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-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs347
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs684
-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.cs293
-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.cs1175
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1105
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs420
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
20 files changed, 5290 insertions, 1382 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index fe3438e..741d233 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;
@@ -883,6 +887,26 @@ namespace OpenSim.Region.Framework.Scenes
883 } 887 }
884 } 888 }
885 } 889 }
890 public void TriggerTerrainUpdate()
891 {
892 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
893 if (handlerTerrainUpdate != null)
894 {
895 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
896 {
897 try
898 {
899 d();
900 }
901 catch (Exception e)
902 {
903 m_log.ErrorFormat(
904 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
905 e.Message, e.StackTrace);
906 }
907 }
908 }
909 }
886 910
887 public void TriggerTerrainTick() 911 public void TriggerTerrainTick()
888 { 912 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 5abd74f..6cf1067 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 {
125// m_log.DebugFormat(
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
127// f.Name, (AssetType)f.Type, item.Name);
128
129 item.Folder = f.ID;
130 }
131 else
132 { 126 {
133 f = InventoryService.GetRootFolder(item.Owner); 127 folder = InventoryService.GetRootFolder(item.Owner);
134 if (f != null) 128
135 { 129 if (folder == null)
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(
@@ -1238,21 +1245,28 @@ namespace OpenSim.Region.Framework.Scenes
1238 return; 1245 return;
1239 } 1246 }
1240 1247
1241 if (part.OwnerID != destPart.OwnerID) 1248 // Can't transfer this
1249 //
1250 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1251 return;
1252
1253 bool overrideNoMod = false;
1254 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1255 overrideNoMod = true;
1256
1257 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1242 { 1258 {
1243 // Source must have transfer permissions 1259 // object cannot copy items to an object owned by a different owner
1244 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1260 // unless llAllowInventoryDrop has been called
1245 return;
1246 1261
1247 // Object cannot copy items to an object owned by a different owner 1262 return;
1248 // unless llAllowInventoryDrop has been called on the destination
1249 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1250 return;
1251 } 1263 }
1252 1264
1253 // must have both move and modify permission to put an item in an object 1265 // must have both move and modify permission to put an item in an object
1254 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1266 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1267 {
1255 return; 1268 return;
1269 }
1256 1270
1257 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1271 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1258 1272
@@ -1308,6 +1322,14 @@ namespace OpenSim.Region.Framework.Scenes
1308 1322
1309 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1323 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1310 { 1324 {
1325 SceneObjectPart destPart = GetSceneObjectPart(destID);
1326 if (destPart != null) // Move into a prim
1327 {
1328 foreach(UUID itemID in items)
1329 MoveTaskInventoryItem(destID, host, itemID);
1330 return destID; // Prim folder ID == prim ID
1331 }
1332
1311 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1312 1334
1313 UUID newFolderID = UUID.Random(); 1335 UUID newFolderID = UUID.Random();
@@ -1493,12 +1515,12 @@ namespace OpenSim.Region.Framework.Scenes
1493 agentTransactions.HandleTaskItemUpdateFromTransaction( 1515 agentTransactions.HandleTaskItemUpdateFromTransaction(
1494 remoteClient, part, transactionID, currentItem); 1516 remoteClient, part, transactionID, currentItem);
1495 1517
1496 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1518// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1497 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1519// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1498 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1520// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1499 remoteClient.SendAgentAlertMessage("Script saved", false); 1521// remoteClient.SendAgentAlertMessage("Script saved", false);
1500 else 1522// else
1501 remoteClient.SendAgentAlertMessage("Item saved", false); 1523// remoteClient.SendAgentAlertMessage("Item saved", false);
1502 } 1524 }
1503 } 1525 }
1504 1526
@@ -1682,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1682 } 1704 }
1683 1705
1684 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1706 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1685 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1707 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1686 agentID); 1708 agentID);
1687 AssetService.Store(asset); 1709 AssetService.Store(asset);
1688 1710
@@ -1838,23 +1860,32 @@ namespace OpenSim.Region.Framework.Scenes
1838 // build a list of eligible objects 1860 // build a list of eligible objects
1839 List<uint> deleteIDs = new List<uint>(); 1861 List<uint> deleteIDs = new List<uint>();
1840 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1862 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1841 1863 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1842 // Start with true for both, then remove the flags if objects
1843 // that we can't derez are part of the selection
1844 bool permissionToTake = true;
1845 bool permissionToTakeCopy = true;
1846 bool permissionToDelete = true;
1847 1864
1848 foreach (uint localID in localIDs) 1865 foreach (uint localID in localIDs)
1849 { 1866 {
1867 // Start with true for both, then remove the flags if objects
1868 // that we can't derez are part of the selection
1869 bool permissionToTake = true;
1870 bool permissionToTakeCopy = true;
1871 bool permissionToDelete = true;
1872
1850 // Invalid id 1873 // Invalid id
1851 SceneObjectPart part = GetSceneObjectPart(localID); 1874 SceneObjectPart part = GetSceneObjectPart(localID);
1852 if (part == null) 1875 if (part == null)
1876 {
1877 //Client still thinks the object exists, kill it
1878 deleteIDs.Add(localID);
1853 continue; 1879 continue;
1880 }
1854 1881
1855 // Already deleted by someone else 1882 // Already deleted by someone else
1856 if (part.ParentGroup.IsDeleted) 1883 if (part.ParentGroup.IsDeleted)
1884 {
1885 //Client still thinks the object exists, kill it
1886 deleteIDs.Add(localID);
1857 continue; 1887 continue;
1888 }
1858 1889
1859 // Can't delete child prims 1890 // Can't delete child prims
1860 if (part != part.ParentGroup.RootPart) 1891 if (part != part.ParentGroup.RootPart)
@@ -1862,9 +1893,6 @@ namespace OpenSim.Region.Framework.Scenes
1862 1893
1863 SceneObjectGroup grp = part.ParentGroup; 1894 SceneObjectGroup grp = part.ParentGroup;
1864 1895
1865 deleteIDs.Add(localID);
1866 deleteGroups.Add(grp);
1867
1868 if (remoteClient == null) 1896 if (remoteClient == null)
1869 { 1897 {
1870 // Autoreturn has a null client. Nothing else does. So 1898 // Autoreturn has a null client. Nothing else does. So
@@ -1881,81 +1909,193 @@ namespace OpenSim.Region.Framework.Scenes
1881 } 1909 }
1882 else 1910 else
1883 { 1911 {
1884 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1912 if (action == DeRezAction.TakeCopy)
1913 {
1914 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1915 permissionToTakeCopy = false;
1916 }
1917 else
1918 {
1885 permissionToTakeCopy = false; 1919 permissionToTakeCopy = false;
1886 1920 }
1887 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1921 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1888 permissionToTake = false; 1922 permissionToTake = false;
1889 1923
1890 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1924 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1891 permissionToDelete = false; 1925 permissionToDelete = false;
1892 } 1926 }
1893 }
1894 1927
1895 // Handle god perms 1928 // Handle god perms
1896 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1929 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1897 { 1930 {
1898 permissionToTake = true; 1931 permissionToTake = true;
1899 permissionToTakeCopy = true; 1932 permissionToTakeCopy = true;
1900 permissionToDelete = true; 1933 permissionToDelete = true;
1901 } 1934 }
1902 1935
1903 // If we're re-saving, we don't even want to delete 1936 // If we're re-saving, we don't even want to delete
1904 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1937 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1905 permissionToDelete = false; 1938 permissionToDelete = false;
1906 1939
1907 // if we want to take a copy, we also don't want to delete 1940 // if we want to take a copy, we also don't want to delete
1908 // Note: after this point, the permissionToTakeCopy flag 1941 // Note: after this point, the permissionToTakeCopy flag
1909 // becomes irrelevant. It already includes the permissionToTake 1942 // becomes irrelevant. It already includes the permissionToTake
1910 // permission and after excluding no copy items here, we can 1943 // permission and after excluding no copy items here, we can
1911 // just use that. 1944 // just use that.
1912 if (action == DeRezAction.TakeCopy) 1945 if (action == DeRezAction.TakeCopy)
1913 { 1946 {
1914 // If we don't have permission, stop right here 1947 // If we don't have permission, stop right here
1915 if (!permissionToTakeCopy) 1948 if (!permissionToTakeCopy)
1916 return; 1949 return;
1917 1950
1918 permissionToTake = true; 1951 permissionToTake = true;
1919 // Don't delete 1952 // Don't delete
1920 permissionToDelete = false; 1953 permissionToDelete = false;
1921 } 1954 }
1922 1955
1923 if (action == DeRezAction.Return) 1956 if (action == DeRezAction.Return)
1924 {
1925 if (remoteClient != null)
1926 { 1957 {
1927 if (Permissions.CanReturnObjects( 1958 if (remoteClient != null)
1928 null,
1929 remoteClient.AgentId,
1930 deleteGroups))
1931 { 1959 {
1932 permissionToTake = true; 1960 if (Permissions.CanReturnObjects(
1933 permissionToDelete = true; 1961 null,
1934 1962 remoteClient.AgentId,
1935 foreach (SceneObjectGroup g in deleteGroups) 1963 deleteGroups))
1936 { 1964 {
1937 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1965 permissionToTake = true;
1966 permissionToDelete = true;
1967
1968 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1938 } 1969 }
1939 } 1970 }
1971 else // Auto return passes through here with null agent
1972 {
1973 permissionToTake = true;
1974 permissionToDelete = true;
1975 }
1940 } 1976 }
1941 else // Auto return passes through here with null agent 1977
1978 if (permissionToTake && (!permissionToDelete))
1979 takeGroups.Add(grp);
1980
1981 if (permissionToDelete)
1942 { 1982 {
1943 permissionToTake = true; 1983 if (permissionToTake)
1944 permissionToDelete = true; 1984 deleteGroups.Add(grp);
1985 deleteIDs.Add(grp.LocalId);
1945 } 1986 }
1946 } 1987 }
1947 1988
1948 if (permissionToTake) 1989 SendKillObject(deleteIDs);
1990
1991 if (deleteGroups.Count > 0)
1949 { 1992 {
1993 foreach (SceneObjectGroup g in deleteGroups)
1994 deleteIDs.Remove(g.LocalId);
1995
1950 m_asyncSceneObjectDeleter.DeleteToInventory( 1996 m_asyncSceneObjectDeleter.DeleteToInventory(
1951 action, destinationID, deleteGroups, remoteClient, 1997 action, destinationID, deleteGroups, remoteClient,
1952 permissionToDelete); 1998 true);
1953 } 1999 }
1954 else if (permissionToDelete) 2000 if (takeGroups.Count > 0)
2001 {
2002 m_asyncSceneObjectDeleter.DeleteToInventory(
2003 action, destinationID, takeGroups, remoteClient,
2004 false);
2005 }
2006 if (deleteIDs.Count > 0)
1955 { 2007 {
1956 foreach (SceneObjectGroup g in deleteGroups) 2008 foreach (SceneObjectGroup g in deleteGroups)
1957 DeleteSceneObject(g, false); 2009 DeleteSceneObject(g, true);
2010 }
2011 }
2012
2013 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2014 {
2015 itemID = UUID.Zero;
2016 if (grp != null)
2017 {
2018 Vector3 inventoryStoredPosition = new Vector3
2019 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2020 ? 250
2021 : grp.AbsolutePosition.X)
2022 ,
2023 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2024 ? 250
2025 : grp.AbsolutePosition.X,
2026 grp.AbsolutePosition.Z);
2027
2028 Vector3 originalPosition = grp.AbsolutePosition;
2029
2030 grp.AbsolutePosition = inventoryStoredPosition;
2031
2032 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2033
2034 grp.AbsolutePosition = originalPosition;
2035
2036 AssetBase asset = CreateAsset(
2037 grp.GetPartName(grp.LocalId),
2038 grp.GetPartDescription(grp.LocalId),
2039 (sbyte)AssetType.Object,
2040 Utils.StringToBytes(sceneObjectXml),
2041 remoteClient.AgentId);
2042 AssetService.Store(asset);
2043
2044 InventoryItemBase item = new InventoryItemBase();
2045 item.CreatorId = grp.RootPart.CreatorID.ToString();
2046 item.CreatorData = grp.RootPart.CreatorData;
2047 item.Owner = remoteClient.AgentId;
2048 item.ID = UUID.Random();
2049 item.AssetID = asset.FullID;
2050 item.Description = asset.Description;
2051 item.Name = asset.Name;
2052 item.AssetType = asset.Type;
2053 item.InvType = (int)InventoryType.Object;
2054
2055 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2056 if (folder != null)
2057 item.Folder = folder.ID;
2058 else // oopsies
2059 item.Folder = UUID.Zero;
2060
2061 // Set up base perms properly
2062 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2063 permsBase &= grp.RootPart.BaseMask;
2064 permsBase |= (uint)PermissionMask.Move;
2065
2066 // Make sure we don't lock it
2067 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2068
2069 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2070 {
2071 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2072 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2073 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2074 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2075 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2076 }
2077 else
2078 {
2079 item.BasePermissions = permsBase;
2080 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2081 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2082 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2083 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2084 }
2085 item.CreationDate = Util.UnixTimeSinceEpoch();
2086
2087 // sets itemID so client can show item as 'attached' in inventory
2088 grp.SetFromItemID(item.ID);
2089
2090 if (AddInventoryItem(item))
2091 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2092 else
2093 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2094
2095 itemID = item.ID;
2096 return item.AssetID;
1958 } 2097 }
2098 return UUID.Zero;
1959 } 2099 }
1960 2100
1961 /// <summary> 2101 /// <summary>
@@ -2084,6 +2224,9 @@ namespace OpenSim.Region.Framework.Scenes
2084 2224
2085 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2225 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2086 { 2226 {
2227 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2228 return;
2229
2087 SceneObjectPart part = GetSceneObjectPart(objectID); 2230 SceneObjectPart part = GetSceneObjectPart(objectID);
2088 if (part == null) 2231 if (part == null)
2089 return; 2232 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 87ffc74..35ac908 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
138 { 138 {
139 SceneObjectGroup sog = part.ParentGroup; 139 SceneObjectGroup sog = part.ParentGroup;
140 sog.SendPropertiesToClient(remoteClient); 140 sog.SendPropertiesToClient(remoteClient);
141 sog.IsSelected = true;
142 141
143 // A prim is only tainted if it's allowed to be edited by the person clicking it. 142 // A prim is only tainted if it's allowed to be edited by the person clicking it.
144 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 143 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
145 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 144 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
146 { 145 {
146 sog.IsSelected = true;
147 EventManager.TriggerParcelPrimCountTainted(); 147 EventManager.TriggerParcelPrimCountTainted();
148 } 148 }
149 } 149 }
@@ -215,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
215 // handled by group, but by prim. Legacy cruft. 215 // handled by group, but by prim. Legacy cruft.
216 // TODO: Make selection flagging per prim! 216 // TODO: Make selection flagging per prim!
217 // 217 //
218 part.ParentGroup.IsSelected = false; 218 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
219 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
220 part.ParentGroup.IsSelected = false;
219 221
220 if (part.ParentGroup.IsAttachment) 222 if (part.ParentGroup.IsAttachment)
221 isAttachment = true; 223 isAttachment = true;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 06f7c0f..539ca14 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -118,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes
118 // TODO: need to figure out how allow client agents but deny 118 // TODO: need to figure out how allow client agents but deny
119 // root agents when ACL denies access to root agent 119 // root agents when ACL denies access to root agent
120 public bool m_strictAccessControl = true; 120 public bool m_strictAccessControl = true;
121 public bool m_seeIntoBannedRegion = false;
121 public int MaxUndoCount = 5; 122 public int MaxUndoCount = 5;
122 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
123 public bool LoginLock = false; 124 public bool LoginLock = false;
@@ -133,12 +134,14 @@ namespace OpenSim.Region.Framework.Scenes
133 134
134 protected int m_splitRegionID; 135 protected int m_splitRegionID;
135 protected Timer m_restartWaitTimer = new Timer(); 136 protected Timer m_restartWaitTimer = new Timer();
137 protected Timer m_timerWatchdog = new Timer();
136 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 138 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
137 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 139 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
138 protected string m_simulatorVersion = "OpenSimulator Server"; 140 protected string m_simulatorVersion = "OpenSimulator Server";
139 protected ModuleLoader m_moduleLoader; 141 protected ModuleLoader m_moduleLoader;
140 protected AgentCircuitManager m_authenticateHandler; 142 protected AgentCircuitManager m_authenticateHandler;
141 protected SceneCommunicationService m_sceneGridService; 143 protected SceneCommunicationService m_sceneGridService;
144 protected ISnmpModule m_snmpService = null;
142 145
143 protected ISimulationDataService m_SimulationDataService; 146 protected ISimulationDataService m_SimulationDataService;
144 protected IEstateDataService m_EstateDataService; 147 protected IEstateDataService m_EstateDataService;
@@ -201,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
201 private int m_update_events = 1; 204 private int m_update_events = 1;
202 private int m_update_backup = 200; 205 private int m_update_backup = 200;
203 private int m_update_terrain = 50; 206 private int m_update_terrain = 50;
204// private int m_update_land = 1; 207 private int m_update_land = 10;
205 private int m_update_coarse_locations = 50; 208 private int m_update_coarse_locations = 50;
206 209
207 private int agentMS; 210 private int agentMS;
@@ -220,6 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 223 /// </summary>
221 private int m_lastFrameTick; 224 private int m_lastFrameTick;
222 225
226 public bool CombineRegions = false;
223 /// <summary> 227 /// <summary>
224 /// Tick at which the last maintenance run occurred. 228 /// Tick at which the last maintenance run occurred.
225 /// </summary> 229 /// </summary>
@@ -250,6 +254,11 @@ namespace OpenSim.Region.Framework.Scenes
250 /// </summary> 254 /// </summary>
251 private int m_LastLogin; 255 private int m_LastLogin;
252 256
257 private int m_lastIncoming;
258 private int m_lastOutgoing;
259 private int m_hbRestarts = 0;
260
261
253 /// <summary> 262 /// <summary>
254 /// Thread that runs the scene loop. 263 /// Thread that runs the scene loop.
255 /// </summary> 264 /// </summary>
@@ -265,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
265 private volatile bool m_shuttingDown; 274 private volatile bool m_shuttingDown;
266 275
267// private int m_lastUpdate; 276// private int m_lastUpdate;
268// private bool m_firstHeartbeat = true; 277 private bool m_firstHeartbeat = true;
269 278
270 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 279 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
271 private bool m_reprioritizationEnabled = true; 280 private bool m_reprioritizationEnabled = true;
@@ -310,6 +319,19 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_sceneGridService; } 319 get { return m_sceneGridService; }
311 } 320 }
312 321
322 public ISnmpModule SnmpService
323 {
324 get
325 {
326 if (m_snmpService == null)
327 {
328 m_snmpService = RequestModuleInterface<ISnmpModule>();
329 }
330
331 return m_snmpService;
332 }
333 }
334
313 public ISimulationDataService SimulationDataService 335 public ISimulationDataService SimulationDataService
314 { 336 {
315 get 337 get
@@ -592,6 +614,8 @@ namespace OpenSim.Region.Framework.Scenes
592 m_EstateDataService = estateDataService; 614 m_EstateDataService = estateDataService;
593 m_regionHandle = m_regInfo.RegionHandle; 615 m_regionHandle = m_regInfo.RegionHandle;
594 m_regionName = m_regInfo.RegionName; 616 m_regionName = m_regInfo.RegionName;
617 m_lastIncoming = 0;
618 m_lastOutgoing = 0;
595 619
596 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 620 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
597 m_asyncSceneObjectDeleter.Enabled = true; 621 m_asyncSceneObjectDeleter.Enabled = true;
@@ -676,98 +700,107 @@ namespace OpenSim.Region.Framework.Scenes
676 700
677 // Region config overrides global config 701 // Region config overrides global config
678 // 702 //
679 if (m_config.Configs["Startup"] != null) 703 try
680 { 704 {
681 IConfig startupConfig = m_config.Configs["Startup"]; 705 if (m_config.Configs["Startup"] != null)
682
683 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
684 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
685 if (!m_useBackup)
686 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
687
688 //Animation states
689 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
690
691 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
692 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
693
694 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
695 if (RegionInfo.NonphysPrimMax > 0)
696 { 706 {
697 m_maxNonphys = RegionInfo.NonphysPrimMax; 707 IConfig startupConfig = m_config.Configs["Startup"];
698 }
699 708
700 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 709 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
710 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
711 if (!m_useBackup)
712 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
713
714 //Animation states
715 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
701 716
702 if (RegionInfo.PhysPrimMax > 0) 717 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
703 { 718 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
704 m_maxPhys = RegionInfo.PhysPrimMax;
705 }
706 719
707 // Here, if clamping is requested in either global or 720 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
708 // local config, it will be used 721 if (RegionInfo.NonphysPrimMax > 0)
709 // 722 {
710 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 723 m_maxNonphys = RegionInfo.NonphysPrimMax;
711 if (RegionInfo.ClampPrimSize) 724 }
712 {
713 m_clampPrimSize = true;
714 }
715 725
716 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 726 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
717 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
718 m_dontPersistBefore =
719 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
720 m_dontPersistBefore *= 10000000;
721 m_persistAfter =
722 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
723 m_persistAfter *= 10000000;
724 727
725 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 728 if (RegionInfo.PhysPrimMax > 0)
729 {
730 m_maxPhys = RegionInfo.PhysPrimMax;
731 }
726 732
727 IConfig packetConfig = m_config.Configs["PacketPool"]; 733 // Here, if clamping is requested in either global or
728 if (packetConfig != null) 734 // local config, it will be used
729 { 735 //
730 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 736 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
731 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); 737 if (RegionInfo.ClampPrimSize)
732 } 738 {
739 m_clampPrimSize = true;
740 }
733 741
734 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 742 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
743 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
744 m_dontPersistBefore =
745 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
746 m_dontPersistBefore *= 10000000;
747 m_persistAfter =
748 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
749 m_persistAfter *= 10000000;
735 750
736 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 751 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
737 if (m_generateMaptiles) 752 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
738 { 753
739 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 754 IConfig packetConfig = m_config.Configs["PacketPool"];
740 if (maptileRefresh != 0) 755 if (packetConfig != null)
741 { 756 {
742 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 757 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
743 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 758 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
744 m_mapGenerationTimer.AutoReset = true;
745 m_mapGenerationTimer.Start();
746 } 759 }
747 }
748 else
749 {
750 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
751 UUID tileID;
752 760
753 if (UUID.TryParse(tile, out tileID)) 761 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
762 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
763 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
764
765 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
766 if (m_generateMaptiles)
754 { 767 {
755 RegionInfo.RegionSettings.TerrainImageID = tileID; 768 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
769 if (maptileRefresh != 0)
770 {
771 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
772 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
773 m_mapGenerationTimer.AutoReset = true;
774 m_mapGenerationTimer.Start();
775 }
756 } 776 }
757 } 777 else
778 {
779 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
780 UUID tileID;
758 781
759 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 782 if (UUID.TryParse(tile, out tileID))
760 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 783 {
761 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 784 RegionInfo.RegionSettings.TerrainImageID = tileID;
762 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 785 }
763 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 786 }
764 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
765 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
766 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
767 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
768 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
769 787
770 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 788 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
789 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
790 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
791 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
792 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
793 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
794 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
795 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
796 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
797 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
798 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
799 }
800 }
801 catch (Exception e)
802 {
803 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
771 } 804 }
772 805
773 #endregion Region Config 806 #endregion Region Config
@@ -1198,7 +1231,22 @@ namespace OpenSim.Region.Framework.Scenes
1198 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1231 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1199 if (m_heartbeatThread != null) 1232 if (m_heartbeatThread != null)
1200 { 1233 {
1234 m_hbRestarts++;
1235 if(m_hbRestarts > 10)
1236 Environment.Exit(1);
1237 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1238
1239//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1240//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1241//proc.EnableRaisingEvents=false;
1242//proc.StartInfo.FileName = "/bin/kill";
1243//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1244//proc.Start();
1245//proc.WaitForExit();
1246//Thread.Sleep(1000);
1247//Environment.Exit(1);
1201 m_heartbeatThread.Abort(); 1248 m_heartbeatThread.Abort();
1249 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1202 m_heartbeatThread = null; 1250 m_heartbeatThread = null;
1203 } 1251 }
1204// m_lastUpdate = Util.EnvironmentTickCount(); 1252// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1511,6 +1559,8 @@ namespace OpenSim.Region.Framework.Scenes
1511 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1559 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1512 maintc = (int)(MinFrameTime * 1000) - maintc; 1560 maintc = (int)(MinFrameTime * 1000) - maintc;
1513 1561
1562 m_firstHeartbeat = false;
1563
1514 if (maintc > 0) 1564 if (maintc > 0)
1515 Thread.Sleep(maintc); 1565 Thread.Sleep(maintc);
1516 1566
@@ -1540,9 +1590,9 @@ namespace OpenSim.Region.Framework.Scenes
1540 1590
1541 private void CheckAtTargets() 1591 private void CheckAtTargets()
1542 { 1592 {
1543 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1593 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1544 lock (m_groupsWithTargets) 1594 lock (m_groupsWithTargets)
1545 objs = m_groupsWithTargets.Values; 1595 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1546 1596
1547 foreach (SceneObjectGroup entry in objs) 1597 foreach (SceneObjectGroup entry in objs)
1548 entry.checkAtTargets(); 1598 entry.checkAtTargets();
@@ -1623,7 +1673,7 @@ namespace OpenSim.Region.Framework.Scenes
1623 msg.fromAgentName = "Server"; 1673 msg.fromAgentName = "Server";
1624 msg.dialog = (byte)19; // Object msg 1674 msg.dialog = (byte)19; // Object msg
1625 msg.fromGroup = false; 1675 msg.fromGroup = false;
1626 msg.offline = (byte)0; 1676 msg.offline = (byte)1;
1627 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1677 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1628 msg.Position = Vector3.Zero; 1678 msg.Position = Vector3.Zero;
1629 msg.RegionID = RegionInfo.RegionID.Guid; 1679 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1861,14 +1911,24 @@ namespace OpenSim.Region.Framework.Scenes
1861 /// <returns></returns> 1911 /// <returns></returns>
1862 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1912 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1863 { 1913 {
1914
1915 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1916 Vector3 wpos = Vector3.Zero;
1917 // Check for water surface intersection from above
1918 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1919 {
1920 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1921 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1922 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1923 wpos.Z = wheight;
1924 }
1925
1864 Vector3 pos = Vector3.Zero; 1926 Vector3 pos = Vector3.Zero;
1865 if (RayEndIsIntersection == (byte)1) 1927 if (RayEndIsIntersection == (byte)1)
1866 { 1928 {
1867 pos = RayEnd; 1929 pos = RayEnd;
1868 return pos;
1869 } 1930 }
1870 1931 else if (RayTargetID != UUID.Zero)
1871 if (RayTargetID != UUID.Zero)
1872 { 1932 {
1873 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1933 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1874 1934
@@ -1890,7 +1950,7 @@ namespace OpenSim.Region.Framework.Scenes
1890 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1950 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1891 1951
1892 // Un-comment out the following line to Get Raytrace results printed to the console. 1952 // Un-comment out the following line to Get Raytrace results printed to the console.
1893 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1953 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1894 float ScaleOffset = 0.5f; 1954 float ScaleOffset = 0.5f;
1895 1955
1896 // If we hit something 1956 // If we hit something
@@ -1913,13 +1973,10 @@ namespace OpenSim.Region.Framework.Scenes
1913 //pos.Z -= 0.25F; 1973 //pos.Z -= 0.25F;
1914 1974
1915 } 1975 }
1916
1917 return pos;
1918 } 1976 }
1919 else 1977 else
1920 { 1978 {
1921 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1979 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1922
1923 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1980 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1924 1981
1925 // Un-comment the following line to print the raytrace results to the console. 1982 // Un-comment the following line to print the raytrace results to the console.
@@ -1928,13 +1985,12 @@ namespace OpenSim.Region.Framework.Scenes
1928 if (ei.HitTF) 1985 if (ei.HitTF)
1929 { 1986 {
1930 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1987 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1931 } else 1988 }
1989 else
1932 { 1990 {
1933 // fall back to our stupid functionality 1991 // fall back to our stupid functionality
1934 pos = RayEnd; 1992 pos = RayEnd;
1935 } 1993 }
1936
1937 return pos;
1938 } 1994 }
1939 } 1995 }
1940 else 1996 else
@@ -1945,8 +2001,12 @@ namespace OpenSim.Region.Framework.Scenes
1945 //increase height so its above the ground. 2001 //increase height so its above the ground.
1946 //should be getting the normal of the ground at the rez point and using that? 2002 //should be getting the normal of the ground at the rez point and using that?
1947 pos.Z += scale.Z / 2f; 2003 pos.Z += scale.Z / 2f;
1948 return pos; 2004// return pos;
1949 } 2005 }
2006
2007 // check against posible water intercept
2008 if (wpos.Z > pos.Z) pos = wpos;
2009 return pos;
1950 } 2010 }
1951 2011
1952 2012
@@ -2036,7 +2096,10 @@ namespace OpenSim.Region.Framework.Scenes
2036 public bool AddRestoredSceneObject( 2096 public bool AddRestoredSceneObject(
2037 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2097 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2038 { 2098 {
2039 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2099 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2100 if (result)
2101 sceneObject.IsDeleted = false;
2102 return result;
2040 } 2103 }
2041 2104
2042 /// <summary> 2105 /// <summary>
@@ -2128,6 +2191,15 @@ namespace OpenSim.Region.Framework.Scenes
2128 /// </summary> 2191 /// </summary>
2129 public void DeleteAllSceneObjects() 2192 public void DeleteAllSceneObjects()
2130 { 2193 {
2194 DeleteAllSceneObjects(false);
2195 }
2196
2197 /// <summary>
2198 /// Delete every object from the scene. This does not include attachments worn by avatars.
2199 /// </summary>
2200 public void DeleteAllSceneObjects(bool exceptNoCopy)
2201 {
2202 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2131 lock (Entities) 2203 lock (Entities)
2132 { 2204 {
2133 EntityBase[] entities = Entities.GetEntities(); 2205 EntityBase[] entities = Entities.GetEntities();
@@ -2136,11 +2208,24 @@ namespace OpenSim.Region.Framework.Scenes
2136 if (e is SceneObjectGroup) 2208 if (e is SceneObjectGroup)
2137 { 2209 {
2138 SceneObjectGroup sog = (SceneObjectGroup)e; 2210 SceneObjectGroup sog = (SceneObjectGroup)e;
2139 if (!sog.IsAttachment) 2211 if (sog != null && !sog.IsAttachment)
2140 DeleteSceneObject((SceneObjectGroup)e, false); 2212 {
2213 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2214 {
2215 DeleteSceneObject((SceneObjectGroup)e, false);
2216 }
2217 else
2218 {
2219 toReturn.Add((SceneObjectGroup)e);
2220 }
2221 }
2141 } 2222 }
2142 } 2223 }
2143 } 2224 }
2225 if (toReturn.Count > 0)
2226 {
2227 returnObjects(toReturn.ToArray(), UUID.Zero);
2228 }
2144 } 2229 }
2145 2230
2146 /// <summary> 2231 /// <summary>
@@ -2181,6 +2266,8 @@ namespace OpenSim.Region.Framework.Scenes
2181 } 2266 }
2182 2267
2183 group.DeleteGroupFromScene(silent); 2268 group.DeleteGroupFromScene(silent);
2269 if (!silent)
2270 SendKillObject(new List<uint>() { group.LocalId });
2184 2271
2185// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2272// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2186 } 2273 }
@@ -2470,6 +2557,8 @@ namespace OpenSim.Region.Framework.Scenes
2470 2557
2471 if (newPosition != Vector3.Zero) 2558 if (newPosition != Vector3.Zero)
2472 newObject.RootPart.GroupPosition = newPosition; 2559 newObject.RootPart.GroupPosition = newPosition;
2560 if (newObject.RootPart.KeyframeMotion != null)
2561 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2473 2562
2474 if (!AddSceneObject(newObject)) 2563 if (!AddSceneObject(newObject))
2475 { 2564 {
@@ -2538,10 +2627,17 @@ namespace OpenSim.Region.Framework.Scenes
2538 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2627 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2539 public bool AddSceneObject(SceneObjectGroup sceneObject) 2628 public bool AddSceneObject(SceneObjectGroup sceneObject)
2540 { 2629 {
2630 if (sceneObject.OwnerID == UUID.Zero)
2631 {
2632 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2633 return false;
2634 }
2635
2541 // If the user is banned, we won't let any of their objects 2636 // If the user is banned, we won't let any of their objects
2542 // enter. Period. 2637 // enter. Period.
2543 // 2638 //
2544 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2639 int flags = GetUserFlags(sceneObject.OwnerID);
2640 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2545 { 2641 {
2546 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2642 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2547 2643
@@ -2587,12 +2683,23 @@ namespace OpenSim.Region.Framework.Scenes
2587 } 2683 }
2588 else 2684 else
2589 { 2685 {
2686 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2590 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2687 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2591 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2688 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2592 } 2689 }
2690 if (sceneObject.OwnerID == UUID.Zero)
2691 {
2692 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2693 return false;
2694 }
2593 } 2695 }
2594 else 2696 else
2595 { 2697 {
2698 if (sceneObject.OwnerID == UUID.Zero)
2699 {
2700 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2701 return false;
2702 }
2596 AddRestoredSceneObject(sceneObject, true, false); 2703 AddRestoredSceneObject(sceneObject, true, false);
2597 2704
2598 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2705 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2621,6 +2728,24 @@ namespace OpenSim.Region.Framework.Scenes
2621 return 2; // StateSource.PrimCrossing 2728 return 2; // StateSource.PrimCrossing
2622 } 2729 }
2623 2730
2731 public int GetUserFlags(UUID user)
2732 {
2733 //Unfortunately the SP approach means that the value is cached until region is restarted
2734 /*
2735 ScenePresence sp;
2736 if (TryGetScenePresence(user, out sp))
2737 {
2738 return sp.UserFlags;
2739 }
2740 else
2741 {
2742 */
2743 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2744 if (uac == null)
2745 return 0;
2746 return uac.UserFlags;
2747 //}
2748 }
2624 #endregion 2749 #endregion
2625 2750
2626 #region Add/Remove Avatar Methods 2751 #region Add/Remove Avatar Methods
@@ -2634,7 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
2634 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2759 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2635 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2760 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2636 2761
2637// CheckHeartbeat(); 2762 CheckHeartbeat();
2638 2763
2639 ScenePresence sp = GetScenePresence(client.AgentId); 2764 ScenePresence sp = GetScenePresence(client.AgentId);
2640 2765
@@ -2687,7 +2812,13 @@ namespace OpenSim.Region.Framework.Scenes
2687 2812
2688 EventManager.TriggerOnNewClient(client); 2813 EventManager.TriggerOnNewClient(client);
2689 if (vialogin) 2814 if (vialogin)
2815 {
2690 EventManager.TriggerOnClientLogin(client); 2816 EventManager.TriggerOnClientLogin(client);
2817 // Send initial parcel data
2818 Vector3 pos = sp.AbsolutePosition;
2819 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2820 land.SendLandUpdateToClient(client);
2821 }
2691 2822
2692 return sp; 2823 return sp;
2693 } 2824 }
@@ -2777,19 +2908,12 @@ namespace OpenSim.Region.Framework.Scenes
2777 // and the scene presence and the client, if they exist 2908 // and the scene presence and the client, if they exist
2778 try 2909 try
2779 { 2910 {
2780 // We need to wait for the client to make UDP contact first. 2911 ScenePresence sp = GetScenePresence(agentID);
2781 // It's the UDP contact that creates the scene presence 2912 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2782 ScenePresence sp = WaitGetScenePresence(agentID); 2913
2783 if (sp != null) 2914 if (sp != null)
2784 {
2785 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2786
2787 sp.ControllingClient.Close(); 2915 sp.ControllingClient.Close();
2788 } 2916
2789 else
2790 {
2791 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2792 }
2793 // BANG! SLASH! 2917 // BANG! SLASH!
2794 m_authenticateHandler.RemoveCircuit(agentID); 2918 m_authenticateHandler.RemoveCircuit(agentID);
2795 2919
@@ -2834,6 +2958,8 @@ namespace OpenSim.Region.Framework.Scenes
2834 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2958 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2835 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2959 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2836 2960
2961 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2962
2837 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2963 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2838 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2964 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2839 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2965 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2890,6 +3016,7 @@ namespace OpenSim.Region.Framework.Scenes
2890 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3016 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2891 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3017 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2892 client.OnCopyInventoryItem += CopyInventoryItem; 3018 client.OnCopyInventoryItem += CopyInventoryItem;
3019 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2893 client.OnMoveInventoryItem += MoveInventoryItem; 3020 client.OnMoveInventoryItem += MoveInventoryItem;
2894 client.OnRemoveInventoryItem += RemoveInventoryItem; 3021 client.OnRemoveInventoryItem += RemoveInventoryItem;
2895 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3022 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2961,6 +3088,8 @@ namespace OpenSim.Region.Framework.Scenes
2961 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3088 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2962 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3089 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2963 3090
3091 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3092
2964 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3093 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2965 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3094 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2966 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3095 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3063,15 +3192,16 @@ namespace OpenSim.Region.Framework.Scenes
3063 /// </summary> 3192 /// </summary>
3064 /// <param name="agentId">The avatar's Unique ID</param> 3193 /// <param name="agentId">The avatar's Unique ID</param>
3065 /// <param name="client">The IClientAPI for the client</param> 3194 /// <param name="client">The IClientAPI for the client</param>
3066 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3195 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3067 { 3196 {
3068 if (m_teleportModule != null) 3197 if (m_teleportModule != null)
3069 m_teleportModule.TeleportHome(agentId, client); 3198 return m_teleportModule.TeleportHome(agentId, client);
3070 else 3199 else
3071 { 3200 {
3072 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3201 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3073 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3202 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3074 } 3203 }
3204 return false;
3075 } 3205 }
3076 3206
3077 /// <summary> 3207 /// <summary>
@@ -3181,6 +3311,16 @@ namespace OpenSim.Region.Framework.Scenes
3181 /// <param name="flags"></param> 3311 /// <param name="flags"></param>
3182 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3312 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3183 { 3313 {
3314 //Add half the avatar's height so that the user doesn't fall through prims
3315 ScenePresence presence;
3316 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3317 {
3318 if (presence.Appearance != null)
3319 {
3320 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3321 }
3322 }
3323
3184 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3324 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3185 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3325 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3186 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3326 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3249,8 +3389,9 @@ namespace OpenSim.Region.Framework.Scenes
3249 regions.Remove(RegionInfo.RegionHandle); 3389 regions.Remove(RegionInfo.RegionHandle);
3250 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3390 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3251 } 3391 }
3252 3392 m_log.Debug("[Scene] Beginning ClientClosed");
3253 m_eventManager.TriggerClientClosed(agentID, this); 3393 m_eventManager.TriggerClientClosed(agentID, this);
3394 m_log.Debug("[Scene] Finished ClientClosed");
3254 } 3395 }
3255 catch (NullReferenceException) 3396 catch (NullReferenceException)
3256 { 3397 {
@@ -3312,9 +3453,10 @@ namespace OpenSim.Region.Framework.Scenes
3312 { 3453 {
3313 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3454 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3314 } 3455 }
3315 3456 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3316 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3457 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3317// CleanDroppedAttachments(); 3458// CleanDroppedAttachments();
3459 m_log.Debug("[Scene] The avatar has left the building");
3318 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3460 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3319 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3461 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3320 } 3462 }
@@ -3436,13 +3578,16 @@ namespace OpenSim.Region.Framework.Scenes
3436 sp = null; 3578 sp = null;
3437 } 3579 }
3438 3580
3439 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3440 3581
3441 //On login test land permisions 3582 //On login test land permisions
3442 if (vialogin) 3583 if (vialogin)
3443 { 3584 {
3444 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3585 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3586 if (cache != null)
3587 cache.Remove(agent.firstname + " " + agent.lastname);
3588 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3445 { 3589 {
3590 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3446 return false; 3591 return false;
3447 } 3592 }
3448 } 3593 }
@@ -3466,8 +3611,13 @@ namespace OpenSim.Region.Framework.Scenes
3466 3611
3467 try 3612 try
3468 { 3613 {
3469 if (!AuthorizeUser(agent, out reason)) 3614 // Always check estate if this is a login. Always
3470 return false; 3615 // check if banned regions are to be blacked out.
3616 if (vialogin || (!m_seeIntoBannedRegion))
3617 {
3618 if (!AuthorizeUser(agent, out reason))
3619 return false;
3620 }
3471 } 3621 }
3472 catch (Exception e) 3622 catch (Exception e)
3473 { 3623 {
@@ -3593,6 +3743,8 @@ namespace OpenSim.Region.Framework.Scenes
3593 } 3743 }
3594 3744
3595 // Honor parcel landing type and position. 3745 // Honor parcel landing type and position.
3746 /*
3747 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3596 if (land != null) 3748 if (land != null)
3597 { 3749 {
3598 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3750 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3600,26 +3752,34 @@ namespace OpenSim.Region.Framework.Scenes
3600 agent.startpos = land.LandData.UserLocation; 3752 agent.startpos = land.LandData.UserLocation;
3601 } 3753 }
3602 } 3754 }
3755 */// This is now handled properly in ScenePresence.MakeRootAgent
3603 } 3756 }
3604 3757
3605 return true; 3758 return true;
3606 } 3759 }
3607 3760
3608 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3761 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3609 { 3762 {
3610 3763 reason = String.Empty;
3611 bool banned = land.IsBannedFromLand(agent.AgentID); 3764 if (Permissions.IsGod(agentID))
3612 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3765 return true;
3766
3767 ILandObject land = LandChannel.GetLandObject(posX, posY);
3768 if (land == null)
3769 return false;
3770
3771 bool banned = land.IsBannedFromLand(agentID);
3772 bool restricted = land.IsRestrictedFromLand(agentID);
3613 3773
3614 if (banned || restricted) 3774 if (banned || restricted)
3615 { 3775 {
3616 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3776 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3617 if (nearestParcel != null) 3777 if (nearestParcel != null)
3618 { 3778 {
3619 //Move agent to nearest allowed 3779 //Move agent to nearest allowed
3620 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3780 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3621 agent.startpos.X = newPosition.X; 3781 posX = newPosition.X;
3622 agent.startpos.Y = newPosition.Y; 3782 posY = newPosition.Y;
3623 } 3783 }
3624 else 3784 else
3625 { 3785 {
@@ -3681,7 +3841,7 @@ namespace OpenSim.Region.Framework.Scenes
3681 3841
3682 if (!m_strictAccessControl) return true; 3842 if (!m_strictAccessControl) return true;
3683 if (Permissions.IsGod(agent.AgentID)) return true; 3843 if (Permissions.IsGod(agent.AgentID)) return true;
3684 3844
3685 if (AuthorizationService != null) 3845 if (AuthorizationService != null)
3686 { 3846 {
3687 if (!AuthorizationService.IsAuthorizedForRegion( 3847 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3696,7 +3856,7 @@ namespace OpenSim.Region.Framework.Scenes
3696 3856
3697 if (m_regInfo.EstateSettings != null) 3857 if (m_regInfo.EstateSettings != null)
3698 { 3858 {
3699 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3859 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3700 { 3860 {
3701 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3861 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3702 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3862 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3888,6 +4048,13 @@ namespace OpenSim.Region.Framework.Scenes
3888 4048
3889 // We have to wait until the viewer contacts this region after receiving EAC. 4049 // We have to wait until the viewer contacts this region after receiving EAC.
3890 // That calls AddNewClient, which finally creates the ScenePresence 4050 // That calls AddNewClient, which finally creates the ScenePresence
4051 int flags = GetUserFlags(cAgentData.AgentID);
4052 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4053 {
4054 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4055 return false;
4056 }
4057
3891 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4058 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3892 if (nearestParcel == null) 4059 if (nearestParcel == null)
3893 { 4060 {
@@ -3969,12 +4136,22 @@ namespace OpenSim.Region.Framework.Scenes
3969 return false; 4136 return false;
3970 } 4137 }
3971 4138
4139 public bool IncomingCloseAgent(UUID agentID)
4140 {
4141 return IncomingCloseAgent(agentID, false);
4142 }
4143
4144 public bool IncomingCloseChildAgent(UUID agentID)
4145 {
4146 return IncomingCloseAgent(agentID, true);
4147 }
4148
3972 /// <summary> 4149 /// <summary>
3973 /// Tell a single agent to disconnect from the region. 4150 /// Tell a single agent to disconnect from the region.
3974 /// </summary> 4151 /// </summary>
3975 /// <param name="regionHandle"></param>
3976 /// <param name="agentID"></param> 4152 /// <param name="agentID"></param>
3977 public bool IncomingCloseAgent(UUID agentID) 4153 /// <param name="childOnly"></param>
4154 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3978 { 4155 {
3979 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4156 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3980 4157
@@ -3986,7 +4163,7 @@ namespace OpenSim.Region.Framework.Scenes
3986 { 4163 {
3987 m_sceneGraph.removeUserCount(false); 4164 m_sceneGraph.removeUserCount(false);
3988 } 4165 }
3989 else 4166 else if (!childOnly)
3990 { 4167 {
3991 m_sceneGraph.removeUserCount(true); 4168 m_sceneGraph.removeUserCount(true);
3992 } 4169 }
@@ -4002,9 +4179,12 @@ namespace OpenSim.Region.Framework.Scenes
4002 } 4179 }
4003 else 4180 else
4004 presence.ControllingClient.SendShutdownConnectionNotice(); 4181 presence.ControllingClient.SendShutdownConnectionNotice();
4182 presence.ControllingClient.Close(false);
4183 }
4184 else if (!childOnly)
4185 {
4186 presence.ControllingClient.Close(true);
4005 } 4187 }
4006
4007 presence.ControllingClient.Close();
4008 return true; 4188 return true;
4009 } 4189 }
4010 4190
@@ -4586,35 +4766,81 @@ namespace OpenSim.Region.Framework.Scenes
4586 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4766 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4587 } 4767 }
4588 4768
4589 public int GetHealth() 4769 public int GetHealth(out int flags, out string message)
4590 { 4770 {
4591 // Returns: 4771 // Returns:
4592 // 1 = sim is up and accepting http requests. The heartbeat has 4772 // 1 = sim is up and accepting http requests. The heartbeat has
4593 // stopped and the sim is probably locked up, but a remote 4773 // stopped and the sim is probably locked up, but a remote
4594 // admin restart may succeed 4774 // admin restart may succeed
4595 // 4775 //
4596 // 2 = Sim is up and the heartbeat is running. The sim is likely 4776 // 2 = Sim is up and the heartbeat is running. The sim is likely
4597 // usable for people within and logins _may_ work 4777 // usable for people within
4778 //
4779 // 3 = Sim is up and one packet thread is running. Sim is
4780 // unstable and will not accept new logins
4598 // 4781 //
4599 // 3 = We have seen a new user enter within the past 4 minutes 4782 // 4 = Sim is up and both packet threads are running. Sim is
4783 // likely usable
4784 //
4785 // 5 = We have seen a new user enter within the past 4 minutes
4600 // which can be seen as positive confirmation of sim health 4786 // which can be seen as positive confirmation of sim health
4601 // 4787 //
4788
4789 flags = 0;
4790 message = String.Empty;
4791
4792 CheckHeartbeat();
4793
4794 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4795 {
4796 // We're still starting
4797 // 0 means "in startup", it can't happen another way, since
4798 // to get here, we must be able to accept http connections
4799 return 0;
4800 }
4801
4602 int health=1; // Start at 1, means we're up 4802 int health=1; // Start at 1, means we're up
4603 4803
4604 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4804 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4605 health += 1; 4805 {
4806 health+=1;
4807 flags |= 1;
4808 }
4809
4810 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4811 {
4812 health+=1;
4813 flags |= 2;
4814 }
4815
4816 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4817 {
4818 health+=1;
4819 flags |= 4;
4820 }
4606 else 4821 else
4822 {
4823int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4824System.Diagnostics.Process proc = new System.Diagnostics.Process();
4825proc.EnableRaisingEvents=false;
4826proc.StartInfo.FileName = "/bin/kill";
4827proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4828proc.Start();
4829proc.WaitForExit();
4830Thread.Sleep(1000);
4831Environment.Exit(1);
4832 }
4833
4834 if (flags != 7)
4607 return health; 4835 return health;
4608 4836
4609 // A login in the last 4 mins? We can't be doing too badly 4837 // A login in the last 4 mins? We can't be doing too badly
4610 // 4838 //
4611 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4839 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4612 health++; 4840 health++;
4613 else 4841 else
4614 return health; 4842 return health;
4615 4843
4616// CheckHeartbeat();
4617
4618 return health; 4844 return health;
4619 } 4845 }
4620 4846
@@ -4702,7 +4928,7 @@ namespace OpenSim.Region.Framework.Scenes
4702 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4928 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4703 if (wasUsingPhysics) 4929 if (wasUsingPhysics)
4704 { 4930 {
4705 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 4931 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
4706 } 4932 }
4707 } 4933 }
4708 4934
@@ -4801,14 +5027,14 @@ namespace OpenSim.Region.Framework.Scenes
4801 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5027 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4802 } 5028 }
4803 5029
4804// private void CheckHeartbeat() 5030 private void CheckHeartbeat()
4805// { 5031 {
4806// if (m_firstHeartbeat) 5032 if (m_firstHeartbeat)
4807// return; 5033 return;
4808// 5034
4809// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5035 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4810// StartTimer(); 5036 Start();
4811// } 5037 }
4812 5038
4813 public override ISceneObject DeserializeObject(string representation) 5039 public override ISceneObject DeserializeObject(string representation)
4814 { 5040 {
@@ -4820,9 +5046,14 @@ namespace OpenSim.Region.Framework.Scenes
4820 get { return m_allowScriptCrossings; } 5046 get { return m_allowScriptCrossings; }
4821 } 5047 }
4822 5048
4823 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5049 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5050 {
5051 return GetNearestAllowedPosition(avatar, null);
5052 }
5053
5054 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4824 { 5055 {
4825 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5056 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4826 5057
4827 if (nearestParcel != null) 5058 if (nearestParcel != null)
4828 { 5059 {
@@ -4831,10 +5062,7 @@ namespace OpenSim.Region.Framework.Scenes
4831 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5062 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4832 if (nearestPoint != null) 5063 if (nearestPoint != null)
4833 { 5064 {
4834// m_log.DebugFormat( 5065 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4835// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4836// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4837
4838 return nearestPoint.Value; 5066 return nearestPoint.Value;
4839 } 5067 }
4840 5068
@@ -4844,17 +5072,20 @@ namespace OpenSim.Region.Framework.Scenes
4844 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5072 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4845 if (nearestPoint != null) 5073 if (nearestPoint != null)
4846 { 5074 {
4847// m_log.DebugFormat( 5075 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4848// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4849
4850 return nearestPoint.Value; 5076 return nearestPoint.Value;
4851 } 5077 }
4852 5078
4853 //Ultimate backup if we have no idea where they are 5079 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4854// m_log.DebugFormat( 5080 if (dest != excludeParcel)
4855// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5081 {
5082 // Ultimate backup if we have no idea where they are and
5083 // the last allowed position was in another parcel
5084 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5085 return avatar.lastKnownAllowedPosition;
5086 }
4856 5087
4857 return avatar.lastKnownAllowedPosition; 5088 // else fall through to region edge
4858 } 5089 }
4859 5090
4860 //Go to the edge, this happens in teleporting to a region with no available parcels 5091 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4888,13 +5119,18 @@ namespace OpenSim.Region.Framework.Scenes
4888 5119
4889 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5120 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4890 { 5121 {
5122 return GetNearestAllowedParcel(avatarId, x, y, null);
5123 }
5124
5125 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5126 {
4891 List<ILandObject> all = AllParcels(); 5127 List<ILandObject> all = AllParcels();
4892 float minParcelDistance = float.MaxValue; 5128 float minParcelDistance = float.MaxValue;
4893 ILandObject nearestParcel = null; 5129 ILandObject nearestParcel = null;
4894 5130
4895 foreach (var parcel in all) 5131 foreach (var parcel in all)
4896 { 5132 {
4897 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5133 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4898 { 5134 {
4899 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5135 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4900 if (parcelDistance < minParcelDistance) 5136 if (parcelDistance < minParcelDistance)
@@ -5136,7 +5372,55 @@ namespace OpenSim.Region.Framework.Scenes
5136 mapModule.GenerateMaptile(); 5372 mapModule.GenerateMaptile();
5137 } 5373 }
5138 5374
5139 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5375// public void CleanDroppedAttachments()
5376// {
5377// List<SceneObjectGroup> objectsToDelete =
5378// new List<SceneObjectGroup>();
5379//
5380// lock (m_cleaningAttachments)
5381// {
5382// ForEachSOG(delegate (SceneObjectGroup grp)
5383// {
5384// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5385// {
5386// UUID agentID = grp.OwnerID;
5387// if (agentID == UUID.Zero)
5388// {
5389// objectsToDelete.Add(grp);
5390// return;
5391// }
5392//
5393// ScenePresence sp = GetScenePresence(agentID);
5394// if (sp == null)
5395// {
5396// objectsToDelete.Add(grp);
5397// return;
5398// }
5399// }
5400// });
5401// }
5402//
5403// foreach (SceneObjectGroup grp in objectsToDelete)
5404// {
5405// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5406// DeleteSceneObject(grp, true);
5407// }
5408// }
5409
5410 public void ThreadAlive(int threadCode)
5411 {
5412 switch(threadCode)
5413 {
5414 case 1: // Incoming
5415 m_lastIncoming = Util.EnvironmentTickCount();
5416 break;
5417 case 2: // Incoming
5418 m_lastOutgoing = Util.EnvironmentTickCount();
5419 break;
5420 }
5421 }
5422
5423 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5140 { 5424 {
5141 RegenerateMaptile(); 5425 RegenerateMaptile();
5142 5426
@@ -5155,6 +5439,14 @@ namespace OpenSim.Region.Framework.Scenes
5155 // child agent creation, thereby emulating the SL behavior. 5439 // child agent creation, thereby emulating the SL behavior.
5156 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5440 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5157 { 5441 {
5442 reason = "You are banned from the region";
5443
5444 if (Permissions.IsGod(agentID))
5445 {
5446 reason = String.Empty;
5447 return true;
5448 }
5449
5158 int num = m_sceneGraph.GetNumberOfScenePresences(); 5450 int num = m_sceneGraph.GetNumberOfScenePresences();
5159 5451
5160 if (num >= RegionInfo.RegionSettings.AgentLimit) 5452 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5166,6 +5458,41 @@ namespace OpenSim.Region.Framework.Scenes
5166 } 5458 }
5167 } 5459 }
5168 5460
5461 ScenePresence presence = GetScenePresence(agentID);
5462 IClientAPI client = null;
5463 AgentCircuitData aCircuit = null;
5464
5465 if (presence != null)
5466 {
5467 client = presence.ControllingClient;
5468 if (client != null)
5469 aCircuit = client.RequestClientInfo();
5470 }
5471
5472 // We may be called before there is a presence or a client.
5473 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5474 if (client == null)
5475 {
5476 aCircuit = new AgentCircuitData();
5477 aCircuit.AgentID = agentID;
5478 aCircuit.firstname = String.Empty;
5479 aCircuit.lastname = String.Empty;
5480 }
5481
5482 try
5483 {
5484 if (!AuthorizeUser(aCircuit, out reason))
5485 {
5486 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5487 return false;
5488 }
5489 }
5490 catch (Exception e)
5491 {
5492 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5493 return false;
5494 }
5495
5169 if (position == Vector3.Zero) // Teleport 5496 if (position == Vector3.Zero) // Teleport
5170 { 5497 {
5171 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5498 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5194,13 +5521,46 @@ namespace OpenSim.Region.Framework.Scenes
5194 } 5521 }
5195 } 5522 }
5196 } 5523 }
5524
5525 float posX = 128.0f;
5526 float posY = 128.0f;
5527
5528 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5529 {
5530 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5531 return false;
5532 }
5533 }
5534 else // Walking
5535 {
5536 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5537 if (land == null)
5538 return false;
5539
5540 bool banned = land.IsBannedFromLand(agentID);
5541 bool restricted = land.IsRestrictedFromLand(agentID);
5542
5543 if (banned || restricted)
5544 return false;
5197 } 5545 }
5198 5546
5199 reason = String.Empty; 5547 reason = String.Empty;
5200 return true; 5548 return true;
5201 } 5549 }
5202 5550
5203 /// <summary> 5551 public void StartTimerWatchdog()
5552 {
5553 m_timerWatchdog.Interval = 1000;
5554 m_timerWatchdog.Elapsed += TimerWatchdog;
5555 m_timerWatchdog.AutoReset = true;
5556 m_timerWatchdog.Start();
5557 }
5558
5559 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5560 {
5561 CheckHeartbeat();
5562 }
5563
5204 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5564 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5205 /// autopilot that moves an avatar to a sit target!. 5565 /// autopilot that moves an avatar to a sit target!.
5206 /// </summary> 5566 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 4d98f00..b806d91 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 8a05772..9fdbc54 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();
@@ -247,6 +262,33 @@ namespace OpenSim.Region.Framework.Scenes
247 protected internal bool AddRestoredSceneObject( 262 protected internal bool AddRestoredSceneObject(
248 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
249 { 264 {
265 if (!m_parentScene.CombineRegions)
266 {
267 // KF: Check for out-of-region, move inside and make static.
268 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
269 sceneObject.RootPart.GroupPosition.Y,
270 sceneObject.RootPart.GroupPosition.Z);
271 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 ||
272 npos.X > Constants.RegionSize ||
273 npos.Y > Constants.RegionSize))
274 {
275 if (npos.X < 0.0) npos.X = 1.0f;
276 if (npos.Y < 0.0) npos.Y = 1.0f;
277 if (npos.Z < 0.0) npos.Z = 0.0f;
278 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
279 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
280
281 foreach (SceneObjectPart part in sceneObject.Parts)
282 {
283 part.GroupPosition = npos;
284 }
285 sceneObject.RootPart.Velocity = Vector3.Zero;
286 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
287 sceneObject.RootPart.Acceleration = Vector3.Zero;
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 }
290 }
291
250 if (attachToBackup && (!alreadyPersisted)) 292 if (attachToBackup && (!alreadyPersisted))
251 { 293 {
252 sceneObject.ForceInventoryPersistence(); 294 sceneObject.ForceInventoryPersistence();
@@ -336,6 +378,11 @@ namespace OpenSim.Region.Framework.Scenes
336 /// </returns> 378 /// </returns>
337 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 379 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
338 { 380 {
381 if (sceneObject == null)
382 {
383 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
384 return false;
385 }
339 if (sceneObject.UUID == UUID.Zero) 386 if (sceneObject.UUID == UUID.Zero)
340 { 387 {
341 m_log.ErrorFormat( 388 m_log.ErrorFormat(
@@ -470,6 +517,30 @@ namespace OpenSim.Region.Framework.Scenes
470 m_updateList[obj.UUID] = obj; 517 m_updateList[obj.UUID] = obj;
471 } 518 }
472 519
520 public void FireAttachToBackup(SceneObjectGroup obj)
521 {
522 if (OnAttachToBackup != null)
523 {
524 OnAttachToBackup(obj);
525 }
526 }
527
528 public void FireDetachFromBackup(SceneObjectGroup obj)
529 {
530 if (OnDetachFromBackup != null)
531 {
532 OnDetachFromBackup(obj);
533 }
534 }
535
536 public void FireChangeBackup(SceneObjectGroup obj)
537 {
538 if (OnChangeBackup != null)
539 {
540 OnChangeBackup(obj);
541 }
542 }
543
473 /// <summary> 544 /// <summary>
474 /// Process all pending updates 545 /// Process all pending updates
475 /// </summary> 546 /// </summary>
@@ -587,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
587 658
588 Entities[presence.UUID] = presence; 659 Entities[presence.UUID] = presence;
589 660
590 lock (m_presenceLock) 661 m_scenePresencesLock.EnterWriteLock();
662 try
591 { 663 {
592 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 664 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
593 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 665 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -611,6 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
611 m_scenePresenceMap = newmap; 683 m_scenePresenceMap = newmap;
612 m_scenePresenceArray = newlist; 684 m_scenePresenceArray = newlist;
613 } 685 }
686 finally
687 {
688 m_scenePresencesLock.ExitWriteLock();
689 }
614 } 690 }
615 691
616 /// <summary> 692 /// <summary>
@@ -625,7 +701,8 @@ namespace OpenSim.Region.Framework.Scenes
625 agentID); 701 agentID);
626 } 702 }
627 703
628 lock (m_presenceLock) 704 m_scenePresencesLock.EnterWriteLock();
705 try
629 { 706 {
630 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 707 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
631 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 708 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +724,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 724 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
648 } 725 }
649 } 726 }
727 finally
728 {
729 m_scenePresencesLock.ExitWriteLock();
730 }
650 } 731 }
651 732
652 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 733 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1179,6 +1260,25 @@ namespace OpenSim.Region.Framework.Scenes
1179 1260
1180 #region Client Event handlers 1261 #region Client Event handlers
1181 1262
1263 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1264 {
1265 SceneObjectPart part = GetSceneObjectPart(localID);
1266 ObjectChangeData data = (ObjectChangeData)odata;
1267
1268 if (part != null)
1269 {
1270 SceneObjectGroup grp = part.ParentGroup;
1271 if (grp != null)
1272 {
1273 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1274 {
1275 part.StoreUndoState(data.change); // lets test only saving what we changed
1276 grp.doChangeObject(part, (ObjectChangeData)data);
1277 }
1278 }
1279 }
1280 }
1281
1182 /// <summary> 1282 /// <summary>
1183 /// Update the scale of an individual prim. 1283 /// Update the scale of an individual prim.
1184 /// </summary> 1284 /// </summary>
@@ -1193,7 +1293,17 @@ namespace OpenSim.Region.Framework.Scenes
1193 { 1293 {
1194 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1294 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1195 { 1295 {
1296 bool physbuild = false;
1297 if (part.ParentGroup.RootPart.PhysActor != null)
1298 {
1299 part.ParentGroup.RootPart.PhysActor.Building = true;
1300 physbuild = true;
1301 }
1302
1196 part.Resize(scale); 1303 part.Resize(scale);
1304
1305 if (physbuild)
1306 part.ParentGroup.RootPart.PhysActor.Building = false;
1197 } 1307 }
1198 } 1308 }
1199 } 1309 }
@@ -1205,7 +1315,17 @@ namespace OpenSim.Region.Framework.Scenes
1205 { 1315 {
1206 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1316 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1207 { 1317 {
1318 bool physbuild = false;
1319 if (group.RootPart.PhysActor != null)
1320 {
1321 group.RootPart.PhysActor.Building = true;
1322 physbuild = true;
1323 }
1324
1208 group.GroupResize(scale); 1325 group.GroupResize(scale);
1326
1327 if (physbuild)
1328 group.RootPart.PhysActor.Building = false;
1209 } 1329 }
1210 } 1330 }
1211 } 1331 }
@@ -1333,8 +1453,13 @@ namespace OpenSim.Region.Framework.Scenes
1333 { 1453 {
1334 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1454 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1335 { 1455 {
1336 if (m_parentScene.AttachmentsModule != null) 1456 // Set the new attachment point data in the object
1337 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1457 byte attachmentPoint = group.GetAttachmentPoint();
1458 group.UpdateGroupPosition(pos);
1459 group.IsAttachment = false;
1460 group.AbsolutePosition = group.RootPart.AttachedPos;
1461 group.AttachmentPoint = attachmentPoint;
1462 group.HasGroupChanged = true;
1338 } 1463 }
1339 else 1464 else
1340 { 1465 {
@@ -1382,7 +1507,7 @@ namespace OpenSim.Region.Framework.Scenes
1382 /// <param name="SetPhantom"></param> 1507 /// <param name="SetPhantom"></param>
1383 /// <param name="remoteClient"></param> 1508 /// <param name="remoteClient"></param>
1384 protected internal void UpdatePrimFlags( 1509 protected internal void UpdatePrimFlags(
1385 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1510 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1386 { 1511 {
1387 SceneObjectGroup group = GetGroupByPrim(localID); 1512 SceneObjectGroup group = GetGroupByPrim(localID);
1388 if (group != null) 1513 if (group != null)
@@ -1390,7 +1515,18 @@ namespace OpenSim.Region.Framework.Scenes
1390 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1515 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1391 { 1516 {
1392 // VolumeDetect can't be set via UI and will always be off when a change is made there 1517 // VolumeDetect can't be set via UI and will always be off when a change is made there
1393 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1518 if (PhysData.PhysShapeType == PhysShapeType.invalid)
1519 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
1520 else
1521 {
1522 SceneObjectPart part = GetSceneObjectPart(localID);
1523 if (part != null)
1524 {
1525 part.UpdateExtraPhysics(PhysData);
1526 if (part.UpdatePhysRequired)
1527 remoteClient.SendPartPhysicsProprieties(part);
1528 }
1529 }
1394 } 1530 }
1395 } 1531 }
1396 } 1532 }
@@ -1534,6 +1670,7 @@ namespace OpenSim.Region.Framework.Scenes
1534 { 1670 {
1535 part.Material = Convert.ToByte(material); 1671 part.Material = Convert.ToByte(material);
1536 group.HasGroupChanged = true; 1672 group.HasGroupChanged = true;
1673 remoteClient.SendPartPhysicsProprieties(part);
1537 } 1674 }
1538 } 1675 }
1539 } 1676 }
@@ -1598,6 +1735,12 @@ namespace OpenSim.Region.Framework.Scenes
1598 /// <param name="childPrims"></param> 1735 /// <param name="childPrims"></param>
1599 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1736 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1600 { 1737 {
1738 if (root.KeyframeMotion != null)
1739 {
1740 root.KeyframeMotion.Stop();
1741 root.KeyframeMotion = null;
1742 }
1743
1601 SceneObjectGroup parentGroup = root.ParentGroup; 1744 SceneObjectGroup parentGroup = root.ParentGroup;
1602 if (parentGroup == null) return; 1745 if (parentGroup == null) return;
1603 1746
@@ -1606,8 +1749,11 @@ namespace OpenSim.Region.Framework.Scenes
1606 return; 1749 return;
1607 1750
1608 Monitor.Enter(m_updateLock); 1751 Monitor.Enter(m_updateLock);
1752
1609 try 1753 try
1610 { 1754 {
1755 parentGroup.areUpdatesSuspended = true;
1756
1611 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1757 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1612 1758
1613 // We do this in reverse to get the link order of the prims correct 1759 // We do this in reverse to get the link order of the prims correct
@@ -1622,9 +1768,13 @@ namespace OpenSim.Region.Framework.Scenes
1622 // Make sure no child prim is set for sale 1768 // Make sure no child prim is set for sale
1623 // So that, on delink, no prims are unwittingly 1769 // So that, on delink, no prims are unwittingly
1624 // left for sale and sold off 1770 // left for sale and sold off
1625 child.RootPart.ObjectSaleType = 0; 1771
1626 child.RootPart.SalePrice = 10; 1772 if (child != null)
1627 childGroups.Add(child); 1773 {
1774 child.RootPart.ObjectSaleType = 0;
1775 child.RootPart.SalePrice = 10;
1776 childGroups.Add(child);
1777 }
1628 } 1778 }
1629 1779
1630 foreach (SceneObjectGroup child in childGroups) 1780 foreach (SceneObjectGroup child in childGroups)
@@ -1651,6 +1801,16 @@ namespace OpenSim.Region.Framework.Scenes
1651 } 1801 }
1652 finally 1802 finally
1653 { 1803 {
1804 lock (SceneObjectGroupsByLocalPartID)
1805 {
1806 foreach (SceneObjectPart part in parentGroup.Parts)
1807 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1808 }
1809
1810 parentGroup.areUpdatesSuspended = false;
1811 parentGroup.HasGroupChanged = true;
1812 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1813 parentGroup.ScheduleGroupForFullUpdate();
1654 Monitor.Exit(m_updateLock); 1814 Monitor.Exit(m_updateLock);
1655 } 1815 }
1656 } 1816 }
@@ -1673,6 +1833,11 @@ namespace OpenSim.Region.Framework.Scenes
1673 { 1833 {
1674 if (part != null) 1834 if (part != null)
1675 { 1835 {
1836 if (part.KeyframeMotion != null)
1837 {
1838 part.KeyframeMotion.Stop();
1839 part.KeyframeMotion = null;
1840 }
1676 if (part.ParentGroup.PrimCount != 1) // Skip single 1841 if (part.ParentGroup.PrimCount != 1) // Skip single
1677 { 1842 {
1678 if (part.LinkNum < 2) // Root 1843 if (part.LinkNum < 2) // Root
@@ -1687,21 +1852,24 @@ namespace OpenSim.Region.Framework.Scenes
1687 1852
1688 SceneObjectGroup group = part.ParentGroup; 1853 SceneObjectGroup group = part.ParentGroup;
1689 if (!affectedGroups.Contains(group)) 1854 if (!affectedGroups.Contains(group))
1855 {
1856 group.areUpdatesSuspended = true;
1690 affectedGroups.Add(group); 1857 affectedGroups.Add(group);
1858 }
1691 } 1859 }
1692 } 1860 }
1693 } 1861 }
1694 1862
1695 foreach (SceneObjectPart child in childParts) 1863 if (childParts.Count > 0)
1696 { 1864 {
1697 // Unlink all child parts from their groups 1865 foreach (SceneObjectPart child in childParts)
1698 // 1866 {
1699 child.ParentGroup.DelinkFromGroup(child, true); 1867 // Unlink all child parts from their groups
1700 1868 //
1701 // These are not in affected groups and will not be 1869 child.ParentGroup.DelinkFromGroup(child, true);
1702 // handled further. Do the honors here. 1870 child.ParentGroup.HasGroupChanged = true;
1703 child.ParentGroup.HasGroupChanged = true; 1871 child.ParentGroup.ScheduleGroupForFullUpdate();
1704 child.ParentGroup.ScheduleGroupForFullUpdate(); 1872 }
1705 } 1873 }
1706 1874
1707 foreach (SceneObjectPart root in rootParts) 1875 foreach (SceneObjectPart root in rootParts)
@@ -1711,56 +1879,68 @@ namespace OpenSim.Region.Framework.Scenes
1711 // However, editing linked parts and unlinking may be different 1879 // However, editing linked parts and unlinking may be different
1712 // 1880 //
1713 SceneObjectGroup group = root.ParentGroup; 1881 SceneObjectGroup group = root.ParentGroup;
1882 group.areUpdatesSuspended = true;
1714 1883
1715 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1884 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1716 int numChildren = newSet.Count; 1885 int numChildren = newSet.Count;
1717 1886
1887 if (numChildren == 1)
1888 break;
1889
1718 // If there are prims left in a link set, but the root is 1890 // If there are prims left in a link set, but the root is
1719 // slated for unlink, we need to do this 1891 // slated for unlink, we need to do this
1892 // Unlink the remaining set
1720 // 1893 //
1721 if (numChildren != 1) 1894 bool sendEventsToRemainder = true;
1722 { 1895 if (numChildren > 1)
1723 // Unlink the remaining set 1896 sendEventsToRemainder = false;
1724 //
1725 bool sendEventsToRemainder = true;
1726 if (numChildren > 1)
1727 sendEventsToRemainder = false;
1728 1897
1729 foreach (SceneObjectPart p in newSet) 1898 foreach (SceneObjectPart p in newSet)
1899 {
1900 if (p != group.RootPart)
1730 { 1901 {
1731 if (p != group.RootPart) 1902 group.DelinkFromGroup(p, sendEventsToRemainder);
1732 group.DelinkFromGroup(p, sendEventsToRemainder); 1903 if (numChildren > 2)
1904 {
1905 p.ParentGroup.areUpdatesSuspended = true;
1906 }
1907 else
1908 {
1909 p.ParentGroup.HasGroupChanged = true;
1910 p.ParentGroup.ScheduleGroupForFullUpdate();
1911 }
1733 } 1912 }
1913 }
1914
1915 // If there is more than one prim remaining, we
1916 // need to re-link
1917 //
1918 if (numChildren > 2)
1919 {
1920 // Remove old root
1921 //
1922 if (newSet.Contains(root))
1923 newSet.Remove(root);
1734 1924
1735 // If there is more than one prim remaining, we 1925 // Preserve link ordering
1736 // need to re-link
1737 // 1926 //
1738 if (numChildren > 2) 1927 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1739 { 1928 {
1740 // Remove old root 1929 return a.LinkNum.CompareTo(b.LinkNum);
1741 // 1930 });
1742 if (newSet.Contains(root))
1743 newSet.Remove(root);
1744
1745 // Preserve link ordering
1746 //
1747 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1748 {
1749 return a.LinkNum.CompareTo(b.LinkNum);
1750 });
1751 1931
1752 // Determine new root 1932 // Determine new root
1753 // 1933 //
1754 SceneObjectPart newRoot = newSet[0]; 1934 SceneObjectPart newRoot = newSet[0];
1755 newSet.RemoveAt(0); 1935 newSet.RemoveAt(0);
1756 1936
1757 foreach (SceneObjectPart newChild in newSet) 1937 foreach (SceneObjectPart newChild in newSet)
1758 newChild.ClearUpdateSchedule(); 1938 newChild.ClearUpdateSchedule();
1759 1939
1760 LinkObjects(newRoot, newSet); 1940 newRoot.ParentGroup.areUpdatesSuspended = true;
1761 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1941 LinkObjects(newRoot, newSet);
1762 affectedGroups.Add(newRoot.ParentGroup); 1942 if (!affectedGroups.Contains(newRoot.ParentGroup))
1763 } 1943 affectedGroups.Add(newRoot.ParentGroup);
1764 } 1944 }
1765 } 1945 }
1766 1946
@@ -1768,8 +1948,14 @@ namespace OpenSim.Region.Framework.Scenes
1768 // 1948 //
1769 foreach (SceneObjectGroup g in affectedGroups) 1949 foreach (SceneObjectGroup g in affectedGroups)
1770 { 1950 {
1951 // Child prims that have been unlinked and deleted will
1952 // return unless the root is deleted. This will remove them
1953 // from the database. They will be rewritten immediately,
1954 // minus the rows for the unlinked child prims.
1955 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1771 g.TriggerScriptChangedEvent(Changed.LINK); 1956 g.TriggerScriptChangedEvent(Changed.LINK);
1772 g.HasGroupChanged = true; // Persist 1957 g.HasGroupChanged = true; // Persist
1958 g.areUpdatesSuspended = false;
1773 g.ScheduleGroupForFullUpdate(); 1959 g.ScheduleGroupForFullUpdate();
1774 } 1960 }
1775 } 1961 }
@@ -1871,9 +2057,6 @@ namespace OpenSim.Region.Framework.Scenes
1871 child.ApplyNextOwnerPermissions(); 2057 child.ApplyNextOwnerPermissions();
1872 } 2058 }
1873 } 2059 }
1874
1875 copy.RootPart.ObjectSaleType = 0;
1876 copy.RootPart.SalePrice = 10;
1877 } 2060 }
1878 2061
1879 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2062 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 04b3766..11fd721 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -404,14 +478,99 @@ namespace OpenSim.Region.Framework.Scenes
404 478
405 if (Scene != null) 479 if (Scene != null)
406 { 480 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 481 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 482 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
483 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
484 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
485 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 486 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 487 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 488 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
489 uint x = 0;
490 uint y = 0;
491 string version = String.Empty;
492 Vector3 newpos = Vector3.Zero;
493 OpenSim.Services.Interfaces.GridRegion destination = null;
494
495 bool canCross = true;
496 foreach (ScenePresence av in m_linkedAvatars)
497 {
498 // We need to cross these agents. First, let's find
499 // out if any of them can't cross for some reason.
500 // We have to deny the crossing entirely if any
501 // of them are banned. Alternatively, we could
502 // unsit banned agents....
503
504
505 // We set the avatar position as being the object
506 // position to get the region to send to
507 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
508 {
509 canCross = false;
510 break;
511 }
512
513 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
514 }
515
516 if (canCross)
517 {
518 // We unparent the SP quietly so that it won't
519 // be made to stand up
520 foreach (ScenePresence av in m_linkedAvatars)
521 {
522 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
523 if (parentPart != null)
524 av.ParentUUID = parentPart.UUID;
525
526 av.ParentID = 0;
527 }
528
529 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
530
531 // Normalize
532 if (val.X >= Constants.RegionSize)
533 val.X -= Constants.RegionSize;
534 if (val.Y >= Constants.RegionSize)
535 val.Y -= Constants.RegionSize;
536 if (val.X < 0)
537 val.X += Constants.RegionSize;
538 if (val.Y < 0)
539 val.Y += Constants.RegionSize;
540
541 // If it's deleted, crossing was successful
542 if (IsDeleted)
543 {
544 foreach (ScenePresence av in m_linkedAvatars)
545 {
546 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
547
548 av.IsInTransit = true;
549
550 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
551 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
552 }
553
554 return;
555 }
556 }
557 else if (RootPart.PhysActor != null)
558 {
559 RootPart.PhysActor.CrossingFailure();
560 }
561
562 Vector3 oldp = AbsolutePosition;
563 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
564 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
565 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 566 }
413 } 567 }
414 568/* don't see the need but worse don't see where is restored to false if things stay in
569 foreach (SceneObjectPart part in m_parts.GetArray())
570 {
571 part.IgnoreUndoUpdate = true;
572 }
573 */
415 if (RootPart.GetStatusSandbox()) 574 if (RootPart.GetStatusSandbox())
416 { 575 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 576 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +584,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 584 return;
426 } 585 }
427 } 586 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 587 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 588 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 589 if (m_dupeInProgress)
590 triggerScriptEvent = false;
591 foreach (SceneObjectPart part in parts)
592 {
593 part.GroupPosition = val;
594 if (triggerScriptEvent)
595 part.TriggerScriptChangedEvent(Changed.POSITION);
596 }
597 if (!m_dupeInProgress)
598 {
599 foreach (ScenePresence av in m_linkedAvatars)
600 {
601 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
602 if (p != null && m_parts.TryGetValue(p.UUID, out p))
603 {
604 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
605 av.AbsolutePosition += offset;
606 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
607 av.SendAvatarDataToAllAgents();
608 }
609 }
610 }
432 611
433 //if (m_rootPart.PhysActor != null) 612 //if (m_rootPart.PhysActor != null)
434 //{ 613 //{
@@ -443,6 +622,29 @@ namespace OpenSim.Region.Framework.Scenes
443 } 622 }
444 } 623 }
445 624
625 public override Vector3 Velocity
626 {
627 get { return RootPart.Velocity; }
628 set { RootPart.Velocity = value; }
629 }
630
631 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
632 {
633 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
634 ScenePresence agent = icon.EndInvoke(iar);
635
636 //// If the cross was successful, this agent is a child agent
637 //if (agent.IsChildAgent)
638 // agent.Reset();
639 //else // Not successful
640 // agent.RestoreInCurrentScene();
641
642 // In any case
643 agent.IsInTransit = false;
644
645 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
646 }
647
446 public override uint LocalId 648 public override uint LocalId
447 { 649 {
448 get { return m_rootPart.LocalId; } 650 get { return m_rootPart.LocalId; }
@@ -535,6 +737,8 @@ namespace OpenSim.Region.Framework.Scenes
535 child.PhysActor.Selected = value; 737 child.PhysActor.Selected = value;
536 } 738 }
537 } 739 }
740 if (RootPart.KeyframeMotion != null)
741 RootPart.KeyframeMotion.Selected = value;
538 } 742 }
539 } 743 }
540 744
@@ -594,6 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
594 /// </summary> 798 /// </summary>
595 public SceneObjectGroup() 799 public SceneObjectGroup()
596 { 800 {
801
597 } 802 }
598 803
599 /// <summary> 804 /// <summary>
@@ -610,7 +815,7 @@ namespace OpenSim.Region.Framework.Scenes
610 /// Constructor. This object is added to the scene later via AttachToScene() 815 /// Constructor. This object is added to the scene later via AttachToScene()
611 /// </summary> 816 /// </summary>
612 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 817 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
613 { 818 {
614 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 819 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
615 } 820 }
616 821
@@ -658,6 +863,9 @@ namespace OpenSim.Region.Framework.Scenes
658 /// </summary> 863 /// </summary>
659 public virtual void AttachToBackup() 864 public virtual void AttachToBackup()
660 { 865 {
866 if (IsAttachment) return;
867 m_scene.SceneGraph.FireAttachToBackup(this);
868
661 if (InSceneBackup) 869 if (InSceneBackup)
662 { 870 {
663 //m_log.DebugFormat( 871 //m_log.DebugFormat(
@@ -700,6 +908,13 @@ namespace OpenSim.Region.Framework.Scenes
700 908
701 ApplyPhysics(); 909 ApplyPhysics();
702 910
911 if (RootPart.PhysActor != null)
912 RootPart.Force = RootPart.Force;
913 if (RootPart.PhysActor != null)
914 RootPart.Torque = RootPart.Torque;
915 if (RootPart.PhysActor != null)
916 RootPart.Buoyancy = RootPart.Buoyancy;
917
703 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 918 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
704 // for the same object with very different properties. The caller must schedule the update. 919 // for the same object with very different properties. The caller must schedule the update.
705 //ScheduleGroupForFullUpdate(); 920 //ScheduleGroupForFullUpdate();
@@ -715,6 +930,10 @@ namespace OpenSim.Region.Framework.Scenes
715 EntityIntersection result = new EntityIntersection(); 930 EntityIntersection result = new EntityIntersection();
716 931
717 SceneObjectPart[] parts = m_parts.GetArray(); 932 SceneObjectPart[] parts = m_parts.GetArray();
933
934 // Find closest hit here
935 float idist = float.MaxValue;
936
718 for (int i = 0; i < parts.Length; i++) 937 for (int i = 0; i < parts.Length; i++)
719 { 938 {
720 SceneObjectPart part = parts[i]; 939 SceneObjectPart part = parts[i];
@@ -729,11 +948,6 @@ namespace OpenSim.Region.Framework.Scenes
729 948
730 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 949 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
731 950
732 // This may need to be updated to the maximum draw distance possible..
733 // We might (and probably will) be checking for prim creation from other sims
734 // when the camera crosses the border.
735 float idist = Constants.RegionSize;
736
737 if (inter.HitTF) 951 if (inter.HitTF)
738 { 952 {
739 // We need to find the closest prim to return to the testcaller along the ray 953 // We need to find the closest prim to return to the testcaller along the ray
@@ -744,10 +958,11 @@ namespace OpenSim.Region.Framework.Scenes
744 result.obj = part; 958 result.obj = part;
745 result.normal = inter.normal; 959 result.normal = inter.normal;
746 result.distance = inter.distance; 960 result.distance = inter.distance;
961
962 idist = inter.distance;
747 } 963 }
748 } 964 }
749 } 965 }
750
751 return result; 966 return result;
752 } 967 }
753 968
@@ -759,25 +974,27 @@ namespace OpenSim.Region.Framework.Scenes
759 /// <returns></returns> 974 /// <returns></returns>
760 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 975 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
761 { 976 {
762 maxX = -256f; 977 maxX = float.MinValue;
763 maxY = -256f; 978 maxY = float.MinValue;
764 maxZ = -256f; 979 maxZ = float.MinValue;
765 minX = 256f; 980 minX = float.MaxValue;
766 minY = 256f; 981 minY = float.MaxValue;
767 minZ = 8192f; 982 minZ = float.MaxValue;
768 983
769 SceneObjectPart[] parts = m_parts.GetArray(); 984 SceneObjectPart[] parts = m_parts.GetArray();
770 for (int i = 0; i < parts.Length; i++) 985 foreach (SceneObjectPart part in parts)
771 { 986 {
772 SceneObjectPart part = parts[i];
773
774 Vector3 worldPos = part.GetWorldPosition(); 987 Vector3 worldPos = part.GetWorldPosition();
775 Vector3 offset = worldPos - AbsolutePosition; 988 Vector3 offset = worldPos - AbsolutePosition;
776 Quaternion worldRot; 989 Quaternion worldRot;
777 if (part.ParentID == 0) 990 if (part.ParentID == 0)
991 {
778 worldRot = part.RotationOffset; 992 worldRot = part.RotationOffset;
993 }
779 else 994 else
995 {
780 worldRot = part.GetWorldRotation(); 996 worldRot = part.GetWorldRotation();
997 }
781 998
782 Vector3 frontTopLeft; 999 Vector3 frontTopLeft;
783 Vector3 frontTopRight; 1000 Vector3 frontTopRight;
@@ -789,6 +1006,8 @@ namespace OpenSim.Region.Framework.Scenes
789 Vector3 backBottomLeft; 1006 Vector3 backBottomLeft;
790 Vector3 backBottomRight; 1007 Vector3 backBottomRight;
791 1008
1009 // Vector3[] corners = new Vector3[8];
1010
792 Vector3 orig = Vector3.Zero; 1011 Vector3 orig = Vector3.Zero;
793 1012
794 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1013 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -823,6 +1042,38 @@ namespace OpenSim.Region.Framework.Scenes
823 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1042 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
824 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1043 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
825 1044
1045
1046
1047 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1048 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1049 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1050 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1051 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1052 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1053 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1054 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1055
1056 //for (int i = 0; i < 8; i++)
1057 //{
1058 // corners[i] = corners[i] * worldRot;
1059 // corners[i] += offset;
1060
1061 // if (corners[i].X > maxX)
1062 // maxX = corners[i].X;
1063 // if (corners[i].X < minX)
1064 // minX = corners[i].X;
1065
1066 // if (corners[i].Y > maxY)
1067 // maxY = corners[i].Y;
1068 // if (corners[i].Y < minY)
1069 // minY = corners[i].Y;
1070
1071 // if (corners[i].Z > maxZ)
1072 // maxZ = corners[i].Y;
1073 // if (corners[i].Z < minZ)
1074 // minZ = corners[i].Z;
1075 //}
1076
826 frontTopLeft = frontTopLeft * worldRot; 1077 frontTopLeft = frontTopLeft * worldRot;
827 frontTopRight = frontTopRight * worldRot; 1078 frontTopRight = frontTopRight * worldRot;
828 frontBottomLeft = frontBottomLeft * worldRot; 1079 frontBottomLeft = frontBottomLeft * worldRot;
@@ -844,6 +1095,15 @@ namespace OpenSim.Region.Framework.Scenes
844 backTopLeft += offset; 1095 backTopLeft += offset;
845 backTopRight += offset; 1096 backTopRight += offset;
846 1097
1098 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1099 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1100 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1101 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1102 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1103 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1104 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1105 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1106
847 if (frontTopRight.X > maxX) 1107 if (frontTopRight.X > maxX)
848 maxX = frontTopRight.X; 1108 maxX = frontTopRight.X;
849 if (frontTopLeft.X > maxX) 1109 if (frontTopLeft.X > maxX)
@@ -987,17 +1247,118 @@ namespace OpenSim.Region.Framework.Scenes
987 1247
988 #endregion 1248 #endregion
989 1249
1250 public void GetResourcesCosts(SceneObjectPart apart,
1251 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1252 {
1253 // this information may need to be cached
1254
1255 float cost;
1256 float tmpcost;
1257
1258 bool ComplexCost = false;
1259
1260 SceneObjectPart p;
1261 SceneObjectPart[] parts;
1262
1263 lock (m_parts)
1264 {
1265 parts = m_parts.GetArray();
1266 }
1267
1268 int nparts = parts.Length;
1269
1270
1271 for (int i = 0; i < nparts; i++)
1272 {
1273 p = parts[i];
1274
1275 if (p.UsesComplexCost)
1276 {
1277 ComplexCost = true;
1278 break;
1279 }
1280 }
1281
1282 if (ComplexCost)
1283 {
1284 linksetResCost = 0;
1285 linksetPhysCost = 0;
1286 partCost = 0;
1287 partPhysCost = 0;
1288
1289 for (int i = 0; i < nparts; i++)
1290 {
1291 p = parts[i];
1292
1293 cost = p.StreamingCost;
1294 tmpcost = p.SimulationCost;
1295 if (tmpcost > cost)
1296 cost = tmpcost;
1297 tmpcost = p.PhysicsCost;
1298 if (tmpcost > cost)
1299 cost = tmpcost;
1300
1301 linksetPhysCost += tmpcost;
1302 linksetResCost += cost;
1303
1304 if (p == apart)
1305 {
1306 partCost = cost;
1307 partPhysCost = tmpcost;
1308 }
1309 }
1310 }
1311 else
1312 {
1313 partPhysCost = 1.0f;
1314 partCost = 1.0f;
1315 linksetResCost = (float)nparts;
1316 linksetPhysCost = linksetResCost;
1317 }
1318 }
1319
1320 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1321 {
1322 SceneObjectPart p;
1323 SceneObjectPart[] parts;
1324
1325 lock (m_parts)
1326 {
1327 parts = m_parts.GetArray();
1328 }
1329
1330 int nparts = parts.Length;
1331
1332 PhysCost = 0;
1333 StreamCost = 0;
1334 SimulCost = 0;
1335
1336 for (int i = 0; i < nparts; i++)
1337 {
1338 p = parts[i];
1339
1340 StreamCost += p.StreamingCost;
1341 SimulCost += p.SimulationCost;
1342 PhysCost += p.PhysicsCost;
1343 }
1344 }
1345
990 public void SaveScriptedState(XmlTextWriter writer) 1346 public void SaveScriptedState(XmlTextWriter writer)
991 { 1347 {
1348 SaveScriptedState(writer, false);
1349 }
1350
1351 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1352 {
992 XmlDocument doc = new XmlDocument(); 1353 XmlDocument doc = new XmlDocument();
993 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1354 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
994 1355
995 SceneObjectPart[] parts = m_parts.GetArray(); 1356 SceneObjectPart[] parts = m_parts.GetArray();
996 for (int i = 0; i < parts.Length; i++) 1357 for (int i = 0; i < parts.Length; i++)
997 { 1358 {
998 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1359 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
999 foreach (KeyValuePair<UUID, string> kvp in pstates) 1360 foreach (KeyValuePair<UUID, string> kvp in pstates)
1000 states.Add(kvp.Key, kvp.Value); 1361 states[kvp.Key] = kvp.Value;
1001 } 1362 }
1002 1363
1003 if (states.Count > 0) 1364 if (states.Count > 0)
@@ -1017,6 +1378,169 @@ namespace OpenSim.Region.Framework.Scenes
1017 } 1378 }
1018 1379
1019 /// <summary> 1380 /// <summary>
1381 /// Add the avatar to this linkset (avatar is sat).
1382 /// </summary>
1383 /// <param name="agentID"></param>
1384 public void AddAvatar(UUID agentID)
1385 {
1386 ScenePresence presence;
1387 if (m_scene.TryGetScenePresence(agentID, out presence))
1388 {
1389 if (!m_linkedAvatars.Contains(presence))
1390 {
1391 m_linkedAvatars.Add(presence);
1392 }
1393 }
1394 }
1395
1396 /// <summary>
1397 /// Delete the avatar from this linkset (avatar is unsat).
1398 /// </summary>
1399 /// <param name="agentID"></param>
1400 public void DeleteAvatar(UUID agentID)
1401 {
1402 ScenePresence presence;
1403 if (m_scene.TryGetScenePresence(agentID, out presence))
1404 {
1405 if (m_linkedAvatars.Contains(presence))
1406 {
1407 m_linkedAvatars.Remove(presence);
1408 }
1409 }
1410 }
1411
1412 /// <summary>
1413 /// Returns the list of linked presences (avatars sat on this group)
1414 /// </summary>
1415 /// <param name="agentID"></param>
1416 public List<ScenePresence> GetLinkedAvatars()
1417 {
1418 return m_linkedAvatars;
1419 }
1420
1421 /// <summary>
1422 /// Attach this scene object to the given avatar.
1423 /// </summary>
1424 /// <param name="agentID"></param>
1425 /// <param name="attachmentpoint"></param>
1426 /// <param name="AttachOffset"></param>
1427 private void AttachToAgent(
1428 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1429 {
1430 if (avatar != null)
1431 {
1432 // don't attach attachments to child agents
1433 if (avatar.IsChildAgent) return;
1434
1435 // Remove from database and parcel prim count
1436 m_scene.DeleteFromStorage(so.UUID);
1437 m_scene.EventManager.TriggerParcelPrimCountTainted();
1438
1439 so.AttachedAvatar = avatar.UUID;
1440
1441 if (so.RootPart.PhysActor != null)
1442 {
1443 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1444 so.RootPart.PhysActor = null;
1445 }
1446
1447 so.AbsolutePosition = attachOffset;
1448 so.RootPart.AttachedPos = attachOffset;
1449 so.IsAttachment = true;
1450 so.RootPart.SetParentLocalId(avatar.LocalId);
1451 so.AttachmentPoint = attachmentpoint;
1452
1453 avatar.AddAttachment(this);
1454
1455 if (!silent)
1456 {
1457 // Killing it here will cause the client to deselect it
1458 // It then reappears on the avatar, deselected
1459 // through the full update below
1460 //
1461 if (IsSelected)
1462 {
1463 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1464 }
1465
1466 IsSelected = false; // fudge....
1467 ScheduleGroupForFullUpdate();
1468 }
1469 }
1470 else
1471 {
1472 m_log.WarnFormat(
1473 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1474 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1475 }
1476 }
1477
1478 public byte GetAttachmentPoint()
1479 {
1480 return m_rootPart.Shape.State;
1481 }
1482
1483 public void DetachToGround()
1484 {
1485 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1486 if (avatar == null)
1487 return;
1488
1489 avatar.RemoveAttachment(this);
1490
1491 Vector3 detachedpos = new Vector3(127f,127f,127f);
1492 if (avatar == null)
1493 return;
1494
1495 detachedpos = avatar.AbsolutePosition;
1496 RootPart.FromItemID = UUID.Zero;
1497
1498 AbsolutePosition = detachedpos;
1499 AttachedAvatar = UUID.Zero;
1500
1501 //SceneObjectPart[] parts = m_parts.GetArray();
1502 //for (int i = 0; i < parts.Length; i++)
1503 // parts[i].AttachedAvatar = UUID.Zero;
1504
1505 m_rootPart.SetParentLocalId(0);
1506 AttachmentPoint = (byte)0;
1507 // must check if buildind should be true or false here
1508 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1509 HasGroupChanged = true;
1510 RootPart.Rezzed = DateTime.Now;
1511 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1512 AttachToBackup();
1513 m_scene.EventManager.TriggerParcelPrimCountTainted();
1514 m_rootPart.ScheduleFullUpdate();
1515 m_rootPart.ClearUndoState();
1516 }
1517
1518 public void DetachToInventoryPrep()
1519 {
1520 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1521 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1522 if (avatar != null)
1523 {
1524 //detachedpos = avatar.AbsolutePosition;
1525 avatar.RemoveAttachment(this);
1526 }
1527
1528 AttachedAvatar = UUID.Zero;
1529
1530 /*SceneObjectPart[] parts = m_parts.GetArray();
1531 for (int i = 0; i < parts.Length; i++)
1532 parts[i].AttachedAvatar = UUID.Zero;*/
1533
1534 m_rootPart.SetParentLocalId(0);
1535 //m_rootPart.SetAttachmentPoint((byte)0);
1536 IsAttachment = false;
1537 AbsolutePosition = m_rootPart.AttachedPos;
1538 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1539 //AttachToBackup();
1540 //m_rootPart.ScheduleFullUpdate();
1541 }
1542
1543 /// <summary>
1020 /// 1544 ///
1021 /// </summary> 1545 /// </summary>
1022 /// <param name="part"></param> 1546 /// <param name="part"></param>
@@ -1066,7 +1590,10 @@ namespace OpenSim.Region.Framework.Scenes
1066 public void AddPart(SceneObjectPart part) 1590 public void AddPart(SceneObjectPart part)
1067 { 1591 {
1068 part.SetParent(this); 1592 part.SetParent(this);
1069 part.LinkNum = m_parts.Add(part.UUID, part); 1593 m_parts.Add(part.UUID, part);
1594
1595 part.LinkNum = m_parts.Count;
1596
1070 if (part.LinkNum == 2) 1597 if (part.LinkNum == 2)
1071 RootPart.LinkNum = 1; 1598 RootPart.LinkNum = 1;
1072 } 1599 }
@@ -1154,7 +1681,7 @@ namespace OpenSim.Region.Framework.Scenes
1154// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1681// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1155// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1682// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1156 1683
1157 part.StoreUndoState(); 1684// part.StoreUndoState();
1158 part.OnGrab(offsetPos, remoteClient); 1685 part.OnGrab(offsetPos, remoteClient);
1159 } 1686 }
1160 1687
@@ -1174,6 +1701,11 @@ namespace OpenSim.Region.Framework.Scenes
1174 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1701 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1175 public void DeleteGroupFromScene(bool silent) 1702 public void DeleteGroupFromScene(bool silent)
1176 { 1703 {
1704 // We need to keep track of this state in case this group is still queued for backup.
1705 IsDeleted = true;
1706
1707 DetachFromBackup();
1708
1177 SceneObjectPart[] parts = m_parts.GetArray(); 1709 SceneObjectPart[] parts = m_parts.GetArray();
1178 for (int i = 0; i < parts.Length; i++) 1710 for (int i = 0; i < parts.Length; i++)
1179 { 1711 {
@@ -1196,6 +1728,8 @@ namespace OpenSim.Region.Framework.Scenes
1196 } 1728 }
1197 }); 1729 });
1198 } 1730 }
1731
1732
1199 } 1733 }
1200 1734
1201 public void AddScriptLPS(int count) 1735 public void AddScriptLPS(int count)
@@ -1265,28 +1799,43 @@ namespace OpenSim.Region.Framework.Scenes
1265 /// </summary> 1799 /// </summary>
1266 public void ApplyPhysics() 1800 public void ApplyPhysics()
1267 { 1801 {
1268 // Apply physics to the root prim
1269 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1270
1271 // Apply physics to child prims
1272 SceneObjectPart[] parts = m_parts.GetArray(); 1802 SceneObjectPart[] parts = m_parts.GetArray();
1273 if (parts.Length > 1) 1803 if (parts.Length > 1)
1274 { 1804 {
1805 ResetChildPrimPhysicsPositions();
1806
1807 // Apply physics to the root prim
1808 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1809
1810
1275 for (int i = 0; i < parts.Length; i++) 1811 for (int i = 0; i < parts.Length; i++)
1276 { 1812 {
1277 SceneObjectPart part = parts[i]; 1813 SceneObjectPart part = parts[i];
1278 if (part.LocalId != m_rootPart.LocalId) 1814 if (part.LocalId != m_rootPart.LocalId)
1279 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1815 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1280 } 1816 }
1281
1282 // Hack to get the physics scene geometries in the right spot 1817 // Hack to get the physics scene geometries in the right spot
1283 ResetChildPrimPhysicsPositions(); 1818// ResetChildPrimPhysicsPositions();
1819 if (m_rootPart.PhysActor != null)
1820 {
1821 m_rootPart.PhysActor.Building = false;
1822 }
1823 }
1824 else
1825 {
1826 // Apply physics to the root prim
1827 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1284 } 1828 }
1285 } 1829 }
1286 1830
1287 public void SetOwnerId(UUID userId) 1831 public void SetOwnerId(UUID userId)
1288 { 1832 {
1289 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1833 ForEachPart(delegate(SceneObjectPart part)
1834 {
1835
1836 part.OwnerID = userId;
1837
1838 });
1290 } 1839 }
1291 1840
1292 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1841 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1318,11 +1867,17 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1867 return;
1319 } 1868 }
1320 1869
1870 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1871 return;
1872
1321 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1873 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1322 // any exception propogate upwards. 1874 // any exception propogate upwards.
1323 try 1875 try
1324 { 1876 {
1325 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1877 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1878 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1879 m_scene.LoadingPrims) // Land may not be valid yet
1880
1326 { 1881 {
1327 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1882 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1328 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1883 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1349,6 +1904,7 @@ namespace OpenSim.Region.Framework.Scenes
1349 } 1904 }
1350 } 1905 }
1351 } 1906 }
1907
1352 } 1908 }
1353 1909
1354 if (m_scene.UseBackup && HasGroupChanged) 1910 if (m_scene.UseBackup && HasGroupChanged)
@@ -1356,6 +1912,20 @@ namespace OpenSim.Region.Framework.Scenes
1356 // don't backup while it's selected or you're asking for changes mid stream. 1912 // don't backup while it's selected or you're asking for changes mid stream.
1357 if (isTimeToPersist() || forcedBackup) 1913 if (isTimeToPersist() || forcedBackup)
1358 { 1914 {
1915 if (m_rootPart.PhysActor != null &&
1916 (!m_rootPart.PhysActor.IsPhysical))
1917 {
1918 // Possible ghost prim
1919 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1920 {
1921 foreach (SceneObjectPart part in m_parts.GetArray())
1922 {
1923 // Re-set physics actor positions and
1924 // orientations
1925 part.GroupPosition = m_rootPart.GroupPosition;
1926 }
1927 }
1928 }
1359// m_log.DebugFormat( 1929// m_log.DebugFormat(
1360// "[SCENE]: Storing {0}, {1} in {2}", 1930// "[SCENE]: Storing {0}, {1} in {2}",
1361// Name, UUID, m_scene.RegionInfo.RegionName); 1931// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1373,6 +1943,11 @@ namespace OpenSim.Region.Framework.Scenes
1373 1943
1374 backup_group.ForEachPart(delegate(SceneObjectPart part) 1944 backup_group.ForEachPart(delegate(SceneObjectPart part)
1375 { 1945 {
1946 if (part.KeyframeMotion != null)
1947 {
1948 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1949 part.KeyframeMotion.UpdateSceneObject(this);
1950 }
1376 part.Inventory.ProcessInventoryBackup(datastore); 1951 part.Inventory.ProcessInventoryBackup(datastore);
1377 }); 1952 });
1378 1953
@@ -1425,6 +2000,7 @@ namespace OpenSim.Region.Framework.Scenes
1425 /// <returns></returns> 2000 /// <returns></returns>
1426 public SceneObjectGroup Copy(bool userExposed) 2001 public SceneObjectGroup Copy(bool userExposed)
1427 { 2002 {
2003 m_dupeInProgress = true;
1428 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2004 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1429 dupe.m_isBackedUp = false; 2005 dupe.m_isBackedUp = false;
1430 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2006 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1439,7 +2015,7 @@ namespace OpenSim.Region.Framework.Scenes
1439 // This is only necessary when userExposed is false! 2015 // This is only necessary when userExposed is false!
1440 2016
1441 bool previousAttachmentStatus = dupe.IsAttachment; 2017 bool previousAttachmentStatus = dupe.IsAttachment;
1442 2018
1443 if (!userExposed) 2019 if (!userExposed)
1444 dupe.IsAttachment = true; 2020 dupe.IsAttachment = true;
1445 2021
@@ -1457,11 +2033,11 @@ namespace OpenSim.Region.Framework.Scenes
1457 dupe.m_rootPart.TrimPermissions(); 2033 dupe.m_rootPart.TrimPermissions();
1458 2034
1459 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2035 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1460 2036
1461 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2037 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1462 { 2038 {
1463 return p1.LinkNum.CompareTo(p2.LinkNum); 2039 return p1.LinkNum.CompareTo(p2.LinkNum);
1464 } 2040 }
1465 ); 2041 );
1466 2042
1467 foreach (SceneObjectPart part in partList) 2043 foreach (SceneObjectPart part in partList)
@@ -1471,40 +2047,53 @@ namespace OpenSim.Region.Framework.Scenes
1471 { 2047 {
1472 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2048 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1473 newPart.LinkNum = part.LinkNum; 2049 newPart.LinkNum = part.LinkNum;
1474 } 2050 if (userExposed)
2051 newPart.ParentID = dupe.m_rootPart.LocalId;
2052 }
1475 else 2053 else
1476 { 2054 {
1477 newPart = dupe.m_rootPart; 2055 newPart = dupe.m_rootPart;
1478 } 2056 }
2057/*
2058 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2059 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1479 2060
1480 // Need to duplicate the physics actor as well 2061 // Need to duplicate the physics actor as well
1481 if (part.PhysActor != null && userExposed) 2062 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1482 { 2063 {
1483 PrimitiveBaseShape pbs = newPart.Shape; 2064 PrimitiveBaseShape pbs = newPart.Shape;
1484
1485 newPart.PhysActor 2065 newPart.PhysActor
1486 = m_scene.PhysicsScene.AddPrimShape( 2066 = m_scene.PhysicsScene.AddPrimShape(
1487 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2067 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1488 pbs, 2068 pbs,
1489 newPart.AbsolutePosition, 2069 newPart.AbsolutePosition,
1490 newPart.Scale, 2070 newPart.Scale,
1491 newPart.RotationOffset, 2071 newPart.GetWorldRotation(),
1492 part.PhysActor.IsPhysical, 2072 isphys,
2073 isphan,
1493 newPart.LocalId); 2074 newPart.LocalId);
1494 2075
1495 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 2076 newPart.DoPhysicsPropertyUpdate(isphys, true);
1496 } 2077 */
2078 if (userExposed)
2079 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2080// }
1497 } 2081 }
1498 2082
1499 if (userExposed) 2083 if (userExposed)
1500 { 2084 {
1501 dupe.UpdateParentIDs(); 2085// done above dupe.UpdateParentIDs();
2086
2087 if (dupe.m_rootPart.PhysActor != null)
2088 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2089
1502 dupe.HasGroupChanged = true; 2090 dupe.HasGroupChanged = true;
1503 dupe.AttachToBackup(); 2091 dupe.AttachToBackup();
1504 2092
1505 ScheduleGroupForFullUpdate(); 2093 ScheduleGroupForFullUpdate();
1506 } 2094 }
1507 2095
2096 m_dupeInProgress = false;
1508 return dupe; 2097 return dupe;
1509 } 2098 }
1510 2099
@@ -1516,11 +2105,24 @@ namespace OpenSim.Region.Framework.Scenes
1516 /// <param name="cGroupID"></param> 2105 /// <param name="cGroupID"></param>
1517 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2106 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1518 { 2107 {
1519 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2108 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2109 // give newpart a new local ID lettng old part keep same
2110 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2111 newpart.LocalId = m_scene.AllocateLocalId();
2112
2113 SetRootPart(newpart);
2114 if (userExposed)
2115 RootPart.Velocity = Vector3.Zero; // In case source is moving
1520 } 2116 }
1521 2117
1522 public void ScriptSetPhysicsStatus(bool usePhysics) 2118 public void ScriptSetPhysicsStatus(bool usePhysics)
1523 { 2119 {
2120 if (usePhysics)
2121 {
2122 if (RootPart.KeyframeMotion != null)
2123 RootPart.KeyframeMotion.Stop();
2124 RootPart.KeyframeMotion = null;
2125 }
1524 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2126 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1525 } 2127 }
1526 2128
@@ -1584,32 +2186,12 @@ namespace OpenSim.Region.Framework.Scenes
1584 } 2186 }
1585 } 2187 }
1586 2188
1587 public void setAngularImpulse(Vector3 impulse)
1588 {
1589 if (RootPart.PhysActor != null)
1590 {
1591 if (!IsAttachment)
1592 {
1593 RootPart.PhysActor.Torque = impulse;
1594 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1595 }
1596 }
1597 }
1598
1599 public Vector3 GetTorque() 2189 public Vector3 GetTorque()
1600 { 2190 {
1601 if (RootPart.PhysActor != null) 2191 return RootPart.Torque;
1602 {
1603 if (!IsAttachment)
1604 {
1605 Vector3 torque = RootPart.PhysActor.Torque;
1606 return torque;
1607 }
1608 }
1609
1610 return Vector3.Zero;
1611 } 2192 }
1612 2193
2194 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1613 public void moveToTarget(Vector3 target, float tau) 2195 public void moveToTarget(Vector3 target, float tau)
1614 { 2196 {
1615 if (IsAttachment) 2197 if (IsAttachment)
@@ -1637,6 +2219,46 @@ namespace OpenSim.Region.Framework.Scenes
1637 RootPart.PhysActor.PIDActive = false; 2219 RootPart.PhysActor.PIDActive = false;
1638 } 2220 }
1639 2221
2222 public void rotLookAt(Quaternion target, float strength, float damping)
2223 {
2224 SceneObjectPart rootpart = m_rootPart;
2225 if (rootpart != null)
2226 {
2227 if (IsAttachment)
2228 {
2229 /*
2230 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2231 if (avatar != null)
2232 {
2233 Rotate the Av?
2234 } */
2235 }
2236 else
2237 {
2238 if (rootpart.PhysActor != null)
2239 { // APID must be implemented in your physics system for this to function.
2240 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2241 rootpart.PhysActor.APIDStrength = strength;
2242 rootpart.PhysActor.APIDDamping = damping;
2243 rootpart.PhysActor.APIDActive = true;
2244 }
2245 }
2246 }
2247 }
2248
2249 public void stopLookAt()
2250 {
2251 SceneObjectPart rootpart = m_rootPart;
2252 if (rootpart != null)
2253 {
2254 if (rootpart.PhysActor != null)
2255 { // APID must be implemented in your physics system for this to function.
2256 rootpart.PhysActor.APIDActive = false;
2257 }
2258 }
2259
2260 }
2261
1640 /// <summary> 2262 /// <summary>
1641 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2263 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1642 /// </summary> 2264 /// </summary>
@@ -1691,7 +2313,12 @@ namespace OpenSim.Region.Framework.Scenes
1691 /// <param name="cGroupID"></param> 2313 /// <param name="cGroupID"></param>
1692 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2314 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1693 { 2315 {
1694 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2316 // give new ID to the new part, letting old keep original
2317 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2318 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2319 newPart.LocalId = m_scene.AllocateLocalId();
2320 newPart.SetParent(this);
2321
1695 AddPart(newPart); 2322 AddPart(newPart);
1696 2323
1697 SetPartAsNonRoot(newPart); 2324 SetPartAsNonRoot(newPart);
@@ -1820,11 +2447,11 @@ namespace OpenSim.Region.Framework.Scenes
1820 /// Immediately send a full update for this scene object. 2447 /// Immediately send a full update for this scene object.
1821 /// </summary> 2448 /// </summary>
1822 public void SendGroupFullUpdate() 2449 public void SendGroupFullUpdate()
1823 { 2450 {
1824 if (IsDeleted) 2451 if (IsDeleted)
1825 return; 2452 return;
1826 2453
1827// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2454// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1828 2455
1829 RootPart.SendFullUpdateToAllClients(); 2456 RootPart.SendFullUpdateToAllClients();
1830 2457
@@ -1939,6 +2566,11 @@ namespace OpenSim.Region.Framework.Scenes
1939 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2566 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1940 public void LinkToGroup(SceneObjectGroup objectGroup) 2567 public void LinkToGroup(SceneObjectGroup objectGroup)
1941 { 2568 {
2569 LinkToGroup(objectGroup, false);
2570 }
2571
2572 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2573 {
1942// m_log.DebugFormat( 2574// m_log.DebugFormat(
1943// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2575// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1944// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2576// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1949,6 +2581,15 @@ namespace OpenSim.Region.Framework.Scenes
1949 2581
1950 SceneObjectPart linkPart = objectGroup.m_rootPart; 2582 SceneObjectPart linkPart = objectGroup.m_rootPart;
1951 2583
2584 if (m_rootPart.PhysActor != null)
2585 m_rootPart.PhysActor.Building = true;
2586 if (linkPart.PhysActor != null)
2587 linkPart.PhysActor.Building = true;
2588
2589 // physics flags from group to be applied to linked parts
2590 bool grpusephys = UsesPhysics;
2591 bool grptemporary = IsTemporary;
2592
1952 Vector3 oldGroupPosition = linkPart.GroupPosition; 2593 Vector3 oldGroupPosition = linkPart.GroupPosition;
1953 Quaternion oldRootRotation = linkPart.RotationOffset; 2594 Quaternion oldRootRotation = linkPart.RotationOffset;
1954 2595
@@ -1972,13 +2613,34 @@ namespace OpenSim.Region.Framework.Scenes
1972 2613
1973 lock (m_parts.SyncRoot) 2614 lock (m_parts.SyncRoot)
1974 { 2615 {
1975 int linkNum = PrimCount + 1; 2616 int linkNum;
2617 if (insert)
2618 {
2619 linkNum = 2;
2620 foreach (SceneObjectPart part in Parts)
2621 {
2622 if (part.LinkNum > 1)
2623 part.LinkNum++;
2624 }
2625 }
2626 else
2627 {
2628 linkNum = PrimCount + 1;
2629 }
1976 2630
1977 m_parts.Add(linkPart.UUID, linkPart); 2631 m_parts.Add(linkPart.UUID, linkPart);
1978 2632
1979 linkPart.SetParent(this); 2633 linkPart.SetParent(this);
1980 linkPart.CreateSelected = true; 2634 linkPart.CreateSelected = true;
1981 2635
2636 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2637 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2638 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2639 {
2640 linkPart.PhysActor.link(m_rootPart.PhysActor);
2641 this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
2642 }
2643
1982 linkPart.LinkNum = linkNum++; 2644 linkPart.LinkNum = linkNum++;
1983 2645
1984 SceneObjectPart[] ogParts = objectGroup.Parts; 2646 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -1991,7 +2653,16 @@ namespace OpenSim.Region.Framework.Scenes
1991 { 2653 {
1992 SceneObjectPart part = ogParts[i]; 2654 SceneObjectPart part = ogParts[i];
1993 if (part.UUID != objectGroup.m_rootPart.UUID) 2655 if (part.UUID != objectGroup.m_rootPart.UUID)
2656 {
1994 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2657 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2658 // let physics know
2659 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2660 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2661 {
2662 part.PhysActor.link(m_rootPart.PhysActor);
2663 this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2664 }
2665 }
1995 part.ClearUndoState(); 2666 part.ClearUndoState();
1996 } 2667 }
1997 } 2668 }
@@ -2000,7 +2671,7 @@ namespace OpenSim.Region.Framework.Scenes
2000 objectGroup.IsDeleted = true; 2671 objectGroup.IsDeleted = true;
2001 2672
2002 objectGroup.m_parts.Clear(); 2673 objectGroup.m_parts.Clear();
2003 2674
2004 // Can't do this yet since backup still makes use of the root part without any synchronization 2675 // Can't do this yet since backup still makes use of the root part without any synchronization
2005// objectGroup.m_rootPart = null; 2676// objectGroup.m_rootPart = null;
2006 2677
@@ -2011,6 +2682,9 @@ namespace OpenSim.Region.Framework.Scenes
2011 // unmoved prims! 2682 // unmoved prims!
2012 ResetChildPrimPhysicsPositions(); 2683 ResetChildPrimPhysicsPositions();
2013 2684
2685 if (m_rootPart.PhysActor != null)
2686 m_rootPart.PhysActor.Building = false;
2687
2014 //HasGroupChanged = true; 2688 //HasGroupChanged = true;
2015 //ScheduleGroupForFullUpdate(); 2689 //ScheduleGroupForFullUpdate();
2016 } 2690 }
@@ -2063,7 +2737,10 @@ namespace OpenSim.Region.Framework.Scenes
2063// m_log.DebugFormat( 2737// m_log.DebugFormat(
2064// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2738// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2065// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2739// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2066 2740
2741 if (m_rootPart.PhysActor != null)
2742 m_rootPart.PhysActor.Building = true;
2743
2067 linkPart.ClearUndoState(); 2744 linkPart.ClearUndoState();
2068 2745
2069 Quaternion worldRot = linkPart.GetWorldRotation(); 2746 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2123,6 +2800,14 @@ namespace OpenSim.Region.Framework.Scenes
2123 2800
2124 // When we delete a group, we currently have to force persist to the database if the object id has changed 2801 // When we delete a group, we currently have to force persist to the database if the object id has changed
2125 // (since delete works by deleting all rows which have a given object id) 2802 // (since delete works by deleting all rows which have a given object id)
2803
2804 // this is as it seems to be in sl now
2805 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2806 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2807
2808 if (m_rootPart.PhysActor != null)
2809 m_rootPart.PhysActor.Building = false;
2810
2126 objectGroup.HasGroupChangedDueToDelink = true; 2811 objectGroup.HasGroupChangedDueToDelink = true;
2127 2812
2128 return objectGroup; 2813 return objectGroup;
@@ -2134,6 +2819,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 /// <param name="objectGroup"></param> 2819 /// <param name="objectGroup"></param>
2135 public virtual void DetachFromBackup() 2820 public virtual void DetachFromBackup()
2136 { 2821 {
2822 m_scene.SceneGraph.FireDetachFromBackup(this);
2137 if (m_isBackedUp && Scene != null) 2823 if (m_isBackedUp && Scene != null)
2138 m_scene.EventManager.OnBackup -= ProcessBackup; 2824 m_scene.EventManager.OnBackup -= ProcessBackup;
2139 2825
@@ -2152,7 +2838,8 @@ namespace OpenSim.Region.Framework.Scenes
2152 2838
2153 axPos *= parentRot; 2839 axPos *= parentRot;
2154 part.OffsetPosition = axPos; 2840 part.OffsetPosition = axPos;
2155 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2841 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2842 part.GroupPosition = newPos;
2156 part.OffsetPosition = Vector3.Zero; 2843 part.OffsetPosition = Vector3.Zero;
2157 part.RotationOffset = worldRot; 2844 part.RotationOffset = worldRot;
2158 2845
@@ -2163,7 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes
2163 2850
2164 part.LinkNum = linkNum; 2851 part.LinkNum = linkNum;
2165 2852
2166 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2853 part.OffsetPosition = newPos - AbsolutePosition;
2167 2854
2168 Quaternion rootRotation = m_rootPart.RotationOffset; 2855 Quaternion rootRotation = m_rootPart.RotationOffset;
2169 2856
@@ -2173,7 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
2173 2860
2174 parentRot = m_rootPart.RotationOffset; 2861 parentRot = m_rootPart.RotationOffset;
2175 oldRot = part.RotationOffset; 2862 oldRot = part.RotationOffset;
2176 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2863 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2177 part.RotationOffset = newRot; 2864 part.RotationOffset = newRot;
2178 } 2865 }
2179 2866
@@ -2420,8 +3107,31 @@ namespace OpenSim.Region.Framework.Scenes
2420 } 3107 }
2421 } 3108 }
2422 3109
3110/*
3111 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2423 for (int i = 0; i < parts.Length; i++) 3112 for (int i = 0; i < parts.Length; i++)
2424 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3113 {
3114 if (parts[i] != RootPart)
3115 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
3116 }
3117*/
3118 if (parts.Length > 1)
3119 {
3120 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3121
3122 for (int i = 0; i < parts.Length; i++)
3123 {
3124
3125 if (parts[i].UUID != m_rootPart.UUID)
3126 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3127 }
3128
3129 if (m_rootPart.PhysActor != null)
3130 m_rootPart.PhysActor.Building = false;
3131 }
3132 else
3133 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3134
2425 } 3135 }
2426 } 3136 }
2427 3137
@@ -2434,6 +3144,17 @@ namespace OpenSim.Region.Framework.Scenes
2434 } 3144 }
2435 } 3145 }
2436 3146
3147
3148
3149 /// <summary>
3150 /// Gets the number of parts
3151 /// </summary>
3152 /// <returns></returns>
3153 public int GetPartCount()
3154 {
3155 return Parts.Count();
3156 }
3157
2437 /// <summary> 3158 /// <summary>
2438 /// Update the texture entry for this part 3159 /// Update the texture entry for this part
2439 /// </summary> 3160 /// </summary>
@@ -2493,11 +3214,6 @@ namespace OpenSim.Region.Framework.Scenes
2493 /// <param name="scale"></param> 3214 /// <param name="scale"></param>
2494 public void GroupResize(Vector3 scale) 3215 public void GroupResize(Vector3 scale)
2495 { 3216 {
2496// m_log.DebugFormat(
2497// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2498
2499 RootPart.StoreUndoState(true);
2500
2501 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3217 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2502 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3218 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2503 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3219 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2522,7 +3238,6 @@ namespace OpenSim.Region.Framework.Scenes
2522 SceneObjectPart obPart = parts[i]; 3238 SceneObjectPart obPart = parts[i];
2523 if (obPart.UUID != m_rootPart.UUID) 3239 if (obPart.UUID != m_rootPart.UUID)
2524 { 3240 {
2525// obPart.IgnoreUndoUpdate = true;
2526 Vector3 oldSize = new Vector3(obPart.Scale); 3241 Vector3 oldSize = new Vector3(obPart.Scale);
2527 3242
2528 float f = 1.0f; 3243 float f = 1.0f;
@@ -2586,8 +3301,6 @@ namespace OpenSim.Region.Framework.Scenes
2586 z *= a; 3301 z *= a;
2587 } 3302 }
2588 } 3303 }
2589
2590// obPart.IgnoreUndoUpdate = false;
2591 } 3304 }
2592 } 3305 }
2593 } 3306 }
@@ -2597,9 +3310,7 @@ namespace OpenSim.Region.Framework.Scenes
2597 prevScale.Y *= y; 3310 prevScale.Y *= y;
2598 prevScale.Z *= z; 3311 prevScale.Z *= z;
2599 3312
2600// RootPart.IgnoreUndoUpdate = true;
2601 RootPart.Resize(prevScale); 3313 RootPart.Resize(prevScale);
2602// RootPart.IgnoreUndoUpdate = false;
2603 3314
2604 parts = m_parts.GetArray(); 3315 parts = m_parts.GetArray();
2605 for (int i = 0; i < parts.Length; i++) 3316 for (int i = 0; i < parts.Length; i++)
@@ -2608,8 +3319,6 @@ namespace OpenSim.Region.Framework.Scenes
2608 3319
2609 if (obPart.UUID != m_rootPart.UUID) 3320 if (obPart.UUID != m_rootPart.UUID)
2610 { 3321 {
2611 obPart.IgnoreUndoUpdate = true;
2612
2613 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3322 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2614 currentpos.X *= x; 3323 currentpos.X *= x;
2615 currentpos.Y *= y; 3324 currentpos.Y *= y;
@@ -2622,16 +3331,12 @@ namespace OpenSim.Region.Framework.Scenes
2622 3331
2623 obPart.Resize(newSize); 3332 obPart.Resize(newSize);
2624 obPart.UpdateOffSet(currentpos); 3333 obPart.UpdateOffSet(currentpos);
2625
2626 obPart.IgnoreUndoUpdate = false;
2627 } 3334 }
2628 3335
2629// obPart.IgnoreUndoUpdate = false; 3336 HasGroupChanged = true;
2630// obPart.StoreUndoState(); 3337 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3338 ScheduleGroupForTerseUpdate();
2631 } 3339 }
2632
2633// m_log.DebugFormat(
2634// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2635 } 3340 }
2636 3341
2637 #endregion 3342 #endregion
@@ -2644,14 +3349,6 @@ namespace OpenSim.Region.Framework.Scenes
2644 /// <param name="pos"></param> 3349 /// <param name="pos"></param>
2645 public void UpdateGroupPosition(Vector3 pos) 3350 public void UpdateGroupPosition(Vector3 pos)
2646 { 3351 {
2647// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2648
2649 RootPart.StoreUndoState(true);
2650
2651// SceneObjectPart[] parts = m_parts.GetArray();
2652// for (int i = 0; i < parts.Length; i++)
2653// parts[i].StoreUndoState();
2654
2655 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3352 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2656 { 3353 {
2657 if (IsAttachment) 3354 if (IsAttachment)
@@ -2683,21 +3380,17 @@ namespace OpenSim.Region.Framework.Scenes
2683 /// </summary> 3380 /// </summary>
2684 /// <param name="pos"></param> 3381 /// <param name="pos"></param>
2685 /// <param name="localID"></param> 3382 /// <param name="localID"></param>
3383 ///
3384
2686 public void UpdateSinglePosition(Vector3 pos, uint localID) 3385 public void UpdateSinglePosition(Vector3 pos, uint localID)
2687 { 3386 {
2688 SceneObjectPart part = GetPart(localID); 3387 SceneObjectPart part = GetPart(localID);
2689 3388
2690// SceneObjectPart[] parts = m_parts.GetArray();
2691// for (int i = 0; i < parts.Length; i++)
2692// parts[i].StoreUndoState();
2693
2694 if (part != null) 3389 if (part != null)
2695 { 3390 {
2696// m_log.DebugFormat( 3391// unlock parts position change
2697// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3392 if (m_rootPart.PhysActor != null)
2698 3393 m_rootPart.PhysActor.Building = true;
2699 part.StoreUndoState(false);
2700 part.IgnoreUndoUpdate = true;
2701 3394
2702 if (part.UUID == m_rootPart.UUID) 3395 if (part.UUID == m_rootPart.UUID)
2703 { 3396 {
@@ -2708,8 +3401,10 @@ namespace OpenSim.Region.Framework.Scenes
2708 part.UpdateOffSet(pos); 3401 part.UpdateOffSet(pos);
2709 } 3402 }
2710 3403
3404 if (m_rootPart.PhysActor != null)
3405 m_rootPart.PhysActor.Building = false;
3406
2711 HasGroupChanged = true; 3407 HasGroupChanged = true;
2712 part.IgnoreUndoUpdate = false;
2713 } 3408 }
2714 } 3409 }
2715 3410
@@ -2719,13 +3414,7 @@ namespace OpenSim.Region.Framework.Scenes
2719 /// <param name="pos"></param> 3414 /// <param name="pos"></param>
2720 public void UpdateRootPosition(Vector3 pos) 3415 public void UpdateRootPosition(Vector3 pos)
2721 { 3416 {
2722// m_log.DebugFormat( 3417 // needs to be called with phys building true
2723// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2724
2725// SceneObjectPart[] parts = m_parts.GetArray();
2726// for (int i = 0; i < parts.Length; i++)
2727// parts[i].StoreUndoState();
2728
2729 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3418 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2730 Vector3 oldPos = 3419 Vector3 oldPos =
2731 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3420 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2748,7 +3437,14 @@ namespace OpenSim.Region.Framework.Scenes
2748 AbsolutePosition = newPos; 3437 AbsolutePosition = newPos;
2749 3438
2750 HasGroupChanged = true; 3439 HasGroupChanged = true;
2751 ScheduleGroupForTerseUpdate(); 3440 if (m_rootPart.Undoing)
3441 {
3442 ScheduleGroupForFullUpdate();
3443 }
3444 else
3445 {
3446 ScheduleGroupForTerseUpdate();
3447 }
2752 } 3448 }
2753 3449
2754 #endregion 3450 #endregion
@@ -2761,17 +3457,6 @@ namespace OpenSim.Region.Framework.Scenes
2761 /// <param name="rot"></param> 3457 /// <param name="rot"></param>
2762 public void UpdateGroupRotationR(Quaternion rot) 3458 public void UpdateGroupRotationR(Quaternion rot)
2763 { 3459 {
2764// m_log.DebugFormat(
2765// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2766
2767// SceneObjectPart[] parts = m_parts.GetArray();
2768// for (int i = 0; i < parts.Length; i++)
2769// parts[i].StoreUndoState();
2770
2771 m_rootPart.StoreUndoState(true);
2772
2773 m_rootPart.UpdateRotation(rot);
2774
2775 PhysicsActor actor = m_rootPart.PhysActor; 3460 PhysicsActor actor = m_rootPart.PhysActor;
2776 if (actor != null) 3461 if (actor != null)
2777 { 3462 {
@@ -2790,16 +3475,6 @@ namespace OpenSim.Region.Framework.Scenes
2790 /// <param name="rot"></param> 3475 /// <param name="rot"></param>
2791 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3476 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2792 { 3477 {
2793// m_log.DebugFormat(
2794// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2795
2796// SceneObjectPart[] parts = m_parts.GetArray();
2797// for (int i = 0; i < parts.Length; i++)
2798// parts[i].StoreUndoState();
2799
2800 RootPart.StoreUndoState(true);
2801 RootPart.IgnoreUndoUpdate = true;
2802
2803 m_rootPart.UpdateRotation(rot); 3478 m_rootPart.UpdateRotation(rot);
2804 3479
2805 PhysicsActor actor = m_rootPart.PhysActor; 3480 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2813,8 +3488,6 @@ namespace OpenSim.Region.Framework.Scenes
2813 3488
2814 HasGroupChanged = true; 3489 HasGroupChanged = true;
2815 ScheduleGroupForTerseUpdate(); 3490 ScheduleGroupForTerseUpdate();
2816
2817 RootPart.IgnoreUndoUpdate = false;
2818 } 3491 }
2819 3492
2820 /// <summary> 3493 /// <summary>
@@ -2827,13 +3500,11 @@ namespace OpenSim.Region.Framework.Scenes
2827 SceneObjectPart part = GetPart(localID); 3500 SceneObjectPart part = GetPart(localID);
2828 3501
2829 SceneObjectPart[] parts = m_parts.GetArray(); 3502 SceneObjectPart[] parts = m_parts.GetArray();
2830 for (int i = 0; i < parts.Length; i++)
2831 parts[i].StoreUndoState();
2832 3503
2833 if (part != null) 3504 if (part != null)
2834 { 3505 {
2835// m_log.DebugFormat( 3506 if (m_rootPart.PhysActor != null)
2836// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3507 m_rootPart.PhysActor.Building = true;
2837 3508
2838 if (part.UUID == m_rootPart.UUID) 3509 if (part.UUID == m_rootPart.UUID)
2839 { 3510 {
@@ -2843,6 +3514,9 @@ namespace OpenSim.Region.Framework.Scenes
2843 { 3514 {
2844 part.UpdateRotation(rot); 3515 part.UpdateRotation(rot);
2845 } 3516 }
3517
3518 if (m_rootPart.PhysActor != null)
3519 m_rootPart.PhysActor.Building = false;
2846 } 3520 }
2847 } 3521 }
2848 3522
@@ -2856,12 +3530,8 @@ namespace OpenSim.Region.Framework.Scenes
2856 SceneObjectPart part = GetPart(localID); 3530 SceneObjectPart part = GetPart(localID);
2857 if (part != null) 3531 if (part != null)
2858 { 3532 {
2859// m_log.DebugFormat( 3533 if (m_rootPart.PhysActor != null)
2860// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3534 m_rootPart.PhysActor.Building = true;
2861// part.Name, part.LocalId, rot);
2862
2863 part.StoreUndoState();
2864 part.IgnoreUndoUpdate = true;
2865 3535
2866 if (part.UUID == m_rootPart.UUID) 3536 if (part.UUID == m_rootPart.UUID)
2867 { 3537 {
@@ -2874,7 +3544,8 @@ namespace OpenSim.Region.Framework.Scenes
2874 part.OffsetPosition = pos; 3544 part.OffsetPosition = pos;
2875 } 3545 }
2876 3546
2877 part.IgnoreUndoUpdate = false; 3547 if (m_rootPart.PhysActor != null)
3548 m_rootPart.PhysActor.Building = false;
2878 } 3549 }
2879 } 3550 }
2880 3551
@@ -2884,15 +3555,12 @@ namespace OpenSim.Region.Framework.Scenes
2884 /// <param name="rot"></param> 3555 /// <param name="rot"></param>
2885 public void UpdateRootRotation(Quaternion rot) 3556 public void UpdateRootRotation(Quaternion rot)
2886 { 3557 {
2887// m_log.DebugFormat( 3558 // needs to be called with phys building true
2888// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2889// Name, LocalId, rot);
2890
2891 Quaternion axRot = rot; 3559 Quaternion axRot = rot;
2892 Quaternion oldParentRot = m_rootPart.RotationOffset; 3560 Quaternion oldParentRot = m_rootPart.RotationOffset;
2893 3561
2894 m_rootPart.StoreUndoState(); 3562 //Don't use UpdateRotation because it schedules an update prematurely
2895 m_rootPart.UpdateRotation(rot); 3563 m_rootPart.RotationOffset = rot;
2896 if (m_rootPart.PhysActor != null) 3564 if (m_rootPart.PhysActor != null)
2897 { 3565 {
2898 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3566 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2905,35 +3573,135 @@ namespace OpenSim.Region.Framework.Scenes
2905 SceneObjectPart prim = parts[i]; 3573 SceneObjectPart prim = parts[i];
2906 if (prim.UUID != m_rootPart.UUID) 3574 if (prim.UUID != m_rootPart.UUID)
2907 { 3575 {
2908 prim.IgnoreUndoUpdate = true; 3576 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3577 NewRot = Quaternion.Inverse(axRot) * NewRot;
3578 prim.RotationOffset = NewRot;
3579
2909 Vector3 axPos = prim.OffsetPosition; 3580 Vector3 axPos = prim.OffsetPosition;
3581
2910 axPos *= oldParentRot; 3582 axPos *= oldParentRot;
2911 axPos *= Quaternion.Inverse(axRot); 3583 axPos *= Quaternion.Inverse(axRot);
2912 prim.OffsetPosition = axPos; 3584 prim.OffsetPosition = axPos;
2913 Quaternion primsRot = prim.RotationOffset; 3585 }
2914 Quaternion newRot = oldParentRot * primsRot; 3586 }
2915 newRot = Quaternion.Inverse(axRot) * newRot;
2916 prim.RotationOffset = newRot;
2917 prim.ScheduleTerseUpdate();
2918 prim.IgnoreUndoUpdate = false;
2919 }
2920 }
2921
2922// for (int i = 0; i < parts.Length; i++)
2923// {
2924// SceneObjectPart childpart = parts[i];
2925// if (childpart != m_rootPart)
2926// {
2927//// childpart.IgnoreUndoUpdate = false;
2928//// childpart.StoreUndoState();
2929// }
2930// }
2931 3587
2932 m_rootPart.ScheduleTerseUpdate(); 3588 HasGroupChanged = true;
3589 ScheduleGroupForFullUpdate();
3590 }
2933 3591
2934// m_log.DebugFormat( 3592 private enum updatetype :int
2935// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3593 {
2936// Name, LocalId, rot); 3594 none = 0,
3595 partterse = 1,
3596 partfull = 2,
3597 groupterse = 3,
3598 groupfull = 4
3599 }
3600
3601 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3602 {
3603 // TODO this still as excessive *.Schedule*Update()s
3604
3605 if (part != null && part.ParentGroup != null)
3606 {
3607 ObjectChangeType change = data.change;
3608 bool togroup = ((change & ObjectChangeType.Group) != 0);
3609 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3610
3611 SceneObjectGroup group = part.ParentGroup;
3612 PhysicsActor pha = group.RootPart.PhysActor;
3613
3614 updatetype updateType = updatetype.none;
3615
3616 if (togroup)
3617 {
3618 // related to group
3619 if ((change & ObjectChangeType.Position) != 0)
3620 {
3621 group.AbsolutePosition = data.position;
3622 updateType = updatetype.groupterse;
3623 }
3624 if ((change & ObjectChangeType.Rotation) != 0)
3625 {
3626 group.RootPart.UpdateRotation(data.rotation);
3627 updateType = updatetype.none;
3628 }
3629 if ((change & ObjectChangeType.Scale) != 0)
3630 {
3631 if (pha != null)
3632 pha.Building = true;
3633
3634 group.GroupResize(data.scale);
3635 updateType = updatetype.none;
3636
3637 if (pha != null)
3638 pha.Building = false;
3639 }
3640 }
3641 else
3642 {
3643 // related to single prim in a link-set ( ie group)
3644 if (pha != null)
3645 pha.Building = true;
3646
3647 // root part is special
3648 // parts offset positions or rotations need to change also
3649
3650 if (part == group.RootPart)
3651 {
3652 if ((change & ObjectChangeType.Position) != 0)
3653 group.UpdateRootPosition(data.position);
3654 if ((change & ObjectChangeType.Rotation) != 0)
3655 group.UpdateRootRotation(data.rotation);
3656 if ((change & ObjectChangeType.Scale) != 0)
3657 part.Resize(data.scale);
3658 }
3659 else
3660 {
3661 if ((change & ObjectChangeType.Position) != 0)
3662 {
3663 part.OffsetPosition = data.position;
3664 updateType = updatetype.partterse;
3665 }
3666 if ((change & ObjectChangeType.Rotation) != 0)
3667 {
3668 part.UpdateRotation(data.rotation);
3669 updateType = updatetype.none;
3670 }
3671 if ((change & ObjectChangeType.Scale) != 0)
3672 {
3673 part.Resize(data.scale);
3674 updateType = updatetype.none;
3675 }
3676 }
3677
3678 if (pha != null)
3679 pha.Building = false;
3680 }
3681
3682 if (updateType != updatetype.none)
3683 {
3684 group.HasGroupChanged = true;
3685
3686 switch (updateType)
3687 {
3688 case updatetype.partterse:
3689 part.ScheduleTerseUpdate();
3690 break;
3691 case updatetype.partfull:
3692 part.ScheduleFullUpdate();
3693 break;
3694 case updatetype.groupterse:
3695 group.ScheduleGroupForTerseUpdate();
3696 break;
3697 case updatetype.groupfull:
3698 group.ScheduleGroupForFullUpdate();
3699 break;
3700 default:
3701 break;
3702 }
3703 }
3704 }
2937 } 3705 }
2938 3706
2939 #endregion 3707 #endregion
@@ -3157,7 +3925,6 @@ namespace OpenSim.Region.Framework.Scenes
3157 public float GetMass() 3925 public float GetMass()
3158 { 3926 {
3159 float retmass = 0f; 3927 float retmass = 0f;
3160
3161 SceneObjectPart[] parts = m_parts.GetArray(); 3928 SceneObjectPart[] parts = m_parts.GetArray();
3162 for (int i = 0; i < parts.Length; i++) 3929 for (int i = 0; i < parts.Length; i++)
3163 retmass += parts[i].GetMass(); 3930 retmass += parts[i].GetMass();
@@ -3253,6 +4020,14 @@ namespace OpenSim.Region.Framework.Scenes
3253 SetFromItemID(uuid); 4020 SetFromItemID(uuid);
3254 } 4021 }
3255 4022
4023 public void ResetOwnerChangeFlag()
4024 {
4025 ForEachPart(delegate(SceneObjectPart part)
4026 {
4027 part.ResetOwnerChangeFlag();
4028 });
4029 }
4030
3256 #endregion 4031 #endregion
3257 } 4032 }
3258} 4033}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 439b718..cfa3cd4 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
@@ -251,10 +260,10 @@ 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 UndoRedoState m_UndoRedo = null;
257 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
258 267
259 private bool m_passTouches; 268 private bool m_passTouches;
260 269
@@ -283,7 +292,16 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 292 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 293 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 294 protected int m_lastTerseSent;
286 295 protected float m_buoyancy = 0.0f;
296 protected Vector3 m_force;
297 protected Vector3 m_torque;
298
299 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
300 protected float m_density = 1000.0f; // in kg/m^3
301 protected float m_gravitymod = 1.0f;
302 protected float m_friction = 0.6f; // wood
303 protected float m_bounce = 0.5f; // wood
304
287 /// <summary> 305 /// <summary>
288 /// Stores media texture data 306 /// Stores media texture data
289 /// </summary> 307 /// </summary>
@@ -299,6 +317,17 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 317 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 318 private float m_collisionSoundVolume;
301 319
320
321 private SOPVehicle m_vehicle = null;
322
323 private KeyframeMotion m_keyframeMotion = null;
324
325 public KeyframeMotion KeyframeMotion
326 {
327 get; set;
328 }
329
330
302 #endregion Fields 331 #endregion Fields
303 332
304// ~SceneObjectPart() 333// ~SceneObjectPart()
@@ -341,7 +370,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 370 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 371 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 372 {
344 m_name = "Primitive"; 373 m_name = "Object";
345 374
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 375 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 376 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 410 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 411 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 412 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 413 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 414 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 415 private DateTime m_expires;
387 private DateTime m_rezzed; 416 private DateTime m_rezzed;
@@ -475,12 +504,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 504 }
476 505
477 /// <value> 506 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 507 /// Get the inventory list
479 /// </value> 508 /// </value>
480 public TaskInventoryDictionary TaskInventory 509 public TaskInventoryDictionary TaskInventory
481 { 510 {
482 get { return m_inventory.Items; } 511 get {
483 set { m_inventory.Items = value; } 512 return m_inventory.Items;
513 }
514 set {
515 m_inventory.Items = value;
516 }
484 } 517 }
485 518
486 /// <summary> 519 /// <summary>
@@ -529,19 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
529 } 562 }
530 } 563 }
531 564
532 public byte Material
533 {
534 get { return (byte) m_material; }
535 set
536 {
537 m_material = (Material)value;
538 if (PhysActor != null)
539 {
540 PhysActor.SetMaterial((int)value);
541 }
542 }
543 }
544
545 public bool PassTouches 565 public bool PassTouches
546 { 566 {
547 get { return m_passTouches; } 567 get { return m_passTouches; }
@@ -624,14 +644,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 644 set { m_LoopSoundSlavePrims = value; }
625 } 645 }
626 646
627
628 public Byte[] TextureAnimation 647 public Byte[] TextureAnimation
629 { 648 {
630 get { return m_TextureAnimation; } 649 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 650 set { m_TextureAnimation = value; }
632 } 651 }
633 652
634
635 public Byte[] ParticleSystem 653 public Byte[] ParticleSystem
636 { 654 {
637 get { return m_particleSystem; } 655 get { return m_particleSystem; }
@@ -668,9 +686,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 686 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 687 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 688 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 689 if (ParentID == 0)
672 { 690 {
673 m_groupPosition = actor.Position; 691 if (actor != null)
692 m_groupPosition = actor.Position;
693 return m_groupPosition;
674 } 694 }
675 695
676 if (ParentGroup.IsAttachment) 696 if (ParentGroup.IsAttachment)
@@ -680,12 +700,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 700 return sp.AbsolutePosition;
681 } 701 }
682 702
703 // use root prim's group position. Physics may have updated it
704 if (ParentGroup.RootPart != this)
705 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 706 return m_groupPosition;
684 } 707 }
685 set 708 set
686 { 709 {
687 m_groupPosition = value; 710 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 711 PhysicsActor actor = PhysActor;
690 if (actor != null) 712 if (actor != null)
691 { 713 {
@@ -711,16 +733,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 733 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 734 }
713 } 735 }
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 } 736 }
725 } 737 }
726 738
@@ -729,7 +741,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 741 get { return m_offsetPosition; }
730 set 742 set
731 { 743 {
732// StoreUndoState(); 744 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 745 m_offsetPosition = value;
734 746
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 747 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +756,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 756 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 757 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 758 }
759
760 if (!m_parentGroup.m_dupeInProgress)
761 {
762 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
763 foreach (ScenePresence av in avs)
764 {
765 if (av.ParentID == m_localId)
766 {
767 Vector3 offset = (m_offsetPosition - oldpos);
768 av.AbsolutePosition += offset;
769 av.SendAvatarDataToAllAgents();
770 }
771 }
772 }
747 } 773 }
774 TriggerScriptChangedEvent(Changed.POSITION);
748 } 775 }
749 } 776 }
750 777
@@ -793,7 +820,7 @@ namespace OpenSim.Region.Framework.Scenes
793 820
794 set 821 set
795 { 822 {
796 StoreUndoState(); 823// StoreUndoState();
797 m_rotationOffset = value; 824 m_rotationOffset = value;
798 825
799 PhysicsActor actor = PhysActor; 826 PhysicsActor actor = PhysActor;
@@ -881,7 +908,7 @@ namespace OpenSim.Region.Framework.Scenes
881 get 908 get
882 { 909 {
883 PhysicsActor actor = PhysActor; 910 PhysicsActor actor = PhysActor;
884 if ((actor != null) && actor.IsPhysical) 911 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
885 { 912 {
886 m_angularVelocity = actor.RotationalVelocity; 913 m_angularVelocity = actor.RotationalVelocity;
887 } 914 }
@@ -893,7 +920,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 920 /// <summary></summary>
894 public Vector3 Acceleration 921 public Vector3 Acceleration
895 { 922 {
896 get { return m_acceleration; } 923 get
924 {
925 PhysicsActor actor = PhysActor;
926 if (actor != null)
927 {
928 m_acceleration = actor.Acceleration;
929 }
930 return m_acceleration;
931 }
932
897 set { m_acceleration = value; } 933 set { m_acceleration = value; }
898 } 934 }
899 935
@@ -950,7 +986,10 @@ namespace OpenSim.Region.Framework.Scenes
950 public PrimitiveBaseShape Shape 986 public PrimitiveBaseShape Shape
951 { 987 {
952 get { return m_shape; } 988 get { return m_shape; }
953 set { m_shape = value;} 989 set
990 {
991 m_shape = value;
992 }
954 } 993 }
955 994
956 /// <summary> 995 /// <summary>
@@ -963,7 +1002,6 @@ namespace OpenSim.Region.Framework.Scenes
963 { 1002 {
964 if (m_shape != null) 1003 if (m_shape != null)
965 { 1004 {
966 StoreUndoState();
967 1005
968 m_shape.Scale = value; 1006 m_shape.Scale = value;
969 1007
@@ -990,6 +1028,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1028 }
991 1029
992 public UpdateRequired UpdateFlag { get; set; } 1030 public UpdateRequired UpdateFlag { get; set; }
1031 public bool UpdatePhysRequired { get; set; }
993 1032
994 /// <summary> 1033 /// <summary>
995 /// Used for media on a prim. 1034 /// Used for media on a prim.
@@ -1030,10 +1069,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1069 {
1031 get 1070 get
1032 { 1071 {
1033 if (ParentGroup.IsAttachment) 1072 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1073 }
1038 } 1074 }
1039 1075
@@ -1203,6 +1239,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1239 _flags = value;
1204 } 1240 }
1205 } 1241 }
1242
1243 [XmlIgnore]
1244 public bool IsOccupied // KF If an av is sittingon this prim
1245 {
1246 get { return m_occupied; }
1247 set { m_occupied = value; }
1248 }
1206 1249
1207 /// <summary> 1250 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1251 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1305,316 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1305 set { m_collisionSoundVolume = value; }
1263 } 1306 }
1264 1307
1308 public float Buoyancy
1309 {
1310 get
1311 {
1312 if (ParentGroup.RootPart == this)
1313 return m_buoyancy;
1314
1315 return ParentGroup.RootPart.Buoyancy;
1316 }
1317 set
1318 {
1319 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1320 {
1321 ParentGroup.RootPart.Buoyancy = value;
1322 return;
1323 }
1324 m_buoyancy = value;
1325 if (PhysActor != null)
1326 PhysActor.Buoyancy = value;
1327 }
1328 }
1329
1330 public Vector3 Force
1331 {
1332 get
1333 {
1334 if (ParentGroup.RootPart == this)
1335 return m_force;
1336
1337 return ParentGroup.RootPart.Force;
1338 }
1339
1340 set
1341 {
1342 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1343 {
1344 ParentGroup.RootPart.Force = value;
1345 return;
1346 }
1347 m_force = value;
1348 if (PhysActor != null)
1349 PhysActor.Force = value;
1350 }
1351 }
1352
1353 public Vector3 Torque
1354 {
1355 get
1356 {
1357 if (ParentGroup.RootPart == this)
1358 return m_torque;
1359
1360 return ParentGroup.RootPart.Torque;
1361 }
1362
1363 set
1364 {
1365 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1366 {
1367 ParentGroup.RootPart.Torque = value;
1368 return;
1369 }
1370 m_torque = value;
1371 if (PhysActor != null)
1372 PhysActor.Torque = value;
1373 }
1374 }
1375
1376 public byte Material
1377 {
1378 get { return (byte)m_material; }
1379 set
1380 {
1381 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1382 {
1383 bool update = false;
1384
1385 if (m_material != (Material)value)
1386 {
1387 update = true;
1388 m_material = (Material)value;
1389 }
1390
1391 if (m_friction != SOPMaterialData.friction(m_material))
1392 {
1393 update = true;
1394 m_friction = SOPMaterialData.friction(m_material);
1395 }
1396
1397 if (m_bounce != SOPMaterialData.bounce(m_material))
1398 {
1399 update = true;
1400 m_bounce = SOPMaterialData.bounce(m_material);
1401 }
1402
1403 if (update)
1404 {
1405 if (PhysActor != null)
1406 {
1407 PhysActor.SetMaterial((int)value);
1408 }
1409 if(ParentGroup != null)
1410 ParentGroup.HasGroupChanged = true;
1411 ScheduleFullUpdateIfNone();
1412 UpdatePhysRequired = true;
1413 }
1414 }
1415 }
1416 }
1417
1418 // not a propriety to move to methods place later
1419 private bool HasMesh()
1420 {
1421 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1422 return true;
1423 return false;
1424 }
1425
1426 // not a propriety to move to methods place later
1427 public byte DefaultPhysicsShapeType()
1428 {
1429 byte type;
1430
1431 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1432 type = (byte)PhysShapeType.convex;
1433 else
1434 type = (byte)PhysShapeType.prim;
1435
1436 return type;
1437 }
1438
1439 [XmlIgnore]
1440 public bool UsesComplexCost
1441 {
1442 get
1443 {
1444 byte pst = PhysicsShapeType;
1445 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1446 return true;
1447 return false;
1448 }
1449 }
1450
1451 [XmlIgnore]
1452 public float PhysicsCost
1453 {
1454 get
1455 {
1456 if(PhysicsShapeType == (byte)PhysShapeType.none)
1457 return 0;
1458
1459 float cost = 0.1f;
1460 if (PhysActor != null)
1461// cost += PhysActor.Cost;
1462
1463 if ((Flags & PrimFlags.Physics) != 0)
1464 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1465 return cost;
1466 }
1467 }
1468
1469 [XmlIgnore]
1470 public float StreamingCost
1471 {
1472 get
1473 {
1474
1475
1476 return 0.1f;
1477 }
1478 }
1479
1480 [XmlIgnore]
1481 public float SimulationCost
1482 {
1483 get
1484 {
1485 // ignoring scripts. Don't like considering them for this
1486 if((Flags & PrimFlags.Physics) != 0)
1487 return 1.0f;
1488
1489 return 0.5f;
1490 }
1491 }
1492
1493 public byte PhysicsShapeType
1494 {
1495 get { return m_physicsShapeType; }
1496 set
1497 {
1498 byte oldv = m_physicsShapeType;
1499
1500 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1501 {
1502 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1503 m_physicsShapeType = DefaultPhysicsShapeType();
1504 else
1505 m_physicsShapeType = value;
1506 }
1507 else
1508 m_physicsShapeType = DefaultPhysicsShapeType();
1509
1510 if (m_physicsShapeType != oldv && ParentGroup != null)
1511 {
1512 if (m_physicsShapeType == (byte)PhysShapeType.none)
1513 {
1514 if (PhysActor != null)
1515 {
1516 Velocity = new Vector3(0, 0, 0);
1517 Acceleration = new Vector3(0, 0, 0);
1518 if (ParentGroup.RootPart == this)
1519 AngularVelocity = new Vector3(0, 0, 0);
1520 ParentGroup.Scene.RemovePhysicalPrim(1);
1521 RemoveFromPhysics();
1522 }
1523 }
1524 else if (PhysActor == null)
1525 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1526 else
1527 {
1528 PhysActor.PhysicsShapeType = m_physicsShapeType;
1529 if (Shape.SculptEntry)
1530 CheckSculptAndLoad();
1531 }
1532
1533 if (ParentGroup != null)
1534 ParentGroup.HasGroupChanged = true;
1535 }
1536
1537 if (m_physicsShapeType != value)
1538 {
1539 UpdatePhysRequired = true;
1540 }
1541 }
1542 }
1543
1544 public float Density // in kg/m^3
1545 {
1546 get { return m_density; }
1547 set
1548 {
1549 if (value >=1 && value <= 22587.0)
1550 {
1551 m_density = value;
1552 UpdatePhysRequired = true;
1553 }
1554
1555 ScheduleFullUpdateIfNone();
1556
1557 if (ParentGroup != null)
1558 ParentGroup.HasGroupChanged = true;
1559 }
1560 }
1561
1562 public float GravityModifier
1563 {
1564 get { return m_gravitymod; }
1565 set
1566 {
1567 if( value >= -1 && value <=28.0f)
1568 {
1569 m_gravitymod = value;
1570 UpdatePhysRequired = true;
1571 }
1572
1573 ScheduleFullUpdateIfNone();
1574
1575 if (ParentGroup != null)
1576 ParentGroup.HasGroupChanged = true;
1577
1578 }
1579 }
1580
1581 public float Friction
1582 {
1583 get { return m_friction; }
1584 set
1585 {
1586 if (value >= 0 && value <= 255.0f)
1587 {
1588 m_friction = value;
1589 UpdatePhysRequired = true;
1590 }
1591
1592 ScheduleFullUpdateIfNone();
1593
1594 if (ParentGroup != null)
1595 ParentGroup.HasGroupChanged = true;
1596 }
1597 }
1598
1599 public float Bounciness
1600 {
1601 get { return m_bounce; }
1602 set
1603 {
1604 if (value >= 0 && value <= 1.0f)
1605 {
1606 m_bounce = value;
1607 UpdatePhysRequired = true;
1608 }
1609
1610 ScheduleFullUpdateIfNone();
1611
1612 if (ParentGroup != null)
1613 ParentGroup.HasGroupChanged = true;
1614 }
1615 }
1616
1617
1265 #endregion Public Properties with only Get 1618 #endregion Public Properties with only Get
1266 1619
1267 private uint ApplyMask(uint val, bool set, uint mask) 1620 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1437,20 +1790,24 @@ namespace OpenSim.Region.Framework.Scenes
1437 /// </summary> 1790 /// </summary>
1438 /// <param name="impulsei">Vector force</param> 1791 /// <param name="impulsei">Vector force</param>
1439 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1792 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1440 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1793
1794 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1795 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1441 { 1796 {
1442 Vector3 impulse = impulsei; 1797 Vector3 torque = torquei;
1443 1798
1444 if (localGlobalTF) 1799 if (localGlobalTF)
1445 { 1800 {
1801/*
1446 Quaternion grot = GetWorldRotation(); 1802 Quaternion grot = GetWorldRotation();
1447 Quaternion AXgrot = grot; 1803 Quaternion AXgrot = grot;
1448 Vector3 AXimpulsei = impulsei; 1804 Vector3 AXimpulsei = impulsei;
1449 Vector3 newimpulse = AXimpulsei * AXgrot; 1805 Vector3 newimpulse = AXimpulsei * AXgrot;
1450 impulse = newimpulse; 1806 */
1807 torque *= GetWorldRotation();
1451 } 1808 }
1452 1809
1453 ParentGroup.setAngularImpulse(impulse); 1810 Torque = torque;
1454 } 1811 }
1455 1812
1456 /// <summary> 1813 /// <summary>
@@ -1458,18 +1815,19 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1815 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1816 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1817 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1818
1819 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1820 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1821 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1822 return;
1465 1823
1466// m_log.DebugFormat( 1824 if (PhysicsShapeType == (byte)PhysShapeType.none)
1467// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1825 return;
1468// Name, LocalId, UUID, m_physicalPrim);
1469 1826
1470 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1827 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
1471 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1828 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
1472 1829
1830
1473 if (IsJoint()) 1831 if (IsJoint())
1474 { 1832 {
1475 DoPhysicsPropertyUpdate(isPhysical, true); 1833 DoPhysicsPropertyUpdate(isPhysical, true);
@@ -1477,16 +1835,19 @@ namespace OpenSim.Region.Framework.Scenes
1477 else 1835 else
1478 { 1836 {
1479 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1837 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
1480 if (VolumeDetectActive) 1838// if (VolumeDetectActive)
1481 isPhantom = false; 1839// isPhantom = false;
1482 1840
1483 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1841 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1484 bool RigidBody = isPhysical && !isPhantom; 1842// bool RigidBody = isPhysical && !isPhantom;
1485 1843
1486 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1844 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1487 // or flexible 1845 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1846 // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1847 if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1848 {
1849 Vector3 velocity = Velocity;
1850 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1851 try
1491 { 1852 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1853 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,8 +1855,10 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1855 Shape,
1495 AbsolutePosition, 1856 AbsolutePosition,
1496 Scale, 1857 Scale,
1497 RotationOffset, 1858 GetWorldRotation(),
1498 RigidBody, 1859 isPhysical,
1860 isPhantom,
1861 PhysicsShapeType,
1499 m_localId); 1862 m_localId);
1500 } 1863 }
1501 catch 1864 catch
@@ -1509,8 +1872,30 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1872 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1873 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1874 PhysActor.SetMaterial(Material);
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1875
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1876 // if root part apply vehicle
1877 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1878 m_vehicle.SetVehicle(PhysActor);
1879
1880 DoPhysicsPropertyUpdate(isPhysical, true);
1881 if(VolumeDetectActive) // change if not the default only
1882 PhysActor.SetVolumeDetect(1);
1883
1884 if (!building)
1885 PhysActor.Building = false;
1886
1887 Velocity = velocity;
1888 AngularVelocity = rotationalVelocity;
1889 PhysActor.Velocity = velocity;
1890 PhysActor.RotationalVelocity = rotationalVelocity;
1891
1892 // if not vehicle and root part apply force and torque
1893 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1894 && LocalId == ParentGroup.RootPart.LocalId)
1895 {
1896 PhysActor.Force = Force;
1897 PhysActor.Torque = Torque;
1898 }
1514 } 1899 }
1515 } 1900 }
1516 } 1901 }
@@ -1564,6 +1949,11 @@ namespace OpenSim.Region.Framework.Scenes
1564 dupe.Category = Category; 1949 dupe.Category = Category;
1565 dupe.m_rezzed = m_rezzed; 1950 dupe.m_rezzed = m_rezzed;
1566 1951
1952 dupe.m_UndoRedo = null;
1953
1954 dupe.IgnoreUndoUpdate = false;
1955 dupe.Undoing = false;
1956
1567 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1957 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1568 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1958 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1569 1959
@@ -1579,6 +1969,7 @@ namespace OpenSim.Region.Framework.Scenes
1579 1969
1580 // Move afterwards ResetIDs as it clears the localID 1970 // Move afterwards ResetIDs as it clears the localID
1581 dupe.LocalId = localID; 1971 dupe.LocalId = localID;
1972
1582 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1973 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1583 dupe.LastOwnerID = OwnerID; 1974 dupe.LastOwnerID = OwnerID;
1584 1975
@@ -1598,6 +1989,9 @@ namespace OpenSim.Region.Framework.Scenes
1598 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1989 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1599 } 1990 }
1600 1991
1992 if (dupe.PhysActor != null)
1993 dupe.PhysActor.LocalID = localID;
1994
1601 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1995 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1602 1996
1603// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1997// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1735,63 +2129,63 @@ namespace OpenSim.Region.Framework.Scenes
1735 { 2129 {
1736 if (UsePhysics != PhysActor.IsPhysical || isNew) 2130 if (UsePhysics != PhysActor.IsPhysical || isNew)
1737 { 2131 {
1738 if (PhysActor.IsPhysical) // implies UsePhysics==false for this block 2132 if (PhysActor.IsPhysical)
1739 { 2133 {
1740 if (!isNew) 2134 if (!isNew) // implies UsePhysics==false for this block
2135 {
1741 ParentGroup.Scene.RemovePhysicalPrim(1); 2136 ParentGroup.Scene.RemovePhysicalPrim(1);
1742 2137
1743 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2138 Velocity = new Vector3(0, 0, 0);
1744 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 2139 Acceleration = new Vector3(0, 0, 0);
1745 PhysActor.delink(); 2140 if (ParentGroup.RootPart == this)
2141 AngularVelocity = new Vector3(0, 0, 0);
1746 2142
1747 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2143 if (PhysActor.Phantom)
1748 { 2144 {
1749 // destroy all joints connected to this now deactivated body 2145 RemoveFromPhysics();
1750 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); 2146 return;
1751 } 2147 }
1752 2148
1753 // stop client-side interpolation of all joint proxy objects that have just been deleted 2149 PhysActor.IsPhysical = UsePhysics;
1754 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2150 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1755 // which stops client-side interpolation of deactivated joint proxy objects. 2151 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
2152 PhysActor.delink();
2153 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2154 {
2155 // destroy all joints connected to this now deactivated body
2156 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
2157 }
2158 }
1756 } 2159 }
1757 2160
1758 if (!UsePhysics && !isNew) 2161 if (PhysActor.IsPhysical != UsePhysics)
1759 { 2162 PhysActor.IsPhysical = UsePhysics;
1760 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1761 // prim still has velocity and continues to interpolate its position along the old
1762 // velocity-vector.
1763 Velocity = new Vector3(0, 0, 0);
1764 Acceleration = new Vector3(0, 0, 0);
1765 AngularVelocity = new Vector3(0, 0, 0);
1766 //RotationalVelocity = new Vector3(0, 0, 0);
1767 }
1768 2163
1769 PhysActor.IsPhysical = UsePhysics; 2164 if (UsePhysics)
2165 {
2166 if (ParentGroup.RootPart.KeyframeMotion != null)
2167 ParentGroup.RootPart.KeyframeMotion.Stop();
2168 ParentGroup.RootPart.KeyframeMotion = null;
2169 ParentGroup.Scene.AddPhysicalPrim(1);
1770 2170
1771 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2171 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1772 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2172 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1773 /// that's not wholesome. Had to make Scene public
1774 //PhysActor = null;
1775 2173
1776 if ((Flags & PrimFlags.Phantom) == 0) 2174 if (ParentID != 0 && ParentID != LocalId)
1777 {
1778 if (UsePhysics)
1779 { 2175 {
1780 ParentGroup.Scene.AddPhysicalPrim(1); 2176 if (ParentGroup.RootPart.PhysActor != null)
1781
1782 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1783 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1784 if (ParentID != 0 && ParentID != LocalId)
1785 { 2177 {
1786 if (ParentGroup.RootPart.PhysActor != null) 2178 PhysActor.link(ParentGroup.RootPart.PhysActor);
1787 {
1788 PhysActor.link(ParentGroup.RootPart.PhysActor);
1789 }
1790 } 2179 }
1791 } 2180 }
1792 } 2181 }
1793 } 2182 }
1794 2183
2184 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2185 if (PhysActor.Phantom != phan)
2186 PhysActor.Phantom = phan;
2187
2188
1795 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2189 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
1796 // mesh data. 2190 // mesh data.
1797 if (Shape.SculptEntry) 2191 if (Shape.SculptEntry)
@@ -1924,10 +2318,7 @@ namespace OpenSim.Region.Framework.Scenes
1924 2318
1925 public Vector3 GetForce() 2319 public Vector3 GetForce()
1926 { 2320 {
1927 if (PhysActor != null) 2321 return Force;
1928 return PhysActor.Force;
1929 else
1930 return Vector3.Zero;
1931 } 2322 }
1932 2323
1933 /// <summary> 2324 /// <summary>
@@ -2561,9 +2952,9 @@ namespace OpenSim.Region.Framework.Scenes
2561 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2952 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2562 2953
2563 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2954 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2955 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2956 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2566 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2957 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2567 { 2958 {
2568 ParentGroup.AbsolutePosition = newpos; 2959 ParentGroup.AbsolutePosition = newpos;
2569 return; 2960 return;
@@ -2584,17 +2975,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 2975 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 2976 //Prim's inventory doesn't support non script items yet
2586 2977
2587 lock (TaskInventory) 2978 TaskInventory.LockItemsForRead(true);
2979
2980 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 2981 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2982 if (item.Value.Name == sound)
2590 { 2983 {
2591 if (item.Value.Name == sound) 2984 soundID = item.Value.ItemID;
2592 { 2985 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 2986 }
2597 } 2987 }
2988
2989 TaskInventory.LockItemsForRead(false);
2598 } 2990 }
2599 2991
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2992 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2715,6 +3107,19 @@ namespace OpenSim.Region.Framework.Scenes
2715 APIDTarget = Quaternion.Identity; 3107 APIDTarget = Quaternion.Identity;
2716 } 3108 }
2717 3109
3110
3111
3112 public void ScheduleFullUpdateIfNone()
3113 {
3114 if (ParentGroup == null)
3115 return;
3116
3117// ??? ParentGroup.HasGroupChanged = true;
3118
3119 if (UpdateFlag != UpdateRequired.FULL)
3120 ScheduleFullUpdate();
3121 }
3122
2718 /// <summary> 3123 /// <summary>
2719 /// Schedules this prim for a full update 3124 /// Schedules this prim for a full update
2720 /// </summary> 3125 /// </summary>
@@ -2914,8 +3319,8 @@ namespace OpenSim.Region.Framework.Scenes
2914 { 3319 {
2915 const float ROTATION_TOLERANCE = 0.01f; 3320 const float ROTATION_TOLERANCE = 0.01f;
2916 const float VELOCITY_TOLERANCE = 0.001f; 3321 const float VELOCITY_TOLERANCE = 0.001f;
2917 const float POSITION_TOLERANCE = 0.05f; 3322 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2918 const int TIME_MS_TOLERANCE = 3000; 3323 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2919 3324
2920 switch (UpdateFlag) 3325 switch (UpdateFlag)
2921 { 3326 {
@@ -2977,17 +3382,16 @@ namespace OpenSim.Region.Framework.Scenes
2977 if (!UUID.TryParse(sound, out soundID)) 3382 if (!UUID.TryParse(sound, out soundID))
2978 { 3383 {
2979 // search sound file from inventory 3384 // search sound file from inventory
2980 lock (TaskInventory) 3385 TaskInventory.LockItemsForRead(true);
3386 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2981 { 3387 {
2982 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3388 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2983 { 3389 {
2984 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3390 soundID = item.Value.ItemID;
2985 { 3391 break;
2986 soundID = item.Value.ItemID;
2987 break;
2988 }
2989 } 3392 }
2990 } 3393 }
3394 TaskInventory.LockItemsForRead(false);
2991 } 3395 }
2992 3396
2993 if (soundID == UUID.Zero) 3397 if (soundID == UUID.Zero)
@@ -3072,10 +3476,13 @@ namespace OpenSim.Region.Framework.Scenes
3072 3476
3073 public void SetBuoyancy(float fvalue) 3477 public void SetBuoyancy(float fvalue)
3074 { 3478 {
3479 Buoyancy = fvalue;
3480/*
3075 if (PhysActor != null) 3481 if (PhysActor != null)
3076 { 3482 {
3077 PhysActor.Buoyancy = fvalue; 3483 PhysActor.Buoyancy = fvalue;
3078 } 3484 }
3485 */
3079 } 3486 }
3080 3487
3081 public void SetDieAtEdge(bool p) 3488 public void SetDieAtEdge(bool p)
@@ -3103,23 +3510,83 @@ namespace OpenSim.Region.Framework.Scenes
3103 3510
3104 public void SetForce(Vector3 force) 3511 public void SetForce(Vector3 force)
3105 { 3512 {
3513 Force = force;
3514/*
3106 if (PhysActor != null) 3515 if (PhysActor != null)
3107 { 3516 {
3108 PhysActor.Force = force; 3517 PhysActor.Force = force;
3109 } 3518 }
3519 */
3520 }
3521
3522 public SOPVehicle sopVehicle
3523 {
3524 get
3525 {
3526 return m_vehicle;
3527 }
3528 set
3529 {
3530 m_vehicle = value;
3531 }
3532 }
3533
3534
3535 public int VehicleType
3536 {
3537 get
3538 {
3539 if (m_vehicle == null)
3540 return (int)Vehicle.TYPE_NONE;
3541 else
3542 return (int)m_vehicle.Type;
3543 }
3544 set
3545 {
3546 SetVehicleType(value);
3547 }
3110 } 3548 }
3111 3549
3112 public void SetVehicleType(int type) 3550 public void SetVehicleType(int type)
3113 { 3551 {
3114 if (PhysActor != null) 3552 m_vehicle = null;
3553
3554 if (type == (int)Vehicle.TYPE_NONE)
3555 {
3556 if (_parentID ==0 && PhysActor != null)
3557 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3558 return;
3559 }
3560 m_vehicle = new SOPVehicle();
3561 m_vehicle.ProcessTypeChange((Vehicle)type);
3562 {
3563 if (_parentID ==0 && PhysActor != null)
3564 PhysActor.VehicleType = type;
3565 return;
3566 }
3567 }
3568
3569 public void SetVehicleFlags(int param, bool remove)
3570 {
3571 if (m_vehicle == null)
3572 return;
3573
3574 m_vehicle.ProcessVehicleFlags(param, remove);
3575
3576 if (_parentID ==0 && PhysActor != null)
3115 { 3577 {
3116 PhysActor.VehicleType = type; 3578 PhysActor.VehicleFlags(param, remove);
3117 } 3579 }
3118 } 3580 }
3119 3581
3120 public void SetVehicleFloatParam(int param, float value) 3582 public void SetVehicleFloatParam(int param, float value)
3121 { 3583 {
3122 if (PhysActor != null) 3584 if (m_vehicle == null)
3585 return;
3586
3587 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3588
3589 if (_parentID == 0 && PhysActor != null)
3123 { 3590 {
3124 PhysActor.VehicleFloatParam(param, value); 3591 PhysActor.VehicleFloatParam(param, value);
3125 } 3592 }
@@ -3127,7 +3594,12 @@ namespace OpenSim.Region.Framework.Scenes
3127 3594
3128 public void SetVehicleVectorParam(int param, Vector3 value) 3595 public void SetVehicleVectorParam(int param, Vector3 value)
3129 { 3596 {
3130 if (PhysActor != null) 3597 if (m_vehicle == null)
3598 return;
3599
3600 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3601
3602 if (_parentID == 0 && PhysActor != null)
3131 { 3603 {
3132 PhysActor.VehicleVectorParam(param, value); 3604 PhysActor.VehicleVectorParam(param, value);
3133 } 3605 }
@@ -3135,7 +3607,12 @@ namespace OpenSim.Region.Framework.Scenes
3135 3607
3136 public void SetVehicleRotationParam(int param, Quaternion rotation) 3608 public void SetVehicleRotationParam(int param, Quaternion rotation)
3137 { 3609 {
3138 if (PhysActor != null) 3610 if (m_vehicle == null)
3611 return;
3612
3613 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3614
3615 if (_parentID == 0 && PhysActor != null)
3139 { 3616 {
3140 PhysActor.VehicleRotationParam(param, rotation); 3617 PhysActor.VehicleRotationParam(param, rotation);
3141 } 3618 }
@@ -3322,13 +3799,6 @@ namespace OpenSim.Region.Framework.Scenes
3322 hasProfileCut = hasDimple; // is it the same thing? 3799 hasProfileCut = hasDimple; // is it the same thing?
3323 } 3800 }
3324 3801
3325 public void SetVehicleFlags(int param, bool remove)
3326 {
3327 if (PhysActor != null)
3328 {
3329 PhysActor.VehicleFlags(param, remove);
3330 }
3331 }
3332 3802
3333 public void SetGroup(UUID groupID, IClientAPI client) 3803 public void SetGroup(UUID groupID, IClientAPI client)
3334 { 3804 {
@@ -3431,68 +3901,18 @@ namespace OpenSim.Region.Framework.Scenes
3431 //ParentGroup.ScheduleGroupForFullUpdate(); 3901 //ParentGroup.ScheduleGroupForFullUpdate();
3432 } 3902 }
3433 3903
3434 public void StoreUndoState() 3904 public void StoreUndoState(ObjectChangeType change)
3435 { 3905 {
3436 StoreUndoState(false); 3906 if (m_UndoRedo == null)
3437 } 3907 m_UndoRedo = new UndoRedoState(5);
3438 3908
3439 public void StoreUndoState(bool forGroup) 3909 lock (m_UndoRedo)
3440 {
3441 if (!Undoing)
3442 { 3910 {
3443 if (!IgnoreUndoUpdate) 3911 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3444 { 3912 {
3445 if (ParentGroup != null) 3913 m_UndoRedo.StoreUndo(this, change);
3446 {
3447 lock (m_undo)
3448 {
3449 if (m_undo.Count > 0)
3450 {
3451 UndoState last = m_undo.Peek();
3452 if (last != null)
3453 {
3454 // TODO: May need to fix for group comparison
3455 if (last.Compare(this))
3456 {
3457 // m_log.DebugFormat(
3458 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3459 // Name, LocalId, m_undo.Count);
3460
3461 return;
3462 }
3463 }
3464 }
3465
3466 // m_log.DebugFormat(
3467 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3468 // Name, LocalId, forGroup, m_undo.Count);
3469
3470 if (ParentGroup.GetSceneMaxUndo() > 0)
3471 {
3472 UndoState nUndo = new UndoState(this, forGroup);
3473
3474 m_undo.Push(nUndo);
3475
3476 if (m_redo.Count > 0)
3477 m_redo.Clear();
3478
3479 // m_log.DebugFormat(
3480 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3481 // Name, LocalId, forGroup, m_undo.Count);
3482 }
3483 }
3484 }
3485 } 3914 }
3486// else
3487// {
3488// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3489// }
3490 } 3915 }
3491// else
3492// {
3493// m_log.DebugFormat(
3494// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3495// }
3496 } 3916 }
3497 3917
3498 /// <summary> 3918 /// <summary>
@@ -3502,84 +3922,46 @@ namespace OpenSim.Region.Framework.Scenes
3502 { 3922 {
3503 get 3923 get
3504 { 3924 {
3505 lock (m_undo) 3925 if (m_UndoRedo == null)
3506 return m_undo.Count; 3926 return 0;
3927 return m_UndoRedo.Count;
3507 } 3928 }
3508 } 3929 }
3509 3930
3510 public void Undo() 3931 public void Undo()
3511 { 3932 {
3512 lock (m_undo) 3933 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3513 { 3934 return;
3514// m_log.DebugFormat(
3515// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3516// Name, LocalId, m_undo.Count);
3517
3518 if (m_undo.Count > 0)
3519 {
3520 UndoState goback = m_undo.Pop();
3521
3522 if (goback != null)
3523 {
3524 UndoState nUndo = null;
3525
3526 if (ParentGroup.GetSceneMaxUndo() > 0)
3527 {
3528 nUndo = new UndoState(this, goback.ForGroup);
3529 }
3530
3531 goback.PlaybackState(this);
3532
3533 if (nUndo != null)
3534 m_redo.Push(nUndo);
3535 }
3536 }
3537 3935
3538// m_log.DebugFormat( 3936 lock (m_UndoRedo)
3539// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3937 {
3540// Name, LocalId, m_undo.Count); 3938 Undoing = true;
3939 m_UndoRedo.Undo(this);
3940 Undoing = false;
3541 } 3941 }
3542 } 3942 }
3543 3943
3544 public void Redo() 3944 public void Redo()
3545 { 3945 {
3546 lock (m_undo) 3946 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3547 { 3947 return;
3548// m_log.DebugFormat(
3549// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3550// Name, LocalId, m_redo.Count);
3551
3552 if (m_redo.Count > 0)
3553 {
3554 UndoState gofwd = m_redo.Pop();
3555
3556 if (gofwd != null)
3557 {
3558 if (ParentGroup.GetSceneMaxUndo() > 0)
3559 {
3560 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3561
3562 m_undo.Push(nUndo);
3563 }
3564
3565 gofwd.PlayfwdState(this);
3566 }
3567 3948
3568// m_log.DebugFormat( 3949 lock (m_UndoRedo)
3569// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3950 {
3570// Name, LocalId, m_redo.Count); 3951 Undoing = true;
3571 } 3952 m_UndoRedo.Redo(this);
3953 Undoing = false;
3572 } 3954 }
3573 } 3955 }
3574 3956
3575 public void ClearUndoState() 3957 public void ClearUndoState()
3576 { 3958 {
3577// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3959 if (m_UndoRedo == null || Undoing)
3960 return;
3578 3961
3579 lock (m_undo) 3962 lock (m_UndoRedo)
3580 { 3963 {
3581 m_undo.Clear(); 3964 m_UndoRedo.Clear();
3582 m_redo.Clear();
3583 } 3965 }
3584 } 3966 }
3585 3967
@@ -4209,6 +4591,27 @@ namespace OpenSim.Region.Framework.Scenes
4209 } 4591 }
4210 } 4592 }
4211 4593
4594
4595 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4596 {
4597 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4598 return;
4599
4600 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4601 {
4602 PhysicsShapeType = (byte)physdata.PhysShapeType;
4603
4604 }
4605
4606 if(Density != physdata.Density)
4607 Density = physdata.Density;
4608 if(GravityModifier != physdata.GravitationModifier)
4609 GravityModifier = physdata.GravitationModifier;
4610 if(Friction != physdata.Friction)
4611 Friction = physdata.Friction;
4612 if(Bounciness != physdata.Bounce)
4613 Bounciness = physdata.Bounce;
4614 }
4212 /// <summary> 4615 /// <summary>
4213 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4616 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4214 /// </summary> 4617 /// </summary>
@@ -4216,7 +4619,8 @@ namespace OpenSim.Region.Framework.Scenes
4216 /// <param name="SetTemporary"></param> 4619 /// <param name="SetTemporary"></param>
4217 /// <param name="SetPhantom"></param> 4620 /// <param name="SetPhantom"></param>
4218 /// <param name="SetVD"></param> 4621 /// <param name="SetVD"></param>
4219 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4622// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4623 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4220 { 4624 {
4221 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4625 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4222 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4626 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4226,41 +4630,58 @@ namespace OpenSim.Region.Framework.Scenes
4226 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4630 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4227 return; 4631 return;
4228 4632
4633 // do this first
4634 if (building && PhysActor != null && PhysActor.Building != building)
4635 PhysActor.Building = building;
4636
4229 // Special cases for VD. VD can only be called from a script 4637 // Special cases for VD. VD can only be called from a script
4230 // and can't be combined with changes to other states. So we can rely 4638 // and can't be combined with changes to other states. So we can rely
4231 // that... 4639 // that...
4232 // ... if VD is changed, all others are not. 4640 // ... if VD is changed, all others are not.
4233 // ... if one of the others is changed, VD is not. 4641 // ... if one of the others is changed, VD is not.
4642
4643/*
4234 if (SetVD) // VD is active, special logic applies 4644 if (SetVD) // VD is active, special logic applies
4235 {
4236 // State machine logic for VolumeDetect
4237 // More logic below
4238 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4239 4645
4240 if (phanReset) // Phantom changes from on to off switch VD off too 4646 volume detection is now independent of phantom in sl
4241 { 4647
4242 SetVD = false; // Switch it of for the course of this routine 4648 {
4243 VolumeDetectActive = false; // and also permanently 4649 // State machine logic for VolumeDetect
4244 if (PhysActor != null) 4650 // More logic below
4245 PhysActor.SetVolumeDetect(0); // Let physics know about it too 4651
4246 } 4652
4247 else 4653 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4248 { 4654
4249 // If volumedetect is active we don't want phantom to be applied. 4655 if (phanReset) // Phantom changes from on to off switch VD off too
4250 // If this is a new call to VD out of the state "phantom" 4656 {
4251 // this will also cause the prim to be visible to physics 4657 SetVD = false; // Switch it of for the course of this routine
4658 VolumeDetectActive = false; // and also permanently
4659 if (PhysActor != null)
4660 PhysActor.SetVolumeDetect(0); // Let physics know about it too
4661 }
4662 else
4663 {
4664 // If volumedetect is active we don't want phantom to be applied.
4665 // If this is a new call to VD out of the state "phantom"
4666 // this will also cause the prim to be visible to physics
4252 SetPhantom = false; 4667 SetPhantom = false;
4253 } 4668 }
4669 }
4670 else if (wasVD)
4671 {
4672 // Correspondingly, if VD is turned off, also turn off phantom
4673 SetPhantom = false;
4254 } 4674 }
4255 4675
4256 if (UsePhysics && IsJoint()) 4676 if (UsePhysics && IsJoint())
4257 { 4677 {
4258 SetPhantom = true; 4678 SetPhantom = true;
4259 } 4679 }
4260 4680*/
4261 if (UsePhysics) 4681 if (UsePhysics)
4262 { 4682 {
4263 AddFlag(PrimFlags.Physics); 4683 AddFlag(PrimFlags.Physics);
4684/*
4264 if (!wasUsingPhysics) 4685 if (!wasUsingPhysics)
4265 { 4686 {
4266 DoPhysicsPropertyUpdate(UsePhysics, false); 4687 DoPhysicsPropertyUpdate(UsePhysics, false);
@@ -4273,78 +4694,100 @@ namespace OpenSim.Region.Framework.Scenes
4273 } 4694 }
4274 } 4695 }
4275 } 4696 }
4697 */
4276 } 4698 }
4277 else 4699 else
4278 { 4700 {
4279 RemFlag(PrimFlags.Physics); 4701 RemFlag(PrimFlags.Physics);
4702/*
4280 if (wasUsingPhysics) 4703 if (wasUsingPhysics)
4281 { 4704 {
4282 DoPhysicsPropertyUpdate(UsePhysics, false); 4705 DoPhysicsPropertyUpdate(UsePhysics, false);
4283 } 4706 }
4284 } 4707*/
4708 }
4285 4709
4286 if (SetPhantom 4710 if (SetPhantom)
4287 || ParentGroup.IsAttachment 4711 AddFlag(PrimFlags.Phantom);
4712 else
4713 RemFlag(PrimFlags.Phantom);
4714
4715 if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4288 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4716 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4289 { 4717 {
4290 AddFlag(PrimFlags.Phantom); 4718// AddFlag(PrimFlags.Phantom);
4719
4720 Velocity = new Vector3(0, 0, 0);
4721 Acceleration = new Vector3(0, 0, 0);
4722 if (ParentGroup.RootPart == this)
4723 AngularVelocity = new Vector3(0, 0, 0);
4291 4724
4292 if (PhysActor != null) 4725 if (PhysActor != null)
4726 {
4727 ParentGroup.Scene.RemovePhysicalPrim(1);
4293 RemoveFromPhysics(); 4728 RemoveFromPhysics();
4729 }
4294 } 4730 }
4295 else // Not phantom 4731 else
4296 { 4732 {
4297 RemFlag(PrimFlags.Phantom);
4298
4299 if (ParentGroup.Scene == null) 4733 if (ParentGroup.Scene == null)
4300 return; 4734 return;
4301 4735
4302 if (ParentGroup.Scene.CollidablePrims && PhysActor == null) 4736 if (ParentGroup.Scene.CollidablePrims)
4303 { 4737 {
4304 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4738 if (PhysActor == null)
4305 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4306 string.Format("{0}/{1}", Name, UUID),
4307 Shape,
4308 AbsolutePosition,
4309 Scale,
4310 RotationOffset,
4311 UsePhysics,
4312 m_localId);
4313
4314 PhysActor.SetMaterial(Material);
4315 DoPhysicsPropertyUpdate(UsePhysics, true);
4316
4317 if (!ParentGroup.IsDeleted)
4318 { 4739 {
4319 if (LocalId == ParentGroup.RootPart.LocalId) 4740 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4741 string.Format("{0}/{1}", Name, UUID),
4742 Shape,
4743 AbsolutePosition,
4744 Scale,
4745 GetWorldRotation(), //physics wants world rotation like all other functions send
4746 UsePhysics,
4747 SetPhantom,
4748 PhysicsShapeType,
4749 m_localId);
4750
4751 PhysActor.SetMaterial(Material);
4752
4753 // if root part apply vehicle
4754 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4755 m_vehicle.SetVehicle(PhysActor);
4756
4757 DoPhysicsPropertyUpdate(UsePhysics, true);
4758
4759 if (!ParentGroup.IsDeleted)
4320 { 4760 {
4321 ParentGroup.CheckSculptAndLoad(); 4761 if (LocalId == ParentGroup.RootPart.LocalId)
4762 {
4763 ParentGroup.CheckSculptAndLoad();
4764 }
4322 } 4765 }
4323 }
4324 4766
4325 if ( 4767 if (
4326 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4768 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4769 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || 4770 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4329 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4771 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4330 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4772 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4331 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 4773 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4332 (CollisionSound != UUID.Zero) 4774 (CollisionSound != UUID.Zero)
4333 ) 4775 )
4334 { 4776 {
4335 PhysActor.OnCollisionUpdate += PhysicsCollision; 4777 PhysActor.OnCollisionUpdate += PhysicsCollision;
4336 PhysActor.SubscribeEvents(1000); 4778 PhysActor.SubscribeEvents(1000);
4779 }
4337 } 4780 }
4338 } 4781 else // it already has a physical representation
4339 else // it already has a physical representation
4340 {
4341 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4342
4343 if (!ParentGroup.IsDeleted)
4344 { 4782 {
4345 if (LocalId == ParentGroup.RootPart.LocalId) 4783 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4784
4785 if (!ParentGroup.IsDeleted)
4346 { 4786 {
4347 ParentGroup.CheckSculptAndLoad(); 4787 if (LocalId == ParentGroup.RootPart.LocalId)
4788 {
4789 ParentGroup.CheckSculptAndLoad();
4790 }
4348 } 4791 }
4349 } 4792 }
4350 } 4793 }
@@ -4360,7 +4803,7 @@ namespace OpenSim.Region.Framework.Scenes
4360 if (this.PhysActor != null) 4803 if (this.PhysActor != null)
4361 { 4804 {
4362 PhysActor.SetVolumeDetect(1); 4805 PhysActor.SetVolumeDetect(1);
4363 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4806// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4364 this.VolumeDetectActive = true; 4807 this.VolumeDetectActive = true;
4365 } 4808 }
4366 } 4809 }
@@ -4368,8 +4811,7 @@ namespace OpenSim.Region.Framework.Scenes
4368 { 4811 {
4369 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4812 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4370 // (mumbles, well, at least if you have infinte CPU powers :-)) 4813 // (mumbles, well, at least if you have infinte CPU powers :-))
4371 PhysicsActor pa = this.PhysActor; 4814 if (this.PhysActor != null)
4372 if (pa != null)
4373 { 4815 {
4374 PhysActor.SetVolumeDetect(0); 4816 PhysActor.SetVolumeDetect(0);
4375 } 4817 }
@@ -4387,12 +4829,15 @@ namespace OpenSim.Region.Framework.Scenes
4387 } 4829 }
4388 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4830 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4389 4831
4832 // and last in case we have a new actor and not building
4833 if (PhysActor != null && PhysActor.Building != building)
4834 PhysActor.Building = building;
4390 if (ParentGroup != null) 4835 if (ParentGroup != null)
4391 { 4836 {
4392 ParentGroup.HasGroupChanged = true; 4837 ParentGroup.HasGroupChanged = true;
4393 ScheduleFullUpdate(); 4838 ScheduleFullUpdate();
4394 } 4839 }
4395 4840
4396// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4841// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4397 } 4842 }
4398 4843
@@ -4750,5 +5195,17 @@ namespace OpenSim.Region.Framework.Scenes
4750 Color color = Color; 5195 Color color = Color;
4751 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5196 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4752 } 5197 }
5198
5199 public void ResetOwnerChangeFlag()
5200 {
5201 List<UUID> inv = Inventory.GetInventoryList();
5202
5203 foreach (UUID itemID in inv)
5204 {
5205 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5206 item.OwnerChanged = false;
5207 Inventory.UpdateInventoryItem(item, false, false);
5208 }
5209 }
4753 } 5210 }
4754} 5211}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f7e123b..a2649ee 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 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 List<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.GetPart(group.UUID); 818 SceneObjectPart rootPart = group.GetPart(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 19dab32..ed3a7f1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,26 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null)
757 {
758 Animator.UpdateMovementAnimations();
759 }
760 else
761 {
762 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
763 }
764 }
765 }
766
732 public void RegisterToEvents() 767 public void RegisterToEvents()
733 { 768 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 769 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +833,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 833 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 834 Name, m_scene.RegionInfo.RegionName);
800 835
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 836 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 837
838 if (ParentUUID != UUID.Zero)
839 {
840 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
841 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
842 if (part == null)
843 {
844 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
845 }
846 else
847 {
848 part.ParentGroup.AddAvatar(UUID);
849 if (part.SitTargetPosition != Vector3.Zero)
850 part.SitTargetAvatar = UUID;
851 ParentPosition = part.GetWorldPosition();
852 ParentID = part.LocalId;
853 ParentPart = part;
854 m_pos = m_prevSitOffset;
855 pos = ParentPosition;
856 }
857 ParentUUID = UUID.Zero;
858
859 IsChildAgent = false;
860
861 Animator.TrySetMovementAnimation("SIT");
862 }
863 else
864 {
865 IsChildAgent = false;
866 }
867
805 868
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 869 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 870 if (gm != null)
@@ -811,62 +874,64 @@ namespace OpenSim.Region.Framework.Scenes
811 874
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 875 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 876
814 // Moved this from SendInitialData to ensure that Appearance is initialized 877 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 878 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 879 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 880 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 881 // related to the handling of attachments
882 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
883 if (m_scene.TestBorderCross(pos, Cardinals.E))
884 {
885 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
886 pos.X = crossedBorder.BorderLine.Z - 1;
887 }
823 888
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 889 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 890 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 891 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 892 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 893 }
829 894
830 CheckAndAdjustLandingPoint(ref pos); 895 CheckAndAdjustLandingPoint(ref pos);
831 896
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 897 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 898 {
834 m_log.WarnFormat( 899 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 900 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 901 pos, Name, UUID);
837 902
838 if (pos.X < 0f) pos.X = 0f; 903 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 904 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 905 if (pos.Z < 0f) pos.Z = 0f;
841 } 906 }
842 907
843 float localAVHeight = 1.56f; 908 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 909 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 910 localAVHeight = Appearance.AvatarHeight;
846 911
847 float posZLimit = 0; 912 float posZLimit = 0;
848 913
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 914 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 915 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 916
852 float newPosZ = posZLimit + localAVHeight / 2; 917 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 918 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 919 {
855 pos.Z = newPosZ; 920 pos.Z = newPosZ;
856 } 921 }
857 AbsolutePosition = pos; 922 AbsolutePosition = pos;
858 923
859 AddToPhysicalScene(isFlying); 924 AddToPhysicalScene(isFlying);
860 925
861 if (ForceFly) 926 if (ForceFly)
862 { 927 {
863 Flying = true; 928 Flying = true;
864 } 929 }
865 else if (FlyDisabled) 930 else if (FlyDisabled)
866 { 931 {
867 Flying = false; 932 Flying = false;
933 }
868 } 934 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 935 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 936 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 937 // elsewhere anyway
@@ -884,14 +949,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 949 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 950 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 951 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 952 Util.FireAndForget(delegate(object x) {
888 { 953 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 954 {
890 sog.ResumeScripts(); 955 sog.ScheduleGroupForFullUpdate();
891 } 956 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
957 sog.ResumeScripts();
958 }
959 });
892 } 960 }
893 } 961 }
894 962
963 SendAvatarDataToAllAgents();
964
895 // send the animations of the other presences to me 965 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 966 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 967 {
@@ -905,6 +975,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 975 MovementFlag = 0;
906 976
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 977 m_scene.EventManager.TriggerOnMakeRootAgent(this);
978
979 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 980 }
909 981
910 public int GetStateSource() 982 public int GetStateSource()
@@ -932,6 +1004,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1004 /// </remarks>
933 public void MakeChildAgent() 1005 public void MakeChildAgent()
934 { 1006 {
1007 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1008
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1009 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1010
937 // Reset these so that teleporting in and walking out isn't seen 1011 // Reset these so that teleporting in and walking out isn't seen
@@ -1689,9 +1763,9 @@ namespace OpenSim.Region.Framework.Scenes
1689 if (pos.Z - terrainHeight < 0.2) 1763 if (pos.Z - terrainHeight < 0.2)
1690 pos.Z = terrainHeight; 1764 pos.Z = terrainHeight;
1691 1765
1692 m_log.DebugFormat( 1766// m_log.DebugFormat(
1693 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1767// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1694 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1768// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1695 1769
1696 if (noFly) 1770 if (noFly)
1697 Flying = false; 1771 Flying = false;
@@ -1748,8 +1822,11 @@ namespace OpenSim.Region.Framework.Scenes
1748// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1822// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1749 1823
1750 SitGround = false; 1824 SitGround = false;
1825
1826/* move this down so avatar gets physical in the new position and not where it is siting
1751 if (PhysicsActor == null) 1827 if (PhysicsActor == null)
1752 AddToPhysicalScene(false); 1828 AddToPhysicalScene(false);
1829 */
1753 1830
1754 if (ParentID != 0) 1831 if (ParentID != 0)
1755 { 1832 {
@@ -1773,6 +1850,7 @@ namespace OpenSim.Region.Framework.Scenes
1773 if (part.SitTargetAvatar == UUID) 1850 if (part.SitTargetAvatar == UUID)
1774 part.SitTargetAvatar = UUID.Zero; 1851 part.SitTargetAvatar = UUID.Zero;
1775 1852
1853 part.ParentGroup.DeleteAvatar(UUID);
1776 ParentPosition = part.GetWorldPosition(); 1854 ParentPosition = part.GetWorldPosition();
1777 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1855 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1778 1856
@@ -1781,6 +1859,10 @@ namespace OpenSim.Region.Framework.Scenes
1781 1859
1782 ParentID = 0; 1860 ParentID = 0;
1783 ParentPart = null; 1861 ParentPart = null;
1862
1863 if (PhysicsActor == null)
1864 AddToPhysicalScene(false);
1865
1784 SendAvatarDataToAllAgents(); 1866 SendAvatarDataToAllAgents();
1785 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1786 1868
@@ -1788,6 +1870,9 @@ namespace OpenSim.Region.Framework.Scenes
1788 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1870 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1789 } 1871 }
1790 1872
1873 else if (PhysicsActor == null)
1874 AddToPhysicalScene(false);
1875
1791 Animator.TrySetMovementAnimation("STAND"); 1876 Animator.TrySetMovementAnimation("STAND");
1792 } 1877 }
1793 1878
@@ -1911,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 1996 forceMouselook = part.GetForceMouselook();
1912 1997
1913 ControllingClient.SendSitResponse( 1998 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1999 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 2000
1916 m_requestedSitTargetUUID = targetID; 2001 m_requestedSitTargetUUID = targetID;
1917 2002
@@ -2193,14 +2278,36 @@ namespace OpenSim.Region.Framework.Scenes
2193 2278
2194 //Quaternion result = (sitTargetOrient * vq) * nq; 2279 //Quaternion result = (sitTargetOrient * vq) * nq;
2195 2280
2196 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2281 double x, y, z, m;
2282
2283 Quaternion r = sitTargetOrient;
2284 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2285
2286 if (Math.Abs(1.0 - m) > 0.000001)
2287 {
2288 m = 1.0 / Math.Sqrt(m);
2289 r.X *= (float)m;
2290 r.Y *= (float)m;
2291 r.Z *= (float)m;
2292 r.W *= (float)m;
2293 }
2294
2295 x = 2 * (r.X * r.Z + r.Y * r.W);
2296 y = 2 * (-r.X * r.W + r.Y * r.Z);
2297 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2298
2299 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2300 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2301 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2197 Rotation = sitTargetOrient; 2302 Rotation = sitTargetOrient;
2198 ParentPosition = part.AbsolutePosition; 2303 ParentPosition = part.AbsolutePosition;
2304 part.ParentGroup.AddAvatar(UUID);
2199 } 2305 }
2200 else 2306 else
2201 { 2307 {
2202 m_pos -= part.AbsolutePosition; 2308 m_pos -= part.AbsolutePosition;
2203 ParentPosition = part.AbsolutePosition; 2309 ParentPosition = part.AbsolutePosition;
2310 part.ParentGroup.AddAvatar(UUID);
2204 2311
2205// m_log.DebugFormat( 2312// m_log.DebugFormat(
2206// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2313// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2298,14 +2405,15 @@ namespace OpenSim.Region.Framework.Scenes
2298 direc.Z *= 2.6f; 2405 direc.Z *= 2.6f;
2299 2406
2300 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2407 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2301 Animator.TrySetMovementAnimation("PREJUMP"); 2408// Animator.TrySetMovementAnimation("PREJUMP");
2302 Animator.TrySetMovementAnimation("JUMP"); 2409// Animator.TrySetMovementAnimation("JUMP");
2303 } 2410 }
2304 } 2411 }
2305 } 2412 }
2306 2413
2307 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2414 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2308 m_forceToApply = direc; 2415 m_forceToApply = direc;
2416 Animator.UpdateMovementAnimations();
2309 } 2417 }
2310 2418
2311 #endregion 2419 #endregion
@@ -3039,6 +3147,9 @@ namespace OpenSim.Region.Framework.Scenes
3039 cAgent.AlwaysRun = SetAlwaysRun; 3147 cAgent.AlwaysRun = SetAlwaysRun;
3040 3148
3041 cAgent.Appearance = new AvatarAppearance(Appearance); 3149 cAgent.Appearance = new AvatarAppearance(Appearance);
3150
3151 cAgent.ParentPart = ParentUUID;
3152 cAgent.SitOffset = m_pos;
3042 3153
3043 lock (scriptedcontrols) 3154 lock (scriptedcontrols)
3044 { 3155 {
@@ -3098,6 +3209,8 @@ namespace OpenSim.Region.Framework.Scenes
3098 CameraAtAxis = cAgent.AtAxis; 3209 CameraAtAxis = cAgent.AtAxis;
3099 CameraLeftAxis = cAgent.LeftAxis; 3210 CameraLeftAxis = cAgent.LeftAxis;
3100 CameraUpAxis = cAgent.UpAxis; 3211 CameraUpAxis = cAgent.UpAxis;
3212 ParentUUID = cAgent.ParentPart;
3213 m_prevSitOffset = cAgent.SitOffset;
3101 3214
3102 // When we get to the point of re-computing neighbors everytime this 3215 // When we get to the point of re-computing neighbors everytime this
3103 // changes, then start using the agent's drawdistance rather than the 3216 // changes, then start using the agent's drawdistance rather than the
@@ -3250,18 +3363,6 @@ namespace OpenSim.Region.Framework.Scenes
3250 if (IsChildAgent) 3363 if (IsChildAgent)
3251 return; 3364 return;
3252 3365
3253 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3254 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3255 // as of this comment the interval is set in AddToPhysicalScene
3256 if (Animator != null)
3257 {
3258// if (m_updateCount > 0)
3259// {
3260 Animator.UpdateMovementAnimations();
3261// m_updateCount--;
3262// }
3263 }
3264
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3366 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3367 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3368
@@ -3304,6 +3405,8 @@ namespace OpenSim.Region.Framework.Scenes
3304 } 3405 }
3305 } 3406 }
3306 3407
3408 RaiseCollisionScriptEvents(coldata);
3409
3307 if (Invulnerable) 3410 if (Invulnerable)
3308 return; 3411 return;
3309 3412
@@ -3815,6 +3918,12 @@ namespace OpenSim.Region.Framework.Scenes
3815 3918
3816 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3919 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3817 { 3920 {
3921 string reason;
3922
3923 // Honor bans
3924 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3925 return;
3926
3818 SceneObjectGroup telehub = null; 3927 SceneObjectGroup telehub = null;
3819 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3928 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3820 { 3929 {
@@ -3854,11 +3963,173 @@ namespace OpenSim.Region.Framework.Scenes
3854 pos = land.LandData.UserLocation; 3963 pos = land.LandData.UserLocation;
3855 } 3964 }
3856 } 3965 }
3857 3966
3858 land.SendLandUpdateToClient(ControllingClient); 3967 land.SendLandUpdateToClient(ControllingClient);
3859 } 3968 }
3860 } 3969 }
3861 3970
3971 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3972 {
3973 lock(m_collisionEventLock)
3974 {
3975 if (m_collisionEventFlag)
3976 return;
3977 m_collisionEventFlag = true;
3978 }
3979
3980 Util.FireAndForget(delegate(object x)
3981 {
3982 try
3983 {
3984 List<uint> thisHitColliders = new List<uint>();
3985 List<uint> endedColliders = new List<uint>();
3986 List<uint> startedColliders = new List<uint>();
3987
3988 foreach (uint localid in coldata.Keys)
3989 {
3990 thisHitColliders.Add(localid);
3991 if (!m_lastColliders.Contains(localid))
3992 {
3993 startedColliders.Add(localid);
3994 }
3995 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3996 }
3997
3998 // calculate things that ended colliding
3999 foreach (uint localID in m_lastColliders)
4000 {
4001 if (!thisHitColliders.Contains(localID))
4002 {
4003 endedColliders.Add(localID);
4004 }
4005 }
4006 //add the items that started colliding this time to the last colliders list.
4007 foreach (uint localID in startedColliders)
4008 {
4009 m_lastColliders.Add(localID);
4010 }
4011 // remove things that ended colliding from the last colliders list
4012 foreach (uint localID in endedColliders)
4013 {
4014 m_lastColliders.Remove(localID);
4015 }
4016
4017 // do event notification
4018 if (startedColliders.Count > 0)
4019 {
4020 ColliderArgs StartCollidingMessage = new ColliderArgs();
4021 List<DetectedObject> colliding = new List<DetectedObject>();
4022 foreach (uint localId in startedColliders)
4023 {
4024 if (localId == 0)
4025 continue;
4026
4027 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4028 string data = "";
4029 if (obj != null)
4030 {
4031 DetectedObject detobj = new DetectedObject();
4032 detobj.keyUUID = obj.UUID;
4033 detobj.nameStr = obj.Name;
4034 detobj.ownerUUID = obj.OwnerID;
4035 detobj.posVector = obj.AbsolutePosition;
4036 detobj.rotQuat = obj.GetWorldRotation();
4037 detobj.velVector = obj.Velocity;
4038 detobj.colliderType = 0;
4039 detobj.groupUUID = obj.GroupID;
4040 colliding.Add(detobj);
4041 }
4042 }
4043
4044 if (colliding.Count > 0)
4045 {
4046 StartCollidingMessage.Colliders = colliding;
4047
4048 foreach (SceneObjectGroup att in GetAttachments())
4049 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4050 }
4051 }
4052
4053 if (endedColliders.Count > 0)
4054 {
4055 ColliderArgs EndCollidingMessage = new ColliderArgs();
4056 List<DetectedObject> colliding = new List<DetectedObject>();
4057 foreach (uint localId in endedColliders)
4058 {
4059 if (localId == 0)
4060 continue;
4061
4062 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4063 string data = "";
4064 if (obj != null)
4065 {
4066 DetectedObject detobj = new DetectedObject();
4067 detobj.keyUUID = obj.UUID;
4068 detobj.nameStr = obj.Name;
4069 detobj.ownerUUID = obj.OwnerID;
4070 detobj.posVector = obj.AbsolutePosition;
4071 detobj.rotQuat = obj.GetWorldRotation();
4072 detobj.velVector = obj.Velocity;
4073 detobj.colliderType = 0;
4074 detobj.groupUUID = obj.GroupID;
4075 colliding.Add(detobj);
4076 }
4077 }
4078
4079 if (colliding.Count > 0)
4080 {
4081 EndCollidingMessage.Colliders = colliding;
4082
4083 foreach (SceneObjectGroup att in GetAttachments())
4084 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4085 }
4086 }
4087
4088 if (thisHitColliders.Count > 0)
4089 {
4090 ColliderArgs CollidingMessage = new ColliderArgs();
4091 List<DetectedObject> colliding = new List<DetectedObject>();
4092 foreach (uint localId in thisHitColliders)
4093 {
4094 if (localId == 0)
4095 continue;
4096
4097 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4098 string data = "";
4099 if (obj != null)
4100 {
4101 DetectedObject detobj = new DetectedObject();
4102 detobj.keyUUID = obj.UUID;
4103 detobj.nameStr = obj.Name;
4104 detobj.ownerUUID = obj.OwnerID;
4105 detobj.posVector = obj.AbsolutePosition;
4106 detobj.rotQuat = obj.GetWorldRotation();
4107 detobj.velVector = obj.Velocity;
4108 detobj.colliderType = 0;
4109 detobj.groupUUID = obj.GroupID;
4110 colliding.Add(detobj);
4111 }
4112 }
4113
4114 if (colliding.Count > 0)
4115 {
4116 CollidingMessage.Colliders = colliding;
4117
4118 lock (m_attachments)
4119 {
4120 foreach (SceneObjectGroup att in m_attachments)
4121 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4122 }
4123 }
4124 }
4125 }
4126 finally
4127 {
4128 m_collisionEventFlag = false;
4129 }
4130 });
4131 }
4132
3862 private void TeleportFlagsDebug() { 4133 private void TeleportFlagsDebug() {
3863 4134
3864 // Some temporary debugging help to show all the TeleportFlags we have... 4135 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3883,6 +4154,5 @@ namespace OpenSim.Region.Framework.Scenes
3883 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4154 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3884 4155
3885 } 4156 }
3886
3887 } 4157 }
3888} 4158}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;