate"/>
413 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinUpdate"/>
414 /// </remarks>
179 public event SceneGroupSpun OnSceneGroupSpin; 415 public event SceneGroupSpun OnSceneGroupSpin;
180 416
181 public delegate void LandObjectAdded(ILandObject newParcel); 417 public delegate void LandObjectAdded(ILandObject newParcel);
@@ -204,6 +440,9 @@ namespace OpenSim.Region.Framework.Scenes
204 /// </summary> 440 /// </summary>
205 /// <remarks> 441 /// <remarks>
206 /// At the point of firing, the scene still contains the client's scene presence. 442 /// At the point of firing, the scene still contains the client's scene presence.
443 ///
444 /// This is triggered under per-agent lock. So if you want to perform any long-running operations, please
445 /// do this on a separate thread.
207 /// </remarks> 446 /// </remarks>
208 public event ClientClosed OnClientClosed; 447 public event ClientClosed OnClientClosed;
209 448
@@ -214,6 +453,9 @@ namespace OpenSim.Region.Framework.Scenes
214 /// </summary> 453 /// </summary>
215 /// <remarks> 454 /// <remarks>
216 /// Occurs before OnRezScript 455 /// Occurs before OnRezScript
456 /// Triggered by <see cref="TriggerNewScript"/>
457 /// in <see cref="Scene.RezScriptFromAgentInventory"/>,
458 /// <see cref="Scene.RezNewScript"/>
217 /// </remarks> 459 /// </remarks>
218 public event NewScript OnNewScript; 460 public event NewScript OnNewScript;
219 461
@@ -248,6 +490,12 @@ namespace OpenSim.Region.Framework.Scenes
248 /// </summary> 490 /// </summary>
249 /// <remarks> 491 /// <remarks>
250 /// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset. 492 /// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset.
493 /// Triggered by <see cref="TriggerUpdateScript"/>
494 /// in <see cref="Scene.CapsUpdateTaskInventoryScriptAsset"/>
495 /// via <see cref="Scene.CapsUpdateTaskInventoryScriptAsset"/>
496 /// via <see cref="OpenSim.Region.ClientStack.Linden.BunchOfCaps.TaskScriptUpdated"/>
497 /// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.OnUpLoad"/>
498 /// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.uploaderCaps"/>
251 /// </remarks> 499 /// </remarks>
252 public event UpdateScript OnUpdateScript; 500 public event UpdateScript OnUpdateScript;
253 501
@@ -273,48 +521,203 @@ namespace OpenSim.Region.Framework.Scenes
273 } 521 }
274 522
275 /// <summary> 523 /// <summary>
524 /// Triggered when some scene object properties change.
525 /// </summary>
526 /// <remarks>
276 /// ScriptChangedEvent is fired when a scene object property that a script might be interested 527 /// ScriptChangedEvent is fired when a scene object property that a script might be interested
277 /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event. 528 /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
278 /// This is not an indication that the script has changed (see OnUpdateScript for that). 529 /// This is not an indication that the script has changed (see OnUpdateScript for that).
279 /// This event is sent to a script to tell it that some property changed on 530 /// This event is sent to a script to tell it that some property changed on
280 /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed . 531 /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
281 /// </summary> 532 /// Triggered by <see cref="TriggerOnScriptChangedEvent"/>
533 /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>,
534 /// <see cref="SceneObjectPart.TriggerScriptChangedEvent"/>
535 /// </remarks>
282 public event ScriptChangedEvent OnScriptChangedEvent; 536 public event ScriptChangedEvent OnScriptChangedEvent;
283 public delegate void ScriptChangedEvent(uint localID, uint change); 537 public delegate void ScriptChangedEvent(uint localID, uint change);
284 538
285 public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed); 539 public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed);
540
541 /// <summary>
542 /// Triggered when a script receives control input from an agent.
543 /// </summary>
544 /// <remarks>
545 /// Triggered by <see cref="TriggerControlEvent"/>
546 /// in <see cref="ScenePresence.SendControlsToScripts"/>
547 /// via <see cref="ScenePresence.HandleAgentUpdate"/>
548 /// via <see cref="OpenSim.Framework.IClientAPI.OnAgentUpdate"/>
549 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleAgentUpdate"/>
550 /// </remarks>
286 public event ScriptControlEvent OnScriptControlEvent; 551 public event ScriptControlEvent OnScriptControlEvent;
287 552
288 public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos); 553 public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos);
554
555 /// <summary>
556 /// Triggered when an object has arrived within a tolerance distance
557 /// of a motion target.
558 /// </summary>
559 /// <remarks>
560 /// Triggered by <see cref="TriggerAtTargetEvent"/>
561 /// in <see cref="SceneObjectGroup.checkAtTargets"/>
562 /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
563 /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
564 /// </remarks>
289 public event ScriptAtTargetEvent OnScriptAtTargetEvent; 565 public event ScriptAtTargetEvent OnScriptAtTargetEvent;
290 566
291 public delegate void ScriptNotAtTargetEvent(uint localID); 567 public delegate void ScriptNotAtTargetEvent(uint localID);
568
569 /// <summary>
570 /// Triggered when an object has a motion target but has not arrived
571 /// within a tolerance distance.
572 /// </summary>
573 /// <remarks>
574 /// Triggered by <see cref="TriggerNotAtTargetEvent"/>
575 /// in <see cref="SceneObjectGroup.checkAtTargets"/>
576 /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
577 /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
578 /// </remarks>
292 public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent; 579 public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
293 580
294 public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot); 581 public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot);
582
583 /// <summary>
584 /// Triggered when an object has arrived within a tolerance rotation
585 /// of a rotation target.
586 /// </summary>
587 /// <remarks>
588 /// Triggered by <see cref="TriggerAtRotTargetEvent"/>
589 /// in <see cref="SceneObjectGroup.checkAtTargets"/>
590 /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
591 /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
592 /// </remarks>
295 public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent; 593 public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent;
296 594
297 public delegate void ScriptNotAtRotTargetEvent(uint localID); 595 public delegate void ScriptNotAtRotTargetEvent(uint localID);
596
597 /// <summary>
598 /// Triggered when an object has a rotation target but has not arrived
599 /// within a tolerance rotation.
600 /// </summary>
601 /// <remarks>
602 /// Triggered by <see cref="TriggerNotAtRotTargetEvent"/>
603 /// in <see cref="SceneObjectGroup.checkAtTargets"/>
604 /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
605 /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
606 /// </remarks>
298 public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent; 607 public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent;
299 608
300 public delegate void ScriptColliding(uint localID, ColliderArgs colliders); 609 public delegate void ScriptColliding(uint localID, ColliderArgs colliders);
610
611 /// <summary>
612 /// Triggered when a physical collision has started between a prim
613 /// and something other than the region terrain.
614 /// </summary>
615 /// <remarks>
616 /// Triggered by <see cref="TriggerScriptCollidingStart"/>
617 /// in <see cref="SceneObjectPart.SendCollisionEvent"/>
618 /// via <see cref="SceneObjectPart.PhysicsCollision"/>
619 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
620 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
621 /// </remarks>
301 public event ScriptColliding OnScriptColliderStart; 622 public event ScriptColliding OnScriptColliderStart;
623
624 /// <summary>
625 /// Triggered when something that previously collided with a prim has
626 /// not stopped colliding with it.
627 /// </summary>
628 /// <remarks>
629 /// <seealso cref="OnScriptColliderStart"/>
630 /// Triggered by <see cref="TriggerScriptColliding"/>
631 /// in <see cref="SceneObjectPart.SendCollisionEvent"/>
632 /// via <see cref="SceneObjectPart.PhysicsCollision"/>
633 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
634 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
635 /// </remarks>
302 public event ScriptColliding OnScriptColliding; 636 public event ScriptColliding OnScriptColliding;
637
638 /// <summary>
639 /// Triggered when something that previously collided with a prim has
640 /// stopped colliding with it.
641 /// </summary>
642 /// <remarks>
643 /// Triggered by <see cref="TriggerScriptCollidingEnd"/>
644 /// in <see cref="SceneObjectPart.SendCollisionEvent"/>
645 /// via <see cref="SceneObjectPart.PhysicsCollision"/>
646 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
647 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
648 /// </remarks>
303 public event ScriptColliding OnScriptCollidingEnd; 649 public event ScriptColliding OnScriptCollidingEnd;
650
651 /// <summary>
652 /// Triggered when a physical collision has started between an object
653 /// and the region terrain.
654 /// </summary>
655 /// <remarks>
656 /// Triggered by <see cref="TriggerScriptLandCollidingStart"/>
657 /// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
658 /// via <see cref="SceneObjectPart.PhysicsCollision"/>
659 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
660 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
661 /// </remarks>
304 public event ScriptColliding OnScriptLandColliderStart; 662 public event ScriptColliding OnScriptLandColliderStart;
663
664 /// <summary>
665 /// Triggered when an object that previously collided with the region
666 /// terrain has not yet stopped colliding with it.
667 /// </summary>
668 /// <remarks>
669 /// Triggered by <see cref="TriggerScriptLandColliding"/>
670 /// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
671 /// via <see cref="SceneObjectPart.PhysicsCollision"/>
672 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
673 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
674 /// </remarks>
305 public event ScriptColliding OnScriptLandColliding; 675 public event ScriptColliding OnScriptLandColliding;
676
677 /// <summary>
678 /// Triggered when an object that previously collided with the region
679 /// terrain has stopped colliding with it.
680 /// </summary>
681 /// <remarks>
682 /// Triggered by <see cref="TriggerScriptLandCollidingEnd"/>
683 /// in <see cref="SceneObjectPart.SendLandCollisionEvent"/>
684 /// via <see cref="SceneObjectPart.PhysicsCollision"/>
685 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/>
686 /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/>
687 /// </remarks>
306 public event ScriptColliding OnScriptLandColliderEnd; 688 public event ScriptColliding OnScriptLandColliderEnd;
307 689
308 public delegate void OnMakeChildAgentDelegate(ScenePresence presence); 690 public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
691
692 /// <summary>
693 /// Triggered when an agent has been made a child agent of a scene.
694 /// </summary>
695 /// <remarks>
696 /// Triggered by <see cref="TriggerOnMakeChildAgent"/>
697 /// in <see cref="ScenePresence.MakeChildAgent"/>
698 /// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.CrossAgentToNewRegionAsync"/>,
699 /// <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>,
700 /// <see cref="OpenSim.Region.CoreModules.InterGrid.KillAUser.ShutdownNoLogout"/>
701 /// </remarks>
309 public event OnMakeChildAgentDelegate OnMakeChildAgent; 702 public event OnMakeChildAgentDelegate OnMakeChildAgent;
310 703
311 public delegate void OnSaveNewWindlightProfileDelegate(); 704 public delegate void OnSaveNewWindlightProfileDelegate();
312 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user); 705 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user);
313 706
314 /// <summary> 707 /// <summary>
708 /// Triggered after the grunt work for adding a root agent to a
709 /// scene has been performed (resuming attachment scripts, physics,
710 /// animations etc.)
711 /// </summary>
712 /// <remarks>
315 /// This event is on the critical path for transferring an avatar from one region to another. Try and do 713 /// This event is on the critical path for transferring an avatar from one region to another. Try and do
316 /// as little work on this event as possible, or do work asynchronously. 714 /// as little work on this event as possible, or do work asynchronously.
317 /// </summary> 715 /// Triggered after <see cref="OnSetRootAgentScene"/>
716 /// by <see cref="TriggerOnMakeRootAgent"/>
717 /// in <see cref="ScenePresence.MakeRootAgent"/>
718 /// via <see cref="Scene.AgentCrossing"/>
719 /// and <see cref="ScenePresence.CompleteMovement"/>
720 /// </remarks>
318 public event Action<ScenePresence> OnMakeRootAgent; 721 public event Action<ScenePresence> OnMakeRootAgent;
319 722
320 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted; 723 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
@@ -340,9 +743,17 @@ namespace OpenSim.Region.Framework.Scenes
340 public event AvatarKillData OnAvatarKilled; 743 public event AvatarKillData OnAvatarKilled;
341 public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar); 744 public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar);
342 745
343// public delegate void ScriptTimerEvent(uint localID, double timerinterval); 746 /*
344 747 public delegate void ScriptTimerEvent(uint localID, double timerinterval);
345// public event ScriptTimerEvent OnScriptTimerEvent; 748 /// <summary>
749 /// Used to be triggered when the LSL timer event fires.
750 /// </summary>
751 /// <remarks>
752 /// Triggered by <see cref="TriggerTimerEvent"/>
753 /// via <see cref="SceneObjectPart.handleTimerAccounting"/>
754 /// </remarks>
755 public event ScriptTimerEvent OnScriptTimerEvent;
756 */
346 757
347 public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour); 758 public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour);
348 public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); 759 public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID);
@@ -352,12 +763,27 @@ namespace OpenSim.Region.Framework.Scenes
352 /// <summary> 763 /// <summary>
353 /// Triggered when an object is added to the scene. 764 /// Triggered when an object is added to the scene.
354 /// </summary> 765 /// </summary>
766 /// <remarks>
767 /// Triggered by <see cref="TriggerObjectAddedToScene"/>
768 /// in <see cref="Scene.AddNewSceneObject"/>,
769 /// <see cref="Scene.DuplicateObject"/>,
770 /// <see cref="Scene.doObjectDuplicateOnRay"/>
771 /// </remarks>
355 public event Action<SceneObjectGroup> OnObjectAddedToScene; 772 public event Action<SceneObjectGroup> OnObjectAddedToScene;
356 773
357 /// <summary> 774 /// <summary>
358 /// Triggered when an object is removed from the scene. 775 /// Delegate for <see cref="OnObjectBeingRemovedFromScene"/>
359 /// </summary> 776 /// </summary>
777 /// <param name="obj">The object being removed from the scene</param>
360 public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); 778 public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj);
779
780 /// <summary>
781 /// Triggered when an object is removed from the scene.
782 /// </summary>
783 /// <remarks>
784 /// Triggered by <see cref="TriggerObjectBeingRemovedFromScene"/>
785 /// in <see cref="Scene.DeleteSceneObject"/>
786 /// </remarks>
361 public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene; 787 public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene;
362 788
363 public delegate void NoticeNoLandDataFromStorage(); 789 public delegate void NoticeNoLandDataFromStorage();
@@ -373,6 +799,20 @@ namespace OpenSim.Region.Framework.Scenes
373 public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate; 799 public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate;
374 800
375 public delegate void ParcelPrimCountTainted(); 801 public delegate void ParcelPrimCountTainted();
802
803 /// <summary>
804 /// Triggered when the parcel prim count has been altered.
805 /// </summary>
806 /// <remarks>
807 /// Triggered by <see cref="TriggerParcelPrimCountTainted"/> in
808 /// <see cref="OpenSim.Region.CoreModules.Avatar.Attachments.AttachmentsModule.DetachSingleAttachmentToGround"/>,
809 /// <see cref="OpenSim.Region.CoreModules.Avatar.Attachments.AttachmentsModule.AttachToAgent"/>,
810 /// <see cref="Scene.DeleteSceneObject"/>,
811 /// <see cref="Scene.SelectPrim"/>,
812 /// <see cref="Scene.DeselectPrim"/>,
813 /// <see cref="SceneObjectGroup.UpdatePrimFlags"/>,
814 /// <see cref="SceneObjectGroup.AbsolutePosition"/>
815 /// </remarks>
376 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 816 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
377 public event GetScriptRunning OnGetScriptRunning; 817 public event GetScriptRunning OnGetScriptRunning;
378 818
@@ -432,7 +872,7 @@ namespace OpenSim.Region.Framework.Scenes
432 /// the scripts may not have started yet 872 /// the scripts may not have started yet
433 /// Message is non empty string if there were problems loading the oar file 873 /// Message is non empty string if there were problems loading the oar file
434 /// </summary> 874 /// </summary>
435 public delegate void OarFileLoaded(Guid guid, string message); 875 public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message);
436 public event OarFileLoaded OnOarFileLoaded; 876 public event OarFileLoaded OnOarFileLoaded;
437 877
438 /// <summary> 878 /// <summary>
@@ -485,10 +925,13 @@ namespace OpenSim.Region.Framework.Scenes
485 /// <param name="copy"></param> 925 /// <param name="copy"></param>
486 /// <param name="original"></param> 926 /// <param name="original"></param>
487 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> 927 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
928 /// <remarks>
929 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.SceneObjectPart.Copy"/>
930 /// </remarks>
488 public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy; 931 public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
489 public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed); 932 public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed);
490 933
491 public delegate void SceneObjectPartUpdated(SceneObjectPart sop); 934 public delegate void SceneObjectPartUpdated(SceneObjectPart sop, bool full);
492 public event SceneObjectPartUpdated OnSceneObjectPartUpdated; 935 public event SceneObjectPartUpdated OnSceneObjectPartUpdated;
493 936
494 public delegate void ScenePresenceUpdated(ScenePresence sp); 937 public delegate void ScenePresenceUpdated(ScenePresence sp);
@@ -526,9 +969,28 @@ namespace OpenSim.Region.Framework.Scenes
526 public event PrimsLoaded OnPrimsLoaded; 969 public event PrimsLoaded OnPrimsLoaded;
527 970
528 public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout); 971 public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout);
972
973 /// <summary>
974 /// Triggered when a teleport starts
975 /// </summary>
976 /// <remarks>
977 /// Triggered by <see cref="TriggerTeleportStart"/>
978 /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.CreateAgent"/>
979 /// and <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.HGEntityTransferModule.CreateAgent"/>
980 /// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>
981 /// </remarks>
529 public event TeleportStart OnTeleportStart; 982 public event TeleportStart OnTeleportStart;
530 983
531 public delegate void TeleportFail(IClientAPI client, bool gridLogout); 984 public delegate void TeleportFail(IClientAPI client, bool gridLogout);
985
986 /// <summary>
987 /// Trigered when a teleport fails.
988 /// </summary>
989 /// <remarks>
990 /// Triggered by <see cref="TriggerTeleportFail"/>
991 /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.Fail"/>
992 /// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>
993 /// </remarks>
532 public event TeleportFail OnTeleportFail; 994 public event TeleportFail OnTeleportFail;
533 995
534 public class MoneyTransferArgs : EventArgs 996 public class MoneyTransferArgs : EventArgs
@@ -536,7 +998,9 @@ namespace OpenSim.Region.Framework.Scenes
536 public UUID sender; 998 public UUID sender;
537 public UUID receiver; 999 public UUID receiver;
538 1000
539 // Always false. The SL protocol sucks. 1001 /// <summary>
1002 /// Always false. The SL protocol sucks.
1003 /// </summary>
540 public bool authenticated = false; 1004 public bool authenticated = false;
541 1005
542 public int amount; 1006 public int amount;
@@ -593,8 +1057,29 @@ namespace OpenSim.Region.Framework.Scenes
593 1057
594 public delegate void LandBuy(Object sender, LandBuyArgs e); 1058 public delegate void LandBuy(Object sender, LandBuyArgs e);
595 1059
1060 /// <summary>
1061 /// Triggered when an attempt to transfer grid currency occurs
1062 /// </summary>
1063 /// <remarks>
1064 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest"/>
1065 /// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents"/>
1066 /// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/>
1067 /// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/>
1068 /// </remarks>
596 public event MoneyTransferEvent OnMoneyTransfer; 1069 public event MoneyTransferEvent OnMoneyTransfer;
1070
1071 /// <summary>
1072 /// Triggered after after <see cref="OnValidateLandBuy"/>
1073 /// </summary>
597 public event LandBuy OnLandBuy; 1074 public event LandBuy OnLandBuy;
1075
1076 /// <summary>
1077 /// Triggered to allow or prevent a real estate transaction
1078 /// </summary>
1079 /// <remarks>
1080 /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessParcelBuy"/>
1081 /// <seealso cref="OpenSim.Region.OptionalModules.World.MoneyModule.SampleMoneyModule.ValidateLandBuy"/>
1082 /// </remarks>
598 public event LandBuy OnValidateLandBuy; 1083 public event LandBuy OnValidateLandBuy;
599 1084
600 public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID) 1085 public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID)
@@ -2031,7 +2516,11 @@ namespace OpenSim.Region.Framework.Scenes
2031 } 2516 }
2032 } 2517 }
2033 2518
2034 // this lets us keep track of nasty script events like timer, etc. 2519 /// <summary>
2520 /// this lets us keep track of nasty script events like timer, etc.
2521 /// </summary>
2522 /// <param name="objLocalID"></param>
2523 /// <param name="Interval"></param>
2035 public void TriggerTimerEvent(uint objLocalID, double Interval) 2524 public void TriggerTimerEvent(uint objLocalID, double Interval)
2036 { 2525 {
2037 throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak"); 2526 throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak");
@@ -2093,7 +2582,7 @@ namespace OpenSim.Region.Framework.Scenes
2093 return 6; 2582 return 6;
2094 } 2583 }
2095 2584
2096 public void TriggerOarFileLoaded(Guid requestId, string message) 2585 public void TriggerOarFileLoaded(Guid requestId, List<UUID> loadedScenes, string message)
2097 { 2586 {
2098 OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; 2587 OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded;
2099 if (handlerOarFileLoaded != null) 2588 if (handlerOarFileLoaded != null)
@@ -2102,7 +2591,7 @@ namespace OpenSim.Region.Framework.Scenes
2102 { 2591 {
2103 try 2592 try
2104 { 2593 {
2105 d(requestId, message); 2594 d(requestId, loadedScenes, message);
2106 } 2595 }
2107 catch (Exception e) 2596 catch (Exception e)
2108 { 2597 {
@@ -2387,7 +2876,7 @@ namespace OpenSim.Region.Framework.Scenes
2387 } 2876 }
2388 } 2877 }
2389 2878
2390 public void TriggerSceneObjectPartUpdated(SceneObjectPart sop) 2879 public void TriggerSceneObjectPartUpdated(SceneObjectPart sop, bool full)
2391 { 2880 {
2392 SceneObjectPartUpdated handler = OnSceneObjectPartUpdated; 2881 SceneObjectPartUpdated handler = OnSceneObjectPartUpdated;
2393 if (handler != null) 2882 if (handler != null)
@@ -2396,7 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
2396 { 2885 {
2397 try 2886 try
2398 { 2887 {
2399 d(sop); 2888 d(sop, full);
2400 } 2889 }
2401 catch (Exception e) 2890 catch (Exception e)
2402 { 2891 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 906c1ee..6208a57 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -93,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 /// </summary> 93 /// </summary>
94 public void StartScripts() 94 public void StartScripts()
95 { 95 {
96 m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName); 96// m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
97 97
98 IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>(); 98 IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>();
99 99
@@ -1469,7 +1469,7 @@ namespace OpenSim.Region.Framework.Scenes
1469 return newFolderID; 1469 return newFolderID;
1470 } 1470 }
1471 1471
1472 private void SendInventoryUpdate(IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems) 1472 public void SendInventoryUpdate(IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems)
1473 { 1473 {
1474 if (folder == null) 1474 if (folder == null)
1475 return; 1475 return;
@@ -1997,6 +1997,9 @@ namespace OpenSim.Region.Framework.Scenes
1997 // If child prims have invalid perms, fix them 1997 // If child prims have invalid perms, fix them
1998 grp.AdjustChildPrimPermissions(); 1998 grp.AdjustChildPrimPermissions();
1999 1999
2000 // If child prims have invalid perms, fix them
2001 grp.AdjustChildPrimPermissions();
2002
2000 if (remoteClient == null) 2003 if (remoteClient == null)
2001 { 2004 {
2002 // Autoreturn has a null client. Nothing else does. So 2005 // Autoreturn has a null client. Nothing else does. So
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index e970543..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,8 +38,20 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41 /// <summary>
42 /// Send chat to listeners.
43 /// </summary>
44 /// <param name='message'></param>
45 /// <param name='type'>/param>
46 /// <param name='channel'></param>
47 /// <param name='fromPos'></param>
48 /// <param name='fromName'></param>
49 /// <param name='fromID'></param>
50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param>
41 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 UUID fromID, bool fromAgent, bool broadcast, UUID destination) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
43 { 55 {
44 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
45 57
@@ -49,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
49 args.Position = fromPos; 61 args.Position = fromPos;
50 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
51 args.Scene = this; 63 args.Scene = this;
52 args.Destination = destination; 64 args.Destination = targetID;
53 65
54 if (fromAgent) 66 if (fromAgent)
55 { 67 {
@@ -66,6 +78,10 @@ namespace OpenSim.Region.Framework.Scenes
66 args.From = fromName; 78 args.From = fromName;
67 //args. 79 //args.
68 80
81// m_log.DebugFormat(
82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
83// args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
84
69 if (broadcast) 85 if (broadcast)
70 EventManager.TriggerOnChatBroadcast(this, args); 86 EventManager.TriggerOnChatBroadcast(this, args);
71 else 87 else
@@ -75,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
77 { 93 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, broadcast, UUID.Zero); 94 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
79 } 95 }
80 96
81 /// <summary> 97 /// <summary>
@@ -543,7 +559,7 @@ namespace OpenSim.Region.Framework.Scenes
543 if (!InventoryService.AddFolder(folder)) 559 if (!InventoryService.AddFolder(folder))
544 { 560 {
545 m_log.WarnFormat( 561 m_log.WarnFormat(
546 "[AGENT INVENTORY]: Failed to move create folder for user {0} {1}", 562 "[AGENT INVENTORY]: Failed to create folder for user {0} {1}",
547 remoteClient.Name, remoteClient.AgentId); 563 remoteClient.Name, remoteClient.AgentId);
548 } 564 }
549 } 565 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 649d545..2543333 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -80,6 +80,11 @@ namespace OpenSim.Region.Framework.Scenes
80 public SynchronizeSceneHandler SynchronizeScene; 80 public SynchronizeSceneHandler SynchronizeScene;
81 81
82 /// <summary> 82 /// <summary>
83 /// Used to prevent simultaneous calls to RemoveClient() for the same agent from interfering with each other.
84 /// </summary>
85 private object m_removeClientLock = new object();
86
87 /// <summary>
83 /// Statistical information for this scene. 88 /// Statistical information for this scene.
84 /// </summary> 89 /// </summary>
85 public SimStatsReporter StatsReporter { get; private set; } 90 public SimStatsReporter StatsReporter { get; private set; }
@@ -103,8 +108,31 @@ namespace OpenSim.Region.Framework.Scenes
103 /// </summary> 108 /// </summary>
104 public bool CollidablePrims { get; private set; } 109 public bool CollidablePrims { get; private set; }
105 110
111 /// <summary>
112 /// Minimum value of the size of a non-physical prim in each axis
113 /// </summary>
114 public float m_minNonphys = 0.001f;
115
116 /// <summary>
117 /// Maximum value of the size of a non-physical prim in each axis
118 /// </summary>
106 public float m_maxNonphys = 256; 119 public float m_maxNonphys = 256;
120
121 /// <summary>
122 /// Minimum value of the size of a physical prim in each axis
123 /// </summary>
124 public float m_minPhys = 0.01f;
125
126 /// <summary>
127 /// Maximum value of the size of a physical prim in each axis
128 /// </summary>
107 public float m_maxPhys = 10; 129 public float m_maxPhys = 10;
130
131 /// <summary>
132 /// Max prims an object will hold
133 /// </summary>
134 public int m_linksetCapacity = 0;
135
108 public bool m_clampPrimSize; 136 public bool m_clampPrimSize;
109 public bool m_trustBinaries; 137 public bool m_trustBinaries;
110 public bool m_allowScriptCrossings; 138 public bool m_allowScriptCrossings;
@@ -285,6 +313,31 @@ namespace OpenSim.Region.Framework.Scenes
285 } 313 }
286 private volatile bool m_shuttingDown; 314 private volatile bool m_shuttingDown;
287 315
316 /// <summary>
317 /// Is the scene active?
318 /// </summary>
319 /// <remarks>
320 /// If false, maintenance and update loops are not being run. Updates can still be triggered manually if
321 /// the scene is not active.
322 /// </remarks>
323 public bool Active
324 {
325 get { return m_active; }
326 set
327 {
328 if (value)
329 {
330 if (!m_active)
331 Start();
332 }
333 else
334 {
335 m_active = false;
336 }
337 }
338 }
339 private volatile bool m_active;
340
288// private int m_lastUpdate; 341// private int m_lastUpdate;
289 private bool m_firstHeartbeat = true; 342 private bool m_firstHeartbeat = true;
290 343
@@ -746,12 +799,24 @@ namespace OpenSim.Region.Framework.Scenes
746 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); 799 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
747 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 800 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
748 801
749 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); 802 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
803 if (RegionInfo.NonphysPrimMin > 0)
804 {
805 m_minNonphys = RegionInfo.NonphysPrimMin;
806 }
807
808 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
750 if (RegionInfo.NonphysPrimMax > 0) 809 if (RegionInfo.NonphysPrimMax > 0)
751 { 810 {
752 m_maxNonphys = RegionInfo.NonphysPrimMax; 811 m_maxNonphys = RegionInfo.NonphysPrimMax;
753 } 812 }
754 813
814 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
815 if (RegionInfo.PhysPrimMin > 0)
816 {
817 m_minPhys = RegionInfo.PhysPrimMin;
818 }
819
755 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 820 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
756 821
757 if (RegionInfo.PhysPrimMax > 0) 822 if (RegionInfo.PhysPrimMax > 0)
@@ -759,6 +824,12 @@ namespace OpenSim.Region.Framework.Scenes
759 m_maxPhys = RegionInfo.PhysPrimMax; 824 m_maxPhys = RegionInfo.PhysPrimMax;
760 } 825 }
761 826
827 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
828 if (RegionInfo.LinksetCapacity > 0)
829 {
830 m_linksetCapacity = RegionInfo.LinksetCapacity;
831 }
832
762 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 833 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
763 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 834 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
764 835
@@ -784,13 +855,6 @@ namespace OpenSim.Region.Framework.Scenes
784 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 855 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
785 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine); 856 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
786 857
787 IConfig packetConfig = m_config.Configs["PacketPool"];
788 if (packetConfig != null)
789 {
790 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
791 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
792 }
793
794 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 858 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
795 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion); 859 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
796 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false); 860 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
@@ -854,6 +918,8 @@ namespace OpenSim.Region.Framework.Scenes
854 } 918 }
855 919
856 // FIXME: Ultimately this should be in a module. 920 // FIXME: Ultimately this should be in a module.
921 SendPeriodicAppearanceUpdates = true;
922
857 IConfig appearanceConfig = m_config.Configs["Appearance"]; 923 IConfig appearanceConfig = m_config.Configs["Appearance"];
858 if (appearanceConfig != null) 924 if (appearanceConfig != null)
859 { 925 {
@@ -1151,6 +1217,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 1217
1152 public void SetSceneCoreDebug(Dictionary<string, string> options) 1218 public void SetSceneCoreDebug(Dictionary<string, string> options)
1153 { 1219 {
1220 if (options.ContainsKey("active"))
1221 {
1222 bool active;
1223
1224 if (bool.TryParse(options["active"], out active))
1225 Active = active;
1226 }
1227
1154 if (options.ContainsKey("scripting")) 1228 if (options.ContainsKey("scripting"))
1155 { 1229 {
1156 bool enableScripts = true; 1230 bool enableScripts = true;
@@ -1226,6 +1300,12 @@ namespace OpenSim.Region.Framework.Scenes
1226 // This is the method that shuts down the scene. 1300 // This is the method that shuts down the scene.
1227 public override void Close() 1301 public override void Close()
1228 { 1302 {
1303 if (m_shuttingDown)
1304 {
1305 m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name);
1306 return;
1307 }
1308
1229 m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName); 1309 m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
1230 1310
1231 StatsReporter.Close(); 1311 StatsReporter.Close();
@@ -1272,6 +1352,14 @@ namespace OpenSim.Region.Framework.Scenes
1272 m_log.Debug("[SCENE]: Graph close"); 1352 m_log.Debug("[SCENE]: Graph close");
1273 m_sceneGraph.Close(); 1353 m_sceneGraph.Close();
1274 1354
1355 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1356 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1357
1358 base.Close();
1359
1360 // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence.
1361 // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can
1362 // attempt to reference a null or disposed physics scene.
1275 if (PhysicsScene != null) 1363 if (PhysicsScene != null)
1276 { 1364 {
1277 m_log.Debug("[SCENE]: Dispose Physics"); 1365 m_log.Debug("[SCENE]: Dispose Physics");
@@ -1281,13 +1369,6 @@ namespace OpenSim.Region.Framework.Scenes
1281 phys.Dispose(); 1369 phys.Dispose();
1282 phys = null; 1370 phys = null;
1283 } 1371 }
1284
1285 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1286 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1287
1288 // call the base class Close method.
1289 m_log.Debug("[SCENE]: Base close");
1290 base.Close();
1291 } 1372 }
1292 1373
1293 /// <summary> 1374 /// <summary>
@@ -1295,6 +1376,8 @@ namespace OpenSim.Region.Framework.Scenes
1295 /// </summary> 1376 /// </summary>
1296 public void Start() 1377 public void Start()
1297 { 1378 {
1379 m_active = true;
1380
1298// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); 1381// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
1299 1382
1300 //m_heartbeatTimer.Enabled = true; 1383 //m_heartbeatTimer.Enabled = true;
@@ -1354,7 +1437,7 @@ namespace OpenSim.Region.Framework.Scenes
1354 #region Update Methods 1437 #region Update Methods
1355 1438
1356 /// <summary> 1439 /// <summary>
1357 /// Performs per-frame updates regularly 1440 /// Activate the various loops necessary to continually update the scene.
1358 /// </summary> 1441 /// </summary>
1359 private void Heartbeat() 1442 private void Heartbeat()
1360 { 1443 {
@@ -1411,7 +1494,7 @@ namespace OpenSim.Region.Framework.Scenes
1411 List<Vector3> coarseLocations; 1494 List<Vector3> coarseLocations;
1412 List<UUID> avatarUUIDs; 1495 List<UUID> avatarUUIDs;
1413 1496
1414 while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun)) 1497 while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
1415 { 1498 {
1416 runtc = Util.EnvironmentTickCount(); 1499 runtc = Util.EnvironmentTickCount();
1417 ++MaintenanceRun; 1500 ++MaintenanceRun;
@@ -1473,7 +1556,7 @@ namespace OpenSim.Region.Framework.Scenes
1473 int sleepMS; 1556 int sleepMS;
1474 int framestart; 1557 int framestart;
1475 1558
1476 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1559 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1477 { 1560 {
1478 framestart = Util.EnvironmentTickCount(); 1561 framestart = Util.EnvironmentTickCount();
1479 ++Frame; 1562 ++Frame;
@@ -1672,15 +1755,19 @@ namespace OpenSim.Region.Framework.Scenes
1672 1755
1673 private void CheckAtTargets() 1756 private void CheckAtTargets()
1674 { 1757 {
1675 List<SceneObjectGroup> objs = new List<SceneObjectGroup>(); 1758 List<SceneObjectGroup> objs = null;
1759
1676 lock (m_groupsWithTargets) 1760 lock (m_groupsWithTargets)
1677 { 1761 {
1678 foreach (SceneObjectGroup grp in m_groupsWithTargets.Values) 1762 if (m_groupsWithTargets.Count != 0)
1679 objs.Add(grp); 1763 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1680 } 1764 }
1681 1765
1682 foreach (SceneObjectGroup entry in objs) 1766 if (objs != null)
1683 entry.checkAtTargets(); 1767 {
1768 foreach (SceneObjectGroup entry in objs)
1769 entry.checkAtTargets();
1770 }
1684 } 1771 }
1685 1772
1686 /// <summary> 1773 /// <summary>
@@ -2193,10 +2280,14 @@ namespace OpenSim.Region.Framework.Scenes
2193 public bool AddRestoredSceneObject( 2280 public bool AddRestoredSceneObject(
2194 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2195 { 2282 {
2196 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2283 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2197 if (result) 2284 {
2198 sceneObject.IsDeleted = false; 2285 sceneObject.IsDeleted = false;
2199 return result; 2286 EventManager.TriggerObjectAddedToScene(sceneObject);
2287 return true;
2288 }
2289
2290 return false;
2200 } 2291 }
2201 2292
2202 /// <summary> 2293 /// <summary>
@@ -2837,77 +2928,89 @@ namespace OpenSim.Region.Framework.Scenes
2837 2928
2838 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) 2929 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
2839 { 2930 {
2931 ScenePresence sp;
2932 bool vialogin;
2933
2840 // Validation occurs in LLUDPServer 2934 // Validation occurs in LLUDPServer
2935 //
2936 // XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with
2937 // each other. In practice, this does not currently occur in the code.
2841 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); 2938 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
2842 2939
2843 bool vialogin 2940 // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection
2844 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2941 // and a simultaneous one that removes it (as can happen if the client is closed at a particular point
2845 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2942 // whilst connecting).
2846 2943 //
2847 CheckHeartbeat(); 2944 // It would be easier to lock across all NewUserConnection(), AddNewClient() and
2848 2945 // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
2849 ScenePresence sp = GetScenePresence(client.AgentId); 2946 // response in some module listening to AddNewClient()) from holding up unrelated agent calls.
2850 2947 //
2851 // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this 2948 // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
2852 // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause 2949 // AddNewClient() operations (though not other ops).
2853 // other problems, and possible the code calling AddNewClient() should ensure that no client is already 2950 // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
2854 // connected. 2951 lock (aCircuit)
2855 if (sp == null) 2952 {
2856 { 2953 vialogin
2857 m_log.DebugFormat( 2954 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2858 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", 2955 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2859 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); 2956
2860 2957 CheckHeartbeat();
2861 m_clientManager.Add(client); 2958
2862 SubscribeToClientEvents(client); 2959 sp = GetScenePresence(client.AgentId);
2863
2864 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2865 m_eventManager.TriggerOnNewPresence(sp);
2866
2867 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
2868 2960
2869 // The first agent upon login is a root agent by design. 2961 // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
2870 // For this agent we will have to rez the attachments. 2962 // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
2871 // All other AddNewClient calls find aCircuit.child to be true. 2963 // other problems, and possible the code calling AddNewClient() should ensure that no client is already
2872 if (aCircuit.child == false) 2964 // connected.
2965 if (sp == null)
2873 { 2966 {
2874 // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to 2967 m_log.DebugFormat(
2875 // start the scripts again (since this is done in RezAttachments()). 2968 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
2876 // XXX: This is convoluted. 2969 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
2877 sp.IsChildAgent = false; 2970
2878 2971 m_clientManager.Add(client);
2879 if (AttachmentsModule != null) 2972 SubscribeToClientEvents(client);
2880 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); 2973
2974 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2975 m_eventManager.TriggerOnNewPresence(sp);
2976
2977 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
2978
2979 // The first agent upon login is a root agent by design.
2980 // For this agent we will have to rez the attachments.
2981 // All other AddNewClient calls find aCircuit.child to be true.
2982 if (aCircuit.child == false)
2983 {
2984 // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to
2985 // start the scripts again (since this is done in RezAttachments()).
2986 // XXX: This is convoluted.
2987 sp.IsChildAgent = false;
2988
2989 if (AttachmentsModule != null)
2990 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
2991 }
2881 } 2992 }
2882 } 2993 else
2883 else 2994 {
2884 { 2995 m_log.WarnFormat(
2885 m_log.WarnFormat( 2996 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
2886 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", 2997 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
2887 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); 2998 }
2888 } 2999
3000 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
3001 // client is for a root or child agent.
3002 client.SceneAgent = sp;
2889 3003
2890 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the 3004 // Cache the user's name
2891 // client is for a root or child agent. 3005 CacheUserName(sp, aCircuit);
2892 client.SceneAgent = sp; 3006
3007 EventManager.TriggerOnNewClient(client);
3008 if (vialogin)
3009 EventManager.TriggerOnClientLogin(client);
3010 }
2893 3011
2894 m_LastLogin = Util.EnvironmentTickCount(); 3012 m_LastLogin = Util.EnvironmentTickCount();
2895 3013
2896 // Cache the user's name
2897 CacheUserName(sp, aCircuit);
2898
2899 EventManager.TriggerOnNewClient(client);
2900 if (vialogin)
2901 {
2902 EventManager.TriggerOnClientLogin(client);
2903 // Send initial parcel data
2904/* this is done on TriggerOnNewClient by landmanegement respective event handler
2905 Vector3 pos = sp.AbsolutePosition;
2906 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2907 land.SendLandUpdateToClient(client);
2908*/
2909 }
2910
2911 return sp; 3014 return sp;
2912 } 3015 }
2913 3016
@@ -3447,110 +3550,132 @@ namespace OpenSim.Region.Framework.Scenes
3447 { 3550 {
3448// CheckHeartbeat(); 3551// CheckHeartbeat();
3449 bool isChildAgent = false; 3552 bool isChildAgent = false;
3450 ScenePresence avatar = GetScenePresence(agentID); 3553 AgentCircuitData acd;
3451 3554
3452 if (avatar == null) 3555 lock (m_removeClientLock)
3453 { 3556 {
3454 m_log.WarnFormat( 3557 acd = m_authenticateHandler.GetAgentCircuitData(agentID);
3455 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
3456
3457 return;
3458 }
3459
3460 try
3461 {
3462 isChildAgent = avatar.IsChildAgent;
3463
3464 m_log.DebugFormat(
3465 "[SCENE]: Removing {0} agent {1} {2} from {3}",
3466 (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
3467 3558
3468 // Don't do this to root agents, it's not nice for the viewer 3559 if (acd == null)
3469 if (closeChildAgents && isChildAgent)
3470 { 3560 {
3471 // Tell a single agent to disconnect from the region. 3561 m_log.ErrorFormat("[SCENE]: No agent circuit found for {0}, aborting Scene.RemoveClient", agentID);
3472 IEventQueue eq = RequestModuleInterface<IEventQueue>(); 3562 return;
3473 if (eq != null)
3474 {
3475 eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID);
3476 }
3477 else
3478 {
3479 avatar.ControllingClient.SendShutdownConnectionNotice();
3480 }
3481 } 3563 }
3482 3564 else
3483 // Only applies to root agents.
3484 if (avatar.ParentID != 0)
3485 { 3565 {
3486 avatar.StandUp(); 3566 // We remove the acd up here to avoid later race conditions if two RemoveClient() calls occurred
3567 // simultaneously.
3568 // We also need to remove by agent ID since NPCs will have no circuit code.
3569 m_authenticateHandler.RemoveCircuit(agentID);
3487 } 3570 }
3571 }
3488 3572
3489 m_sceneGraph.removeUserCount(!isChildAgent); 3573 lock (acd)
3490 3574 {
3491 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3575 ScenePresence avatar = GetScenePresence(agentID);
3492 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3576
3493 if (closeChildAgents && CapsModule != null) 3577 if (avatar == null)
3494 CapsModule.RemoveCaps(agentID);
3495
3496 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3497 // this method is doing is HORRIBLE!!!
3498 avatar.Scene.NeedSceneCacheClear(avatar.UUID);
3499
3500 if (closeChildAgents && !isChildAgent)
3501 { 3578 {
3502 List<ulong> regions = avatar.KnownRegionHandles; 3579 m_log.WarnFormat(
3503 regions.Remove(RegionInfo.RegionHandle); 3580 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
3504 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3581
3582 return;
3505 } 3583 }
3506 3584
3507 m_eventManager.TriggerClientClosed(agentID, this); 3585 try
3508 m_eventManager.TriggerOnRemovePresence(agentID);
3509
3510 if (!isChildAgent)
3511 { 3586 {
3512 if (AttachmentsModule != null) 3587 isChildAgent = avatar.IsChildAgent;
3588
3589 m_log.DebugFormat(
3590 "[SCENE]: Removing {0} agent {1} {2} from {3}",
3591 (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
3592
3593 // Don't do this to root agents, it's not nice for the viewer
3594 if (closeChildAgents && isChildAgent)
3513 { 3595 {
3514 AttachmentsModule.DeRezAttachments(avatar); 3596 // Tell a single agent to disconnect from the region.
3597 IEventQueue eq = RequestModuleInterface<IEventQueue>();
3598 if (eq != null)
3599 {
3600 eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID);
3601 }
3602 else
3603 {
3604 avatar.ControllingClient.SendShutdownConnectionNotice();
3605 }
3515 } 3606 }
3516 3607
3517 ForEachClient( 3608 // Only applies to root agents.
3518 delegate(IClientAPI client) 3609 if (avatar.ParentID != 0)
3610 {
3611 avatar.StandUp();
3612 }
3613
3614 m_sceneGraph.removeUserCount(!isChildAgent);
3615
3616 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3617 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3618 if (closeChildAgents && CapsModule != null)
3619 CapsModule.RemoveCaps(agentID);
3620
3621// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3622// // this method is doing is HORRIBLE!!!
3623 // Commented pending deletion since this method no longer appears to do anything at all
3624// avatar.Scene.NeedSceneCacheClear(avatar.UUID);
3625
3626 if (closeChildAgents && !isChildAgent)
3627 {
3628 List<ulong> regions = avatar.KnownRegionHandles;
3629 regions.Remove(RegionInfo.RegionHandle);
3630 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3631 }
3632
3633 m_eventManager.TriggerClientClosed(agentID, this);
3634 m_eventManager.TriggerOnRemovePresence(agentID);
3635
3636 if (!isChildAgent)
3637 {
3638 if (AttachmentsModule != null)
3519 { 3639 {
3520 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3640 AttachmentsModule.DeRezAttachments(avatar);
3521 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); } 3641 }
3522 catch (NullReferenceException) { }
3523 });
3524 }
3525
3526 // It's possible for child agents to have transactions if changes are being made cross-border.
3527 if (AgentTransactionsModule != null)
3528 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3529 3642
3530 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3643 ForEachClient(
3531 m_log.Debug("[Scene] The avatar has left the building"); 3644 delegate(IClientAPI client)
3532 } 3645 {
3533 catch (Exception e) 3646 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3534 { 3647 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
3535 m_log.Error( 3648 catch (NullReferenceException) { }
3536 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); 3649 });
3537 } 3650 }
3538 finally
3539 {
3540 try
3541 {
3542 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3543 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3544 // the same cleanup exception continually.
3545 m_sceneGraph.RemoveScenePresence(agentID);
3546 m_clientManager.Remove(agentID);
3547 3651
3548 avatar.Close(); 3652 // It's possible for child agents to have transactions if changes are being made cross-border.
3653 if (AgentTransactionsModule != null)
3654 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3655 m_log.Debug("[Scene] The avatar has left the building");
3549 } 3656 }
3550 catch (Exception e) 3657 catch (Exception e)
3551 { 3658 {
3552 m_log.Error( 3659 m_log.Error(
3553 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e); 3660 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
3661 }
3662 finally
3663 {
3664 try
3665 {
3666 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3667 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3668 // the same cleanup exception continually.
3669 m_sceneGraph.RemoveScenePresence(agentID);
3670 m_clientManager.Remove(agentID);
3671
3672 avatar.Close();
3673 }
3674 catch (Exception e)
3675 {
3676 m_log.Error(
3677 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
3678 }
3554 } 3679 }
3555 } 3680 }
3556 3681
@@ -3609,11 +3734,9 @@ namespace OpenSim.Region.Framework.Scenes
3609 3734
3610 /// <summary> 3735 /// <summary>
3611 /// Do the work necessary to initiate a new user connection for a particular scene. 3736 /// Do the work necessary to initiate a new user connection for a particular scene.
3612 /// At the moment, this consists of setting up the caps infrastructure
3613 /// The return bool should allow for connections to be refused, but as not all calling paths
3614 /// take proper notice of it let, we allowed banned users in still.
3615 /// </summary> 3737 /// </summary>
3616 /// <param name="agent">CircuitData of the agent who is connecting</param> 3738 /// <param name="agent">CircuitData of the agent who is connecting</param>
3739 /// <param name="teleportFlags"></param>
3617 /// <param name="reason">Outputs the reason for the false response on this string</param> 3740 /// <param name="reason">Outputs the reason for the false response on this string</param>
3618 /// <returns>True if the region accepts this agent. False if it does not. False will 3741 /// <returns>True if the region accepts this agent. False if it does not. False will
3619 /// also return a reason.</returns> 3742 /// also return a reason.</returns>
@@ -3624,10 +3747,20 @@ namespace OpenSim.Region.Framework.Scenes
3624 3747
3625 /// <summary> 3748 /// <summary>
3626 /// Do the work necessary to initiate a new user connection for a particular scene. 3749 /// Do the work necessary to initiate a new user connection for a particular scene.
3627 /// At the moment, this consists of setting up the caps infrastructure 3750 /// </summary>
3751 /// <remarks>
3752 /// The return bool should allow for connections to be refused, but as not all calling paths
3753 /// take proper notice of it yet, we still allowed banned users in.
3754 ///
3755 /// At the moment this method consists of setting up the caps infrastructure
3628 /// The return bool should allow for connections to be refused, but as not all calling paths 3756 /// The return bool should allow for connections to be refused, but as not all calling paths
3629 /// take proper notice of it let, we allowed banned users in still. 3757 /// take proper notice of it let, we allowed banned users in still.
3630 /// </summary> 3758 ///
3759 /// This method is called by the login service (in the case of login) or another simulator (in the case of region
3760 /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection
3761 /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of
3762 /// the LLUDP stack).
3763 /// </remarks>
3631 /// <param name="agent">CircuitData of the agent who is connecting</param> 3764 /// <param name="agent">CircuitData of the agent who is connecting</param>
3632 /// <param name="reason">Outputs the reason for the false response on this string</param> 3765 /// <param name="reason">Outputs the reason for the false response on this string</param>
3633 /// <param name="requirePresenceLookup">True for normal presence. False for NPC 3766 /// <param name="requirePresenceLookup">True for normal presence. False for NPC
@@ -3726,83 +3859,86 @@ namespace OpenSim.Region.Framework.Scenes
3726 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3859 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3727 sp.Name, sp.UUID, RegionInfo.RegionName); 3860 sp.Name, sp.UUID, RegionInfo.RegionName);
3728 3861
3729 sp.ControllingClient.Close(); 3862 sp.ControllingClient.Close(true, true);
3730 sp = null; 3863 sp = null;
3731 } 3864 }
3732 3865
3733 3866 lock (agent)
3734 //On login test land permisions
3735 if (vialogin)
3736 { 3867 {
3737 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>(); 3868 //On login test land permisions
3738 if (cache != null) 3869 if (vialogin)
3739 cache.Remove(agent.firstname + " " + agent.lastname);
3740 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3741 { 3870 {
3742 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString()); 3871 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3743 return false; 3872 if (cache != null)
3873 cache.Remove(agent.firstname + " " + agent.lastname);
3874 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3875 {
3876 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3877 return false;
3878 }
3744 } 3879 }
3745 }
3746 3880
3747 if (sp == null) // We don't have an [child] agent here already 3881 if (sp == null) // We don't have an [child] agent here already
3748 {
3749 if (requirePresenceLookup)
3750 { 3882 {
3751 try 3883 if (requirePresenceLookup)
3752 { 3884 {
3753 if (!VerifyUserPresence(agent, out reason)) 3885 try
3886 {
3887 if (!VerifyUserPresence(agent, out reason))
3888 return false;
3889 } catch (Exception e)
3890 {
3891 m_log.ErrorFormat(
3892 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3754 return false; 3893 return false;
3755 } catch (Exception e) 3894 }
3895 }
3896
3897 try
3898 {
3899 // Always check estate if this is a login. Always
3900 // check if banned regions are to be blacked out.
3901 if (vialogin || (!m_seeIntoBannedRegion))
3902 {
3903 if (!AuthorizeUser(agent, out reason))
3904 return false;
3905 }
3906 }
3907 catch (Exception e)
3756 { 3908 {
3757 m_log.ErrorFormat( 3909 m_log.ErrorFormat(
3758 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3910 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3759 return false; 3911 return false;
3760 } 3912 }
3761 }
3762 3913
3763 try 3914 m_log.InfoFormat(
3764 { 3915 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3765 // Always check estate if this is a login. Always 3916 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3766 // check if banned regions are to be blacked out. 3917 agent.AgentID, agent.circuitcode);
3767 if (vialogin || (!m_seeIntoBannedRegion)) 3918
3919 if (CapsModule != null)
3768 { 3920 {
3769 if (!AuthorizeUser(agent, out reason)) 3921 CapsModule.SetAgentCapsSeeds(agent);
3770 return false; 3922 CapsModule.CreateCaps(agent.AgentID);
3771 } 3923 }
3772 } 3924 }
3773 catch (Exception e) 3925 else
3774 { 3926 {
3775 m_log.ErrorFormat( 3927 // Let the SP know how we got here. This has a lot of interesting
3776 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3928 // uses down the line.
3777 return false; 3929 sp.TeleportFlags = (TPFlags)teleportFlags;
3778 }
3779
3780 m_log.InfoFormat(
3781 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3782 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3783 agent.AgentID, agent.circuitcode);
3784 3930
3785 if (CapsModule != null) 3931 if (sp.IsChildAgent)
3786 { 3932 {
3787 CapsModule.SetAgentCapsSeeds(agent); 3933 m_log.DebugFormat(
3788 CapsModule.CreateCaps(agent.AgentID); 3934 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3789 } 3935 agent.AgentID, RegionInfo.RegionName);
3790 } else
3791 {
3792 // Let the SP know how we got here. This has a lot of interesting
3793 // uses down the line.
3794 sp.TeleportFlags = (TPFlags)teleportFlags;
3795 3936
3796 if (sp.IsChildAgent) 3937 sp.AdjustKnownSeeds();
3797 {
3798 m_log.DebugFormat(
3799 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3800 agent.AgentID, RegionInfo.RegionName);
3801 3938
3802 sp.AdjustKnownSeeds(); 3939 if (CapsModule != null)
3803 3940 CapsModule.SetAgentCapsSeeds(agent);
3804 if (CapsModule != null) 3941 }
3805 CapsModule.SetAgentCapsSeeds(agent);
3806 } 3942 }
3807 } 3943 }
3808 3944
@@ -4233,8 +4369,9 @@ namespace OpenSim.Region.Framework.Scenes
4233 return false; 4369 return false;
4234 } 4370 }
4235 4371
4236 // We have to wait until the viewer contacts this region after receiving EAC. 4372 // We have to wait until the viewer contacts this region
4237 // That calls AddNewClient, which finally creates the ScenePresence 4373 // after receiving the EnableSimulator HTTP Event Queue message. This triggers the viewer to send
4374 // a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
4238 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 4375 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
4239 4376
4240 if (childAgentUpdate != null) 4377 if (childAgentUpdate != null)
@@ -4329,15 +4466,18 @@ namespace OpenSim.Region.Framework.Scenes
4329 /// Tell a single agent to disconnect from the region. 4466 /// Tell a single agent to disconnect from the region.
4330 /// </summary> 4467 /// </summary>
4331 /// <param name="agentID"></param> 4468 /// <param name="agentID"></param>
4332 /// <param name="childOnly"></param> 4469 /// <param name="force">
4333 public bool IncomingCloseAgent(UUID agentID, bool childOnly) 4470 /// Force the agent to close even if it might be in the middle of some other operation. You do not want to
4471 /// force unless you are absolutely sure that the agent is dead and a normal close is not working.
4472 /// </param>
4473 public bool IncomingCloseAgent(UUID agentID, bool force)
4334 { 4474 {
4335 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4475 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4336 4476
4337 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4477 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4338 if (presence != null) 4478 if (presence != null)
4339 { 4479 {
4340 presence.ControllingClient.Close(false); 4480 presence.ControllingClient.Close(force, force);
4341 return true; 4481 return true;
4342 } 4482 }
4343 4483
@@ -4543,6 +4683,16 @@ namespace OpenSim.Region.Framework.Scenes
4543 return LandChannel.GetLandObject(x, y).LandData; 4683 return LandChannel.GetLandObject(x, y).LandData;
4544 } 4684 }
4545 4685
4686 /// <summary>
4687 /// Get LandData by position.
4688 /// </summary>
4689 /// <param name="pos"></param>
4690 /// <returns></returns>
4691 public LandData GetLandData(Vector3 pos)
4692 {
4693 return GetLandData(pos.X, pos.Y);
4694 }
4695
4546 public LandData GetLandData(uint x, uint y) 4696 public LandData GetLandData(uint x, uint y)
4547 { 4697 {
4548 m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); 4698 m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
@@ -4773,13 +4923,24 @@ namespace OpenSim.Region.Framework.Scenes
4773 /// Get a group via its UUID 4923 /// Get a group via its UUID
4774 /// </summary> 4924 /// </summary>
4775 /// <param name="fullID"></param> 4925 /// <param name="fullID"></param>
4776 /// <returns>null if no group with that name exists</returns> 4926 /// <returns>null if no group with that id exists</returns>
4777 public SceneObjectGroup GetSceneObjectGroup(UUID fullID) 4927 public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
4778 { 4928 {
4779 return m_sceneGraph.GetSceneObjectGroup(fullID); 4929 return m_sceneGraph.GetSceneObjectGroup(fullID);
4780 } 4930 }
4781 4931
4782 /// <summary> 4932 /// <summary>
4933 /// Get a group via its local ID
4934 /// </summary>
4935 /// <remarks>This will only return a group if the local ID matches a root part</remarks>
4936 /// <param name="localID"></param>
4937 /// <returns>null if no group with that id exists</returns>
4938 public SceneObjectGroup GetSceneObjectGroup(uint localID)
4939 {
4940 return m_sceneGraph.GetSceneObjectGroup(localID);
4941 }
4942
4943 /// <summary>
4783 /// Get a group by name from the scene (will return the first 4944 /// Get a group by name from the scene (will return the first
4784 /// found, if there are more than one prim with the same name) 4945 /// found, if there are more than one prim with the same name)
4785 /// </summary> 4946 /// </summary>
@@ -4791,6 +4952,18 @@ namespace OpenSim.Region.Framework.Scenes
4791 } 4952 }
4792 4953
4793 /// <summary> 4954 /// <summary>
4955 /// Attempt to get the SOG via its UUID
4956 /// </summary>
4957 /// <param name="fullID"></param>
4958 /// <param name="sog"></param>
4959 /// <returns></returns>
4960 public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
4961 {
4962 sog = GetSceneObjectGroup(fullID);
4963 return sog != null;
4964 }
4965
4966 /// <summary>
4794 /// Get a prim by name from the scene (will return the first 4967 /// Get a prim by name from the scene (will return the first
4795 /// found, if there are more than one prim with the same name) 4968 /// found, if there are more than one prim with the same name)
4796 /// </summary> 4969 /// </summary>
@@ -4822,6 +4995,18 @@ namespace OpenSim.Region.Framework.Scenes
4822 } 4995 }
4823 4996
4824 /// <summary> 4997 /// <summary>
4998 /// Attempt to get a prim via its UUID
4999 /// </summary>
5000 /// <param name="fullID"></param>
5001 /// <param name="sop"></param>
5002 /// <returns></returns>
5003 public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
5004 {
5005 sop = GetSceneObjectPart(fullID);
5006 return sop != null;
5007 }
5008
5009 /// <summary>
4825 /// Get a scene object group that contains the prim with the given local id 5010 /// Get a scene object group that contains the prim with the given local id
4826 /// </summary> 5011 /// </summary>
4827 /// <param name="localID"></param> 5012 /// <param name="localID"></param>
@@ -4915,14 +5100,15 @@ namespace OpenSim.Region.Framework.Scenes
4915 client.SendRegionHandle(regionID, handle); 5100 client.SendRegionHandle(regionID, handle);
4916 } 5101 }
4917 5102
4918 public bool NeedSceneCacheClear(UUID agentID) 5103// Commented pending deletion since this method no longer appears to do anything at all
4919 { 5104// public bool NeedSceneCacheClear(UUID agentID)
4920 IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); 5105// {
4921 if (inv == null) 5106// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
4922 return true; 5107// if (inv == null)
4923 5108// return true;
4924 return inv.NeedSceneCacheClear(agentID, this); 5109//
4925 } 5110// return inv.NeedSceneCacheClear(agentID, this);
5111// }
4926 5112
4927 public void CleanTempObjects() 5113 public void CleanTempObjects()
4928 { 5114 {
@@ -5876,6 +6062,9 @@ Environment.Exit(1);
5876 6062
5877 public string GetExtraSetting(string name) 6063 public string GetExtraSetting(string name)
5878 { 6064 {
6065 if (m_extraSettings == null)
6066 return String.Empty;
6067
5879 string val; 6068 string val;
5880 6069
5881 if (!m_extraSettings.TryGetValue(name, out val)) 6070 if (!m_extraSettings.TryGetValue(name, out val))
@@ -5886,6 +6075,9 @@ Environment.Exit(1);
5886 6075
5887 public void StoreExtraSetting(string name, string val) 6076 public void StoreExtraSetting(string name, string val)
5888 { 6077 {
6078 if (m_extraSettings == null)
6079 return;
6080
5889 string oldVal; 6081 string oldVal;
5890 6082
5891 if (m_extraSettings.TryGetValue(name, out oldVal)) 6083 if (m_extraSettings.TryGetValue(name, out oldVal))
@@ -5903,6 +6095,9 @@ Environment.Exit(1);
5903 6095
5904 public void RemoveExtraSetting(string name) 6096 public void RemoveExtraSetting(string name)
5905 { 6097 {
6098 if (m_extraSettings == null)
6099 return;
6100
5906 if (!m_extraSettings.ContainsKey(name)) 6101 if (!m_extraSettings.ContainsKey(name))
5907 return; 6102 return;
5908 6103
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index af13b46..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -342,7 +342,7 @@ namespace OpenSim.Region.Framework.Scenes
342 public bool AddNewSceneObject( 342 public bool AddNewSceneObject(
343 SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) 343 SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
344 { 344 {
345 AddNewSceneObject(sceneObject, true, false); 345 AddNewSceneObject(sceneObject, attachToBackup, false);
346 346
347 if (pos != null) 347 if (pos != null)
348 sceneObject.AbsolutePosition = (Vector3)pos; 348 sceneObject.AbsolutePosition = (Vector3)pos;
@@ -421,12 +421,9 @@ namespace OpenSim.Region.Framework.Scenes
421 { 421 {
422 Vector3 scale = part.Shape.Scale; 422 Vector3 scale = part.Shape.Scale;
423 423
424 if (scale.X > m_parentScene.m_maxNonphys) 424 scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
425 scale.X = m_parentScene.m_maxNonphys; 425 scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
426 if (scale.Y > m_parentScene.m_maxNonphys) 426 scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
427 scale.Y = m_parentScene.m_maxNonphys;
428 if (scale.Z > m_parentScene.m_maxNonphys)
429 scale.Z = m_parentScene.m_maxNonphys;
430 427
431 part.Shape.Scale = scale; 428 part.Shape.Scale = scale;
432 } 429 }
@@ -1066,6 +1063,30 @@ namespace OpenSim.Region.Framework.Scenes
1066 } 1063 }
1067 1064
1068 /// <summary> 1065 /// <summary>
1066 /// Get a group in the scene
1067 /// </summary>
1068 /// <remarks>
1069 /// This will only return a group if the local ID matches the root part, not other parts.
1070 /// </remarks>
1071 /// <param name="localID">Local id of the root part of the group</param>
1072 /// <returns>null if no such group was found</returns>
1073 protected internal SceneObjectGroup GetSceneObjectGroup(uint localID)
1074 {
1075 lock (SceneObjectGroupsByLocalPartID)
1076 {
1077 if (SceneObjectGroupsByLocalPartID.ContainsKey(localID))
1078 {
1079 SceneObjectGroup so = SceneObjectGroupsByLocalPartID[localID];
1080
1081 if (so.LocalId == localID)
1082 return so;
1083 }
1084 }
1085
1086 return null;
1087 }
1088
1089 /// <summary>
1069 /// Get a group by name from the scene (will return the first 1090 /// Get a group by name from the scene (will return the first
1070 /// found, if there are more than one prim with the same name) 1091 /// found, if there are more than one prim with the same name)
1071 /// </summary> 1092 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index f1b09ca..dba3a61 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -92,7 +92,11 @@ namespace OpenSim.Region.Framework.Scenes
92 private static SceneManager m_instance = null; 92 private static SceneManager m_instance = null;
93 public static SceneManager Instance 93 public static SceneManager Instance
94 { 94 {
95 get { return m_instance; } 95 get {
96 if (m_instance == null)
97 m_instance = new SceneManager();
98 return m_instance;
99 }
96 } 100 }
97 101
98 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ee61de6..74d2629 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2747,6 +2747,25 @@ namespace OpenSim.Region.Framework.Scenes
2747 if (objectGroup == this) 2747 if (objectGroup == this)
2748 return; 2748 return;
2749 2749
2750 // If the configured linkset capacity is greater than zero,
2751 // and the new linkset would have a prim count higher than this
2752 // value, do not link it.
2753 if (m_scene.m_linksetCapacity > 0 &&
2754 (PrimCount + objectGroup.PrimCount) >
2755 m_scene.m_linksetCapacity)
2756 {
2757 m_log.DebugFormat(
2758 "[SCENE OBJECT GROUP]: Cannot link group with root" +
2759 " part {0}, {1} ({2} prims) to group with root part" +
2760 " {3}, {4} ({5} prims) because the new linkset" +
2761 " would exceed the configured maximum of {6}",
2762 objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
2763 objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
2764 PrimCount, m_scene.m_linksetCapacity);
2765
2766 return;
2767 }
2768
2750 // 'linkPart' == the root of the group being linked into this group 2769 // 'linkPart' == the root of the group being linked into this group
2751 SceneObjectPart linkPart = objectGroup.m_rootPart; 2770 SceneObjectPart linkPart = objectGroup.m_rootPart;
2752 2771
@@ -3492,27 +3511,33 @@ namespace OpenSim.Region.Framework.Scenes
3492 /// <param name="scale"></param> 3511 /// <param name="scale"></param>
3493 public void GroupResize(Vector3 scale) 3512 public void GroupResize(Vector3 scale)
3494 { 3513 {
3495 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3514// m_log.DebugFormat(
3496 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3515// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
3497 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
3498 3516
3499 PhysicsActor pa = m_rootPart.PhysActor; 3517 PhysicsActor pa = m_rootPart.PhysActor;
3500 3518
3501 if (pa != null && pa.IsPhysical) 3519 if (Scene != null)
3502 { 3520 {
3503 scale.X = Math.Min(scale.X, Scene.m_maxPhys); 3521 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
3504 scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); 3522 scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
3505 scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); 3523 scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
3524
3525 if (pa != null && pa.IsPhysical)
3526 {
3527 scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
3528 scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
3529 scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
3530 }
3506 } 3531 }
3507 3532
3508 float x = (scale.X / RootPart.Scale.X); 3533 float x = (scale.X / RootPart.Scale.X);
3509 float y = (scale.Y / RootPart.Scale.Y); 3534 float y = (scale.Y / RootPart.Scale.Y);
3510 float z = (scale.Z / RootPart.Scale.Z); 3535 float z = (scale.Z / RootPart.Scale.Z);
3511 3536
3512 SceneObjectPart[] parts; 3537 SceneObjectPart[] parts = m_parts.GetArray();
3513 if (x > 1.0f || y > 1.0f || z > 1.0f) 3538
3539 if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f))
3514 { 3540 {
3515 parts = m_parts.GetArray();
3516 for (int i = 0; i < parts.Length; i++) 3541 for (int i = 0; i < parts.Length; i++)
3517 { 3542 {
3518 SceneObjectPart obPart = parts[i]; 3543 SceneObjectPart obPart = parts[i];
@@ -3525,7 +3550,7 @@ namespace OpenSim.Region.Framework.Scenes
3525 3550
3526 if (pa != null && pa.IsPhysical) 3551 if (pa != null && pa.IsPhysical)
3527 { 3552 {
3528 if (oldSize.X * x > m_scene.m_maxPhys) 3553 if (oldSize.X * x > Scene.m_maxPhys)
3529 { 3554 {
3530 f = m_scene.m_maxPhys / oldSize.X; 3555 f = m_scene.m_maxPhys / oldSize.X;
3531 a = f / x; 3556 a = f / x;
@@ -3533,8 +3558,16 @@ namespace OpenSim.Region.Framework.Scenes
3533 y *= a; 3558 y *= a;
3534 z *= a; 3559 z *= a;
3535 } 3560 }
3561 else if (oldSize.X * x < Scene.m_minPhys)
3562 {
3563 f = m_scene.m_minPhys / oldSize.X;
3564 a = f / x;
3565 x *= a;
3566 y *= a;
3567 z *= a;
3568 }
3536 3569
3537 if (oldSize.Y * y > m_scene.m_maxPhys) 3570 if (oldSize.Y * y > Scene.m_maxPhys)
3538 { 3571 {
3539 f = m_scene.m_maxPhys / oldSize.Y; 3572 f = m_scene.m_maxPhys / oldSize.Y;
3540 a = f / y; 3573 a = f / y;
@@ -3542,8 +3575,16 @@ namespace OpenSim.Region.Framework.Scenes
3542 y *= a; 3575 y *= a;
3543 z *= a; 3576 z *= a;
3544 } 3577 }
3578 else if (oldSize.Y * y < Scene.m_minPhys)
3579 {
3580 f = m_scene.m_minPhys / oldSize.Y;
3581 a = f / y;
3582 x *= a;
3583 y *= a;
3584 z *= a;
3585 }
3545 3586
3546 if (oldSize.Z * z > m_scene.m_maxPhys) 3587 if (oldSize.Z * z > Scene.m_maxPhys)
3547 { 3588 {
3548 f = m_scene.m_maxPhys / oldSize.Z; 3589 f = m_scene.m_maxPhys / oldSize.Z;
3549 a = f / z; 3590 a = f / z;
@@ -3551,10 +3592,18 @@ namespace OpenSim.Region.Framework.Scenes
3551 y *= a; 3592 y *= a;
3552 z *= a; 3593 z *= a;
3553 } 3594 }
3595 else if (oldSize.Z * z < Scene.m_minPhys)
3596 {
3597 f = m_scene.m_minPhys / oldSize.Z;
3598 a = f / z;
3599 x *= a;
3600 y *= a;
3601 z *= a;
3602 }
3554 } 3603 }
3555 else 3604 else
3556 { 3605 {
3557 if (oldSize.X * x > m_scene.m_maxNonphys) 3606 if (oldSize.X * x > Scene.m_maxNonphys)
3558 { 3607 {
3559 f = m_scene.m_maxNonphys / oldSize.X; 3608 f = m_scene.m_maxNonphys / oldSize.X;
3560 a = f / x; 3609 a = f / x;
@@ -3562,8 +3611,16 @@ namespace OpenSim.Region.Framework.Scenes
3562 y *= a; 3611 y *= a;
3563 z *= a; 3612 z *= a;
3564 } 3613 }
3614 else if (oldSize.X * x < Scene.m_minNonphys)
3615 {
3616 f = m_scene.m_minNonphys / oldSize.X;
3617 a = f / x;
3618 x *= a;
3619 y *= a;
3620 z *= a;
3621 }
3565 3622
3566 if (oldSize.Y * y > m_scene.m_maxNonphys) 3623 if (oldSize.Y * y > Scene.m_maxNonphys)
3567 { 3624 {
3568 f = m_scene.m_maxNonphys / oldSize.Y; 3625 f = m_scene.m_maxNonphys / oldSize.Y;
3569 a = f / y; 3626 a = f / y;
@@ -3571,8 +3628,16 @@ namespace OpenSim.Region.Framework.Scenes
3571 y *= a; 3628 y *= a;
3572 z *= a; 3629 z *= a;
3573 } 3630 }
3631 else if (oldSize.Y * y < Scene.m_minNonphys)
3632 {
3633 f = m_scene.m_minNonphys / oldSize.Y;
3634 a = f / y;
3635 x *= a;
3636 y *= a;
3637 z *= a;
3638 }
3574 3639
3575 if (oldSize.Z * z > m_scene.m_maxNonphys) 3640 if (oldSize.Z * z > Scene.m_maxNonphys)
3576 { 3641 {
3577 f = m_scene.m_maxNonphys / oldSize.Z; 3642 f = m_scene.m_maxNonphys / oldSize.Z;
3578 a = f / z; 3643 a = f / z;
@@ -3580,6 +3645,14 @@ namespace OpenSim.Region.Framework.Scenes
3580 y *= a; 3645 y *= a;
3581 z *= a; 3646 z *= a;
3582 } 3647 }
3648 else if (oldSize.Z * z < Scene.m_minNonphys)
3649 {
3650 f = m_scene.m_minNonphys / oldSize.Z;
3651 a = f / z;
3652 x *= a;
3653 y *= a;
3654 z *= a;
3655 }
3583 } 3656 }
3584 } 3657 }
3585 } 3658 }
@@ -3592,7 +3665,6 @@ namespace OpenSim.Region.Framework.Scenes
3592 3665
3593 RootPart.Resize(prevScale); 3666 RootPart.Resize(prevScale);
3594 3667
3595 parts = m_parts.GetArray();
3596 for (int i = 0; i < parts.Length; i++) 3668 for (int i = 0; i < parts.Length; i++)
3597 { 3669 {
3598 SceneObjectPart obPart = parts[i]; 3670 SceneObjectPart obPart = parts[i];
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 165dd85..2191cfa 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -790,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
790 } 790 }
791 catch (Exception e) 791 catch (Exception e)
792 { 792 {
793 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 793 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
794 } 794 }
795 } 795 }
796 } 796 }
@@ -2864,6 +2864,35 @@ namespace OpenSim.Region.Framework.Scenes
2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2865 } 2865 }
2866 2866
2867 // The Collision sounds code calls this
2868 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2869 {
2870 if (soundID == UUID.Zero)
2871 return;
2872
2873 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2874 if (soundModule == null)
2875 return;
2876
2877 if (volume > 1)
2878 volume = 1;
2879 if (volume < 0)
2880 volume = 0;
2881
2882 int now = Util.EnvironmentTickCount();
2883 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2884 return;
2885
2886 LastColSoundSentTime = now;
2887
2888 UUID ownerID = OwnerID;
2889 UUID objectID = ParentGroup.RootPart.UUID;
2890 UUID parentID = ParentGroup.UUID;
2891 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2892
2893 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2894 }
2895
2867 public void PhysicsOutOfBounds(Vector3 pos) 2896 public void PhysicsOutOfBounds(Vector3 pos)
2868 { 2897 {
2869 m_log.Error("[PHYSICS]: Physical Object went out of bounds."); 2898 m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
@@ -2895,38 +2924,6 @@ namespace OpenSim.Region.Framework.Scenes
2895 ScheduleTerseUpdate(); 2924 ScheduleTerseUpdate();
2896 } 2925 }
2897 2926
2898 public void PreloadSound(string sound)
2899 {
2900 // UUID ownerID = OwnerID;
2901 UUID objectID = ParentGroup.RootPart.UUID;
2902 UUID soundID = UUID.Zero;
2903
2904 if (!UUID.TryParse(sound, out soundID))
2905 {
2906 //Trys to fetch sound id from prim's inventory.
2907 //Prim's inventory doesn't support non script items yet
2908
2909 TaskInventory.LockItemsForRead(true);
2910
2911 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2912 {
2913 if (item.Value.Name == sound)
2914 {
2915 soundID = item.Value.ItemID;
2916 break;
2917 }
2918 }
2919
2920 TaskInventory.LockItemsForRead(false);
2921 }
2922
2923 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
2924 {
2925 if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
2926 sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
2927 });
2928 }
2929
2930 public void RemFlag(PrimFlags flag) 2927 public void RemFlag(PrimFlags flag)
2931 { 2928 {
2932 // PrimFlags prevflag = Flags; 2929 // PrimFlags prevflag = Flags;
@@ -2979,17 +2976,20 @@ namespace OpenSim.Region.Framework.Scenes
2979 /// <param name="scale"></param> 2976 /// <param name="scale"></param>
2980 public void Resize(Vector3 scale) 2977 public void Resize(Vector3 scale)
2981 { 2978 {
2982 scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys);
2983 scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
2984 scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
2985
2986 PhysicsActor pa = PhysActor; 2979 PhysicsActor pa = PhysActor;
2987 2980
2988 if (pa != null && pa.IsPhysical) 2981 if (ParentGroup.Scene != null)
2989 { 2982 {
2990 scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); 2983 scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
2991 scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); 2984 scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
2992 scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); 2985 scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
2986
2987 if (pa != null && pa.IsPhysical)
2988 {
2989 scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
2990 scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
2991 scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
2992 }
2993 } 2993 }
2994 2994
2995// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); 2995// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
@@ -3086,7 +3086,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 // UUID, Name, TimeStampFull); 3086 // UUID, Name, TimeStampFull);
3087 3087
3088 if (ParentGroup.Scene != null) 3088 if (ParentGroup.Scene != null)
3089 ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this); 3089 ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
3090 } 3090 }
3091 3091
3092 /// <summary> 3092 /// <summary>
@@ -3120,7 +3120,7 @@ namespace OpenSim.Region.Framework.Scenes
3120 } 3120 }
3121 3121
3122 if (ParentGroup.Scene != null) 3122 if (ParentGroup.Scene != null)
3123 ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this); 3123 ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
3124 } 3124 }
3125 3125
3126 public void ScriptSetPhysicsStatus(bool UsePhysics) 3126 public void ScriptSetPhysicsStatus(bool UsePhysics)
@@ -3295,126 +3295,6 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3295 }
3296 3296
3297 /// <summary> 3297 /// <summary>
3298 /// Trigger or play an attached sound in this part's inventory.
3299 /// </summary>
3300 /// <param name="sound"></param>
3301 /// <param name="volume"></param>
3302 /// <param name="triggered"></param>
3303 /// <param name="flags"></param>
3304 public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
3305 {
3306 if (volume > 1)
3307 volume = 1;
3308 if (volume < 0)
3309 volume = 0;
3310
3311 UUID ownerID = OwnerID;
3312 UUID objectID = ParentGroup.RootPart.UUID;
3313 UUID parentID = ParentGroup.UUID;
3314
3315 UUID soundID = UUID.Zero;
3316 Vector3 position = AbsolutePosition; // region local
3317 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3318
3319 if (!UUID.TryParse(sound, out soundID))
3320 {
3321 // search sound file from inventory
3322 TaskInventory.LockItemsForRead(true);
3323 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3324 {
3325 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3326 {
3327 soundID = item.Value.ItemID;
3328 break;
3329 }
3330 }
3331 TaskInventory.LockItemsForRead(false);
3332 }
3333
3334 if (soundID == UUID.Zero)
3335 return;
3336
3337 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3338 if (soundModule != null)
3339 {
3340 if (useMaster)
3341 {
3342 if (isMaster)
3343 {
3344 if (triggered)
3345 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3346 else
3347 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3348 ParentGroup.PlaySoundMasterPrim = this;
3349 ownerID = OwnerID;
3350 objectID = ParentGroup.RootPart.UUID;
3351 parentID = ParentGroup.UUID;
3352 position = AbsolutePosition; // region local
3353 regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3354 if (triggered)
3355 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3356 else
3357 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3358 foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
3359 {
3360 ownerID = prim.OwnerID;
3361 objectID = prim.ParentGroup.RootPart.UUID;
3362 parentID = prim.ParentGroup.UUID;
3363 position = prim.AbsolutePosition; // region local
3364 regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
3365 if (triggered)
3366 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3367 else
3368 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3369 }
3370 ParentGroup.PlaySoundSlavePrims.Clear();
3371 ParentGroup.PlaySoundMasterPrim = null;
3372 }
3373 else
3374 {
3375 ParentGroup.PlaySoundSlavePrims.Add(this);
3376 }
3377 }
3378 else
3379 {
3380 if (triggered)
3381 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3382 else
3383 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3384 }
3385 }
3386 }
3387
3388 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3389 {
3390 if (soundID == UUID.Zero)
3391 return;
3392
3393 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3394 if (soundModule == null)
3395 return;
3396
3397 if (volume > 1)
3398 volume = 1;
3399 if (volume < 0)
3400 volume = 0;
3401
3402 int now = Util.EnvironmentTickCount();
3403 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3404 return;
3405
3406 LastColSoundSentTime = now;
3407
3408 UUID ownerID = OwnerID;
3409 UUID objectID = ParentGroup.RootPart.UUID;
3410 UUID parentID = ParentGroup.UUID;
3411 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3412
3413 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3414 }
3415
3416
3417 /// <summary>
3418 /// Send a terse update to all clients 3298 /// Send a terse update to all clients
3419 /// </summary> 3299 /// </summary>
3420 public void SendTerseUpdateToAllClients() 3300 public void SendTerseUpdateToAllClients()
@@ -3575,23 +3455,32 @@ namespace OpenSim.Region.Framework.Scenes
3575 } 3455 }
3576 3456
3577 /// <summary> 3457 /// <summary>
3578 /// Set the color of prim faces 3458 /// Set the color & alpha of prim faces
3579 /// </summary> 3459 /// </summary>
3580 /// <param name="color"></param>
3581 /// <param name="face"></param> 3460 /// <param name="face"></param>
3582 public void SetFaceColor(Vector3 color, int face) 3461 /// <param name="color"></param>
3462 /// <param name="alpha"></param>
3463 public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
3583 { 3464 {
3465 Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
3466 float clippedAlpha = alpha.HasValue ?
3467 Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
3468
3584 // The only way to get a deep copy/ If we don't do this, we can 3469 // The only way to get a deep copy/ If we don't do this, we can
3585 // mever detect color changes further down. 3470 // never detect color changes further down.
3586 Byte[] buf = Shape.Textures.GetBytes(); 3471 Byte[] buf = Shape.Textures.GetBytes();
3587 Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length); 3472 Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
3588 Color4 texcolor; 3473 Color4 texcolor;
3589 if (face >= 0 && face < GetNumberOfSides()) 3474 if (face >= 0 && face < GetNumberOfSides())
3590 { 3475 {
3591 texcolor = tex.CreateFace((uint)face).RGBA; 3476 texcolor = tex.CreateFace((uint)face).RGBA;
3592 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 3477 texcolor.R = clippedColor.X;
3593 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 3478 texcolor.G = clippedColor.Y;
3594 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 3479 texcolor.B = clippedColor.Z;
3480 if (alpha.HasValue)
3481 {
3482 texcolor.A = clippedAlpha;
3483 }
3595 tex.FaceTextures[face].RGBA = texcolor; 3484 tex.FaceTextures[face].RGBA = texcolor;
3596 UpdateTextureEntry(tex.GetBytes()); 3485 UpdateTextureEntry(tex.GetBytes());
3597 return; 3486 return;
@@ -3603,15 +3492,23 @@ namespace OpenSim.Region.Framework.Scenes
3603 if (tex.FaceTextures[i] != null) 3492 if (tex.FaceTextures[i] != null)
3604 { 3493 {
3605 texcolor = tex.FaceTextures[i].RGBA; 3494 texcolor = tex.FaceTextures[i].RGBA;
3606 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 3495 texcolor.R = clippedColor.X;
3607 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 3496 texcolor.G = clippedColor.Y;
3608 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 3497 texcolor.B = clippedColor.Z;
3498 if (alpha.HasValue)
3499 {
3500 texcolor.A = clippedAlpha;
3501 }
3609 tex.FaceTextures[i].RGBA = texcolor; 3502 tex.FaceTextures[i].RGBA = texcolor;
3610 } 3503 }
3611 texcolor = tex.DefaultTexture.RGBA; 3504 texcolor = tex.DefaultTexture.RGBA;
3612 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 3505 texcolor.R = clippedColor.X;
3613 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 3506 texcolor.G = clippedColor.Y;
3614 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 3507 texcolor.B = clippedColor.Z;
3508 if (alpha.HasValue)
3509 {
3510 texcolor.A = clippedAlpha;
3511 }
3615 tex.DefaultTexture.RGBA = texcolor; 3512 tex.DefaultTexture.RGBA = texcolor;
3616 } 3513 }
3617 UpdateTextureEntry(tex.GetBytes()); 3514 UpdateTextureEntry(tex.GetBytes());
@@ -4899,6 +4796,57 @@ namespace OpenSim.Region.Framework.Scenes
4899 ScheduleFullUpdate(); 4796 ScheduleFullUpdate();
4900 } 4797 }
4901 4798
4799 public void UpdateSlice(float begin, float end)
4800 {
4801 if (end < begin)
4802 {
4803 float temp = begin;
4804 begin = end;
4805 end = temp;
4806 }
4807 end = Math.Min(1f, Math.Max(0f, end));
4808 begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
4809 if (begin < 0.02f && end < 0.02f)
4810 {
4811 begin = 0f;
4812 end = 0.02f;
4813 }
4814
4815 ushort uBegin = (ushort)(50000.0 * begin);
4816 ushort uEnd = (ushort)(50000.0 * (1f - end));
4817 bool updatePossiblyNeeded = false;
4818 PrimType primType = GetPrimType();
4819 if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
4820 {
4821 if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
4822 {
4823 m_shape.ProfileBegin = uBegin;
4824 m_shape.ProfileEnd = uEnd;
4825 updatePossiblyNeeded = true;
4826 }
4827 }
4828 else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
4829 {
4830 m_shape.PathBegin = uBegin;
4831 m_shape.PathEnd = uEnd;
4832 updatePossiblyNeeded = true;
4833 }
4834
4835 if (updatePossiblyNeeded && ParentGroup != null)
4836 {
4837 ParentGroup.HasGroupChanged = true;
4838 }
4839 if (updatePossiblyNeeded && PhysActor != null)
4840 {
4841 PhysActor.Shape = m_shape;
4842 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
4843 }
4844 if (updatePossiblyNeeded)
4845 {
4846 ScheduleFullUpdate();
4847 }
4848 }
4849
4902 /// <summary> 4850 /// <summary>
4903 /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics 4851 /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
4904 /// engine can use it. 4852 /// engine can use it.
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index e010864..3a9a146 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -97,6 +97,15 @@ namespace OpenSim.Region.Framework.Scenes
97 QueryScriptStates(); 97 QueryScriptStates();
98 } 98 }
99 } 99 }
100
101 public int Count
102 {
103 get
104 {
105 lock (m_items)
106 return m_items.Count;
107 }
108 }
100 109
101 /// <summary> 110 /// <summary>
102 /// Constructor 111 /// Constructor
@@ -235,31 +244,52 @@ namespace OpenSim.Region.Framework.Scenes
235 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
236 return; 245 return;
237 246
238 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
239 if (engines == null) // No engine at all
240 return;
241
242 Items.LockItemsForRead(true); 247 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values) 248 foreach (TaskInventoryItem item in Items.Values)
244 { 249 {
245 if (item.InvType == (int)InventoryType.LSL) 250 if (item.InvType == (int)InventoryType.LSL)
246 { 251 {
247 foreach (IScriptModule e in engines) 252 bool running;
248 { 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
249 bool running; 254 item.ScriptRunning = running;
250
251 if (e.HasScript(item.ItemID, out running))
252 {
253 item.ScriptRunning = running;
254 break;
255 }
256 }
257 } 255 }
258 } 256 }
259 257
260 Items.LockItemsForRead(false); 258 Items.LockItemsForRead(false);
261 } 259 }
262 260
261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
262 {
263 running = false;
264
265 TaskInventoryItem item = GetInventoryItem(itemId);
266
267 if (item == null)
268 return false;
269
270 return TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running);
271 }
272
273 public static bool TryGetScriptInstanceRunning(Scene scene, TaskInventoryItem item, out bool running)
274 {
275 running = false;
276
277 if (item.InvType != (int)InventoryType.LSL)
278 return false;
279
280 IScriptModule[] engines = scene.RequestModuleInterfaces<IScriptModule>();
281 if (engines == null) // No engine at all
282 return false;
283
284 foreach (IScriptModule e in engines)
285 {
286 if (e.HasScript(item.ItemID, out running))
287 return true;
288 }
289
290 return false;
291 }
292
263 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 293 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
264 { 294 {
265 int scriptsValidForStarting = 0; 295 int scriptsValidForStarting = 0;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a8aa551..2c18397 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -69,14 +69,15 @@ namespace OpenSim.Region.Framework.Scenes
69 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
70 } 70 }
71 71
72 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 72 public delegate void SendCoarseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
73 73
74 public class ScenePresence : EntityBase, IScenePresence 74 public class ScenePresence : EntityBase, IScenePresence
75 { 75 {
76// ~ScenePresence() 76// ~ScenePresence()
77// { 77// {
78// m_log.Debug("[SCENE PRESENCE] Destructor called"); 78// m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name);
79// } 79// }
80
80 private void TriggerScenePresenceUpdated() 81 private void TriggerScenePresenceUpdated()
81 { 82 {
82 if (m_scene != null) 83 if (m_scene != null)
@@ -188,7 +189,7 @@ namespace OpenSim.Region.Framework.Scenes
188 /// </summary> 189 /// </summary>
189 public bool SitGround { get; private set; } 190 public bool SitGround { get; private set; }
190 191
191 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 192 private SendCoarseLocationsMethod m_sendCoarseLocationsMethod;
192 193
193 //private Vector3 m_requestedSitOffset = new Vector3(); 194 //private Vector3 m_requestedSitOffset = new Vector3();
194 195
@@ -546,7 +547,7 @@ namespace OpenSim.Region.Framework.Scenes
546 { 547 {
547 try 548 try
548 { 549 {
549 PhysicsActor.Velocity = value; 550 PhysicsActor.TargetVelocity = value;
550 } 551 }
551 catch (Exception e) 552 catch (Exception e)
552 { 553 {
@@ -711,7 +712,7 @@ namespace OpenSim.Region.Framework.Scenes
711 AttachmentsSyncLock = new Object(); 712 AttachmentsSyncLock = new Object();
712 AllowMovement = true; 713 AllowMovement = true;
713 IsChildAgent = true; 714 IsChildAgent = true;
714 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 715 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
715 Animator = new ScenePresenceAnimator(this); 716 Animator = new ScenePresenceAnimator(this);
716 PresenceType = type; 717 PresenceType = type;
717 DrawDistance = world.DefaultDrawDistance; 718 DrawDistance = world.DefaultDrawDistance;
@@ -974,7 +975,9 @@ namespace OpenSim.Region.Framework.Scenes
974 { 975 {
975 if (wasChild && HasAttachments()) 976 if (wasChild && HasAttachments())
976 { 977 {
977 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 978 m_log.DebugFormat(
979 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
980
978 // Resume scripts 981 // Resume scripts
979 Util.FireAndForget(delegate(object x) { 982 Util.FireAndForget(delegate(object x) {
980 foreach (SceneObjectGroup sog in m_attachments) 983 foreach (SceneObjectGroup sog in m_attachments)
@@ -1530,17 +1533,22 @@ namespace OpenSim.Region.Framework.Scenes
1530 bool DCFlagKeyPressed = false; 1533 bool DCFlagKeyPressed = false;
1531 Vector3 agent_control_v3 = Vector3.Zero; 1534 Vector3 agent_control_v3 = Vector3.Zero;
1532 1535
1533 bool oldflying = Flying; 1536 bool newFlying = actor.Flying;
1534 1537
1535 if (ForceFly) 1538 if (ForceFly)
1536 actor.Flying = true; 1539 newFlying = true;
1537 else if (FlyDisabled) 1540 else if (FlyDisabled)
1538 actor.Flying = false; 1541 newFlying = false;
1539 else 1542 else
1540 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1543 newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1541 1544
1542 if (actor.Flying != oldflying) 1545 if (actor.Flying != newFlying)
1546 {
1547 // Note: ScenePresence.Flying is actually fetched from the physical actor
1548 // so setting PhysActor.Flying here also sets the ScenePresence's value.
1549 actor.Flying = newFlying;
1543 update_movementflag = true; 1550 update_movementflag = true;
1551 }
1544 1552
1545 if (ParentID == 0) 1553 if (ParentID == 0)
1546 { 1554 {
@@ -2622,17 +2630,17 @@ namespace OpenSim.Region.Framework.Scenes
2622 2630
2623 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2631 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2624 { 2632 {
2625 SendCourseLocationsMethod d = m_sendCourseLocationsMethod; 2633 SendCoarseLocationsMethod d = m_sendCoarseLocationsMethod;
2626 if (d != null) 2634 if (d != null)
2627 { 2635 {
2628 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); 2636 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
2629 } 2637 }
2630 } 2638 }
2631 2639
2632 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d) 2640 public void SetSendCoarseLocationMethod(SendCoarseLocationsMethod d)
2633 { 2641 {
2634 if (d != null) 2642 if (d != null)
2635 m_sendCourseLocationsMethod = d; 2643 m_sendCoarseLocationsMethod = d;
2636 } 2644 }
2637 2645
2638 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2646 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
@@ -2836,7 +2844,7 @@ namespace OpenSim.Region.Framework.Scenes
2836 #region Significant Movement Method 2844 #region Significant Movement Method
2837 2845
2838 /// <summary> 2846 /// <summary>
2839 /// This checks for a significant movement and sends a courselocationchange update 2847 /// This checks for a significant movement and sends a coarselocationchange update
2840 /// </summary> 2848 /// </summary>
2841 protected void CheckForSignificantMovement() 2849 protected void CheckForSignificantMovement()
2842 { 2850 {
@@ -3269,6 +3277,7 @@ namespace OpenSim.Region.Framework.Scenes
3269 } 3277 }
3270 catch { } 3278 catch { }
3271 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; 3279 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3280 cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation;
3272 3281
3273 if (Scene.AttachmentsModule != null) 3282 if (Scene.AttachmentsModule != null)
3274 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3283 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3345,6 +3354,8 @@ namespace OpenSim.Region.Framework.Scenes
3345 Animator.Animations.FromArray(cAgent.Anims); 3354 Animator.Animations.FromArray(cAgent.Anims);
3346 if (cAgent.DefaultAnim != null) 3355 if (cAgent.DefaultAnim != null)
3347 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); 3356 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3357 if (cAgent.AnimState != null)
3358 Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
3348 3359
3349 if (Scene.AttachmentsModule != null) 3360 if (Scene.AttachmentsModule != null)
3350 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3361 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3627,13 +3638,16 @@ namespace OpenSim.Region.Framework.Scenes
3627 public List<SceneObjectGroup> GetAttachments(uint attachmentPoint) 3638 public List<SceneObjectGroup> GetAttachments(uint attachmentPoint)
3628 { 3639 {
3629 List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(); 3640 List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
3630 3641
3631 lock (m_attachments) 3642 if (attachmentPoint >= 0)
3632 { 3643 {
3633 foreach (SceneObjectGroup so in m_attachments) 3644 lock (m_attachments)
3634 { 3645 {
3635 if (attachmentPoint == so.AttachmentPoint) 3646 foreach (SceneObjectGroup so in m_attachments)
3636 attachments.Add(so); 3647 {
3648 if (attachmentPoint == so.AttachmentPoint)
3649 attachments.Add(so);
3650 }
3637 } 3651 }
3638 } 3652 }
3639 3653
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 756b1f4..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -47,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes
47 = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 47 = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates"; 49 public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
50 public const string SlowFramesStatName = "SlowFrames";
50 51
51 public delegate void SendStatResult(SimStats stats); 52 public delegate void SendStatResult(SimStats stats);
52 53
@@ -129,6 +130,16 @@ namespace OpenSim.Region.Framework.Scenes
129 } 130 }
130 131
131 /// <summary> 132 /// <summary>
133 /// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
134 /// </summary>
135 public Stat SlowFramesStat { get; private set; }
136
137 /// <summary>
138 /// The threshold at which we log a slow frame.
139 /// </summary>
140 public int SlowFramesStatReportThreshold { get; private set; }
141
142 /// <summary>
132 /// Extra sim statistics that are used by monitors but not sent to the client. 143 /// Extra sim statistics that are used by monitors but not sent to the client.
133 /// </summary> 144 /// </summary>
134 /// <value> 145 /// <value>
@@ -226,6 +237,24 @@ namespace OpenSim.Region.Framework.Scenes
226 237
227 if (StatsManager.SimExtraStats != null) 238 if (StatsManager.SimExtraStats != null)
228 OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket; 239 OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
240
241 /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
242 /// longer than ideal (which in itself is a concern).
243 SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
244
245 SlowFramesStat
246 = new Stat(
247 "SlowFrames",
248 "Slow Frames",
249 "Number of frames where frame time has been significantly longer than the desired frame time.",
250 " frames",
251 "scene",
252 m_scene.Name,
253 StatType.Push,
254 null,
255 StatVerbosity.Info);
256
257 StatsManager.RegisterStat(SlowFramesStat);
229 } 258 }
230 259
231 public void Close() 260 public void Close()
@@ -443,6 +472,7 @@ namespace OpenSim.Region.Framework.Scenes
443 lock (m_lastReportedExtraSimStats) 472 lock (m_lastReportedExtraSimStats)
444 { 473 {
445 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
446 476
447 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); 477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
448 478
@@ -563,6 +593,11 @@ namespace OpenSim.Region.Framework.Scenes
563 public void addFrameMS(int ms) 593 public void addFrameMS(int ms)
564 { 594 {
565 m_frameMS += ms; 595 m_frameMS += ms;
596
597 // At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
598 // longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern).
599 if (ms > SlowFramesStatReportThreshold)
600 SlowFramesStat.Value++;
566 } 601 }
567 602
568 public void addNetMS(int ms) 603 public void addNetMS(int ms)
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index 5758869..5faf131 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -141,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
141 TestScene scene = new SceneHelpers().SetupScene(); 141 TestScene scene = new SceneHelpers().SetupScene();
142 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); 142 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
143 143
144 scene.IncomingCloseAgent(sp.UUID); 144 scene.IncomingCloseAgent(sp.UUID, false);
145 145
146 Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); 146 Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
147 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null); 147 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index d722a09..ac3da1e 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -65,5 +65,22 @@ namespace OpenSim.Region.Framework.Scenes.Tests
65 65
66 Assert.That(scene.Frame, Is.EqualTo(1)); 66 Assert.That(scene.Frame, Is.EqualTo(1));
67 } 67 }
68
69 [Test]
70 public void TestShutdownScene()
71 {
72 TestHelpers.InMethod();
73
74 Scene scene = new SceneHelpers().SetupScene();
75 scene.Close();
76
77 Assert.That(scene.ShuttingDown, Is.True);
78 Assert.That(scene.Active, Is.False);
79
80 // Trying to update a shutdown scene should result in no update
81 scene.Update(1);
82
83 Assert.That(scene.Frame, Is.EqualTo(0));
84 }
68 } 85 }
69} \ No newline at end of file 86} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index 44d2d45..9457ebb 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -50,9 +50,41 @@ using OpenSim.Tests.Common.Mock;
50namespace OpenSim.Region.Framework.Tests 50namespace OpenSim.Region.Framework.Tests
51{ 51{
52 [TestFixture] 52 [TestFixture]
53 public class UserInventoryTests 53 public class UserInventoryTests : OpenSimTestCase
54 { 54 {
55 [Test] 55 [Test]
56 public void TestCreateInventoryFolders()
57 {
58 TestHelpers.InMethod();
59// TestHelpers.EnableLogging();
60
61 // For this test both folders will have the same name which is legal in SL user inventories.
62 string foldersName = "f1";
63
64 Scene scene = new SceneHelpers().SetupScene();
65 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
66
67 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName);
68
69 List<InventoryFolderBase> oneFolder
70 = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName);
71
72 Assert.That(oneFolder.Count, Is.EqualTo(1));
73 InventoryFolderBase firstRetrievedFolder = oneFolder[0];
74 Assert.That(firstRetrievedFolder.Name, Is.EqualTo(foldersName));
75
76 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName);
77
78 List<InventoryFolderBase> twoFolders
79 = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName);
80
81 Assert.That(twoFolders.Count, Is.EqualTo(2));
82 Assert.That(twoFolders[0].Name, Is.EqualTo(foldersName));
83 Assert.That(twoFolders[1].Name, Is.EqualTo(foldersName));
84 Assert.That(twoFolders[0].ID, Is.Not.EqualTo(twoFolders[1].ID));
85 }
86
87 [Test]
56 public void TestGiveInventoryItem() 88 public void TestGiveInventoryItem()
57 { 89 {
58 TestHelpers.InMethod(); 90 TestHelpers.InMethod();
@@ -83,7 +115,7 @@ namespace OpenSim.Region.Framework.Tests
83 public void TestGiveInventoryFolder() 115 public void TestGiveInventoryFolder()
84 { 116 {
85 TestHelpers.InMethod(); 117 TestHelpers.InMethod();
86// log4net.Config.XmlConfigurator.Configure(); 118// TestHelpers.EnableLogging();
87 119
88 Scene scene = new SceneHelpers().SetupScene(); 120 Scene scene = new SceneHelpers().SetupScene();
89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); 121 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 411e421..2279e62 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -52,26 +52,23 @@ namespace OpenSim.Region.Framework.Scenes
52 public class UuidGatherer 52 public class UuidGatherer
53 { 53 {
54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
55
56 /// <summary>
57 /// Asset cache used for gathering assets
58 /// </summary>
59 protected IAssetService m_assetCache;
60
61 /// <summary>
62 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
63 /// asset was found by the asset service.
64 /// </summary>
65 private AssetBase m_requestedObjectAsset;
66 55
67 /// <summary> 56 protected IAssetService m_assetService;
68 /// Signal whether we are currently waiting for the asset service to deliver an asset. 57
69 /// </summary> 58// /// <summary>
70 private bool m_waitingForObjectAsset; 59// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
60// /// asset was found by the asset service.
61// /// </summary>
62// private AssetBase m_requestedObjectAsset;
63//
64// /// <summary>
65// /// Signal whether we are currently waiting for the asset service to deliver an asset.
66// /// </summary>
67// private bool m_waitingForObjectAsset;
71 68
72 public UuidGatherer(IAssetService assetCache) 69 public UuidGatherer(IAssetService assetService)
73 { 70 {
74 m_assetCache = assetCache; 71 m_assetService = assetService;
75 } 72 }
76 73
77 /// <summary> 74 /// <summary>
@@ -191,18 +188,18 @@ namespace OpenSim.Region.Framework.Scenes
191 } 188 }
192 } 189 }
193 190
194 /// <summary> 191// /// <summary>
195 /// The callback made when we request the asset for an object from the asset service. 192// /// The callback made when we request the asset for an object from the asset service.
196 /// </summary> 193// /// </summary>
197 private void AssetReceived(string id, Object sender, AssetBase asset) 194// private void AssetReceived(string id, Object sender, AssetBase asset)
198 { 195// {
199 lock (this) 196// lock (this)
200 { 197// {
201 m_requestedObjectAsset = asset; 198// m_requestedObjectAsset = asset;
202 m_waitingForObjectAsset = false; 199// m_waitingForObjectAsset = false;
203 Monitor.Pulse(this); 200// Monitor.Pulse(this);
204 } 201// }
205 } 202// }
206 203
207 /// <summary> 204 /// <summary>
208 /// Get an asset synchronously, potentially using an asynchronous callback. If the 205 /// Get an asset synchronously, potentially using an asynchronous callback. If the
@@ -212,25 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
212 /// <returns></returns> 209 /// <returns></returns>
213 protected virtual AssetBase GetAsset(UUID uuid) 210 protected virtual AssetBase GetAsset(UUID uuid)
214 { 211 {
215 m_waitingForObjectAsset = true; 212 return m_assetService.Get(uuid.ToString());
216 m_assetCache.Get(uuid.ToString(), this, AssetReceived);
217
218 // The asset cache callback can either
219 //
220 // 1. Complete on the same thread (if the asset is already in the cache) or
221 // 2. Come in via a different thread (if we need to go fetch it).
222 //
223 // The code below handles both these alternatives.
224 lock (this)
225 {
226 if (m_waitingForObjectAsset)
227 {
228 Monitor.Wait(this);
229 m_waitingForObjectAsset = false;
230 }
231 }
232 213
233 return m_requestedObjectAsset; 214 // XXX: Switching to do this synchronously where the call was async before but we always waited for it
215 // to complete anyway!
216// m_waitingForObjectAsset = true;
217// m_assetCache.Get(uuid.ToString(), this, AssetReceived);
218//
219// // The asset cache callback can either
220// //
221// // 1. Complete on the same thread (if the asset is already in the cache) or
222// // 2. Come in via a different thread (if we need to go fetch it).
223// //
224// // The code below handles both these alternatives.
225// lock (this)
226// {
227// if (m_waitingForObjectAsset)
228// {
229// Monitor.Wait(this);
230// m_waitingForObjectAsset = false;
231// }
232// }
233//
234// return m_requestedObjectAsset;
234 } 235 }
235 236
236 /// <summary> 237 /// <summary>
@@ -361,4 +362,47 @@ namespace OpenSim.Region.Framework.Scenes
361 } 362 }
362 } 363 }
363 } 364 }
365
366 public class HGUuidGatherer : UuidGatherer
367 {
368 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
369
370 protected string m_assetServerURL;
371
372 public HGUuidGatherer(IAssetService assetService, string assetServerURL)
373 : base(assetService)
374 {
375 m_assetServerURL = assetServerURL;
376 if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
377 m_assetServerURL = m_assetServerURL + "/";
378 }
379
380 protected override AssetBase GetAsset(UUID uuid)
381 {
382 if (string.Empty == m_assetServerURL)
383 return base.GetAsset(uuid);
384 else
385 return FetchAsset(uuid);
386 }
387
388 public AssetBase FetchAsset(UUID assetID)
389 {
390
391 // Test if it's already here
392 AssetBase asset = m_assetService.Get(assetID.ToString());
393 if (asset == null)
394 {
395 // It's not, so fetch it from abroad
396 asset = m_assetService.Get(m_assetServerURL + assetID.ToString());
397 if (asset != null)
398 m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL);
399 else
400 m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL);
401 }
402 //else
403 // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL);
404
405 return asset;
406 }
407 }
364} 408}