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-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs506
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs227
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs750
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs334
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs337
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
18 files changed, 3454 insertions, 804 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 569c235..9fcd5fe 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -852,6 +856,26 @@ namespace OpenSim.Region.Framework.Scenes
852 } 856 }
853 } 857 }
854 } 858 }
859 public void TriggerTerrainUpdate()
860 {
861 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
862 if (handlerTerrainUpdate != null)
863 {
864 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
865 {
866 try
867 {
868 d();
869 }
870 catch (Exception e)
871 {
872 m_log.ErrorFormat(
873 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
874 e.Message, e.StackTrace);
875 }
876 }
877 }
878 }
855 879
856 public void TriggerTerrainTick() 880 public void TriggerTerrainTick()
857 { 881 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 132f15d..6031697 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 268
287 // Tell anyone managing scripts that a script has been reloaded/changed 269 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -349,6 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
349 331
350 if (UUID.Zero == transactionID) 332 if (UUID.Zero == transactionID)
351 { 333 {
334 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
352 item.Name = itemUpd.Name; 335 item.Name = itemUpd.Name;
353 item.Description = itemUpd.Description; 336 item.Description = itemUpd.Description;
354 337
@@ -736,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
736 return; 719 return;
737 } 720 }
738 721
722 if (newName == null) newName = item.Name;
723
739 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 724 AssetBase asset = AssetService.Get(item.AssetID.ToString());
740 725
741 if (asset != null) 726 if (asset != null)
@@ -792,6 +777,24 @@ namespace OpenSim.Region.Framework.Scenes
792 } 777 }
793 778
794 /// <summary> 779 /// <summary>
780 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
781 /// </summary>
782 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
783 {
784 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
785 foreach (InventoryItemBase b in items)
786 {
787 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
788 InventoryItemBase n = InventoryService.GetItem(b);
789 n.Folder = destfolder;
790 moveitems.Add(n);
791 remoteClient.SendInventoryItemCreateUpdate(n, 0);
792 }
793
794 MoveInventoryItem(remoteClient, moveitems);
795 }
796
797 /// <summary>
795 /// Move an item within the agent's inventory. 798 /// Move an item within the agent's inventory.
796 /// </summary> 799 /// </summary>
797 /// <param name="remoteClient"></param> 800 /// <param name="remoteClient"></param>
@@ -1134,6 +1137,10 @@ namespace OpenSim.Region.Framework.Scenes
1134 { 1137 {
1135 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1138 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1136 1139
1140 // Can't move a null item
1141 if (itemId == UUID.Zero)
1142 return;
1143
1137 if (null == part) 1144 if (null == part)
1138 { 1145 {
1139 m_log.WarnFormat( 1146 m_log.WarnFormat(
@@ -1248,6 +1255,10 @@ namespace OpenSim.Region.Framework.Scenes
1248 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1255 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1249 return; 1256 return;
1250 1257
1258 bool overrideNoMod = false;
1259 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1260 overrideNoMod = true;
1261
1251 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1262 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1252 { 1263 {
1253 // object cannot copy items to an object owned by a different owner 1264 // object cannot copy items to an object owned by a different owner
@@ -1257,7 +1268,7 @@ namespace OpenSim.Region.Framework.Scenes
1257 } 1268 }
1258 1269
1259 // must have both move and modify permission to put an item in an object 1270 // must have both move and modify permission to put an item in an object
1260 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1271 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1261 { 1272 {
1262 return; 1273 return;
1263 } 1274 }
@@ -1316,6 +1327,14 @@ namespace OpenSim.Region.Framework.Scenes
1316 1327
1317 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1328 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1318 { 1329 {
1330 SceneObjectPart destPart = GetSceneObjectPart(destID);
1331 if (destPart != null) // Move into a prim
1332 {
1333 foreach(UUID itemID in items)
1334 MoveTaskInventoryItem(destID, host, itemID);
1335 return destID; // Prim folder ID == prim ID
1336 }
1337
1319 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1338 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1320 1339
1321 UUID newFolderID = UUID.Random(); 1340 UUID newFolderID = UUID.Random();
@@ -1501,12 +1520,12 @@ namespace OpenSim.Region.Framework.Scenes
1501 agentTransactions.HandleTaskItemUpdateFromTransaction( 1520 agentTransactions.HandleTaskItemUpdateFromTransaction(
1502 remoteClient, part, transactionID, currentItem); 1521 remoteClient, part, transactionID, currentItem);
1503 1522
1504 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1523// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1505 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1524// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1506 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1525// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1507 remoteClient.SendAgentAlertMessage("Script saved", false); 1526// remoteClient.SendAgentAlertMessage("Script saved", false);
1508 else 1527// else
1509 remoteClient.SendAgentAlertMessage("Item saved", false); 1528// remoteClient.SendAgentAlertMessage("Item saved", false);
1510 } 1529 }
1511 } 1530 }
1512 1531
@@ -1690,7 +1709,7 @@ namespace OpenSim.Region.Framework.Scenes
1690 } 1709 }
1691 1710
1692 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1711 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1693 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1712 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1694 agentID); 1713 agentID);
1695 AssetService.Store(asset); 1714 AssetService.Store(asset);
1696 1715
@@ -1846,23 +1865,32 @@ namespace OpenSim.Region.Framework.Scenes
1846 // build a list of eligible objects 1865 // build a list of eligible objects
1847 List<uint> deleteIDs = new List<uint>(); 1866 List<uint> deleteIDs = new List<uint>();
1848 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1867 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1849 1868 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1850 // Start with true for both, then remove the flags if objects
1851 // that we can't derez are part of the selection
1852 bool permissionToTake = true;
1853 bool permissionToTakeCopy = true;
1854 bool permissionToDelete = true;
1855 1869
1856 foreach (uint localID in localIDs) 1870 foreach (uint localID in localIDs)
1857 { 1871 {
1872 // Start with true for both, then remove the flags if objects
1873 // that we can't derez are part of the selection
1874 bool permissionToTake = true;
1875 bool permissionToTakeCopy = true;
1876 bool permissionToDelete = true;
1877
1858 // Invalid id 1878 // Invalid id
1859 SceneObjectPart part = GetSceneObjectPart(localID); 1879 SceneObjectPart part = GetSceneObjectPart(localID);
1860 if (part == null) 1880 if (part == null)
1881 {
1882 //Client still thinks the object exists, kill it
1883 deleteIDs.Add(localID);
1861 continue; 1884 continue;
1885 }
1862 1886
1863 // Already deleted by someone else 1887 // Already deleted by someone else
1864 if (part.ParentGroup.IsDeleted) 1888 if (part.ParentGroup.IsDeleted)
1889 {
1890 //Client still thinks the object exists, kill it
1891 deleteIDs.Add(localID);
1865 continue; 1892 continue;
1893 }
1866 1894
1867 // Can't delete child prims 1895 // Can't delete child prims
1868 if (part != part.ParentGroup.RootPart) 1896 if (part != part.ParentGroup.RootPart)
@@ -1870,9 +1898,6 @@ namespace OpenSim.Region.Framework.Scenes
1870 1898
1871 SceneObjectGroup grp = part.ParentGroup; 1899 SceneObjectGroup grp = part.ParentGroup;
1872 1900
1873 deleteIDs.Add(localID);
1874 deleteGroups.Add(grp);
1875
1876 if (remoteClient == null) 1901 if (remoteClient == null)
1877 { 1902 {
1878 // Autoreturn has a null client. Nothing else does. So 1903 // Autoreturn has a null client. Nothing else does. So
@@ -1889,83 +1914,195 @@ namespace OpenSim.Region.Framework.Scenes
1889 } 1914 }
1890 else 1915 else
1891 { 1916 {
1892 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1917 if (action == DeRezAction.TakeCopy)
1918 {
1919 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1920 permissionToTakeCopy = false;
1921 }
1922 else
1923 {
1893 permissionToTakeCopy = false; 1924 permissionToTakeCopy = false;
1894 1925 }
1895 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1926 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1896 permissionToTake = false; 1927 permissionToTake = false;
1897 1928
1898 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1929 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1899 permissionToDelete = false; 1930 permissionToDelete = false;
1900 } 1931 }
1901 }
1902 1932
1903 // Handle god perms 1933 // Handle god perms
1904 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1934 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1905 { 1935 {
1906 permissionToTake = true; 1936 permissionToTake = true;
1907 permissionToTakeCopy = true; 1937 permissionToTakeCopy = true;
1908 permissionToDelete = true; 1938 permissionToDelete = true;
1909 } 1939 }
1910 1940
1911 // If we're re-saving, we don't even want to delete 1941 // If we're re-saving, we don't even want to delete
1912 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1942 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1913 permissionToDelete = false; 1943 permissionToDelete = false;
1914 1944
1915 // if we want to take a copy, we also don't want to delete 1945 // if we want to take a copy, we also don't want to delete
1916 // Note: after this point, the permissionToTakeCopy flag 1946 // Note: after this point, the permissionToTakeCopy flag
1917 // becomes irrelevant. It already includes the permissionToTake 1947 // becomes irrelevant. It already includes the permissionToTake
1918 // permission and after excluding no copy items here, we can 1948 // permission and after excluding no copy items here, we can
1919 // just use that. 1949 // just use that.
1920 if (action == DeRezAction.TakeCopy) 1950 if (action == DeRezAction.TakeCopy)
1921 { 1951 {
1922 // If we don't have permission, stop right here 1952 // If we don't have permission, stop right here
1923 if (!permissionToTakeCopy) 1953 if (!permissionToTakeCopy)
1924 return; 1954 return;
1925 1955
1926 permissionToTake = true; 1956 permissionToTake = true;
1927 // Don't delete 1957 // Don't delete
1928 permissionToDelete = false; 1958 permissionToDelete = false;
1929 } 1959 }
1930 1960
1931 if (action == DeRezAction.Return) 1961 if (action == DeRezAction.Return)
1932 {
1933 if (remoteClient != null)
1934 { 1962 {
1935 if (Permissions.CanReturnObjects( 1963 if (remoteClient != null)
1936 null,
1937 remoteClient.AgentId,
1938 deleteGroups))
1939 { 1964 {
1940 permissionToTake = true; 1965 if (Permissions.CanReturnObjects(
1941 permissionToDelete = true; 1966 null,
1942 1967 remoteClient.AgentId,
1943 foreach (SceneObjectGroup g in deleteGroups) 1968 deleteGroups))
1944 { 1969 {
1945 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1970 permissionToTake = true;
1971 permissionToDelete = true;
1972
1973 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1946 } 1974 }
1947 } 1975 }
1976 else // Auto return passes through here with null agent
1977 {
1978 permissionToTake = true;
1979 permissionToDelete = true;
1980 }
1948 } 1981 }
1949 else // Auto return passes through here with null agent 1982
1983 if (permissionToTake && (!permissionToDelete))
1984 takeGroups.Add(grp);
1985
1986 if (permissionToDelete)
1950 { 1987 {
1951 permissionToTake = true; 1988 if (permissionToTake)
1952 permissionToDelete = true; 1989 deleteGroups.Add(grp);
1990 deleteIDs.Add(grp.LocalId);
1953 } 1991 }
1954 } 1992 }
1955 1993
1956 if (permissionToTake) 1994 SendKillObject(deleteIDs);
1995
1996 if (deleteGroups.Count > 0)
1957 { 1997 {
1998 foreach (SceneObjectGroup g in deleteGroups)
1999 deleteIDs.Remove(g.LocalId);
2000
1958 m_asyncSceneObjectDeleter.DeleteToInventory( 2001 m_asyncSceneObjectDeleter.DeleteToInventory(
1959 action, destinationID, deleteGroups, remoteClient, 2002 action, destinationID, deleteGroups, remoteClient,
1960 permissionToDelete); 2003 true);
2004 }
2005 if (takeGroups.Count > 0)
2006 {
2007 m_asyncSceneObjectDeleter.DeleteToInventory(
2008 action, destinationID, takeGroups, remoteClient,
2009 false);
1961 } 2010 }
1962 else if (permissionToDelete) 2011 if (deleteIDs.Count > 0)
1963 { 2012 {
1964 foreach (SceneObjectGroup g in deleteGroups) 2013 foreach (SceneObjectGroup g in deleteGroups)
1965 DeleteSceneObject(g, false); 2014 DeleteSceneObject(g, true);
1966 } 2015 }
1967 } 2016 }
1968 2017
2018 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2019 {
2020 itemID = UUID.Zero;
2021 if (grp != null)
2022 {
2023 Vector3 inventoryStoredPosition = new Vector3
2024 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2025 ? 250
2026 : grp.AbsolutePosition.X)
2027 ,
2028 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2029 ? 250
2030 : grp.AbsolutePosition.X,
2031 grp.AbsolutePosition.Z);
2032
2033 Vector3 originalPosition = grp.AbsolutePosition;
2034
2035 grp.AbsolutePosition = inventoryStoredPosition;
2036
2037 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2038
2039 grp.AbsolutePosition = originalPosition;
2040
2041 AssetBase asset = CreateAsset(
2042 grp.GetPartName(grp.LocalId),
2043 grp.GetPartDescription(grp.LocalId),
2044 (sbyte)AssetType.Object,
2045 Utils.StringToBytes(sceneObjectXml),
2046 remoteClient.AgentId);
2047 AssetService.Store(asset);
2048
2049 InventoryItemBase item = new InventoryItemBase();
2050 item.CreatorId = grp.RootPart.CreatorID.ToString();
2051 item.CreatorData = grp.RootPart.CreatorData;
2052 item.Owner = remoteClient.AgentId;
2053 item.ID = UUID.Random();
2054 item.AssetID = asset.FullID;
2055 item.Description = asset.Description;
2056 item.Name = asset.Name;
2057 item.AssetType = asset.Type;
2058 item.InvType = (int)InventoryType.Object;
2059
2060 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2061 if (folder != null)
2062 item.Folder = folder.ID;
2063 else // oopsies
2064 item.Folder = UUID.Zero;
2065
2066 // Set up base perms properly
2067 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2068 permsBase &= grp.RootPart.BaseMask;
2069 permsBase |= (uint)PermissionMask.Move;
2070
2071 // Make sure we don't lock it
2072 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2073
2074 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2075 {
2076 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2077 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2078 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2079 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2080 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2081 }
2082 else
2083 {
2084 item.BasePermissions = permsBase;
2085 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2086 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2087 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2088 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2089 }
2090 item.CreationDate = Util.UnixTimeSinceEpoch();
2091
2092 // sets itemID so client can show item as 'attached' in inventory
2093 grp.SetFromItemID(item.ID);
2094
2095 if (AddInventoryItem(item))
2096 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2097 else
2098 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2099
2100 itemID = item.ID;
2101 return item.AssetID;
2102 }
2103 return UUID.Zero;
2104 }
2105
1969 /// <summary> 2106 /// <summary>
1970 /// Event Handler Rez an object into a scene 2107 /// Event Handler Rez an object into a scene
1971 /// Calls the non-void event handler 2108 /// Calls the non-void event handler
@@ -2092,6 +2229,9 @@ namespace OpenSim.Region.Framework.Scenes
2092 2229
2093 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2230 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2094 { 2231 {
2232 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2233 return;
2234
2095 SceneObjectPart part = GetSceneObjectPart(objectID); 2235 SceneObjectPart part = GetSceneObjectPart(objectID);
2096 if (part == null) 2236 if (part == null)
2097 return; 2237 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..bf2e775 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -346,7 +346,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 347
348 if (accounts == null) 348 if (accounts == null)
349 {
350 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 351 return;
352 }
350 353
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 354 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 355 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e7f835c..a7cca44 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,11 +218,14 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
228 private int m_hbRestarts = 0;
222 229
223 private object m_deleting_scene_object = new object(); 230 private object m_deleting_scene_object = new object();
224 231
@@ -265,6 +272,19 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return m_sceneGridService; } 272 get { return m_sceneGridService; }
266 } 273 }
267 274
275 public ISnmpModule SnmpService
276 {
277 get
278 {
279 if (m_snmpService == null)
280 {
281 m_snmpService = RequestModuleInterface<ISnmpModule>();
282 }
283
284 return m_snmpService;
285 }
286 }
287
268 public ISimulationDataService SimulationDataService 288 public ISimulationDataService SimulationDataService
269 { 289 {
270 get 290 get
@@ -546,6 +566,9 @@ namespace OpenSim.Region.Framework.Scenes
546 m_EstateDataService = estateDataService; 566 m_EstateDataService = estateDataService;
547 m_regionHandle = m_regInfo.RegionHandle; 567 m_regionHandle = m_regInfo.RegionHandle;
548 m_regionName = m_regInfo.RegionName; 568 m_regionName = m_regInfo.RegionName;
569 m_lastUpdate = Util.EnvironmentTickCount();
570 m_lastIncoming = 0;
571 m_lastOutgoing = 0;
549 572
550 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 573 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
551 m_asyncSceneObjectDeleter.Enabled = true; 574 m_asyncSceneObjectDeleter.Enabled = true;
@@ -677,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
677 m_persistAfter *= 10000000; 700 m_persistAfter *= 10000000;
678 701
679 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 702 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
703 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
680 704
681 IConfig packetConfig = m_config.Configs["PacketPool"]; 705 IConfig packetConfig = m_config.Configs["PacketPool"];
682 if (packetConfig != null) 706 if (packetConfig != null)
@@ -686,6 +710,8 @@ namespace OpenSim.Region.Framework.Scenes
686 } 710 }
687 711
688 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 712 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
713 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
714 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
689 715
690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
691 if (m_generateMaptiles) 717 if (m_generateMaptiles)
@@ -721,9 +747,9 @@ namespace OpenSim.Region.Framework.Scenes
721 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 747 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
722 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 748 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
723 } 749 }
724 catch 750 catch (Exception e)
725 { 751 {
726 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 752 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
727 } 753 }
728 754
729 #endregion Region Config 755 #endregion Region Config
@@ -1133,7 +1159,22 @@ namespace OpenSim.Region.Framework.Scenes
1133 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1159 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1134 if (HeartbeatThread != null) 1160 if (HeartbeatThread != null)
1135 { 1161 {
1162 m_hbRestarts++;
1163 if(m_hbRestarts > 10)
1164 Environment.Exit(1);
1165 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1166
1167//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1168//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1169//proc.EnableRaisingEvents=false;
1170//proc.StartInfo.FileName = "/bin/kill";
1171//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1172//proc.Start();
1173//proc.WaitForExit();
1174//Thread.Sleep(1000);
1175//Environment.Exit(1);
1136 HeartbeatThread.Abort(); 1176 HeartbeatThread.Abort();
1177 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1137 HeartbeatThread = null; 1178 HeartbeatThread = null;
1138 } 1179 }
1139 m_lastUpdate = Util.EnvironmentTickCount(); 1180 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1180,9 +1221,6 @@ namespace OpenSim.Region.Framework.Scenes
1180 m_eventManager.TriggerOnRegionStarted(this); 1221 m_eventManager.TriggerOnRegionStarted(this);
1181 while (!shuttingdown) 1222 while (!shuttingdown)
1182 Update(); 1223 Update();
1183
1184 m_lastUpdate = Util.EnvironmentTickCount();
1185 m_firstHeartbeat = false;
1186 } 1224 }
1187 catch (ThreadAbortException) 1225 catch (ThreadAbortException)
1188 { 1226 {
@@ -1280,6 +1318,13 @@ namespace OpenSim.Region.Framework.Scenes
1280 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1318 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1281 } 1319 }
1282 1320
1321 // if (Frame % m_update_land == 0)
1322 // {
1323 // int ldMS = Util.EnvironmentTickCount();
1324 // UpdateLand();
1325 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1326 // }
1327
1283 if (Frame % m_update_backup == 0) 1328 if (Frame % m_update_backup == 0)
1284 { 1329 {
1285 int backMS = Util.EnvironmentTickCount(); 1330 int backMS = Util.EnvironmentTickCount();
@@ -1389,12 +1434,16 @@ namespace OpenSim.Region.Framework.Scenes
1389 maintc = Util.EnvironmentTickCountSubtract(maintc); 1434 maintc = Util.EnvironmentTickCountSubtract(maintc);
1390 maintc = (int)(MinFrameTime * 1000) - maintc; 1435 maintc = (int)(MinFrameTime * 1000) - maintc;
1391 1436
1437
1438 m_lastUpdate = Util.EnvironmentTickCount();
1439 m_firstHeartbeat = false;
1440
1392 if (maintc > 0) 1441 if (maintc > 0)
1393 Thread.Sleep(maintc); 1442 Thread.Sleep(maintc);
1394 1443
1395 // Tell the watchdog that this thread is still alive 1444 // Tell the watchdog that this thread is still alive
1396 Watchdog.UpdateThread(); 1445 Watchdog.UpdateThread();
1397 } 1446 }
1398 1447
1399 public void AddGroupTarget(SceneObjectGroup grp) 1448 public void AddGroupTarget(SceneObjectGroup grp)
1400 { 1449 {
@@ -1410,9 +1459,9 @@ namespace OpenSim.Region.Framework.Scenes
1410 1459
1411 private void CheckAtTargets() 1460 private void CheckAtTargets()
1412 { 1461 {
1413 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1462 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1414 lock (m_groupsWithTargets) 1463 lock (m_groupsWithTargets)
1415 objs = m_groupsWithTargets.Values; 1464 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1416 1465
1417 foreach (SceneObjectGroup entry in objs) 1466 foreach (SceneObjectGroup entry in objs)
1418 entry.checkAtTargets(); 1467 entry.checkAtTargets();
@@ -1494,7 +1543,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 msg.fromAgentName = "Server"; 1543 msg.fromAgentName = "Server";
1495 msg.dialog = (byte)19; // Object msg 1544 msg.dialog = (byte)19; // Object msg
1496 msg.fromGroup = false; 1545 msg.fromGroup = false;
1497 msg.offline = (byte)0; 1546 msg.offline = (byte)1;
1498 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1547 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1499 msg.Position = Vector3.Zero; 1548 msg.Position = Vector3.Zero;
1500 msg.RegionID = RegionInfo.RegionID.Guid; 1549 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1725,14 +1774,24 @@ namespace OpenSim.Region.Framework.Scenes
1725 /// <returns></returns> 1774 /// <returns></returns>
1726 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1775 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1727 { 1776 {
1777
1778 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1779 Vector3 wpos = Vector3.Zero;
1780 // Check for water surface intersection from above
1781 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1782 {
1783 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1784 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1785 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1786 wpos.Z = wheight;
1787 }
1788
1728 Vector3 pos = Vector3.Zero; 1789 Vector3 pos = Vector3.Zero;
1729 if (RayEndIsIntersection == (byte)1) 1790 if (RayEndIsIntersection == (byte)1)
1730 { 1791 {
1731 pos = RayEnd; 1792 pos = RayEnd;
1732 return pos;
1733 } 1793 }
1734 1794 else if (RayTargetID != UUID.Zero)
1735 if (RayTargetID != UUID.Zero)
1736 { 1795 {
1737 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1796 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1738 1797
@@ -1754,7 +1813,7 @@ namespace OpenSim.Region.Framework.Scenes
1754 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1813 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1755 1814
1756 // Un-comment out the following line to Get Raytrace results printed to the console. 1815 // Un-comment out the following line to Get Raytrace results printed to the console.
1757 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1816 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1758 float ScaleOffset = 0.5f; 1817 float ScaleOffset = 0.5f;
1759 1818
1760 // If we hit something 1819 // If we hit something
@@ -1777,13 +1836,10 @@ namespace OpenSim.Region.Framework.Scenes
1777 //pos.Z -= 0.25F; 1836 //pos.Z -= 0.25F;
1778 1837
1779 } 1838 }
1780
1781 return pos;
1782 } 1839 }
1783 else 1840 else
1784 { 1841 {
1785 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1842 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1786
1787 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1843 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1788 1844
1789 // Un-comment the following line to print the raytrace results to the console. 1845 // Un-comment the following line to print the raytrace results to the console.
@@ -1792,13 +1848,12 @@ namespace OpenSim.Region.Framework.Scenes
1792 if (ei.HitTF) 1848 if (ei.HitTF)
1793 { 1849 {
1794 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1850 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1795 } else 1851 }
1852 else
1796 { 1853 {
1797 // fall back to our stupid functionality 1854 // fall back to our stupid functionality
1798 pos = RayEnd; 1855 pos = RayEnd;
1799 } 1856 }
1800
1801 return pos;
1802 } 1857 }
1803 } 1858 }
1804 else 1859 else
@@ -1809,8 +1864,12 @@ namespace OpenSim.Region.Framework.Scenes
1809 //increase height so its above the ground. 1864 //increase height so its above the ground.
1810 //should be getting the normal of the ground at the rez point and using that? 1865 //should be getting the normal of the ground at the rez point and using that?
1811 pos.Z += scale.Z / 2f; 1866 pos.Z += scale.Z / 2f;
1812 return pos; 1867// return pos;
1813 } 1868 }
1869
1870 // check against posible water intercept
1871 if (wpos.Z > pos.Z) pos = wpos;
1872 return pos;
1814 } 1873 }
1815 1874
1816 1875
@@ -1894,7 +1953,10 @@ namespace OpenSim.Region.Framework.Scenes
1894 public bool AddRestoredSceneObject( 1953 public bool AddRestoredSceneObject(
1895 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1954 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1896 { 1955 {
1897 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1956 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1957 if (result)
1958 sceneObject.IsDeleted = false;
1959 return result;
1898 } 1960 }
1899 1961
1900 /// <summary> 1962 /// <summary>
@@ -1986,6 +2048,15 @@ namespace OpenSim.Region.Framework.Scenes
1986 /// </summary> 2048 /// </summary>
1987 public void DeleteAllSceneObjects() 2049 public void DeleteAllSceneObjects()
1988 { 2050 {
2051 DeleteAllSceneObjects(false);
2052 }
2053
2054 /// <summary>
2055 /// Delete every object from the scene. This does not include attachments worn by avatars.
2056 /// </summary>
2057 public void DeleteAllSceneObjects(bool exceptNoCopy)
2058 {
2059 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1989 lock (Entities) 2060 lock (Entities)
1990 { 2061 {
1991 EntityBase[] entities = Entities.GetEntities(); 2062 EntityBase[] entities = Entities.GetEntities();
@@ -1994,11 +2065,24 @@ namespace OpenSim.Region.Framework.Scenes
1994 if (e is SceneObjectGroup) 2065 if (e is SceneObjectGroup)
1995 { 2066 {
1996 SceneObjectGroup sog = (SceneObjectGroup)e; 2067 SceneObjectGroup sog = (SceneObjectGroup)e;
1997 if (!sog.IsAttachment) 2068 if (sog != null && !sog.IsAttachment)
1998 DeleteSceneObject((SceneObjectGroup)e, false); 2069 {
2070 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2071 {
2072 DeleteSceneObject((SceneObjectGroup)e, false);
2073 }
2074 else
2075 {
2076 toReturn.Add((SceneObjectGroup)e);
2077 }
2078 }
1999 } 2079 }
2000 } 2080 }
2001 } 2081 }
2082 if (toReturn.Count > 0)
2083 {
2084 returnObjects(toReturn.ToArray(), UUID.Zero);
2085 }
2002 } 2086 }
2003 2087
2004 /// <summary> 2088 /// <summary>
@@ -2046,6 +2130,8 @@ namespace OpenSim.Region.Framework.Scenes
2046 } 2130 }
2047 2131
2048 group.DeleteGroupFromScene(silent); 2132 group.DeleteGroupFromScene(silent);
2133 if (!silent)
2134 SendKillObject(new List<uint>() { group.LocalId });
2049 2135
2050// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2136// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2051 } 2137 }
@@ -2400,10 +2486,17 @@ namespace OpenSim.Region.Framework.Scenes
2400 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2486 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2401 public bool AddSceneObject(SceneObjectGroup sceneObject) 2487 public bool AddSceneObject(SceneObjectGroup sceneObject)
2402 { 2488 {
2489 if (sceneObject.OwnerID == UUID.Zero)
2490 {
2491 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2492 return false;
2493 }
2494
2403 // If the user is banned, we won't let any of their objects 2495 // If the user is banned, we won't let any of their objects
2404 // enter. Period. 2496 // enter. Period.
2405 // 2497 //
2406 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2498 int flags = GetUserFlags(sceneObject.OwnerID);
2499 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2407 { 2500 {
2408 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2501 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2409 2502
@@ -2449,12 +2542,23 @@ namespace OpenSim.Region.Framework.Scenes
2449 } 2542 }
2450 else 2543 else
2451 { 2544 {
2545 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2452 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2546 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2453 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2547 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2454 } 2548 }
2549 if (sceneObject.OwnerID == UUID.Zero)
2550 {
2551 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2552 return false;
2553 }
2455 } 2554 }
2456 else 2555 else
2457 { 2556 {
2557 if (sceneObject.OwnerID == UUID.Zero)
2558 {
2559 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2560 return false;
2561 }
2458 AddRestoredSceneObject(sceneObject, true, false); 2562 AddRestoredSceneObject(sceneObject, true, false);
2459 2563
2460 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2564 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2483,6 +2587,24 @@ namespace OpenSim.Region.Framework.Scenes
2483 return 2; // StateSource.PrimCrossing 2587 return 2; // StateSource.PrimCrossing
2484 } 2588 }
2485 2589
2590 public int GetUserFlags(UUID user)
2591 {
2592 //Unfortunately the SP approach means that the value is cached until region is restarted
2593 /*
2594 ScenePresence sp;
2595 if (TryGetScenePresence(user, out sp))
2596 {
2597 return sp.UserFlags;
2598 }
2599 else
2600 {
2601 */
2602 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2603 if (uac == null)
2604 return 0;
2605 return uac.UserFlags;
2606 //}
2607 }
2486 #endregion 2608 #endregion
2487 2609
2488 #region Add/Remove Avatar Methods 2610 #region Add/Remove Avatar Methods
@@ -2497,6 +2619,7 @@ namespace OpenSim.Region.Framework.Scenes
2497 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2619 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2498 2620
2499 CheckHeartbeat(); 2621 CheckHeartbeat();
2622 ScenePresence presence;
2500 2623
2501 ScenePresence sp = GetScenePresence(client.AgentId); 2624 ScenePresence sp = GetScenePresence(client.AgentId);
2502 2625
@@ -2545,7 +2668,13 @@ namespace OpenSim.Region.Framework.Scenes
2545 2668
2546 EventManager.TriggerOnNewClient(client); 2669 EventManager.TriggerOnNewClient(client);
2547 if (vialogin) 2670 if (vialogin)
2671 {
2548 EventManager.TriggerOnClientLogin(client); 2672 EventManager.TriggerOnClientLogin(client);
2673 // Send initial parcel data
2674 Vector3 pos = sp.AbsolutePosition;
2675 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2676 land.SendLandUpdateToClient(client);
2677 }
2549 2678
2550 return sp; 2679 return sp;
2551 } 2680 }
@@ -2635,19 +2764,12 @@ namespace OpenSim.Region.Framework.Scenes
2635 // and the scene presence and the client, if they exist 2764 // and the scene presence and the client, if they exist
2636 try 2765 try
2637 { 2766 {
2638 // We need to wait for the client to make UDP contact first. 2767 ScenePresence sp = GetScenePresence(agentID);
2639 // It's the UDP contact that creates the scene presence 2768 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2640 ScenePresence sp = WaitGetScenePresence(agentID); 2769
2641 if (sp != null) 2770 if (sp != null)
2642 {
2643 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2644
2645 sp.ControllingClient.Close(); 2771 sp.ControllingClient.Close();
2646 } 2772
2647 else
2648 {
2649 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2650 }
2651 // BANG! SLASH! 2773 // BANG! SLASH!
2652 m_authenticateHandler.RemoveCircuit(agentID); 2774 m_authenticateHandler.RemoveCircuit(agentID);
2653 2775
@@ -2748,6 +2870,7 @@ namespace OpenSim.Region.Framework.Scenes
2748 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2870 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2749 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2871 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2750 client.OnCopyInventoryItem += CopyInventoryItem; 2872 client.OnCopyInventoryItem += CopyInventoryItem;
2873 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2751 client.OnMoveInventoryItem += MoveInventoryItem; 2874 client.OnMoveInventoryItem += MoveInventoryItem;
2752 client.OnRemoveInventoryItem += RemoveInventoryItem; 2875 client.OnRemoveInventoryItem += RemoveInventoryItem;
2753 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2876 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2923,15 +3046,16 @@ namespace OpenSim.Region.Framework.Scenes
2923 /// </summary> 3046 /// </summary>
2924 /// <param name="agentId">The avatar's Unique ID</param> 3047 /// <param name="agentId">The avatar's Unique ID</param>
2925 /// <param name="client">The IClientAPI for the client</param> 3048 /// <param name="client">The IClientAPI for the client</param>
2926 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3049 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2927 { 3050 {
2928 if (m_teleportModule != null) 3051 if (m_teleportModule != null)
2929 m_teleportModule.TeleportHome(agentId, client); 3052 return m_teleportModule.TeleportHome(agentId, client);
2930 else 3053 else
2931 { 3054 {
2932 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3055 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2933 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3056 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2934 } 3057 }
3058 return false;
2935 } 3059 }
2936 3060
2937 /// <summary> 3061 /// <summary>
@@ -3041,6 +3165,16 @@ namespace OpenSim.Region.Framework.Scenes
3041 /// <param name="flags"></param> 3165 /// <param name="flags"></param>
3042 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3166 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3043 { 3167 {
3168 //Add half the avatar's height so that the user doesn't fall through prims
3169 ScenePresence presence;
3170 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3171 {
3172 if (presence.Appearance != null)
3173 {
3174 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3175 }
3176 }
3177
3044 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3178 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3045 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3179 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3046 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3180 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3109,8 +3243,9 @@ namespace OpenSim.Region.Framework.Scenes
3109 regions.Remove(RegionInfo.RegionHandle); 3243 regions.Remove(RegionInfo.RegionHandle);
3110 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3244 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3111 } 3245 }
3112 3246 m_log.Debug("[Scene] Beginning ClientClosed");
3113 m_eventManager.TriggerClientClosed(agentID, this); 3247 m_eventManager.TriggerClientClosed(agentID, this);
3248 m_log.Debug("[Scene] Finished ClientClosed");
3114 } 3249 }
3115 catch (NullReferenceException) 3250 catch (NullReferenceException)
3116 { 3251 {
@@ -3172,9 +3307,10 @@ namespace OpenSim.Region.Framework.Scenes
3172 { 3307 {
3173 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3308 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3174 } 3309 }
3175 3310 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3176 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3311 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3177// CleanDroppedAttachments(); 3312// CleanDroppedAttachments();
3313 m_log.Debug("[Scene] The avatar has left the building");
3178 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3314 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3179 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3315 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3180 } 3316 }
@@ -3296,13 +3432,16 @@ namespace OpenSim.Region.Framework.Scenes
3296 sp = null; 3432 sp = null;
3297 } 3433 }
3298 3434
3299 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3300 3435
3301 //On login test land permisions 3436 //On login test land permisions
3302 if (vialogin) 3437 if (vialogin)
3303 { 3438 {
3304 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3439 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3440 if (cache != null)
3441 cache.Remove(agent.firstname + " " + agent.lastname);
3442 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3305 { 3443 {
3444 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3306 return false; 3445 return false;
3307 } 3446 }
3308 } 3447 }
@@ -3326,8 +3465,13 @@ namespace OpenSim.Region.Framework.Scenes
3326 3465
3327 try 3466 try
3328 { 3467 {
3329 if (!AuthorizeUser(agent, out reason)) 3468 // Always check estate if this is a login. Always
3330 return false; 3469 // check if banned regions are to be blacked out.
3470 if (vialogin || (!m_seeIntoBannedRegion))
3471 {
3472 if (!AuthorizeUser(agent, out reason))
3473 return false;
3474 }
3331 } 3475 }
3332 catch (Exception e) 3476 catch (Exception e)
3333 { 3477 {
@@ -3453,6 +3597,8 @@ namespace OpenSim.Region.Framework.Scenes
3453 } 3597 }
3454 3598
3455 // Honor parcel landing type and position. 3599 // Honor parcel landing type and position.
3600 /*
3601 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3456 if (land != null) 3602 if (land != null)
3457 { 3603 {
3458 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3604 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3460,26 +3606,34 @@ namespace OpenSim.Region.Framework.Scenes
3460 agent.startpos = land.LandData.UserLocation; 3606 agent.startpos = land.LandData.UserLocation;
3461 } 3607 }
3462 } 3608 }
3609 */// This is now handled properly in ScenePresence.MakeRootAgent
3463 } 3610 }
3464 3611
3465 return true; 3612 return true;
3466 } 3613 }
3467 3614
3468 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3615 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3469 { 3616 {
3470 3617 reason = String.Empty;
3471 bool banned = land.IsBannedFromLand(agent.AgentID); 3618 if (Permissions.IsGod(agentID))
3472 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3619 return true;
3620
3621 ILandObject land = LandChannel.GetLandObject(posX, posY);
3622 if (land == null)
3623 return false;
3624
3625 bool banned = land.IsBannedFromLand(agentID);
3626 bool restricted = land.IsRestrictedFromLand(agentID);
3473 3627
3474 if (banned || restricted) 3628 if (banned || restricted)
3475 { 3629 {
3476 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3630 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3477 if (nearestParcel != null) 3631 if (nearestParcel != null)
3478 { 3632 {
3479 //Move agent to nearest allowed 3633 //Move agent to nearest allowed
3480 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3634 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3481 agent.startpos.X = newPosition.X; 3635 posX = newPosition.X;
3482 agent.startpos.Y = newPosition.Y; 3636 posY = newPosition.Y;
3483 } 3637 }
3484 else 3638 else
3485 { 3639 {
@@ -3541,7 +3695,7 @@ namespace OpenSim.Region.Framework.Scenes
3541 3695
3542 if (!m_strictAccessControl) return true; 3696 if (!m_strictAccessControl) return true;
3543 if (Permissions.IsGod(agent.AgentID)) return true; 3697 if (Permissions.IsGod(agent.AgentID)) return true;
3544 3698
3545 if (AuthorizationService != null) 3699 if (AuthorizationService != null)
3546 { 3700 {
3547 if (!AuthorizationService.IsAuthorizedForRegion( 3701 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3549,14 +3703,14 @@ namespace OpenSim.Region.Framework.Scenes
3549 { 3703 {
3550 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3704 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3551 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3705 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3552 3706
3553 return false; 3707 return false;
3554 } 3708 }
3555 } 3709 }
3556 3710
3557 if (m_regInfo.EstateSettings != null) 3711 if (m_regInfo.EstateSettings != null)
3558 { 3712 {
3559 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3713 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3560 { 3714 {
3561 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3715 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3562 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3716 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3748,6 +3902,13 @@ namespace OpenSim.Region.Framework.Scenes
3748 3902
3749 // We have to wait until the viewer contacts this region after receiving EAC. 3903 // We have to wait until the viewer contacts this region after receiving EAC.
3750 // That calls AddNewClient, which finally creates the ScenePresence 3904 // That calls AddNewClient, which finally creates the ScenePresence
3905 int flags = GetUserFlags(cAgentData.AgentID);
3906 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3907 {
3908 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3909 return false;
3910 }
3911
3751 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3912 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3752 if (nearestParcel == null) 3913 if (nearestParcel == null)
3753 { 3914 {
@@ -3829,12 +3990,22 @@ namespace OpenSim.Region.Framework.Scenes
3829 return false; 3990 return false;
3830 } 3991 }
3831 3992
3993 public bool IncomingCloseAgent(UUID agentID)
3994 {
3995 return IncomingCloseAgent(agentID, false);
3996 }
3997
3998 public bool IncomingCloseChildAgent(UUID agentID)
3999 {
4000 return IncomingCloseAgent(agentID, true);
4001 }
4002
3832 /// <summary> 4003 /// <summary>
3833 /// Tell a single agent to disconnect from the region. 4004 /// Tell a single agent to disconnect from the region.
3834 /// </summary> 4005 /// </summary>
3835 /// <param name="regionHandle"></param>
3836 /// <param name="agentID"></param> 4006 /// <param name="agentID"></param>
3837 public bool IncomingCloseAgent(UUID agentID) 4007 /// <param name="childOnly"></param>
4008 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3838 { 4009 {
3839 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4010 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3840 4011
@@ -3846,7 +4017,7 @@ namespace OpenSim.Region.Framework.Scenes
3846 { 4017 {
3847 m_sceneGraph.removeUserCount(false); 4018 m_sceneGraph.removeUserCount(false);
3848 } 4019 }
3849 else 4020 else if (!childOnly)
3850 { 4021 {
3851 m_sceneGraph.removeUserCount(true); 4022 m_sceneGraph.removeUserCount(true);
3852 } 4023 }
@@ -3862,9 +4033,12 @@ namespace OpenSim.Region.Framework.Scenes
3862 } 4033 }
3863 else 4034 else
3864 presence.ControllingClient.SendShutdownConnectionNotice(); 4035 presence.ControllingClient.SendShutdownConnectionNotice();
4036 presence.ControllingClient.Close(false);
4037 }
4038 else if (!childOnly)
4039 {
4040 presence.ControllingClient.Close(true);
3865 } 4041 }
3866
3867 presence.ControllingClient.Close();
3868 return true; 4042 return true;
3869 } 4043 }
3870 4044
@@ -4457,34 +4631,78 @@ namespace OpenSim.Region.Framework.Scenes
4457 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4631 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4458 } 4632 }
4459 4633
4460 public int GetHealth() 4634 public int GetHealth(out int flags, out string message)
4461 { 4635 {
4462 // Returns: 4636 // Returns:
4463 // 1 = sim is up and accepting http requests. The heartbeat has 4637 // 1 = sim is up and accepting http requests. The heartbeat has
4464 // stopped and the sim is probably locked up, but a remote 4638 // stopped and the sim is probably locked up, but a remote
4465 // admin restart may succeed 4639 // admin restart may succeed
4466 // 4640 //
4467 // 2 = Sim is up and the heartbeat is running. The sim is likely 4641 // 2 = Sim is up and the heartbeat is running. The sim is likely
4468 // usable for people within and logins _may_ work 4642 // usable for people within
4643 //
4644 // 3 = Sim is up and one packet thread is running. Sim is
4645 // unstable and will not accept new logins
4646 //
4647 // 4 = Sim is up and both packet threads are running. Sim is
4648 // likely usable
4469 // 4649 //
4470 // 3 = We have seen a new user enter within the past 4 minutes 4650 // 5 = We have seen a new user enter within the past 4 minutes
4471 // which can be seen as positive confirmation of sim health 4651 // which can be seen as positive confirmation of sim health
4472 // 4652 //
4653
4654 flags = 0;
4655 message = String.Empty;
4656
4657 CheckHeartbeat();
4658
4659 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4660 {
4661 // We're still starting
4662 // 0 means "in startup", it can't happen another way, since
4663 // to get here, we must be able to accept http connections
4664 return 0;
4665 }
4666
4473 int health=1; // Start at 1, means we're up 4667 int health=1; // Start at 1, means we're up
4474 4668
4475 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4669 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4670 {
4671 health+=1;
4672 flags |= 1;
4673 }
4674
4675 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4676 {
4677 health+=1;
4678 flags |= 2;
4679 }
4680
4681 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4682 {
4476 health+=1; 4683 health+=1;
4684 flags |= 4;
4685 }
4477 else 4686 else
4687 {
4688int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4689System.Diagnostics.Process proc = new System.Diagnostics.Process();
4690proc.EnableRaisingEvents=false;
4691proc.StartInfo.FileName = "/bin/kill";
4692proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4693proc.Start();
4694proc.WaitForExit();
4695Thread.Sleep(1000);
4696Environment.Exit(1);
4697 }
4698
4699 if (flags != 7)
4478 return health; 4700 return health;
4479 4701
4480 // A login in the last 4 mins? We can't be doing too badly 4702 // A login in the last 4 mins? We can't be doing too badly
4481 // 4703 //
4482 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4704 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4483 health++; 4705 health++;
4484 else
4485 return health;
4486
4487 CheckHeartbeat();
4488 4706
4489 return health; 4707 return health;
4490 } 4708 }
@@ -4573,7 +4791,7 @@ namespace OpenSim.Region.Framework.Scenes
4573 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4791 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4574 if (wasUsingPhysics) 4792 if (wasUsingPhysics)
4575 { 4793 {
4576 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4794 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4577 } 4795 }
4578 } 4796 }
4579 4797
@@ -4677,7 +4895,7 @@ namespace OpenSim.Region.Framework.Scenes
4677 if (m_firstHeartbeat) 4895 if (m_firstHeartbeat)
4678 return; 4896 return;
4679 4897
4680 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4898 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4681 StartTimer(); 4899 StartTimer();
4682 } 4900 }
4683 4901
@@ -4691,9 +4909,14 @@ namespace OpenSim.Region.Framework.Scenes
4691 get { return m_allowScriptCrossings; } 4909 get { return m_allowScriptCrossings; }
4692 } 4910 }
4693 4911
4694 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4912 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4913 {
4914 return GetNearestAllowedPosition(avatar, null);
4915 }
4916
4917 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4695 { 4918 {
4696 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4919 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4697 4920
4698 if (nearestParcel != null) 4921 if (nearestParcel != null)
4699 { 4922 {
@@ -4752,13 +4975,18 @@ namespace OpenSim.Region.Framework.Scenes
4752 4975
4753 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4976 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4754 { 4977 {
4978 return GetNearestAllowedParcel(avatarId, x, y, null);
4979 }
4980
4981 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4982 {
4755 List<ILandObject> all = AllParcels(); 4983 List<ILandObject> all = AllParcels();
4756 float minParcelDistance = float.MaxValue; 4984 float minParcelDistance = float.MaxValue;
4757 ILandObject nearestParcel = null; 4985 ILandObject nearestParcel = null;
4758 4986
4759 foreach (var parcel in all) 4987 foreach (var parcel in all)
4760 { 4988 {
4761 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4989 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4762 { 4990 {
4763 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4991 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4764 if (parcelDistance < minParcelDistance) 4992 if (parcelDistance < minParcelDistance)
@@ -5000,7 +5228,55 @@ namespace OpenSim.Region.Framework.Scenes
5000 mapModule.GenerateMaptile(); 5228 mapModule.GenerateMaptile();
5001 } 5229 }
5002 5230
5003 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5231// public void CleanDroppedAttachments()
5232// {
5233// List<SceneObjectGroup> objectsToDelete =
5234// new List<SceneObjectGroup>();
5235//
5236// lock (m_cleaningAttachments)
5237// {
5238// ForEachSOG(delegate (SceneObjectGroup grp)
5239// {
5240// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5241// {
5242// UUID agentID = grp.OwnerID;
5243// if (agentID == UUID.Zero)
5244// {
5245// objectsToDelete.Add(grp);
5246// return;
5247// }
5248//
5249// ScenePresence sp = GetScenePresence(agentID);
5250// if (sp == null)
5251// {
5252// objectsToDelete.Add(grp);
5253// return;
5254// }
5255// }
5256// });
5257// }
5258//
5259// foreach (SceneObjectGroup grp in objectsToDelete)
5260// {
5261// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5262// DeleteSceneObject(grp, true);
5263// }
5264// }
5265
5266 public void ThreadAlive(int threadCode)
5267 {
5268 switch(threadCode)
5269 {
5270 case 1: // Incoming
5271 m_lastIncoming = Util.EnvironmentTickCount();
5272 break;
5273 case 2: // Incoming
5274 m_lastOutgoing = Util.EnvironmentTickCount();
5275 break;
5276 }
5277 }
5278
5279 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5004 { 5280 {
5005 RegenerateMaptile(); 5281 RegenerateMaptile();
5006 5282
@@ -5019,6 +5295,14 @@ namespace OpenSim.Region.Framework.Scenes
5019 // child agent creation, thereby emulating the SL behavior. 5295 // child agent creation, thereby emulating the SL behavior.
5020 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5296 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5021 { 5297 {
5298 reason = "You are banned from the region";
5299
5300 if (Permissions.IsGod(agentID))
5301 {
5302 reason = String.Empty;
5303 return true;
5304 }
5305
5022 int num = m_sceneGraph.GetNumberOfScenePresences(); 5306 int num = m_sceneGraph.GetNumberOfScenePresences();
5023 5307
5024 if (num >= RegionInfo.RegionSettings.AgentLimit) 5308 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5030,6 +5314,41 @@ namespace OpenSim.Region.Framework.Scenes
5030 } 5314 }
5031 } 5315 }
5032 5316
5317 ScenePresence presence = GetScenePresence(agentID);
5318 IClientAPI client = null;
5319 AgentCircuitData aCircuit = null;
5320
5321 if (presence != null)
5322 {
5323 client = presence.ControllingClient;
5324 if (client != null)
5325 aCircuit = client.RequestClientInfo();
5326 }
5327
5328 // We may be called before there is a presence or a client.
5329 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5330 if (client == null)
5331 {
5332 aCircuit = new AgentCircuitData();
5333 aCircuit.AgentID = agentID;
5334 aCircuit.firstname = String.Empty;
5335 aCircuit.lastname = String.Empty;
5336 }
5337
5338 try
5339 {
5340 if (!AuthorizeUser(aCircuit, out reason))
5341 {
5342 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5343 return false;
5344 }
5345 }
5346 catch (Exception e)
5347 {
5348 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5349 return false;
5350 }
5351
5033 if (position == Vector3.Zero) // Teleport 5352 if (position == Vector3.Zero) // Teleport
5034 { 5353 {
5035 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5354 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5058,13 +5377,46 @@ namespace OpenSim.Region.Framework.Scenes
5058 } 5377 }
5059 } 5378 }
5060 } 5379 }
5380
5381 float posX = 128.0f;
5382 float posY = 128.0f;
5383
5384 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5385 {
5386 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5387 return false;
5388 }
5389 }
5390 else // Walking
5391 {
5392 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5393 if (land == null)
5394 return false;
5395
5396 bool banned = land.IsBannedFromLand(agentID);
5397 bool restricted = land.IsRestrictedFromLand(agentID);
5398
5399 if (banned || restricted)
5400 return false;
5061 } 5401 }
5062 5402
5063 reason = String.Empty; 5403 reason = String.Empty;
5064 return true; 5404 return true;
5065 } 5405 }
5066 5406
5067 /// <summary> 5407 public void StartTimerWatchdog()
5408 {
5409 m_timerWatchdog.Interval = 1000;
5410 m_timerWatchdog.Elapsed += TimerWatchdog;
5411 m_timerWatchdog.AutoReset = true;
5412 m_timerWatchdog.Start();
5413 }
5414
5415 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5416 {
5417 CheckHeartbeat();
5418 }
5419
5068 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5420 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5069 /// autopilot that moves an avatar to a sit target!. 5421 /// autopilot that moves an avatar to a sit target!.
5070 /// </summary> 5422 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 19c9745..65ffe92 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -180,10 +180,13 @@ namespace OpenSim.Region.Framework.Scenes
180 } 180 }
181 } 181 }
182 182
183 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
184
183 /// <summary> 185 /// <summary>
184 /// Closes a child agent on a given region 186 /// This Closes child agents on neighboring regions
187 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
185 /// </summary> 188 /// </summary>
186 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 189 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
187 { 190 {
188 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 191 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
189 192
@@ -192,31 +195,29 @@ namespace OpenSim.Region.Framework.Scenes
192 Utils.LongToUInts(regionHandle, out x, out y); 195 Utils.LongToUInts(regionHandle, out x, out y);
193 196
194 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 197 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
198 m_scene.SimulationService.CloseChildAgent(destination, agentID);
199 }
195 200
196 m_log.DebugFormat( 201 private void SendCloseChildAgentCompleted(IAsyncResult iar)
197 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 202 {
198 agentID, destination.RegionCoordX, destination.RegionCoordY); 203 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
199 204 icon.EndInvoke(iar);
200 m_scene.SimulationService.CloseAgent(destination, agentID);
201 } 205 }
202 206
203 /// <summary>
204 /// Closes a child agents in a collection of regions. Does so asynchronously
205 /// so that the caller doesn't wait.
206 /// </summary>
207 /// <param name="agentID"></param>
208 /// <param name="regionslst"></param>
209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 207 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
210 { 208 {
211 foreach (ulong handle in regionslst) 209 foreach (ulong handle in regionslst)
212 { 210 {
213 SendCloseChildAgent(agentID, handle); 211 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
212 d.BeginInvoke(agentID, handle,
213 SendCloseChildAgentCompleted,
214 d);
214 } 215 }
215 } 216 }
216 217
217 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
218 { 219 {
219 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
220 } 221 }
221 } 222 }
222} \ No newline at end of file 223}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 66fb493..5a7f124 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -265,6 +280,33 @@ namespace OpenSim.Region.Framework.Scenes
265 protected internal bool AddRestoredSceneObject( 280 protected internal bool AddRestoredSceneObject(
266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
267 { 282 {
283 if (!m_parentScene.CombineRegions)
284 {
285 // KF: Check for out-of-region, move inside and make static.
286 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
287 sceneObject.RootPart.GroupPosition.Y,
288 sceneObject.RootPart.GroupPosition.Z);
289 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
290 npos.X > Constants.RegionSize ||
291 npos.Y > Constants.RegionSize))
292 {
293 if (npos.X < 0.0) npos.X = 1.0f;
294 if (npos.Y < 0.0) npos.Y = 1.0f;
295 if (npos.Z < 0.0) npos.Z = 0.0f;
296 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
297 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
298
299 foreach (SceneObjectPart part in sceneObject.Parts)
300 {
301 part.GroupPosition = npos;
302 }
303 sceneObject.RootPart.Velocity = Vector3.Zero;
304 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
305 sceneObject.RootPart.Acceleration = Vector3.Zero;
306 sceneObject.RootPart.Velocity = Vector3.Zero;
307 }
308 }
309
268 if (attachToBackup && (!alreadyPersisted)) 310 if (attachToBackup && (!alreadyPersisted))
269 { 311 {
270 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -354,6 +396,11 @@ namespace OpenSim.Region.Framework.Scenes
354 /// </returns> 396 /// </returns>
355 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 397 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
356 { 398 {
399 if (sceneObject == null)
400 {
401 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
402 return false;
403 }
357 if (sceneObject.UUID == UUID.Zero) 404 if (sceneObject.UUID == UUID.Zero)
358 { 405 {
359 m_log.ErrorFormat( 406 m_log.ErrorFormat(
@@ -488,6 +535,30 @@ namespace OpenSim.Region.Framework.Scenes
488 m_updateList[obj.UUID] = obj; 535 m_updateList[obj.UUID] = obj;
489 } 536 }
490 537
538 public void FireAttachToBackup(SceneObjectGroup obj)
539 {
540 if (OnAttachToBackup != null)
541 {
542 OnAttachToBackup(obj);
543 }
544 }
545
546 public void FireDetachFromBackup(SceneObjectGroup obj)
547 {
548 if (OnDetachFromBackup != null)
549 {
550 OnDetachFromBackup(obj);
551 }
552 }
553
554 public void FireChangeBackup(SceneObjectGroup obj)
555 {
556 if (OnChangeBackup != null)
557 {
558 OnChangeBackup(obj);
559 }
560 }
561
491 /// <summary> 562 /// <summary>
492 /// Process all pending updates 563 /// Process all pending updates
493 /// </summary> 564 /// </summary>
@@ -605,7 +676,8 @@ namespace OpenSim.Region.Framework.Scenes
605 676
606 Entities[presence.UUID] = presence; 677 Entities[presence.UUID] = presence;
607 678
608 lock (m_presenceLock) 679 m_scenePresencesLock.EnterWriteLock();
680 try
609 { 681 {
610 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 682 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
611 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 683 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -629,6 +701,10 @@ namespace OpenSim.Region.Framework.Scenes
629 m_scenePresenceMap = newmap; 701 m_scenePresenceMap = newmap;
630 m_scenePresenceArray = newlist; 702 m_scenePresenceArray = newlist;
631 } 703 }
704 finally
705 {
706 m_scenePresencesLock.ExitWriteLock();
707 }
632 } 708 }
633 709
634 /// <summary> 710 /// <summary>
@@ -643,7 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
643 agentID); 719 agentID);
644 } 720 }
645 721
646 lock (m_presenceLock) 722 m_scenePresencesLock.EnterWriteLock();
723 try
647 { 724 {
648 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 725 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
649 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 726 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -665,6 +742,10 @@ namespace OpenSim.Region.Framework.Scenes
665 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 742 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
666 } 743 }
667 } 744 }
745 finally
746 {
747 m_scenePresencesLock.ExitWriteLock();
748 }
668 } 749 }
669 750
670 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 751 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1380,8 +1461,13 @@ namespace OpenSim.Region.Framework.Scenes
1380 { 1461 {
1381 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1462 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1382 { 1463 {
1383 if (m_parentScene.AttachmentsModule != null) 1464 // Set the new attachment point data in the object
1384 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1465 byte attachmentPoint = group.GetAttachmentPoint();
1466 group.UpdateGroupPosition(pos);
1467 group.IsAttachment = false;
1468 group.AbsolutePosition = group.RootPart.AttachedPos;
1469 group.AttachmentPoint = attachmentPoint;
1470 group.HasGroupChanged = true;
1385 } 1471 }
1386 else 1472 else
1387 { 1473 {
@@ -1653,8 +1739,11 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1739 return;
1654 1740
1655 Monitor.Enter(m_updateLock); 1741 Monitor.Enter(m_updateLock);
1742
1656 try 1743 try
1657 { 1744 {
1745 parentGroup.areUpdatesSuspended = true;
1746
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1747 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1748
1660 // We do this in reverse to get the link order of the prims correct 1749 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1758,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1758 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1759 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1760 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1761
1673 child.RootPart.SalePrice = 10; 1762 if (child != null)
1674 childGroups.Add(child); 1763 {
1764 child.RootPart.ObjectSaleType = 0;
1765 child.RootPart.SalePrice = 10;
1766 childGroups.Add(child);
1767 }
1675 } 1768 }
1676 1769
1677 foreach (SceneObjectGroup child in childGroups) 1770 foreach (SceneObjectGroup child in childGroups)
@@ -1698,6 +1791,16 @@ namespace OpenSim.Region.Framework.Scenes
1698 } 1791 }
1699 finally 1792 finally
1700 { 1793 {
1794 lock (SceneObjectGroupsByLocalPartID)
1795 {
1796 foreach (SceneObjectPart part in parentGroup.Parts)
1797 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1798 }
1799
1800 parentGroup.areUpdatesSuspended = false;
1801 parentGroup.HasGroupChanged = true;
1802 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1803 parentGroup.ScheduleGroupForFullUpdate();
1701 Monitor.Exit(m_updateLock); 1804 Monitor.Exit(m_updateLock);
1702 } 1805 }
1703 } 1806 }
@@ -1734,21 +1837,24 @@ namespace OpenSim.Region.Framework.Scenes
1734 1837
1735 SceneObjectGroup group = part.ParentGroup; 1838 SceneObjectGroup group = part.ParentGroup;
1736 if (!affectedGroups.Contains(group)) 1839 if (!affectedGroups.Contains(group))
1840 {
1841 group.areUpdatesSuspended = true;
1737 affectedGroups.Add(group); 1842 affectedGroups.Add(group);
1843 }
1738 } 1844 }
1739 } 1845 }
1740 } 1846 }
1741 1847
1742 foreach (SceneObjectPart child in childParts) 1848 if (childParts.Count > 0)
1743 { 1849 {
1744 // Unlink all child parts from their groups 1850 foreach (SceneObjectPart child in childParts)
1745 // 1851 {
1746 child.ParentGroup.DelinkFromGroup(child, true); 1852 // Unlink all child parts from their groups
1747 1853 //
1748 // These are not in affected groups and will not be 1854 child.ParentGroup.DelinkFromGroup(child, true);
1749 // handled further. Do the honors here. 1855 child.ParentGroup.HasGroupChanged = true;
1750 child.ParentGroup.HasGroupChanged = true; 1856 child.ParentGroup.ScheduleGroupForFullUpdate();
1751 child.ParentGroup.ScheduleGroupForFullUpdate(); 1857 }
1752 } 1858 }
1753 1859
1754 foreach (SceneObjectPart root in rootParts) 1860 foreach (SceneObjectPart root in rootParts)
@@ -1758,56 +1864,68 @@ namespace OpenSim.Region.Framework.Scenes
1758 // However, editing linked parts and unlinking may be different 1864 // However, editing linked parts and unlinking may be different
1759 // 1865 //
1760 SceneObjectGroup group = root.ParentGroup; 1866 SceneObjectGroup group = root.ParentGroup;
1867 group.areUpdatesSuspended = true;
1761 1868
1762 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1869 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1763 int numChildren = newSet.Count; 1870 int numChildren = newSet.Count;
1764 1871
1872 if (numChildren == 1)
1873 break;
1874
1765 // If there are prims left in a link set, but the root is 1875 // If there are prims left in a link set, but the root is
1766 // slated for unlink, we need to do this 1876 // slated for unlink, we need to do this
1877 // Unlink the remaining set
1767 // 1878 //
1768 if (numChildren != 1) 1879 bool sendEventsToRemainder = true;
1769 { 1880 if (numChildren > 1)
1770 // Unlink the remaining set 1881 sendEventsToRemainder = false;
1771 //
1772 bool sendEventsToRemainder = true;
1773 if (numChildren > 1)
1774 sendEventsToRemainder = false;
1775 1882
1776 foreach (SceneObjectPart p in newSet) 1883 foreach (SceneObjectPart p in newSet)
1884 {
1885 if (p != group.RootPart)
1777 { 1886 {
1778 if (p != group.RootPart) 1887 group.DelinkFromGroup(p, sendEventsToRemainder);
1779 group.DelinkFromGroup(p, sendEventsToRemainder); 1888 if (numChildren > 2)
1889 {
1890 p.ParentGroup.areUpdatesSuspended = true;
1891 }
1892 else
1893 {
1894 p.ParentGroup.HasGroupChanged = true;
1895 p.ParentGroup.ScheduleGroupForFullUpdate();
1896 }
1780 } 1897 }
1898 }
1899
1900 // If there is more than one prim remaining, we
1901 // need to re-link
1902 //
1903 if (numChildren > 2)
1904 {
1905 // Remove old root
1906 //
1907 if (newSet.Contains(root))
1908 newSet.Remove(root);
1781 1909
1782 // If there is more than one prim remaining, we 1910 // Preserve link ordering
1783 // need to re-link
1784 // 1911 //
1785 if (numChildren > 2) 1912 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1786 { 1913 {
1787 // Remove old root 1914 return a.LinkNum.CompareTo(b.LinkNum);
1788 // 1915 });
1789 if (newSet.Contains(root))
1790 newSet.Remove(root);
1791
1792 // Preserve link ordering
1793 //
1794 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1795 {
1796 return a.LinkNum.CompareTo(b.LinkNum);
1797 });
1798 1916
1799 // Determine new root 1917 // Determine new root
1800 // 1918 //
1801 SceneObjectPart newRoot = newSet[0]; 1919 SceneObjectPart newRoot = newSet[0];
1802 newSet.RemoveAt(0); 1920 newSet.RemoveAt(0);
1803 1921
1804 foreach (SceneObjectPart newChild in newSet) 1922 foreach (SceneObjectPart newChild in newSet)
1805 newChild.ClearUpdateSchedule(); 1923 newChild.ClearUpdateSchedule();
1806 1924
1807 LinkObjects(newRoot, newSet); 1925 newRoot.ParentGroup.areUpdatesSuspended = true;
1808 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1926 LinkObjects(newRoot, newSet);
1809 affectedGroups.Add(newRoot.ParentGroup); 1927 if (!affectedGroups.Contains(newRoot.ParentGroup))
1810 } 1928 affectedGroups.Add(newRoot.ParentGroup);
1811 } 1929 }
1812 } 1930 }
1813 1931
@@ -1815,8 +1933,14 @@ namespace OpenSim.Region.Framework.Scenes
1815 // 1933 //
1816 foreach (SceneObjectGroup g in affectedGroups) 1934 foreach (SceneObjectGroup g in affectedGroups)
1817 { 1935 {
1936 // Child prims that have been unlinked and deleted will
1937 // return unless the root is deleted. This will remove them
1938 // from the database. They will be rewritten immediately,
1939 // minus the rows for the unlinked child prims.
1940 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1818 g.TriggerScriptChangedEvent(Changed.LINK); 1941 g.TriggerScriptChangedEvent(Changed.LINK);
1819 g.HasGroupChanged = true; // Persist 1942 g.HasGroupChanged = true; // Persist
1943 g.areUpdatesSuspended = false;
1820 g.ScheduleGroupForFullUpdate(); 1944 g.ScheduleGroupForFullUpdate();
1821 } 1945 }
1822 } 1946 }
@@ -1918,9 +2042,6 @@ namespace OpenSim.Region.Framework.Scenes
1918 child.ApplyNextOwnerPermissions(); 2042 child.ApplyNextOwnerPermissions();
1919 } 2043 }
1920 } 2044 }
1921
1922 copy.RootPart.ObjectSaleType = 0;
1923 copy.RootPart.SalePrice = 10;
1924 } 2045 }
1925 2046
1926 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2047 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a73d9b6..f3660a5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 878476e..cf8637f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -247,10 +311,10 @@ namespace OpenSim.Region.Framework.Scenes
247 311
248 private bool m_scriptListens_atTarget; 312 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 313 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 314 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 315 private bool m_scriptListens_notAtRotTarget;
253 316
317 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 318 internal Dictionary<UUID, string> m_savedScriptState;
255 319
256 #region Properties 320 #region Properties
@@ -287,6 +351,16 @@ namespace OpenSim.Region.Framework.Scenes
287 get { return m_parts.Count; } 351 get { return m_parts.Count; }
288 } 352 }
289 353
354// protected Quaternion m_rotation = Quaternion.Identity;
355//
356// public virtual Quaternion Rotation
357// {
358// get { return m_rotation; }
359// set {
360// m_rotation = value;
361// }
362// }
363
290 public Quaternion GroupRotation 364 public Quaternion GroupRotation
291 { 365 {
292 get { return m_rootPart.RotationOffset; } 366 get { return m_rootPart.RotationOffset; }
@@ -388,14 +462,98 @@ namespace OpenSim.Region.Framework.Scenes
388 462
389 if (Scene != null) 463 if (Scene != null)
390 { 464 {
391 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 465 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
392 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 466 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
467 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
468 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
469 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
393 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 470 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
394 { 471 {
395 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 472 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
473 uint x = 0;
474 uint y = 0;
475 string version = String.Empty;
476 Vector3 newpos = Vector3.Zero;
477 OpenSim.Services.Interfaces.GridRegion destination = null;
478
479 bool canCross = true;
480 foreach (ScenePresence av in m_linkedAvatars)
481 {
482 // We need to cross these agents. First, let's find
483 // out if any of them can't cross for some reason.
484 // We have to deny the crossing entirely if any
485 // of them are banned. Alternatively, we could
486 // unsit banned agents....
487
488
489 // We set the avatar position as being the object
490 // position to get the region to send to
491 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
492 {
493 canCross = false;
494 break;
495 }
496
497 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
498 }
499
500 if (canCross)
501 {
502 // We unparent the SP quietly so that it won't
503 // be made to stand up
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
507 if (parentPart != null)
508 av.ParentUUID = parentPart.UUID;
509
510 av.ParentID = 0;
511 }
512
513 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
514
515 // Normalize
516 if (val.X >= Constants.RegionSize)
517 val.X -= Constants.RegionSize;
518 if (val.Y >= Constants.RegionSize)
519 val.Y -= Constants.RegionSize;
520 if (val.X < 0)
521 val.X += Constants.RegionSize;
522 if (val.Y < 0)
523 val.Y += Constants.RegionSize;
524
525 // If it's deleted, crossing was successful
526 if (IsDeleted)
527 {
528 foreach (ScenePresence av in m_linkedAvatars)
529 {
530 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
531
532 av.IsInTransit = true;
533
534 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
535 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
536 }
537
538 return;
539 }
540 }
541 else if (RootPart.PhysActor != null)
542 {
543 RootPart.PhysActor.CrossingFailure();
544 }
545
546 Vector3 oldp = AbsolutePosition;
547 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
548 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
549 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
396 } 550 }
397 } 551 }
398 552
553 foreach (SceneObjectPart part in m_parts.GetArray())
554 {
555 part.IgnoreUndoUpdate = true;
556 }
399 if (RootPart.GetStatusSandbox()) 557 if (RootPart.GetStatusSandbox())
400 { 558 {
401 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 559 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -409,10 +567,30 @@ namespace OpenSim.Region.Framework.Scenes
409 return; 567 return;
410 } 568 }
411 } 569 }
412
413 SceneObjectPart[] parts = m_parts.GetArray(); 570 SceneObjectPart[] parts = m_parts.GetArray();
414 for (int i = 0; i < parts.Length; i++) 571 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
415 parts[i].GroupPosition = val; 572 if (m_dupeInProgress)
573 triggerScriptEvent = false;
574 foreach (SceneObjectPart part in parts)
575 {
576 part.GroupPosition = val;
577 if (triggerScriptEvent)
578 part.TriggerScriptChangedEvent(Changed.POSITION);
579 }
580 if (!m_dupeInProgress)
581 {
582 foreach (ScenePresence av in m_linkedAvatars)
583 {
584 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
585 if (m_parts.TryGetValue(p.UUID, out p))
586 {
587 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
588 av.AbsolutePosition += offset;
589 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
590 av.SendAvatarDataToAllAgents();
591 }
592 }
593 }
416 594
417 //if (m_rootPart.PhysActor != null) 595 //if (m_rootPart.PhysActor != null)
418 //{ 596 //{
@@ -427,6 +605,29 @@ namespace OpenSim.Region.Framework.Scenes
427 } 605 }
428 } 606 }
429 607
608 public override Vector3 Velocity
609 {
610 get { return RootPart.Velocity; }
611 set { RootPart.Velocity = value; }
612 }
613
614 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
615 {
616 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
617 ScenePresence agent = icon.EndInvoke(iar);
618
619 //// If the cross was successful, this agent is a child agent
620 //if (agent.IsChildAgent)
621 // agent.Reset();
622 //else // Not successful
623 // agent.RestoreInCurrentScene();
624
625 // In any case
626 agent.IsInTransit = false;
627
628 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
629 }
630
430 public override uint LocalId 631 public override uint LocalId
431 { 632 {
432 get { return m_rootPart.LocalId; } 633 get { return m_rootPart.LocalId; }
@@ -578,6 +779,7 @@ namespace OpenSim.Region.Framework.Scenes
578 /// </summary> 779 /// </summary>
579 public SceneObjectGroup() 780 public SceneObjectGroup()
580 { 781 {
782
581 } 783 }
582 784
583 /// <summary> 785 /// <summary>
@@ -594,7 +796,7 @@ namespace OpenSim.Region.Framework.Scenes
594 /// Constructor. This object is added to the scene later via AttachToScene() 796 /// Constructor. This object is added to the scene later via AttachToScene()
595 /// </summary> 797 /// </summary>
596 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 798 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
597 { 799 {
598 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 800 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
599 } 801 }
600 802
@@ -642,6 +844,9 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 844 /// </summary>
643 public virtual void AttachToBackup() 845 public virtual void AttachToBackup()
644 { 846 {
847 if (IsAttachment) return;
848 m_scene.SceneGraph.FireAttachToBackup(this);
849
645 if (InSceneBackup) 850 if (InSceneBackup)
646 { 851 {
647 //m_log.DebugFormat( 852 //m_log.DebugFormat(
@@ -684,6 +889,9 @@ namespace OpenSim.Region.Framework.Scenes
684 889
685 ApplyPhysics(); 890 ApplyPhysics();
686 891
892 if (RootPart.PhysActor != null)
893 RootPart.Buoyancy = RootPart.Buoyancy;
894
687 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 895 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
688 // for the same object with very different properties. The caller must schedule the update. 896 // for the same object with very different properties. The caller must schedule the update.
689 //ScheduleGroupForFullUpdate(); 897 //ScheduleGroupForFullUpdate();
@@ -699,6 +907,10 @@ namespace OpenSim.Region.Framework.Scenes
699 EntityIntersection result = new EntityIntersection(); 907 EntityIntersection result = new EntityIntersection();
700 908
701 SceneObjectPart[] parts = m_parts.GetArray(); 909 SceneObjectPart[] parts = m_parts.GetArray();
910
911 // Find closest hit here
912 float idist = float.MaxValue;
913
702 for (int i = 0; i < parts.Length; i++) 914 for (int i = 0; i < parts.Length; i++)
703 { 915 {
704 SceneObjectPart part = parts[i]; 916 SceneObjectPart part = parts[i];
@@ -713,11 +925,6 @@ namespace OpenSim.Region.Framework.Scenes
713 925
714 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 926 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
715 927
716 // This may need to be updated to the maximum draw distance possible..
717 // We might (and probably will) be checking for prim creation from other sims
718 // when the camera crosses the border.
719 float idist = Constants.RegionSize;
720
721 if (inter.HitTF) 928 if (inter.HitTF)
722 { 929 {
723 // We need to find the closest prim to return to the testcaller along the ray 930 // We need to find the closest prim to return to the testcaller along the ray
@@ -728,10 +935,11 @@ namespace OpenSim.Region.Framework.Scenes
728 result.obj = part; 935 result.obj = part;
729 result.normal = inter.normal; 936 result.normal = inter.normal;
730 result.distance = inter.distance; 937 result.distance = inter.distance;
938
939 idist = inter.distance;
731 } 940 }
732 } 941 }
733 } 942 }
734
735 return result; 943 return result;
736 } 944 }
737 945
@@ -751,17 +959,19 @@ namespace OpenSim.Region.Framework.Scenes
751 minZ = 8192f; 959 minZ = 8192f;
752 960
753 SceneObjectPart[] parts = m_parts.GetArray(); 961 SceneObjectPart[] parts = m_parts.GetArray();
754 for (int i = 0; i < parts.Length; i++) 962 foreach (SceneObjectPart part in parts)
755 { 963 {
756 SceneObjectPart part = parts[i];
757
758 Vector3 worldPos = part.GetWorldPosition(); 964 Vector3 worldPos = part.GetWorldPosition();
759 Vector3 offset = worldPos - AbsolutePosition; 965 Vector3 offset = worldPos - AbsolutePosition;
760 Quaternion worldRot; 966 Quaternion worldRot;
761 if (part.ParentID == 0) 967 if (part.ParentID == 0)
968 {
762 worldRot = part.RotationOffset; 969 worldRot = part.RotationOffset;
970 }
763 else 971 else
972 {
764 worldRot = part.GetWorldRotation(); 973 worldRot = part.GetWorldRotation();
974 }
765 975
766 Vector3 frontTopLeft; 976 Vector3 frontTopLeft;
767 Vector3 frontTopRight; 977 Vector3 frontTopRight;
@@ -773,6 +983,8 @@ namespace OpenSim.Region.Framework.Scenes
773 Vector3 backBottomLeft; 983 Vector3 backBottomLeft;
774 Vector3 backBottomRight; 984 Vector3 backBottomRight;
775 985
986 // Vector3[] corners = new Vector3[8];
987
776 Vector3 orig = Vector3.Zero; 988 Vector3 orig = Vector3.Zero;
777 989
778 frontTopLeft.X = orig.X - (part.Scale.X / 2); 990 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -807,6 +1019,38 @@ namespace OpenSim.Region.Framework.Scenes
807 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1019 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
808 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1020 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
809 1021
1022
1023
1024 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1025 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1026 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1027 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1028 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1029 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1030 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1031 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1032
1033 //for (int i = 0; i < 8; i++)
1034 //{
1035 // corners[i] = corners[i] * worldRot;
1036 // corners[i] += offset;
1037
1038 // if (corners[i].X > maxX)
1039 // maxX = corners[i].X;
1040 // if (corners[i].X < minX)
1041 // minX = corners[i].X;
1042
1043 // if (corners[i].Y > maxY)
1044 // maxY = corners[i].Y;
1045 // if (corners[i].Y < minY)
1046 // minY = corners[i].Y;
1047
1048 // if (corners[i].Z > maxZ)
1049 // maxZ = corners[i].Y;
1050 // if (corners[i].Z < minZ)
1051 // minZ = corners[i].Z;
1052 //}
1053
810 frontTopLeft = frontTopLeft * worldRot; 1054 frontTopLeft = frontTopLeft * worldRot;
811 frontTopRight = frontTopRight * worldRot; 1055 frontTopRight = frontTopRight * worldRot;
812 frontBottomLeft = frontBottomLeft * worldRot; 1056 frontBottomLeft = frontBottomLeft * worldRot;
@@ -828,6 +1072,15 @@ namespace OpenSim.Region.Framework.Scenes
828 backTopLeft += offset; 1072 backTopLeft += offset;
829 backTopRight += offset; 1073 backTopRight += offset;
830 1074
1075 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1076 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1077 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1078 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1079 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1080 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1081 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1082 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1083
831 if (frontTopRight.X > maxX) 1084 if (frontTopRight.X > maxX)
832 maxX = frontTopRight.X; 1085 maxX = frontTopRight.X;
833 if (frontTopLeft.X > maxX) 1086 if (frontTopLeft.X > maxX)
@@ -973,15 +1226,20 @@ namespace OpenSim.Region.Framework.Scenes
973 1226
974 public void SaveScriptedState(XmlTextWriter writer) 1227 public void SaveScriptedState(XmlTextWriter writer)
975 { 1228 {
1229 SaveScriptedState(writer, false);
1230 }
1231
1232 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1233 {
976 XmlDocument doc = new XmlDocument(); 1234 XmlDocument doc = new XmlDocument();
977 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1235 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
978 1236
979 SceneObjectPart[] parts = m_parts.GetArray(); 1237 SceneObjectPart[] parts = m_parts.GetArray();
980 for (int i = 0; i < parts.Length; i++) 1238 for (int i = 0; i < parts.Length; i++)
981 { 1239 {
982 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1240 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
983 foreach (KeyValuePair<UUID, string> kvp in pstates) 1241 foreach (KeyValuePair<UUID, string> kvp in pstates)
984 states.Add(kvp.Key, kvp.Value); 1242 states[kvp.Key] = kvp.Value;
985 } 1243 }
986 1244
987 if (states.Count > 0) 1245 if (states.Count > 0)
@@ -1001,6 +1259,169 @@ namespace OpenSim.Region.Framework.Scenes
1001 } 1259 }
1002 1260
1003 /// <summary> 1261 /// <summary>
1262 /// Add the avatar to this linkset (avatar is sat).
1263 /// </summary>
1264 /// <param name="agentID"></param>
1265 public void AddAvatar(UUID agentID)
1266 {
1267 ScenePresence presence;
1268 if (m_scene.TryGetScenePresence(agentID, out presence))
1269 {
1270 if (!m_linkedAvatars.Contains(presence))
1271 {
1272 m_linkedAvatars.Add(presence);
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Delete the avatar from this linkset (avatar is unsat).
1279 /// </summary>
1280 /// <param name="agentID"></param>
1281 public void DeleteAvatar(UUID agentID)
1282 {
1283 ScenePresence presence;
1284 if (m_scene.TryGetScenePresence(agentID, out presence))
1285 {
1286 if (m_linkedAvatars.Contains(presence))
1287 {
1288 m_linkedAvatars.Remove(presence);
1289 }
1290 }
1291 }
1292
1293 /// <summary>
1294 /// Returns the list of linked presences (avatars sat on this group)
1295 /// </summary>
1296 /// <param name="agentID"></param>
1297 public List<ScenePresence> GetLinkedAvatars()
1298 {
1299 return m_linkedAvatars;
1300 }
1301
1302 /// <summary>
1303 /// Attach this scene object to the given avatar.
1304 /// </summary>
1305 /// <param name="agentID"></param>
1306 /// <param name="attachmentpoint"></param>
1307 /// <param name="AttachOffset"></param>
1308 private void AttachToAgent(
1309 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1310 {
1311 if (avatar != null)
1312 {
1313 // don't attach attachments to child agents
1314 if (avatar.IsChildAgent) return;
1315
1316 // Remove from database and parcel prim count
1317 m_scene.DeleteFromStorage(so.UUID);
1318 m_scene.EventManager.TriggerParcelPrimCountTainted();
1319
1320 so.AttachedAvatar = avatar.UUID;
1321
1322 if (so.RootPart.PhysActor != null)
1323 {
1324 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1325 so.RootPart.PhysActor = null;
1326 }
1327
1328 so.AbsolutePosition = attachOffset;
1329 so.RootPart.AttachedPos = attachOffset;
1330 so.IsAttachment = true;
1331 so.RootPart.SetParentLocalId(avatar.LocalId);
1332 so.AttachmentPoint = attachmentpoint;
1333
1334 avatar.AddAttachment(this);
1335
1336 if (!silent)
1337 {
1338 // Killing it here will cause the client to deselect it
1339 // It then reappears on the avatar, deselected
1340 // through the full update below
1341 //
1342 if (IsSelected)
1343 {
1344 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1345 }
1346
1347 IsSelected = false; // fudge....
1348 ScheduleGroupForFullUpdate();
1349 }
1350 }
1351 else
1352 {
1353 m_log.WarnFormat(
1354 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1355 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1356 }
1357 }
1358
1359 public byte GetAttachmentPoint()
1360 {
1361 return m_rootPart.Shape.State;
1362 }
1363
1364 public void DetachToGround()
1365 {
1366 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1367 if (avatar == null)
1368 return;
1369
1370 avatar.RemoveAttachment(this);
1371
1372 Vector3 detachedpos = new Vector3(127f,127f,127f);
1373 if (avatar == null)
1374 return;
1375
1376 detachedpos = avatar.AbsolutePosition;
1377 RootPart.FromItemID = UUID.Zero;
1378
1379 AbsolutePosition = detachedpos;
1380 AttachedAvatar = UUID.Zero;
1381
1382 //SceneObjectPart[] parts = m_parts.GetArray();
1383 //for (int i = 0; i < parts.Length; i++)
1384 // parts[i].AttachedAvatar = UUID.Zero;
1385
1386 m_rootPart.SetParentLocalId(0);
1387 AttachmentPoint = (byte)0;
1388 // must check if buildind should be true or false here
1389 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1390 HasGroupChanged = true;
1391 RootPart.Rezzed = DateTime.Now;
1392 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1393 AttachToBackup();
1394 m_scene.EventManager.TriggerParcelPrimCountTainted();
1395 m_rootPart.ScheduleFullUpdate();
1396 m_rootPart.ClearUndoState();
1397 }
1398
1399 public void DetachToInventoryPrep()
1400 {
1401 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1402 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1403 if (avatar != null)
1404 {
1405 //detachedpos = avatar.AbsolutePosition;
1406 avatar.RemoveAttachment(this);
1407 }
1408
1409 AttachedAvatar = UUID.Zero;
1410
1411 /*SceneObjectPart[] parts = m_parts.GetArray();
1412 for (int i = 0; i < parts.Length; i++)
1413 parts[i].AttachedAvatar = UUID.Zero;*/
1414
1415 m_rootPart.SetParentLocalId(0);
1416 //m_rootPart.SetAttachmentPoint((byte)0);
1417 IsAttachment = false;
1418 AbsolutePosition = m_rootPart.AttachedPos;
1419 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1420 //AttachToBackup();
1421 //m_rootPart.ScheduleFullUpdate();
1422 }
1423
1424 /// <summary>
1004 /// 1425 ///
1005 /// </summary> 1426 /// </summary>
1006 /// <param name="part"></param> 1427 /// <param name="part"></param>
@@ -1050,7 +1471,10 @@ namespace OpenSim.Region.Framework.Scenes
1050 public void AddPart(SceneObjectPart part) 1471 public void AddPart(SceneObjectPart part)
1051 { 1472 {
1052 part.SetParent(this); 1473 part.SetParent(this);
1053 part.LinkNum = m_parts.Add(part.UUID, part); 1474 m_parts.Add(part.UUID, part);
1475
1476 part.LinkNum = m_parts.Count;
1477
1054 if (part.LinkNum == 2) 1478 if (part.LinkNum == 2)
1055 RootPart.LinkNum = 1; 1479 RootPart.LinkNum = 1;
1056 } 1480 }
@@ -1158,6 +1582,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1582 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1159 public void DeleteGroupFromScene(bool silent) 1583 public void DeleteGroupFromScene(bool silent)
1160 { 1584 {
1585 // We need to keep track of this state in case this group is still queued for backup.
1586 IsDeleted = true;
1587
1588 DetachFromBackup();
1589
1161 SceneObjectPart[] parts = m_parts.GetArray(); 1590 SceneObjectPart[] parts = m_parts.GetArray();
1162 for (int i = 0; i < parts.Length; i++) 1591 for (int i = 0; i < parts.Length; i++)
1163 { 1592 {
@@ -1180,6 +1609,8 @@ namespace OpenSim.Region.Framework.Scenes
1180 } 1609 }
1181 }); 1610 });
1182 } 1611 }
1612
1613
1183 } 1614 }
1184 1615
1185 public void AddScriptLPS(int count) 1616 public void AddScriptLPS(int count)
@@ -1254,28 +1685,43 @@ namespace OpenSim.Region.Framework.Scenes
1254 /// </summary> 1685 /// </summary>
1255 public void ApplyPhysics() 1686 public void ApplyPhysics()
1256 { 1687 {
1257 // Apply physics to the root prim
1258 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1259
1260 // Apply physics to child prims
1261 SceneObjectPart[] parts = m_parts.GetArray(); 1688 SceneObjectPart[] parts = m_parts.GetArray();
1262 if (parts.Length > 1) 1689 if (parts.Length > 1)
1263 { 1690 {
1691 ResetChildPrimPhysicsPositions();
1692
1693 // Apply physics to the root prim
1694 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1695
1696
1264 for (int i = 0; i < parts.Length; i++) 1697 for (int i = 0; i < parts.Length; i++)
1265 { 1698 {
1266 SceneObjectPart part = parts[i]; 1699 SceneObjectPart part = parts[i];
1267 if (part.LocalId != m_rootPart.LocalId) 1700 if (part.LocalId != m_rootPart.LocalId)
1268 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1701 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1269 } 1702 }
1270
1271 // Hack to get the physics scene geometries in the right spot 1703 // Hack to get the physics scene geometries in the right spot
1272 ResetChildPrimPhysicsPositions(); 1704// ResetChildPrimPhysicsPositions();
1705 if (m_rootPart.PhysActor != null)
1706 {
1707 m_rootPart.PhysActor.Building = false;
1708 }
1709 }
1710 else
1711 {
1712 // Apply physics to the root prim
1713 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1273 } 1714 }
1274 } 1715 }
1275 1716
1276 public void SetOwnerId(UUID userId) 1717 public void SetOwnerId(UUID userId)
1277 { 1718 {
1278 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1719 ForEachPart(delegate(SceneObjectPart part)
1720 {
1721
1722 part.OwnerID = userId;
1723
1724 });
1279 } 1725 }
1280 1726
1281 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1727 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1307,11 +1753,17 @@ namespace OpenSim.Region.Framework.Scenes
1307 return; 1753 return;
1308 } 1754 }
1309 1755
1756 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1757 return;
1758
1310 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1759 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1311 // any exception propogate upwards. 1760 // any exception propogate upwards.
1312 try 1761 try
1313 { 1762 {
1314 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1763 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1764 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1765 m_scene.LoadingPrims) // Land may not be valid yet
1766
1315 { 1767 {
1316 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1768 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1317 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1769 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1338,6 +1790,7 @@ namespace OpenSim.Region.Framework.Scenes
1338 } 1790 }
1339 } 1791 }
1340 } 1792 }
1793
1341 } 1794 }
1342 1795
1343 if (m_scene.UseBackup && HasGroupChanged) 1796 if (m_scene.UseBackup && HasGroupChanged)
@@ -1345,6 +1798,20 @@ namespace OpenSim.Region.Framework.Scenes
1345 // don't backup while it's selected or you're asking for changes mid stream. 1798 // don't backup while it's selected or you're asking for changes mid stream.
1346 if (isTimeToPersist() || forcedBackup) 1799 if (isTimeToPersist() || forcedBackup)
1347 { 1800 {
1801 if (m_rootPart.PhysActor != null &&
1802 (!m_rootPart.PhysActor.IsPhysical))
1803 {
1804 // Possible ghost prim
1805 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1806 {
1807 foreach (SceneObjectPart part in m_parts.GetArray())
1808 {
1809 // Re-set physics actor positions and
1810 // orientations
1811 part.GroupPosition = m_rootPart.GroupPosition;
1812 }
1813 }
1814 }
1348// m_log.DebugFormat( 1815// m_log.DebugFormat(
1349// "[SCENE]: Storing {0}, {1} in {2}", 1816// "[SCENE]: Storing {0}, {1} in {2}",
1350// Name, UUID, m_scene.RegionInfo.RegionName); 1817// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1414,6 +1881,7 @@ namespace OpenSim.Region.Framework.Scenes
1414 /// <returns></returns> 1881 /// <returns></returns>
1415 public SceneObjectGroup Copy(bool userExposed) 1882 public SceneObjectGroup Copy(bool userExposed)
1416 { 1883 {
1884 m_dupeInProgress = true;
1417 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1885 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1418 dupe.m_isBackedUp = false; 1886 dupe.m_isBackedUp = false;
1419 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1887 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1428,7 +1896,7 @@ namespace OpenSim.Region.Framework.Scenes
1428 // This is only necessary when userExposed is false! 1896 // This is only necessary when userExposed is false!
1429 1897
1430 bool previousAttachmentStatus = dupe.IsAttachment; 1898 bool previousAttachmentStatus = dupe.IsAttachment;
1431 1899
1432 if (!userExposed) 1900 if (!userExposed)
1433 dupe.IsAttachment = true; 1901 dupe.IsAttachment = true;
1434 1902
@@ -1446,11 +1914,11 @@ namespace OpenSim.Region.Framework.Scenes
1446 dupe.m_rootPart.TrimPermissions(); 1914 dupe.m_rootPart.TrimPermissions();
1447 1915
1448 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1916 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1449 1917
1450 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1918 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1451 { 1919 {
1452 return p1.LinkNum.CompareTo(p2.LinkNum); 1920 return p1.LinkNum.CompareTo(p2.LinkNum);
1453 } 1921 }
1454 ); 1922 );
1455 1923
1456 foreach (SceneObjectPart part in partList) 1924 foreach (SceneObjectPart part in partList)
@@ -1470,21 +1938,24 @@ namespace OpenSim.Region.Framework.Scenes
1470 if (part.PhysActor != null && userExposed) 1938 if (part.PhysActor != null && userExposed)
1471 { 1939 {
1472 PrimitiveBaseShape pbs = newPart.Shape; 1940 PrimitiveBaseShape pbs = newPart.Shape;
1473 1941
1474 newPart.PhysActor 1942 newPart.PhysActor
1475 = m_scene.PhysicsScene.AddPrimShape( 1943 = m_scene.PhysicsScene.AddPrimShape(
1476 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1944 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1477 pbs, 1945 pbs,
1478 newPart.AbsolutePosition, 1946 newPart.AbsolutePosition,
1479 newPart.Scale, 1947 newPart.Scale,
1480 newPart.RotationOffset, 1948 //newPart.RotationOffset,
1949 newPart.GetWorldRotation(),
1481 part.PhysActor.IsPhysical, 1950 part.PhysActor.IsPhysical,
1482 newPart.LocalId); 1951 newPart.LocalId);
1483 1952
1484 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1953 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1485 } 1954 }
1486 } 1955 }
1487 1956 if (dupe.m_rootPart.PhysActor != null && userExposed)
1957 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
1958
1488 if (userExposed) 1959 if (userExposed)
1489 { 1960 {
1490 dupe.UpdateParentIDs(); 1961 dupe.UpdateParentIDs();
@@ -1494,6 +1965,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 ScheduleGroupForFullUpdate(); 1965 ScheduleGroupForFullUpdate();
1495 } 1966 }
1496 1967
1968 m_dupeInProgress = false;
1497 return dupe; 1969 return dupe;
1498 } 1970 }
1499 1971
@@ -1599,6 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes
1599 return Vector3.Zero; 2071 return Vector3.Zero;
1600 } 2072 }
1601 2073
2074 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1602 public void moveToTarget(Vector3 target, float tau) 2075 public void moveToTarget(Vector3 target, float tau)
1603 { 2076 {
1604 if (IsAttachment) 2077 if (IsAttachment)
@@ -1626,6 +2099,46 @@ namespace OpenSim.Region.Framework.Scenes
1626 RootPart.PhysActor.PIDActive = false; 2099 RootPart.PhysActor.PIDActive = false;
1627 } 2100 }
1628 2101
2102 public void rotLookAt(Quaternion target, float strength, float damping)
2103 {
2104 SceneObjectPart rootpart = m_rootPart;
2105 if (rootpart != null)
2106 {
2107 if (IsAttachment)
2108 {
2109 /*
2110 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2111 if (avatar != null)
2112 {
2113 Rotate the Av?
2114 } */
2115 }
2116 else
2117 {
2118 if (rootpart.PhysActor != null)
2119 { // APID must be implemented in your physics system for this to function.
2120 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2121 rootpart.PhysActor.APIDStrength = strength;
2122 rootpart.PhysActor.APIDDamping = damping;
2123 rootpart.PhysActor.APIDActive = true;
2124 }
2125 }
2126 }
2127 }
2128
2129 public void stopLookAt()
2130 {
2131 SceneObjectPart rootpart = m_rootPart;
2132 if (rootpart != null)
2133 {
2134 if (rootpart.PhysActor != null)
2135 { // APID must be implemented in your physics system for this to function.
2136 rootpart.PhysActor.APIDActive = false;
2137 }
2138 }
2139
2140 }
2141
1629 /// <summary> 2142 /// <summary>
1630 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2143 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1631 /// </summary> 2144 /// </summary>
@@ -1681,6 +2194,8 @@ namespace OpenSim.Region.Framework.Scenes
1681 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2194 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1682 { 2195 {
1683 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2196 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2197 newPart.SetParent(this);
2198
1684 AddPart(newPart); 2199 AddPart(newPart);
1685 2200
1686 SetPartAsNonRoot(newPart); 2201 SetPartAsNonRoot(newPart);
@@ -1809,11 +2324,11 @@ namespace OpenSim.Region.Framework.Scenes
1809 /// Immediately send a full update for this scene object. 2324 /// Immediately send a full update for this scene object.
1810 /// </summary> 2325 /// </summary>
1811 public void SendGroupFullUpdate() 2326 public void SendGroupFullUpdate()
1812 { 2327 {
1813 if (IsDeleted) 2328 if (IsDeleted)
1814 return; 2329 return;
1815 2330
1816// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2331// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1817 2332
1818 RootPart.SendFullUpdateToAllClients(); 2333 RootPart.SendFullUpdateToAllClients();
1819 2334
@@ -1957,6 +2472,11 @@ namespace OpenSim.Region.Framework.Scenes
1957 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2472 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1958 public void LinkToGroup(SceneObjectGroup objectGroup) 2473 public void LinkToGroup(SceneObjectGroup objectGroup)
1959 { 2474 {
2475 LinkToGroup(objectGroup, false);
2476 }
2477
2478 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2479 {
1960// m_log.DebugFormat( 2480// m_log.DebugFormat(
1961// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2481// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1962// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2482// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1990,7 +2510,20 @@ namespace OpenSim.Region.Framework.Scenes
1990 2510
1991 lock (m_parts.SyncRoot) 2511 lock (m_parts.SyncRoot)
1992 { 2512 {
1993 int linkNum = PrimCount + 1; 2513 int linkNum;
2514 if (insert)
2515 {
2516 linkNum = 2;
2517 foreach (SceneObjectPart part in Parts)
2518 {
2519 if (part.LinkNum > 1)
2520 part.LinkNum++;
2521 }
2522 }
2523 else
2524 {
2525 linkNum = PrimCount + 1;
2526 }
1994 2527
1995 m_parts.Add(linkPart.UUID, linkPart); 2528 m_parts.Add(linkPart.UUID, linkPart);
1996 2529
@@ -2018,7 +2551,7 @@ namespace OpenSim.Region.Framework.Scenes
2018 objectGroup.IsDeleted = true; 2551 objectGroup.IsDeleted = true;
2019 2552
2020 objectGroup.m_parts.Clear(); 2553 objectGroup.m_parts.Clear();
2021 2554
2022 // Can't do this yet since backup still makes use of the root part without any synchronization 2555 // Can't do this yet since backup still makes use of the root part without any synchronization
2023// objectGroup.m_rootPart = null; 2556// objectGroup.m_rootPart = null;
2024 2557
@@ -2152,6 +2685,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 /// <param name="objectGroup"></param> 2685 /// <param name="objectGroup"></param>
2153 public virtual void DetachFromBackup() 2686 public virtual void DetachFromBackup()
2154 { 2687 {
2688 m_scene.SceneGraph.FireDetachFromBackup(this);
2155 if (m_isBackedUp && Scene != null) 2689 if (m_isBackedUp && Scene != null)
2156 m_scene.EventManager.OnBackup -= ProcessBackup; 2690 m_scene.EventManager.OnBackup -= ProcessBackup;
2157 2691
@@ -2170,7 +2704,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 2704
2171 axPos *= parentRot; 2705 axPos *= parentRot;
2172 part.OffsetPosition = axPos; 2706 part.OffsetPosition = axPos;
2173 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2707 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2708 part.GroupPosition = newPos;
2174 part.OffsetPosition = Vector3.Zero; 2709 part.OffsetPosition = Vector3.Zero;
2175 part.RotationOffset = worldRot; 2710 part.RotationOffset = worldRot;
2176 2711
@@ -2181,7 +2716,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 2716
2182 part.LinkNum = linkNum; 2717 part.LinkNum = linkNum;
2183 2718
2184 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2719 part.OffsetPosition = newPos - AbsolutePosition;
2185 2720
2186 Quaternion rootRotation = m_rootPart.RotationOffset; 2721 Quaternion rootRotation = m_rootPart.RotationOffset;
2187 2722
@@ -2191,7 +2726,7 @@ namespace OpenSim.Region.Framework.Scenes
2191 2726
2192 parentRot = m_rootPart.RotationOffset; 2727 parentRot = m_rootPart.RotationOffset;
2193 oldRot = part.RotationOffset; 2728 oldRot = part.RotationOffset;
2194 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2729 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2195 part.RotationOffset = newRot; 2730 part.RotationOffset = newRot;
2196 } 2731 }
2197 2732
@@ -2438,8 +2973,31 @@ namespace OpenSim.Region.Framework.Scenes
2438 } 2973 }
2439 } 2974 }
2440 2975
2976/*
2977 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2441 for (int i = 0; i < parts.Length; i++) 2978 for (int i = 0; i < parts.Length; i++)
2442 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2979 {
2980 if (parts[i] != RootPart)
2981 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2982 }
2983*/
2984 if (parts.Length > 1)
2985 {
2986 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2987
2988 for (int i = 0; i < parts.Length; i++)
2989 {
2990
2991 if (parts[i].UUID != m_rootPart.UUID)
2992 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2993 }
2994
2995 if (m_rootPart.PhysActor != null)
2996 m_rootPart.PhysActor.Building = false;
2997 }
2998 else
2999 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3000
2443 } 3001 }
2444 } 3002 }
2445 3003
@@ -2452,6 +3010,17 @@ namespace OpenSim.Region.Framework.Scenes
2452 } 3010 }
2453 } 3011 }
2454 3012
3013
3014
3015 /// <summary>
3016 /// Gets the number of parts
3017 /// </summary>
3018 /// <returns></returns>
3019 public int GetPartCount()
3020 {
3021 return Parts.Count();
3022 }
3023
2455 /// <summary> 3024 /// <summary>
2456 /// Update the texture entry for this part 3025 /// Update the texture entry for this part
2457 /// </summary> 3026 /// </summary>
@@ -2513,7 +3082,6 @@ namespace OpenSim.Region.Framework.Scenes
2513 { 3082 {
2514// m_log.DebugFormat( 3083// m_log.DebugFormat(
2515// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3084// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2516
2517 RootPart.StoreUndoState(true); 3085 RootPart.StoreUndoState(true);
2518 3086
2519 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3087 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2614,7 +3182,6 @@ namespace OpenSim.Region.Framework.Scenes
2614 prevScale.X *= x; 3182 prevScale.X *= x;
2615 prevScale.Y *= y; 3183 prevScale.Y *= y;
2616 prevScale.Z *= z; 3184 prevScale.Z *= z;
2617
2618// RootPart.IgnoreUndoUpdate = true; 3185// RootPart.IgnoreUndoUpdate = true;
2619 RootPart.Resize(prevScale); 3186 RootPart.Resize(prevScale);
2620// RootPart.IgnoreUndoUpdate = false; 3187// RootPart.IgnoreUndoUpdate = false;
@@ -2645,7 +3212,9 @@ namespace OpenSim.Region.Framework.Scenes
2645 } 3212 }
2646 3213
2647// obPart.IgnoreUndoUpdate = false; 3214// obPart.IgnoreUndoUpdate = false;
2648// obPart.StoreUndoState(); 3215 HasGroupChanged = true;
3216 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3217 ScheduleGroupForTerseUpdate();
2649 } 3218 }
2650 3219
2651// m_log.DebugFormat( 3220// m_log.DebugFormat(
@@ -2705,9 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes
2705 { 3274 {
2706 SceneObjectPart part = GetChildPart(localID); 3275 SceneObjectPart part = GetChildPart(localID);
2707 3276
2708// SceneObjectPart[] parts = m_parts.GetArray(); 3277 SceneObjectPart[] parts = m_parts.GetArray();
2709// for (int i = 0; i < parts.Length; i++) 3278 for (int i = 0; i < parts.Length; i++)
2710// parts[i].StoreUndoState(); 3279 parts[i].StoreUndoState();
2711 3280
2712 if (part != null) 3281 if (part != null)
2713 { 3282 {
@@ -2763,10 +3332,27 @@ namespace OpenSim.Region.Framework.Scenes
2763 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3332 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2764 } 3333 }
2765 3334
2766 AbsolutePosition = newPos; 3335 //We have to set undoing here because otherwise an undo state will be saved
3336 if (!m_rootPart.Undoing)
3337 {
3338 m_rootPart.Undoing = true;
3339 AbsolutePosition = newPos;
3340 m_rootPart.Undoing = false;
3341 }
3342 else
3343 {
3344 AbsolutePosition = newPos;
3345 }
2767 3346
2768 HasGroupChanged = true; 3347 HasGroupChanged = true;
2769 ScheduleGroupForTerseUpdate(); 3348 if (m_rootPart.Undoing)
3349 {
3350 ScheduleGroupForFullUpdate();
3351 }
3352 else
3353 {
3354 ScheduleGroupForTerseUpdate();
3355 }
2770 } 3356 }
2771 3357
2772 #endregion 3358 #endregion
@@ -2843,10 +3429,7 @@ namespace OpenSim.Region.Framework.Scenes
2843 public void UpdateSingleRotation(Quaternion rot, uint localID) 3429 public void UpdateSingleRotation(Quaternion rot, uint localID)
2844 { 3430 {
2845 SceneObjectPart part = GetChildPart(localID); 3431 SceneObjectPart part = GetChildPart(localID);
2846
2847 SceneObjectPart[] parts = m_parts.GetArray(); 3432 SceneObjectPart[] parts = m_parts.GetArray();
2848 for (int i = 0; i < parts.Length; i++)
2849 parts[i].StoreUndoState();
2850 3433
2851 if (part != null) 3434 if (part != null)
2852 { 3435 {
@@ -2884,7 +3467,16 @@ namespace OpenSim.Region.Framework.Scenes
2884 if (part.UUID == m_rootPart.UUID) 3467 if (part.UUID == m_rootPart.UUID)
2885 { 3468 {
2886 UpdateRootRotation(rot); 3469 UpdateRootRotation(rot);
2887 AbsolutePosition = pos; 3470 if (!m_rootPart.Undoing)
3471 {
3472 m_rootPart.Undoing = true;
3473 AbsolutePosition = pos;
3474 m_rootPart.Undoing = false;
3475 }
3476 else
3477 {
3478 AbsolutePosition = pos;
3479 }
2888 } 3480 }
2889 else 3481 else
2890 { 3482 {
@@ -2908,9 +3500,10 @@ namespace OpenSim.Region.Framework.Scenes
2908 3500
2909 Quaternion axRot = rot; 3501 Quaternion axRot = rot;
2910 Quaternion oldParentRot = m_rootPart.RotationOffset; 3502 Quaternion oldParentRot = m_rootPart.RotationOffset;
2911
2912 m_rootPart.StoreUndoState(); 3503 m_rootPart.StoreUndoState();
2913 m_rootPart.UpdateRotation(rot); 3504
3505 //Don't use UpdateRotation because it schedules an update prematurely
3506 m_rootPart.RotationOffset = rot;
2914 if (m_rootPart.PhysActor != null) 3507 if (m_rootPart.PhysActor != null)
2915 { 3508 {
2916 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3509 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2924,15 +3517,17 @@ namespace OpenSim.Region.Framework.Scenes
2924 if (prim.UUID != m_rootPart.UUID) 3517 if (prim.UUID != m_rootPart.UUID)
2925 { 3518 {
2926 prim.IgnoreUndoUpdate = true; 3519 prim.IgnoreUndoUpdate = true;
3520
3521 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3522 NewRot = Quaternion.Inverse(axRot) * NewRot;
3523 prim.RotationOffset = NewRot;
3524
2927 Vector3 axPos = prim.OffsetPosition; 3525 Vector3 axPos = prim.OffsetPosition;
3526
2928 axPos *= oldParentRot; 3527 axPos *= oldParentRot;
2929 axPos *= Quaternion.Inverse(axRot); 3528 axPos *= Quaternion.Inverse(axRot);
2930 prim.OffsetPosition = axPos; 3529 prim.OffsetPosition = axPos;
2931 Quaternion primsRot = prim.RotationOffset; 3530
2932 Quaternion newRot = oldParentRot * primsRot;
2933 newRot = Quaternion.Inverse(axRot) * newRot;
2934 prim.RotationOffset = newRot;
2935 prim.ScheduleTerseUpdate();
2936 prim.IgnoreUndoUpdate = false; 3531 prim.IgnoreUndoUpdate = false;
2937 } 3532 }
2938 } 3533 }
@@ -2946,8 +3541,8 @@ namespace OpenSim.Region.Framework.Scenes
2946//// childpart.StoreUndoState(); 3541//// childpart.StoreUndoState();
2947// } 3542// }
2948// } 3543// }
2949 3544 HasGroupChanged = true;
2950 m_rootPart.ScheduleTerseUpdate(); 3545 ScheduleGroupForFullUpdate();
2951 3546
2952// m_log.DebugFormat( 3547// m_log.DebugFormat(
2953// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3548// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3175,7 +3770,6 @@ namespace OpenSim.Region.Framework.Scenes
3175 public float GetMass() 3770 public float GetMass()
3176 { 3771 {
3177 float retmass = 0f; 3772 float retmass = 0f;
3178
3179 SceneObjectPart[] parts = m_parts.GetArray(); 3773 SceneObjectPart[] parts = m_parts.GetArray();
3180 for (int i = 0; i < parts.Length; i++) 3774 for (int i = 0; i < parts.Length; i++)
3181 retmass += parts[i].GetMass(); 3775 retmass += parts[i].GetMass();
@@ -3271,6 +3865,14 @@ namespace OpenSim.Region.Framework.Scenes
3271 SetFromItemID(uuid); 3865 SetFromItemID(uuid);
3272 } 3866 }
3273 3867
3868 public void ResetOwnerChangeFlag()
3869 {
3870 ForEachPart(delegate(SceneObjectPart part)
3871 {
3872 part.ResetOwnerChangeFlag();
3873 });
3874 }
3875
3274 #endregion 3876 #endregion
3275 } 3877 }
3276} 3878}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 65905a0..dd9431b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,6 +260,7 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -283,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 293 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 294 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 295 protected int m_lastTerseSent;
296 protected float m_buoyancy = 0.0f;
286 297
287 /// <summary> 298 /// <summary>
288 /// Stores media texture data 299 /// Stores media texture data
@@ -299,6 +310,9 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 310 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 311 private float m_collisionSoundVolume;
301 312
313
314 private SOPVehicle m_vehicle = null;
315
302 #endregion Fields 316 #endregion Fields
303 317
304// ~SceneObjectPart() 318// ~SceneObjectPart()
@@ -341,7 +355,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 355 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 356 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 357 {
344 m_name = "Primitive"; 358 m_name = "Object";
345 359
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 360 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 361 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 395 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 396 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 397 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 398 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 399 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 400 private DateTime m_expires;
387 private DateTime m_rezzed; 401 private DateTime m_rezzed;
@@ -475,12 +489,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 489 }
476 490
477 /// <value> 491 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 492 /// Get the inventory list
479 /// </value> 493 /// </value>
480 public TaskInventoryDictionary TaskInventory 494 public TaskInventoryDictionary TaskInventory
481 { 495 {
482 get { return m_inventory.Items; } 496 get {
483 set { m_inventory.Items = value; } 497 return m_inventory.Items;
498 }
499 set {
500 m_inventory.Items = value;
501 }
484 } 502 }
485 503
486 /// <summary> 504 /// <summary>
@@ -624,14 +642,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 642 set { m_LoopSoundSlavePrims = value; }
625 } 643 }
626 644
627
628 public Byte[] TextureAnimation 645 public Byte[] TextureAnimation
629 { 646 {
630 get { return m_TextureAnimation; } 647 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 648 set { m_TextureAnimation = value; }
632 } 649 }
633 650
634
635 public Byte[] ParticleSystem 651 public Byte[] ParticleSystem
636 { 652 {
637 get { return m_particleSystem; } 653 get { return m_particleSystem; }
@@ -668,9 +684,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 684 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 685 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 686 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 687 if (ParentID == 0)
672 { 688 {
673 m_groupPosition = actor.Position; 689 if (actor != null)
690 m_groupPosition = actor.Position;
691 return m_groupPosition;
674 } 692 }
675 693
676 if (ParentGroup.IsAttachment) 694 if (ParentGroup.IsAttachment)
@@ -680,12 +698,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 698 return sp.AbsolutePosition;
681 } 699 }
682 700
701 // use root prim's group position. Physics may have updated it
702 if (ParentGroup.RootPart != this)
703 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 704 return m_groupPosition;
684 } 705 }
685 set 706 set
686 { 707 {
687 m_groupPosition = value; 708 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 709 PhysicsActor actor = PhysActor;
690 if (actor != null) 710 if (actor != null)
691 { 711 {
@@ -711,16 +731,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 731 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 732 }
713 } 733 }
714
715 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
716 if (SitTargetAvatar != UUID.Zero)
717 {
718 ScenePresence avatar;
719 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
720 {
721 avatar.ParentPosition = GetWorldPosition();
722 }
723 }
724 } 734 }
725 } 735 }
726 736
@@ -729,7 +739,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 739 get { return m_offsetPosition; }
730 set 740 set
731 { 741 {
732// StoreUndoState(); 742 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 743 m_offsetPosition = value;
734 744
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 745 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +754,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 754 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 755 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 756 }
757
758 if (!m_parentGroup.m_dupeInProgress)
759 {
760 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
761 foreach (ScenePresence av in avs)
762 {
763 if (av.ParentID == m_localId)
764 {
765 Vector3 offset = (m_offsetPosition - oldpos);
766 av.AbsolutePosition += offset;
767 av.SendAvatarDataToAllAgents();
768 }
769 }
770 }
747 } 771 }
772 TriggerScriptChangedEvent(Changed.POSITION);
748 } 773 }
749 } 774 }
750 775
@@ -893,7 +918,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 918 /// <summary></summary>
894 public Vector3 Acceleration 919 public Vector3 Acceleration
895 { 920 {
896 get { return m_acceleration; } 921 get
922 {
923 PhysicsActor actor = PhysActor;
924 if (actor != null)
925 {
926 m_acceleration = actor.Acceleration;
927 }
928 return m_acceleration;
929 }
930
897 set { m_acceleration = value; } 931 set { m_acceleration = value; }
898 } 932 }
899 933
@@ -1030,10 +1064,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1064 {
1031 get 1065 get
1032 { 1066 {
1033 if (ParentGroup.IsAttachment) 1067 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1068 }
1038 } 1069 }
1039 1070
@@ -1203,6 +1234,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1234 _flags = value;
1204 } 1235 }
1205 } 1236 }
1237
1238 [XmlIgnore]
1239 public bool IsOccupied // KF If an av is sittingon this prim
1240 {
1241 get { return m_occupied; }
1242 set { m_occupied = value; }
1243 }
1206 1244
1207 /// <summary> 1245 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1246 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1300,19 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1300 set { m_collisionSoundVolume = value; }
1263 } 1301 }
1264 1302
1303 public float Buoyancy
1304 {
1305 get { return m_buoyancy; }
1306 set
1307 {
1308 m_buoyancy = value;
1309 if (PhysActor != null)
1310 {
1311 PhysActor.Buoyancy = value;
1312 }
1313 }
1314 }
1315
1265 #endregion Public Properties with only Get 1316 #endregion Public Properties with only Get
1266 1317
1267 private uint ApplyMask(uint val, bool set, uint mask) 1318 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1458,7 +1509,8 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1509 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1510 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1511 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1512// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1513 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1514 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1515 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1516 return;
@@ -1487,6 +1539,8 @@ namespace OpenSim.Region.Framework.Scenes
1487 // or flexible 1539 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1540 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1541 {
1542 Vector3 velocity = Velocity;
1543 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1544 try
1491 { 1545 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1546 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,7 +1548,8 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1548 Shape,
1495 AbsolutePosition, 1549 AbsolutePosition,
1496 Scale, 1550 Scale,
1497 RotationOffset, 1551// RotationOffset,
1552 GetWorldRotation(), // physics wants world rotation
1498 RigidBody, 1553 RigidBody,
1499 m_localId); 1554 m_localId);
1500 } 1555 }
@@ -1509,8 +1564,21 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1564 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1565 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1566 PhysActor.SetMaterial(Material);
1567
1568 // if root part apply vehicle
1569 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1570 m_vehicle.SetVehicle(PhysActor);
1571
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1572 DoPhysicsPropertyUpdate(RigidBody, true);
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1573 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1574
1575 Velocity = velocity;
1576 AngularVelocity = rotationalVelocity;
1577 PhysActor.Velocity = velocity;
1578 PhysActor.RotationalVelocity = rotationalVelocity;
1579
1580 if (!building)
1581 PhysActor.Building = false;
1514 } 1582 }
1515 } 1583 }
1516 } 1584 }
@@ -1582,6 +1650,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 1650
1583 // Move afterwards ResetIDs as it clears the localID 1651 // Move afterwards ResetIDs as it clears the localID
1584 dupe.LocalId = localID; 1652 dupe.LocalId = localID;
1653 if(dupe.PhysActor != null)
1654 dupe.PhysActor.LocalID = localID;
1655
1585 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1656 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1586 dupe.LastOwnerID = OwnerID; 1657 dupe.LastOwnerID = OwnerID;
1587 1658
@@ -1743,6 +1814,10 @@ namespace OpenSim.Region.Framework.Scenes
1743 if (!isNew) 1814 if (!isNew)
1744 ParentGroup.Scene.RemovePhysicalPrim(1); 1815 ParentGroup.Scene.RemovePhysicalPrim(1);
1745 1816
1817 Velocity = new Vector3(0, 0, 0);
1818 Acceleration = new Vector3(0, 0, 0);
1819 AngularVelocity = new Vector3(0, 0, 0);
1820
1746 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1821 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1747 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1822 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1748 PhysActor.delink(); 1823 PhysActor.delink();
@@ -2564,9 +2639,9 @@ namespace OpenSim.Region.Framework.Scenes
2564 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2639 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2565 2640
2566 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2641 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2567 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2642 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2568 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2643 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2569 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2644 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2570 { 2645 {
2571 ParentGroup.AbsolutePosition = newpos; 2646 ParentGroup.AbsolutePosition = newpos;
2572 return; 2647 return;
@@ -2587,17 +2662,18 @@ namespace OpenSim.Region.Framework.Scenes
2587 //Trys to fetch sound id from prim's inventory. 2662 //Trys to fetch sound id from prim's inventory.
2588 //Prim's inventory doesn't support non script items yet 2663 //Prim's inventory doesn't support non script items yet
2589 2664
2590 lock (TaskInventory) 2665 TaskInventory.LockItemsForRead(true);
2666
2667 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2591 { 2668 {
2592 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2669 if (item.Value.Name == sound)
2593 { 2670 {
2594 if (item.Value.Name == sound) 2671 soundID = item.Value.ItemID;
2595 { 2672 break;
2596 soundID = item.Value.ItemID;
2597 break;
2598 }
2599 } 2673 }
2600 } 2674 }
2675
2676 TaskInventory.LockItemsForRead(false);
2601 } 2677 }
2602 2678
2603 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2679 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2917,8 +2993,8 @@ namespace OpenSim.Region.Framework.Scenes
2917 { 2993 {
2918 const float ROTATION_TOLERANCE = 0.01f; 2994 const float ROTATION_TOLERANCE = 0.01f;
2919 const float VELOCITY_TOLERANCE = 0.001f; 2995 const float VELOCITY_TOLERANCE = 0.001f;
2920 const float POSITION_TOLERANCE = 0.05f; 2996 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2921 const int TIME_MS_TOLERANCE = 3000; 2997 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2922 2998
2923 switch (UpdateFlag) 2999 switch (UpdateFlag)
2924 { 3000 {
@@ -2980,17 +3056,16 @@ namespace OpenSim.Region.Framework.Scenes
2980 if (!UUID.TryParse(sound, out soundID)) 3056 if (!UUID.TryParse(sound, out soundID))
2981 { 3057 {
2982 // search sound file from inventory 3058 // search sound file from inventory
2983 lock (TaskInventory) 3059 TaskInventory.LockItemsForRead(true);
3060 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2984 { 3061 {
2985 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3062 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2986 { 3063 {
2987 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3064 soundID = item.Value.ItemID;
2988 { 3065 break;
2989 soundID = item.Value.ItemID;
2990 break;
2991 }
2992 } 3066 }
2993 } 3067 }
3068 TaskInventory.LockItemsForRead(false);
2994 } 3069 }
2995 3070
2996 if (soundID == UUID.Zero) 3071 if (soundID == UUID.Zero)
@@ -3112,17 +3187,74 @@ namespace OpenSim.Region.Framework.Scenes
3112 } 3187 }
3113 } 3188 }
3114 3189
3190 public SOPVehicle sopVehicle
3191 {
3192 get
3193 {
3194 return m_vehicle;
3195 }
3196 set
3197 {
3198 m_vehicle = value;
3199 }
3200 }
3201
3202
3203 public int VehicleType
3204 {
3205 get
3206 {
3207 if (m_vehicle == null)
3208 return (int)Vehicle.TYPE_NONE;
3209 else
3210 return (int)m_vehicle.Type;
3211 }
3212 set
3213 {
3214 SetVehicleType(value);
3215 }
3216 }
3217
3115 public void SetVehicleType(int type) 3218 public void SetVehicleType(int type)
3116 { 3219 {
3117 if (PhysActor != null) 3220 m_vehicle = null;
3221
3222 if (type == (int)Vehicle.TYPE_NONE)
3223 {
3224 if (_parentID ==0 && PhysActor != null)
3225 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3226 return;
3227 }
3228 m_vehicle = new SOPVehicle();
3229 m_vehicle.ProcessTypeChange((Vehicle)type);
3230 {
3231 if (_parentID ==0 && PhysActor != null)
3232 PhysActor.VehicleType = type;
3233 return;
3234 }
3235 }
3236
3237 public void SetVehicleFlags(int param, bool remove)
3238 {
3239 if (m_vehicle == null)
3240 return;
3241
3242 m_vehicle.ProcessVehicleFlags(param, remove);
3243
3244 if (_parentID ==0 && PhysActor != null)
3118 { 3245 {
3119 PhysActor.VehicleType = type; 3246 PhysActor.VehicleFlags(param, remove);
3120 } 3247 }
3121 } 3248 }
3122 3249
3123 public void SetVehicleFloatParam(int param, float value) 3250 public void SetVehicleFloatParam(int param, float value)
3124 { 3251 {
3125 if (PhysActor != null) 3252 if (m_vehicle == null)
3253 return;
3254
3255 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3256
3257 if (_parentID == 0 && PhysActor != null)
3126 { 3258 {
3127 PhysActor.VehicleFloatParam(param, value); 3259 PhysActor.VehicleFloatParam(param, value);
3128 } 3260 }
@@ -3130,7 +3262,12 @@ namespace OpenSim.Region.Framework.Scenes
3130 3262
3131 public void SetVehicleVectorParam(int param, Vector3 value) 3263 public void SetVehicleVectorParam(int param, Vector3 value)
3132 { 3264 {
3133 if (PhysActor != null) 3265 if (m_vehicle == null)
3266 return;
3267
3268 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3269
3270 if (_parentID == 0 && PhysActor != null)
3134 { 3271 {
3135 PhysActor.VehicleVectorParam(param, value); 3272 PhysActor.VehicleVectorParam(param, value);
3136 } 3273 }
@@ -3138,7 +3275,12 @@ namespace OpenSim.Region.Framework.Scenes
3138 3275
3139 public void SetVehicleRotationParam(int param, Quaternion rotation) 3276 public void SetVehicleRotationParam(int param, Quaternion rotation)
3140 { 3277 {
3141 if (PhysActor != null) 3278 if (m_vehicle == null)
3279 return;
3280
3281 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3282
3283 if (_parentID == 0 && PhysActor != null)
3142 { 3284 {
3143 PhysActor.VehicleRotationParam(param, rotation); 3285 PhysActor.VehicleRotationParam(param, rotation);
3144 } 3286 }
@@ -3325,13 +3467,6 @@ namespace OpenSim.Region.Framework.Scenes
3325 hasProfileCut = hasDimple; // is it the same thing? 3467 hasProfileCut = hasDimple; // is it the same thing?
3326 } 3468 }
3327 3469
3328 public void SetVehicleFlags(int param, bool remove)
3329 {
3330 if (PhysActor != null)
3331 {
3332 PhysActor.VehicleFlags(param, remove);
3333 }
3334 }
3335 3470
3336 public void SetGroup(UUID groupID, IClientAPI client) 3471 public void SetGroup(UUID groupID, IClientAPI client)
3337 { 3472 {
@@ -3457,10 +3592,10 @@ namespace OpenSim.Region.Framework.Scenes
3457 // TODO: May need to fix for group comparison 3592 // TODO: May need to fix for group comparison
3458 if (last.Compare(this)) 3593 if (last.Compare(this))
3459 { 3594 {
3460 // m_log.DebugFormat( 3595 // m_log.DebugFormat(
3461 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3596 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3462 // Name, LocalId, m_undo.Count); 3597 // Name, LocalId, m_undo.Count);
3463 3598
3464 return; 3599 return;
3465 } 3600 }
3466 } 3601 }
@@ -3473,29 +3608,29 @@ namespace OpenSim.Region.Framework.Scenes
3473 if (ParentGroup.GetSceneMaxUndo() > 0) 3608 if (ParentGroup.GetSceneMaxUndo() > 0)
3474 { 3609 {
3475 UndoState nUndo = new UndoState(this, forGroup); 3610 UndoState nUndo = new UndoState(this, forGroup);
3476 3611
3477 m_undo.Push(nUndo); 3612 m_undo.Push(nUndo);
3478 3613
3479 if (m_redo.Count > 0) 3614 if (m_redo.Count > 0)
3480 m_redo.Clear(); 3615 m_redo.Clear();
3481 3616
3482 // m_log.DebugFormat( 3617 // m_log.DebugFormat(
3483 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3618 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3484 // Name, LocalId, forGroup, m_undo.Count); 3619 // Name, LocalId, forGroup, m_undo.Count);
3485 } 3620 }
3486 } 3621 }
3487 } 3622 }
3488 } 3623 }
3489// else 3624 // else
3490// { 3625 // {
3491// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3626 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3492// } 3627 // }
3493 } 3628 }
3494// else 3629 // else
3495// { 3630 // {
3496// m_log.DebugFormat( 3631 // m_log.DebugFormat(
3497// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3632 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3498// } 3633 // }
3499 } 3634 }
3500 3635
3501 /// <summary> 3636 /// <summary>
@@ -4219,13 +4354,17 @@ namespace OpenSim.Region.Framework.Scenes
4219 /// <param name="SetTemporary"></param> 4354 /// <param name="SetTemporary"></param>
4220 /// <param name="SetPhantom"></param> 4355 /// <param name="SetPhantom"></param>
4221 /// <param name="SetVD"></param> 4356 /// <param name="SetVD"></param>
4222 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4357// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4358 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4223 { 4359 {
4224 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4360 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4225 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4361 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
4226 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4362 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4227 bool wasVD = VolumeDetectActive; 4363 bool wasVD = VolumeDetectActive;
4228 4364
4365// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4366// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4367
4229 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4368 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4230 return; 4369 return;
4231 4370
@@ -4234,6 +4373,9 @@ namespace OpenSim.Region.Framework.Scenes
4234 // that... 4373 // that...
4235 // ... if VD is changed, all others are not. 4374 // ... if VD is changed, all others are not.
4236 // ... if one of the others is changed, VD is not. 4375 // ... if one of the others is changed, VD is not.
4376 // do this first
4377 if (building && PhysActor != null && PhysActor.Building != building)
4378 PhysActor.Building = building;
4237 if (SetVD) // VD is active, special logic applies 4379 if (SetVD) // VD is active, special logic applies
4238 { 4380 {
4239 // State machine logic for VolumeDetect 4381 // State machine logic for VolumeDetect
@@ -4255,6 +4397,11 @@ namespace OpenSim.Region.Framework.Scenes
4255 SetPhantom = false; 4397 SetPhantom = false;
4256 } 4398 }
4257 } 4399 }
4400 else if (wasVD)
4401 {
4402 // Correspondingly, if VD is turned off, also turn off phantom
4403 SetPhantom = false;
4404 }
4258 4405
4259 if (UsePhysics && IsJoint()) 4406 if (UsePhysics && IsJoint())
4260 { 4407 {
@@ -4310,11 +4457,17 @@ namespace OpenSim.Region.Framework.Scenes
4310 Shape, 4457 Shape,
4311 AbsolutePosition, 4458 AbsolutePosition,
4312 Scale, 4459 Scale,
4313 RotationOffset, 4460// RotationOffset,
4461 GetWorldRotation(), //physics wants world rotation like all other functions send
4314 UsePhysics, 4462 UsePhysics,
4315 m_localId); 4463 m_localId);
4316 4464
4317 PhysActor.SetMaterial(Material); 4465 PhysActor.SetMaterial(Material);
4466
4467 // if root part apply vehicle
4468 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4469 m_vehicle.SetVehicle(PhysActor);
4470
4318 DoPhysicsPropertyUpdate(UsePhysics, true); 4471 DoPhysicsPropertyUpdate(UsePhysics, true);
4319 4472
4320 if (!ParentGroup.IsDeleted) 4473 if (!ParentGroup.IsDeleted)
@@ -4390,6 +4543,9 @@ namespace OpenSim.Region.Framework.Scenes
4390 } 4543 }
4391 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4544 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4392 4545
4546 // and last in case we have a new actor and not building
4547 if (PhysActor != null && PhysActor.Building != building)
4548 PhysActor.Building = building;
4393 if (ParentGroup != null) 4549 if (ParentGroup != null)
4394 { 4550 {
4395 ParentGroup.HasGroupChanged = true; 4551 ParentGroup.HasGroupChanged = true;
@@ -4753,5 +4909,17 @@ namespace OpenSim.Region.Framework.Scenes
4753 Color color = Color; 4909 Color color = Color;
4754 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4910 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4755 } 4911 }
4912
4913 public void ResetOwnerChangeFlag()
4914 {
4915 List<UUID> inv = Inventory.GetInventoryList();
4916
4917 foreach (UUID itemID in inv)
4918 {
4919 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4920 item.OwnerChanged = false;
4921 Inventory.UpdateInventoryItem(item, false, false);
4922 }
4923 }
4756 } 4924 }
4757} 4925}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f2d1915..ca85d10 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -271,7 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 330// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 331
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 332 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
333 {
334 StoreScriptError(item.ItemID, "no permission");
274 return; 335 return;
336 }
275 337
276 m_part.AddFlag(PrimFlags.Scripted); 338 m_part.AddFlag(PrimFlags.Scripted);
277 339
@@ -280,14 +342,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 342 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 343 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 344 {
283 lock (m_items) 345 m_items.LockItemsForWrite(true);
284 { 346 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 348 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 349 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 350 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
351 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 352 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 353 m_part.ScheduleFullUpdate();
293 return; 354 return;
@@ -296,6 +357,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 357 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 358 if (null == asset)
298 { 359 {
360 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
361 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 362 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 364 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +369,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 371
309 lock (m_items) 372 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
316 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
384 if (!item.ScriptRunning)
385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
386 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 387 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 388 m_part.ScheduleFullUpdate();
321 } 389 }
@@ -386,20 +454,146 @@ namespace OpenSim.Region.Framework.Scenes
386 454
387 /// <summary> 455 /// <summary>
388 /// Start a script which is in this prim's inventory. 456 /// Start a script which is in this prim's inventory.
457 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 458 /// </summary>
390 /// <param name="itemId"> 459 /// <param name="itemId">
391 /// A <see cref="UUID"/> 460 /// A <see cref="UUID"/>
392 /// </param> 461 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 462 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 463 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 464 lock (m_scriptErrors)
396 if (item != null) 465 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 466 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
467 m_scriptErrors.Remove(itemId);
468 }
469 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
470 }
471
472 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 m_items.LockItemsForRead(true);
475 if (m_items.ContainsKey(itemId))
476 {
477 if (m_items.ContainsKey(itemId))
478 {
479 m_items.LockItemsForRead(false);
480 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
481 }
482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
486 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
487 StoreScriptError(itemId, msg);
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "Couldn't start script with ID {0} since it {1}", itemId, msg);
491 }
492 }
398 else 493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
497 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 498 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 499 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 500 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 501 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
502 }
503
504 }
505
506 /// <summary>
507 /// Start a script which is in this prim's inventory and return any compilation error messages.
508 /// </summary>
509 /// <param name="itemId">
510 /// A <see cref="UUID"/>
511 /// </param>
512 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
513 {
514 ArrayList errors;
515
516 // Indicate to CreateScriptInstanceInternal() we want it to
517 // post any compilation/loading error messages
518 lock (m_scriptErrors)
519 {
520 m_scriptErrors[itemId] = null;
521 }
522
523 // Perform compilation/loading
524 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
525
526 // Wait for and retrieve any errors
527 lock (m_scriptErrors)
528 {
529 while ((errors = m_scriptErrors[itemId]) == null)
530 {
531 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
532 {
533 m_log.ErrorFormat(
534 "[PRIM INVENTORY]: " +
535 "timedout waiting for script {0} errors", itemId);
536 errors = m_scriptErrors[itemId];
537 if (errors == null)
538 {
539 errors = new ArrayList(1);
540 errors.Add("timedout waiting for errors");
541 }
542 break;
543 }
544 }
545 m_scriptErrors.Remove(itemId);
546 }
547 return errors;
548 }
549
550 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
551 private void StoreScriptErrors(UUID itemId, ArrayList errors)
552 {
553 lock (m_scriptErrors)
554 {
555 // If compilation/loading initiated via CreateScriptInstance(),
556 // it does not want the errors, so just get out
557 if (!m_scriptErrors.ContainsKey(itemId))
558 {
559 return;
560 }
561
562 // Initiated via CreateScriptInstanceEr(), if we know what the
563 // errors are, save them and wake CreateScriptInstanceEr().
564 if (errors != null)
565 {
566 m_scriptErrors[itemId] = errors;
567 System.Threading.Monitor.PulseAll(m_scriptErrors);
568 return;
569 }
570 }
571
572 // Initiated via CreateScriptInstanceEr() but we don't know what
573 // the errors are yet, so retrieve them from the script engine.
574 // This may involve some waiting internal to GetScriptErrors().
575 errors = GetScriptErrors(itemId);
576
577 // Get a default non-null value to indicate success.
578 if (errors == null)
579 {
580 errors = new ArrayList();
581 }
582
583 // Post to CreateScriptInstanceEr() and wake it up
584 lock (m_scriptErrors)
585 {
586 m_scriptErrors[itemId] = errors;
587 System.Threading.Monitor.PulseAll(m_scriptErrors);
588 }
589 }
590
591 // Like StoreScriptErrors(), but just posts a single string message
592 private void StoreScriptError(UUID itemId, string message)
593 {
594 ArrayList errors = new ArrayList(1);
595 errors.Add(message);
596 StoreScriptErrors(itemId, errors);
403 } 597 }
404 598
405 /// <summary> 599 /// <summary>
@@ -412,15 +606,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 606 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 607 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 608 {
415 bool scriptPresent = false; 609 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 610 {
425 if (!sceneObjectBeingDeleted) 611 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 612 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +631,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 631 /// <returns></returns>
446 private bool InventoryContainsName(string name) 632 private bool InventoryContainsName(string name)
447 { 633 {
448 lock (m_items) 634 m_items.LockItemsForRead(true);
635 foreach (TaskInventoryItem item in m_items.Values)
449 { 636 {
450 foreach (TaskInventoryItem item in m_items.Values) 637 if (item.Name == name)
451 { 638 {
452 if (item.Name == name) 639 m_items.LockItemsForRead(false);
453 return true; 640 return true;
454 } 641 }
455 } 642 }
643 m_items.LockItemsForRead(false);
456 return false; 644 return false;
457 } 645 }
458 646
@@ -494,8 +682,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 682 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 683 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 684 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 685 m_items.LockItemsForRead(true);
498 686 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
687 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 688 foreach (TaskInventoryItem i in il)
500 { 689 {
501 if (i.Name == item.Name) 690 if (i.Name == item.Name)
@@ -533,14 +722,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 722 item.Name = name;
534 item.GroupID = m_part.GroupID; 723 item.GroupID = m_part.GroupID;
535 724
536 lock (m_items) 725 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 726 m_items.Add(item.ItemID, item);
538 727 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 728 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 729 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 730 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 731 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 732
544 m_inventorySerial++; 733 m_inventorySerial++;
545 //m_inventorySerial += 2; 734 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 735 HasInventoryChanged = true;
@@ -556,15 +745,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 745 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 746 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 747 {
559 lock (m_items) 748 m_items.LockItemsForWrite(true);
749 foreach (TaskInventoryItem item in items)
560 { 750 {
561 foreach (TaskInventoryItem item in items) 751 m_items.Add(item.ItemID, item);
562 { 752// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 753 }
754 m_items.LockItemsForWrite(false);
755
756 m_inventorySerial++;
568 } 757 }
569 758
570 /// <summary> 759 /// <summary>
@@ -575,10 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 764 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 765 {
577 TaskInventoryItem item; 766 TaskInventoryItem item;
578 767 m_items.LockItemsForRead(true);
579 lock (m_items) 768 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 769 m_items.LockItemsForRead(false);
581
582 return item; 770 return item;
583 } 771 }
584 772
@@ -594,15 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 782 {
595 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 784
597 lock (m_items) 785 m_items.LockItemsForRead(true);
786
787 foreach (TaskInventoryItem item in m_items.Values)
598 { 788 {
599 foreach (TaskInventoryItem item in m_items.Values) 789 if (item.Name == name)
600 { 790 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 791 }
605 792
793 m_items.LockItemsForRead(false);
794
606 return items; 795 return items;
607 } 796 }
608 797
@@ -621,6 +810,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 810 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 811 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 812
813 group.RootPart.AttachPoint = group.RootPart.Shape.State;
814 group.RootPart.AttachOffset = group.AbsolutePosition;
815
624 group.ResetIDs(); 816 group.ResetIDs();
625 817
626 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 818 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -695,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
695 887
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 888 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 889 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 890 m_items.LockItemsForWrite(true);
699 if (it != null) 891
892 if (m_items.ContainsKey(item.ItemID))
700 { 893 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 894// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 895
@@ -709,14 +902,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 902 item.GroupID = m_part.GroupID;
710 903
711 if (item.AssetID == UUID.Zero) 904 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 905 item.AssetID = m_items[item.ItemID].AssetID;
713 906
714 lock (m_items) 907 m_items[item.ItemID] = item;
715 { 908 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 909 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 910 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 911
@@ -725,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 914 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 915 m_part.ParentGroup.HasGroupChanged = true;
727 } 916 }
728 917 m_items.LockItemsForWrite(false);
729 return true; 918 return true;
730 } 919 }
731 else 920 else
@@ -736,8 +925,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 925 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 926 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 927 }
739 return false; 928 m_items.LockItemsForWrite(false);
740 929
930 return false;
741 } 931 }
742 932
743 /// <summary> 933 /// <summary>
@@ -748,43 +938,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 938 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 939 public int RemoveInventoryItem(UUID itemID)
750 { 940 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 941 m_items.LockItemsForRead(true);
752 if (item != null) 942
943 if (m_items.ContainsKey(itemID))
753 { 944 {
754 int type = m_items[itemID].InvType; 945 int type = m_items[itemID].InvType;
946 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 947 if (type == 10) // Script
756 { 948 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 949 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 950 }
951 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 952 m_items.Remove(itemID);
953 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 954 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 955 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 956
764 HasInventoryChanged = true; 957 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 958 m_part.ParentGroup.HasGroupChanged = true;
766 959
767 if (!ContainsScripts()) 960 int scriptcount = 0;
961 m_items.LockItemsForRead(true);
962 foreach (TaskInventoryItem item in m_items.Values)
963 {
964 if (item.Type == 10)
965 {
966 scriptcount++;
967 }
968 }
969 m_items.LockItemsForRead(false);
970
971
972 if (scriptcount <= 0)
973 {
768 m_part.RemFlag(PrimFlags.Scripted); 974 m_part.RemFlag(PrimFlags.Scripted);
975 }
769 976
770 m_part.ScheduleFullUpdate(); 977 m_part.ScheduleFullUpdate();
771 978
772 return type; 979 return type;
773
774 } 980 }
775 else 981 else
776 { 982 {
983 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 984 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 985 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 986 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 987 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 988 }
783 989
784 return -1; 990 return -1;
785 } 991 }
786 992
787 private bool CreateInventoryFile() 993 private bool CreateInventoryFileName()
788 { 994 {
789// m_log.DebugFormat( 995// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 996// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +999,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 999 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 1000 m_inventoryFileNameSerial < m_inventorySerial)
795 { 1001 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1002 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 1003 m_inventoryFileNameSerial = m_inventorySerial;
799 1004
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1005 return true;
1006 }
1007
1008 return false;
1009 }
1010
1011 /// <summary>
1012 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1013 /// </summary>
1014 /// <param name="xferManager"></param>
1015 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1016 {
1017 bool changed = CreateInventoryFileName();
1018
1019 bool includeAssets = false;
1020 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1021 includeAssets = true;
1022
1023 if (m_inventoryPrivileged != includeAssets)
1024 changed = true;
1025
1026 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1027
1028 Items.LockItemsForRead(true);
1029
1030 if (m_inventorySerial == 0) // No inventory
1031 {
1032 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 Items.LockItemsForRead(false);
1034 return;
1035 }
801 1036
802 lock (m_items) 1037 if (m_items.Count == 0) // No inventory
1038 {
1039 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1040 Items.LockItemsForRead(false);
1041 return;
1042 }
1043
1044 if (!changed)
1045 {
1046 if (m_inventoryFileData.Length > 2)
803 { 1047 {
804 foreach (TaskInventoryItem item in m_items.Values) 1048 xferManager.AddNewFile(m_inventoryFileName,
805 { 1049 m_inventoryFileData);
806// m_log.DebugFormat( 1050 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1051 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1052
810 UUID ownerID = item.OwnerID; 1053 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1054 return;
812 uint baseMask = item.BasePermissions; 1055 }
813 uint ownerMask = item.CurrentPermissions; 1056 }
814 uint groupMask = item.GroupPermissions;
815 1057
816 invString.AddItemStart(); 1058 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1059
820 invString.AddPermissionsStart(); 1060 foreach (TaskInventoryItem item in m_items.Values)
1061 {
1062 UUID ownerID = item.OwnerID;
1063 uint everyoneMask = 0;
1064 uint baseMask = item.BasePermissions;
1065 uint ownerMask = item.CurrentPermissions;
1066 uint groupMask = item.GroupPermissions;
821 1067
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1068 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1069 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1070 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1071
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1072 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1073
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1074 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1075 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1076 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1077 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1078 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1079
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1080 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1081 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1082
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1083 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1084
841 invString.AddSaleStart(); 1085 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1086 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1087
846 invString.AddNameValueLine("name", item.Name + "|"); 1088 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1089 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1090 else
1091 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1092 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1093 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1094 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1095
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1096 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1097 invString.AddNameValueLine("sale_type", "not");
851 } 1098 invString.AddNameValueLine("sale_price", "0");
852 } 1099 invString.AddSectionEnd();
853 1100
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1101 invString.AddNameValueLine("name", item.Name + "|");
1102 invString.AddNameValueLine("desc", item.Description + "|");
855 1103
856 return true; 1104 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1105 invString.AddSectionEnd();
857 } 1106 }
858 1107
859 // No need to recreate, the existing file is fine 1108 Items.LockItemsForRead(false);
860 return false;
861 }
862
863 /// <summary>
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878 1109
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1110 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
880 return;
881 }
882 1111
883 CreateInventoryFile(); 1112 if (m_inventoryFileData.Length > 2)
884 1113 {
885 // In principle, we should only do the rest if the inventory changed; 1114 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1116 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1117 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1118 }
1119
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1121 }
907 1122
908 /// <summary> 1123 /// <summary>
@@ -911,13 +1126,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1126 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1127 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1128 {
914 if (HasInventoryChanged) 1129// Removed this because linking will cause an immediate delete of the new
915 { 1130// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1131// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1132// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1133// of prim inventory loss.
1134// if (HasInventoryChanged)
1135// {
1136 Items.LockItemsForRead(true);
1137 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1138 Items.LockItemsForRead(false);
919 1139
920 } 1140 HasInventoryChanged = false;
1141// }
921 } 1142 }
922 1143
923 public class InventoryStringBuilder 1144 public class InventoryStringBuilder
@@ -983,82 +1204,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1204 {
984 uint mask=0x7fffffff; 1205 uint mask=0x7fffffff;
985 1206
986 lock (m_items) 1207 foreach (TaskInventoryItem item in m_items.Values)
987 { 1208 {
988 foreach (TaskInventoryItem item in m_items.Values) 1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1210 mask &= ~((uint)PermissionMask.Copy >> 13);
1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1212 mask &= ~((uint)PermissionMask.Transfer >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1214 mask &= ~((uint)PermissionMask.Modify >> 13);
1215
1216 if (item.InvType == (int)InventoryType.Object)
989 { 1217 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1219 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1221 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1223 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1224 }
1225
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1227 mask &= ~(uint)PermissionMask.Copy;
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1229 mask &= ~(uint)PermissionMask.Transfer;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1231 mask &= ~(uint)PermissionMask.Modify;
1023 } 1232 }
1024
1025 return mask; 1233 return mask;
1026 } 1234 }
1027 1235
1028 public void ApplyNextOwnerPermissions() 1236 public void ApplyNextOwnerPermissions()
1029 { 1237 {
1030 lock (m_items) 1238 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1239 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1240 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1241 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1247 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1248 }
1249 item.OwnerChanged = true;
1250 item.CurrentPermissions &= item.NextPermissions;
1251 item.BasePermissions &= item.NextPermissions;
1252 item.EveryonePermissions &= item.NextPermissions;
1253 item.PermsMask = 0;
1254 item.PermsGranter = UUID.Zero;
1050 } 1255 }
1051 } 1256 }
1052 1257
1053 public void ApplyGodPermissions(uint perms) 1258 public void ApplyGodPermissions(uint perms)
1054 { 1259 {
1055 lock (m_items) 1260 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1261 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1262 item.CurrentPermissions = perms;
1058 { 1263 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1264 }
1063 1265
1064 m_inventorySerial++; 1266 m_inventorySerial++;
@@ -1071,17 +1273,13 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1273 /// <returns></returns>
1072 public bool ContainsScripts() 1274 public bool ContainsScripts()
1073 { 1275 {
1074 lock (m_items) 1276 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1277 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1278 if (item.InvType == (int)InventoryType.LSL)
1077 { 1279 {
1078 if (item.InvType == (int)InventoryType.LSL) 1280 return true;
1079 {
1080 return true;
1081 }
1082 } 1281 }
1083 } 1282 }
1084
1085 return false; 1283 return false;
1086 } 1284 }
1087 1285
@@ -1089,11 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
1089 { 1287 {
1090 List<UUID> ret = new List<UUID>(); 1288 List<UUID> ret = new List<UUID>();
1091 1289
1092 lock (m_items) 1290 foreach (TaskInventoryItem item in m_items.Values)
1093 { 1291 ret.Add(item.ItemID);
1094 foreach (TaskInventoryItem item in m_items.Values)
1095 ret.Add(item.ItemID);
1096 }
1097 1292
1098 return ret; 1293 return ret;
1099 } 1294 }
@@ -1124,6 +1319,11 @@ namespace OpenSim.Region.Framework.Scenes
1124 1319
1125 public Dictionary<UUID, string> GetScriptStates() 1320 public Dictionary<UUID, string> GetScriptStates()
1126 { 1321 {
1322 return GetScriptStates(false);
1323 }
1324
1325 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1326 {
1127 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1327 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1128 1328
1129 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1329 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1134,25 +1334,35 @@ namespace OpenSim.Region.Framework.Scenes
1134 if (engines.Length == 0) // No engine at all 1334 if (engines.Length == 0) // No engine at all
1135 return ret; 1335 return ret;
1136 1336
1137 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1337 Items.LockItemsForRead(true);
1138 1338 foreach (TaskInventoryItem item in m_items.Values)
1139 foreach (TaskInventoryItem item in scripts)
1140 { 1339 {
1141 foreach (IScriptModule e in engines) 1340 if (item.InvType == (int)InventoryType.LSL)
1142 { 1341 {
1143 if (e != null) 1342 foreach (IScriptModule e in engines)
1144 { 1343 {
1145 string n = e.GetXMLState(item.ItemID); 1344 if (e != null)
1146 if (n != String.Empty)
1147 { 1345 {
1148 if (!ret.ContainsKey(item.ItemID)) 1346 string n = e.GetXMLState(item.ItemID);
1149 ret[item.ItemID] = n; 1347 if (n != String.Empty)
1150 break; 1348 {
1349 if (oldIDs)
1350 {
1351 if (!ret.ContainsKey(item.OldItemID))
1352 ret[item.OldItemID] = n;
1353 }
1354 else
1355 {
1356 if (!ret.ContainsKey(item.ItemID))
1357 ret[item.ItemID] = n;
1358 }
1359 break;
1360 }
1151 } 1361 }
1152 } 1362 }
1153 } 1363 }
1154 } 1364 }
1155 1365 Items.LockItemsForRead(false);
1156 return ret; 1366 return ret;
1157 } 1367 }
1158 1368
@@ -1162,21 +1372,27 @@ namespace OpenSim.Region.Framework.Scenes
1162 if (engines.Length == 0) 1372 if (engines.Length == 0)
1163 return; 1373 return;
1164 1374
1165 List<TaskInventoryItem> scripts = GetInventoryScripts();
1166 1375
1167 foreach (TaskInventoryItem item in scripts) 1376 Items.LockItemsForRead(true);
1377
1378 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1379 {
1169 foreach (IScriptModule engine in engines) 1380 if (item.InvType == (int)InventoryType.LSL)
1170 { 1381 {
1171 if (engine != null) 1382 foreach (IScriptModule engine in engines)
1172 { 1383 {
1173 if (item.OwnerChanged) 1384 if (engine != null)
1174 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1385 {
1175 item.OwnerChanged = false; 1386 if (item.OwnerChanged)
1176 engine.ResumeScript(item.ItemID); 1387 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1388 item.OwnerChanged = false;
1389 engine.ResumeScript(item.ItemID);
1390 }
1177 } 1391 }
1178 } 1392 }
1179 } 1393 }
1394
1395 Items.LockItemsForRead(false);
1180 } 1396 }
1181 } 1397 }
1182} 1398}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index daf711c..283de39 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
236 private Vector3 m_prevSitOffset;
237
232 protected AvatarAppearance m_appearance; 238 protected AvatarAppearance m_appearance;
233 239
234 public AvatarAppearance Appearance 240 public AvatarAppearance Appearance
@@ -640,6 +646,13 @@ namespace OpenSim.Region.Framework.Scenes
640 } 646 }
641 private uint m_parentID; 647 private uint m_parentID;
642 648
649 public UUID ParentUUID
650 {
651 get { return m_parentUUID; }
652 set { m_parentUUID = value; }
653 }
654 private UUID m_parentUUID = UUID.Zero;
655
643 public float Health 656 public float Health
644 { 657 {
645 get { return m_health; } 658 get { return m_health; }
@@ -861,7 +874,26 @@ namespace OpenSim.Region.Framework.Scenes
861 "[SCENE]: Upgrading child to root agent for {0} in {1}", 874 "[SCENE]: Upgrading child to root agent for {0} in {1}",
862 Name, m_scene.RegionInfo.RegionName); 875 Name, m_scene.RegionInfo.RegionName);
863 876
864 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 877 if (ParentUUID != UUID.Zero)
878 {
879 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
880 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
881 if (part == null)
882 {
883 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
884 }
885 else
886 {
887 part.ParentGroup.AddAvatar(UUID);
888 if (part.SitTargetPosition != Vector3.Zero)
889 part.SitTargetAvatar = UUID;
890 ParentPosition = part.GetWorldPosition();
891 ParentID = part.LocalId;
892 m_pos = m_prevSitOffset;
893 pos = ParentPosition;
894 }
895 ParentUUID = UUID.Zero;
896 }
865 897
866 bool wasChild = IsChildAgent; 898 bool wasChild = IsChildAgent;
867 IsChildAgent = false; 899 IsChildAgent = false;
@@ -874,62 +906,64 @@ namespace OpenSim.Region.Framework.Scenes
874 906
875 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 907 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
876 908
877 // Moved this from SendInitialData to ensure that Appearance is initialized 909 if (ParentID == 0)
878 // before the inventory is processed in MakeRootAgent. This fixes a race condition
879 // related to the handling of attachments
880 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
881 if (m_scene.TestBorderCross(pos, Cardinals.E))
882 { 910 {
883 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 911 // Moved this from SendInitialData to ensure that Appearance is initialized
884 pos.X = crossedBorder.BorderLine.Z - 1; 912 // before the inventory is processed in MakeRootAgent. This fixes a race condition
885 } 913 // related to the handling of attachments
914 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
915 if (m_scene.TestBorderCross(pos, Cardinals.E))
916 {
917 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
918 pos.X = crossedBorder.BorderLine.Z - 1;
919 }
886 920
887 if (m_scene.TestBorderCross(pos, Cardinals.N)) 921 if (m_scene.TestBorderCross(pos, Cardinals.N))
888 { 922 {
889 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 923 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
890 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
891 } 925 }
892 926
893 CheckAndAdjustLandingPoint(ref pos); 927 CheckAndAdjustLandingPoint(ref pos);
894 928
895 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 929 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
896 { 930 {
897 m_log.WarnFormat( 931 m_log.WarnFormat(
898 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 932 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
899 pos, Name, UUID); 933 pos, Name, UUID);
900 934
901 if (pos.X < 0f) pos.X = 0f; 935 if (pos.X < 0f) pos.X = 0f;
902 if (pos.Y < 0f) pos.Y = 0f; 936 if (pos.Y < 0f) pos.Y = 0f;
903 if (pos.Z < 0f) pos.Z = 0f; 937 if (pos.Z < 0f) pos.Z = 0f;
904 } 938 }
905 939
906 float localAVHeight = 1.56f; 940 float localAVHeight = 1.56f;
907 if (Appearance.AvatarHeight > 0) 941 if (Appearance.AvatarHeight > 0)
908 localAVHeight = Appearance.AvatarHeight; 942 localAVHeight = Appearance.AvatarHeight;
909 943
910 float posZLimit = 0; 944 float posZLimit = 0;
911 945
912 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 946 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
913 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 947 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
914 948
915 float newPosZ = posZLimit + localAVHeight / 2; 949 float newPosZ = posZLimit + localAVHeight / 2;
916 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 950 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
917 { 951 {
918 pos.Z = newPosZ; 952 pos.Z = newPosZ;
919 } 953 }
920 AbsolutePosition = pos; 954 AbsolutePosition = pos;
921 955
922 AddToPhysicalScene(isFlying); 956 AddToPhysicalScene(isFlying);
923 957
924 if (ForceFly) 958 if (ForceFly)
925 { 959 {
926 Flying = true; 960 Flying = true;
927 } 961 }
928 else if (FlyDisabled) 962 else if (FlyDisabled)
929 { 963 {
930 Flying = false; 964 Flying = false;
965 }
931 } 966 }
932
933 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 967 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
934 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 968 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
935 // elsewhere anyway 969 // elsewhere anyway
@@ -947,11 +981,13 @@ namespace OpenSim.Region.Framework.Scenes
947 { 981 {
948 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 982 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
949 // Resume scripts 983 // Resume scripts
950 foreach (SceneObjectGroup sog in m_attachments) 984 Util.FireAndForget(delegate(object x) {
951 { 985 foreach (SceneObjectGroup sog in m_attachments)
952 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 986 {
953 sog.ResumeScripts(); 987 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
954 } 988 sog.ResumeScripts();
989 }
990 });
955 } 991 }
956 } 992 }
957 993
@@ -1748,9 +1784,9 @@ namespace OpenSim.Region.Framework.Scenes
1748 if (pos.Z - terrainHeight < 0.2) 1784 if (pos.Z - terrainHeight < 0.2)
1749 pos.Z = terrainHeight; 1785 pos.Z = terrainHeight;
1750 1786
1751 m_log.DebugFormat( 1787// m_log.DebugFormat(
1752 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1788// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1753 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1789// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1754 1790
1755 if (noFly) 1791 if (noFly)
1756 Flying = false; 1792 Flying = false;
@@ -1807,8 +1843,11 @@ namespace OpenSim.Region.Framework.Scenes
1807// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1843// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1808 1844
1809 SitGround = false; 1845 SitGround = false;
1846
1847/* move this down so avatar gets physical in the new position and not where it is siting
1810 if (PhysicsActor == null) 1848 if (PhysicsActor == null)
1811 AddToPhysicalScene(false); 1849 AddToPhysicalScene(false);
1850 */
1812 1851
1813 if (ParentID != 0) 1852 if (ParentID != 0)
1814 { 1853 {
@@ -1834,6 +1873,7 @@ namespace OpenSim.Region.Framework.Scenes
1834 if (part.SitTargetAvatar == UUID) 1873 if (part.SitTargetAvatar == UUID)
1835 part.SitTargetAvatar = UUID.Zero; 1874 part.SitTargetAvatar = UUID.Zero;
1836 1875
1876 part.ParentGroup.DeleteAvatar(UUID);
1837 ParentPosition = part.GetWorldPosition(); 1877 ParentPosition = part.GetWorldPosition();
1838 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1878 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1839 } 1879 }
@@ -1842,6 +1882,10 @@ namespace OpenSim.Region.Framework.Scenes
1842 ParentPosition = Vector3.Zero; 1882 ParentPosition = Vector3.Zero;
1843 1883
1844 ParentID = 0; 1884 ParentID = 0;
1885
1886 if (PhysicsActor == null)
1887 AddToPhysicalScene(false);
1888
1845 SendAvatarDataToAllAgents(); 1889 SendAvatarDataToAllAgents();
1846 m_requestedSitTargetID = 0; 1890 m_requestedSitTargetID = 0;
1847 1891
@@ -1849,6 +1893,9 @@ namespace OpenSim.Region.Framework.Scenes
1849 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1893 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1850 } 1894 }
1851 1895
1896 else if (PhysicsActor == null)
1897 AddToPhysicalScene(false);
1898
1852 Animator.TrySetMovementAnimation("STAND"); 1899 Animator.TrySetMovementAnimation("STAND");
1853 } 1900 }
1854 1901
@@ -1972,7 +2019,7 @@ namespace OpenSim.Region.Framework.Scenes
1972 forceMouselook = part.GetForceMouselook(); 2019 forceMouselook = part.GetForceMouselook();
1973 2020
1974 ControllingClient.SendSitResponse( 2021 ControllingClient.SendSitResponse(
1975 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2022 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1976 2023
1977 m_requestedSitTargetUUID = targetID; 2024 m_requestedSitTargetUUID = targetID;
1978 2025
@@ -2257,11 +2304,13 @@ namespace OpenSim.Region.Framework.Scenes
2257 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2304 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2258 Rotation = sitTargetOrient; 2305 Rotation = sitTargetOrient;
2259 ParentPosition = part.AbsolutePosition; 2306 ParentPosition = part.AbsolutePosition;
2307 part.ParentGroup.AddAvatar(UUID);
2260 } 2308 }
2261 else 2309 else
2262 { 2310 {
2263 m_pos -= part.AbsolutePosition; 2311 m_pos -= part.AbsolutePosition;
2264 ParentPosition = part.AbsolutePosition; 2312 ParentPosition = part.AbsolutePosition;
2313 part.ParentGroup.AddAvatar(UUID);
2265 2314
2266// m_log.DebugFormat( 2315// m_log.DebugFormat(
2267// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2316// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3103,6 +3152,9 @@ namespace OpenSim.Region.Framework.Scenes
3103 cAgent.AlwaysRun = SetAlwaysRun; 3152 cAgent.AlwaysRun = SetAlwaysRun;
3104 3153
3105 cAgent.Appearance = new AvatarAppearance(Appearance); 3154 cAgent.Appearance = new AvatarAppearance(Appearance);
3155
3156 cAgent.ParentPart = ParentUUID;
3157 cAgent.SitOffset = m_pos;
3106 3158
3107 lock (scriptedcontrols) 3159 lock (scriptedcontrols)
3108 { 3160 {
@@ -3162,6 +3214,8 @@ namespace OpenSim.Region.Framework.Scenes
3162 CameraAtAxis = cAgent.AtAxis; 3214 CameraAtAxis = cAgent.AtAxis;
3163 CameraLeftAxis = cAgent.LeftAxis; 3215 CameraLeftAxis = cAgent.LeftAxis;
3164 m_CameraUpAxis = cAgent.UpAxis; 3216 m_CameraUpAxis = cAgent.UpAxis;
3217 ParentUUID = cAgent.ParentPart;
3218 m_prevSitOffset = cAgent.SitOffset;
3165 3219
3166 // When we get to the point of re-computing neighbors everytime this 3220 // When we get to the point of re-computing neighbors everytime this
3167 // changes, then start using the agent's drawdistance rather than the 3221 // changes, then start using the agent's drawdistance rather than the
@@ -3368,6 +3422,8 @@ namespace OpenSim.Region.Framework.Scenes
3368 } 3422 }
3369 } 3423 }
3370 3424
3425 RaiseCollisionScriptEvents(coldata);
3426
3371 if (Invulnerable) 3427 if (Invulnerable)
3372 return; 3428 return;
3373 3429
@@ -3879,6 +3935,12 @@ namespace OpenSim.Region.Framework.Scenes
3879 3935
3880 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3936 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3881 { 3937 {
3938 string reason;
3939
3940 // Honor bans
3941 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3942 return;
3943
3882 SceneObjectGroup telehub = null; 3944 SceneObjectGroup telehub = null;
3883 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3945 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3884 { 3946 {
@@ -3918,11 +3980,173 @@ namespace OpenSim.Region.Framework.Scenes
3918 pos = land.LandData.UserLocation; 3980 pos = land.LandData.UserLocation;
3919 } 3981 }
3920 } 3982 }
3921 3983
3922 land.SendLandUpdateToClient(ControllingClient); 3984 land.SendLandUpdateToClient(ControllingClient);
3923 } 3985 }
3924 } 3986 }
3925 3987
3988 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3989 {
3990 lock(m_collisionEventLock)
3991 {
3992 if (m_collisionEventFlag)
3993 return;
3994 m_collisionEventFlag = true;
3995 }
3996
3997 Util.FireAndForget(delegate(object x)
3998 {
3999 try
4000 {
4001 List<uint> thisHitColliders = new List<uint>();
4002 List<uint> endedColliders = new List<uint>();
4003 List<uint> startedColliders = new List<uint>();
4004
4005 foreach (uint localid in coldata.Keys)
4006 {
4007 thisHitColliders.Add(localid);
4008 if (!m_lastColliders.Contains(localid))
4009 {
4010 startedColliders.Add(localid);
4011 }
4012 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4013 }
4014
4015 // calculate things that ended colliding
4016 foreach (uint localID in m_lastColliders)
4017 {
4018 if (!thisHitColliders.Contains(localID))
4019 {
4020 endedColliders.Add(localID);
4021 }
4022 }
4023 //add the items that started colliding this time to the last colliders list.
4024 foreach (uint localID in startedColliders)
4025 {
4026 m_lastColliders.Add(localID);
4027 }
4028 // remove things that ended colliding from the last colliders list
4029 foreach (uint localID in endedColliders)
4030 {
4031 m_lastColliders.Remove(localID);
4032 }
4033
4034 // do event notification
4035 if (startedColliders.Count > 0)
4036 {
4037 ColliderArgs StartCollidingMessage = new ColliderArgs();
4038 List<DetectedObject> colliding = new List<DetectedObject>();
4039 foreach (uint localId in startedColliders)
4040 {
4041 if (localId == 0)
4042 continue;
4043
4044 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4045 string data = "";
4046 if (obj != null)
4047 {
4048 DetectedObject detobj = new DetectedObject();
4049 detobj.keyUUID = obj.UUID;
4050 detobj.nameStr = obj.Name;
4051 detobj.ownerUUID = obj.OwnerID;
4052 detobj.posVector = obj.AbsolutePosition;
4053 detobj.rotQuat = obj.GetWorldRotation();
4054 detobj.velVector = obj.Velocity;
4055 detobj.colliderType = 0;
4056 detobj.groupUUID = obj.GroupID;
4057 colliding.Add(detobj);
4058 }
4059 }
4060
4061 if (colliding.Count > 0)
4062 {
4063 StartCollidingMessage.Colliders = colliding;
4064
4065 foreach (SceneObjectGroup att in GetAttachments())
4066 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4067 }
4068 }
4069
4070 if (endedColliders.Count > 0)
4071 {
4072 ColliderArgs EndCollidingMessage = new ColliderArgs();
4073 List<DetectedObject> colliding = new List<DetectedObject>();
4074 foreach (uint localId in endedColliders)
4075 {
4076 if (localId == 0)
4077 continue;
4078
4079 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4080 string data = "";
4081 if (obj != null)
4082 {
4083 DetectedObject detobj = new DetectedObject();
4084 detobj.keyUUID = obj.UUID;
4085 detobj.nameStr = obj.Name;
4086 detobj.ownerUUID = obj.OwnerID;
4087 detobj.posVector = obj.AbsolutePosition;
4088 detobj.rotQuat = obj.GetWorldRotation();
4089 detobj.velVector = obj.Velocity;
4090 detobj.colliderType = 0;
4091 detobj.groupUUID = obj.GroupID;
4092 colliding.Add(detobj);
4093 }
4094 }
4095
4096 if (colliding.Count > 0)
4097 {
4098 EndCollidingMessage.Colliders = colliding;
4099
4100 foreach (SceneObjectGroup att in GetAttachments())
4101 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4102 }
4103 }
4104
4105 if (thisHitColliders.Count > 0)
4106 {
4107 ColliderArgs CollidingMessage = new ColliderArgs();
4108 List<DetectedObject> colliding = new List<DetectedObject>();
4109 foreach (uint localId in thisHitColliders)
4110 {
4111 if (localId == 0)
4112 continue;
4113
4114 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4115 string data = "";
4116 if (obj != null)
4117 {
4118 DetectedObject detobj = new DetectedObject();
4119 detobj.keyUUID = obj.UUID;
4120 detobj.nameStr = obj.Name;
4121 detobj.ownerUUID = obj.OwnerID;
4122 detobj.posVector = obj.AbsolutePosition;
4123 detobj.rotQuat = obj.GetWorldRotation();
4124 detobj.velVector = obj.Velocity;
4125 detobj.colliderType = 0;
4126 detobj.groupUUID = obj.GroupID;
4127 colliding.Add(detobj);
4128 }
4129 }
4130
4131 if (colliding.Count > 0)
4132 {
4133 CollidingMessage.Colliders = colliding;
4134
4135 lock (m_attachments)
4136 {
4137 foreach (SceneObjectGroup att in m_attachments)
4138 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4139 }
4140 }
4141 }
4142 }
4143 finally
4144 {
4145 m_collisionEventFlag = false;
4146 }
4147 });
4148 }
4149
3926 private void TeleportFlagsDebug() { 4150 private void TeleportFlagsDebug() {
3927 4151
3928 // Some temporary debugging help to show all the TeleportFlags we have... 4152 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3947,6 +4171,5 @@ namespace OpenSim.Region.Framework.Scenes
3947 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4171 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3948 4172
3949 } 4173 }
3950
3951 } 4174 }
3952} 4175}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..72a0ec3 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -347,6 +347,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
350
351 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
352 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
353
354 //Ubit comented until proper testing
355 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
356
357
350 #endregion 358 #endregion
351 359
352 #region TaskInventoryXmlProcessors initialization 360 #region TaskInventoryXmlProcessors initialization
@@ -569,6 +577,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 577 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 578 }
571 579
580 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
581 {
582 bool errors = false;
583 SOPVehicle _vehicle = new SOPVehicle();
584
585 _vehicle.FromXml2(reader, out errors);
586
587 if (errors)
588 {
589 obj.sopVehicle = null;
590 m_log.DebugFormat(
591 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
592 obj.Name, obj.UUID);
593 }
594 else
595 obj.sopVehicle = _vehicle;
596 }
597
598
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 599 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 600 {
574 List<string> errorNodeNames; 601 List<string> errorNodeNames;
@@ -733,6 +760,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 760 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 761 }
735 762
763 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
764 {
765 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
766 }
767
768 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
769 {
770 obj.VolumeDetectActive = Util.ReadBoolean(reader);
771 }
772
736 #endregion 773 #endregion
737 774
738 #region TaskInventoryXmlProcessors 775 #region TaskInventoryXmlProcessors
@@ -1218,6 +1255,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1255 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1256 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1257
1258 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1259 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1260
1261 //Ubit comented until proper testing
1262 if (sop.sopVehicle != null)
1263 sop.sopVehicle.ToXml2(writer);
1264
1221 writer.WriteEndElement(); 1265 writer.WriteEndElement();
1222 } 1266 }
1223 1267
@@ -1487,12 +1531,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1531 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1532 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1533
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1534 reader.ReadStartElement(name, String.Empty);
1497 1535
1498 while (reader.Name == "TaskInventoryItem") 1536 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;