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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs48
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs662
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs133
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs711
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs617
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
15 files changed, 1563 insertions, 807 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index f8af367..958847b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..8a83fe9
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,18 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18}
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index de4c5fb..31ca2ab 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -146,10 +151,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 151 const float PREJUMP_DELAY = 0.25f;
147 152
148 #region Inputs 153 #region Inputs
149 if (m_scenePresence.SitGround) 154
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 155 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 156 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 157
@@ -159,11 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 162
161 // Check control flags 163 // Check control flags
162 bool heldForward = 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
317 { 318 {
318 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
319 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 322 {
322 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 15b5230..e6e414f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -214,8 +214,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 214 {
215 // Needs to determine which engine was running it and use that 215 // Needs to determine which engine was running it and use that
216 // 216 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 217 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 218 }
220 else 219 else
221 { 220 {
@@ -815,8 +814,12 @@ namespace OpenSim.Region.Framework.Scenes
815 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 814 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
816 { 815 {
817 SceneObjectPart part = GetSceneObjectPart(localID); 816 SceneObjectPart part = GetSceneObjectPart(localID);
818 SceneObjectGroup group = part.ParentGroup; 817 SceneObjectGroup group = null;
819 if (group != null) 818 if (part != null)
819 {
820 group = part.ParentGroup;
821 }
822 if (part != null && group != null)
820 { 823 {
821 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 824 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
822 if (item == null) 825 if (item == null)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 57587be..58f890f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -156,6 +156,20 @@ namespace OpenSim.Region.Framework.Scenes
156 156
157 public IXfer XferManager; 157 public IXfer XferManager;
158 158
159 protected ISnmpModule m_snmpService = null;
160 public ISnmpModule SnmpService
161 {
162 get
163 {
164 if (m_snmpService == null)
165 {
166 m_snmpService = RequestModuleInterface<ISnmpModule>();
167 }
168
169 return m_snmpService;
170 }
171 }
172
159 protected IAssetService m_AssetService; 173 protected IAssetService m_AssetService;
160 protected IAuthorizationService m_AuthorizationService; 174 protected IAuthorizationService m_AuthorizationService;
161 175
@@ -602,6 +616,8 @@ namespace OpenSim.Region.Framework.Scenes
602 616
603 // Load region settings 617 // Load region settings
604 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 618 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
619 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
620
605 if (m_storageManager.EstateDataStore != null) 621 if (m_storageManager.EstateDataStore != null)
606 { 622 {
607 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 623 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -1016,6 +1032,15 @@ namespace OpenSim.Region.Framework.Scenes
1016 /// <param name="seconds">float indicating duration before restart.</param> 1032 /// <param name="seconds">float indicating duration before restart.</param>
1017 public virtual void Restart(float seconds) 1033 public virtual void Restart(float seconds)
1018 { 1034 {
1035 Restart(seconds, true);
1036 }
1037
1038 /// <summary>
1039 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1040 /// </summary>
1041 /// <param name="seconds">float indicating duration before restart.</param>
1042 public virtual void Restart(float seconds, bool showDialog)
1043 {
1019 // notifications are done in 15 second increments 1044 // notifications are done in 15 second increments
1020 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1045 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1021 // It's a 'Cancel restart' request. 1046 // It's a 'Cancel restart' request.
@@ -1036,8 +1061,11 @@ namespace OpenSim.Region.Framework.Scenes
1036 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1061 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1037 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1062 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1038 m_restartTimer.Start(); 1063 m_restartTimer.Start();
1039 m_dialogModule.SendNotificationToUsersInRegion( 1064 if (showDialog)
1065 {
1066 m_dialogModule.SendNotificationToUsersInRegion(
1040 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1067 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1068 }
1041 } 1069 }
1042 } 1070 }
1043 1071
@@ -1393,16 +1421,16 @@ namespace OpenSim.Region.Framework.Scenes
1393 // Check if any objects have reached their targets 1421 // Check if any objects have reached their targets
1394 CheckAtTargets(); 1422 CheckAtTargets();
1395 1423
1396 // Update SceneObjectGroups that have scheduled themselves for updates
1397 // Objects queue their updates onto all scene presences
1398 if (m_frame % m_update_objects == 0)
1399 m_sceneGraph.UpdateObjectGroups();
1400
1401 // Run through all ScenePresences looking for updates 1424 // Run through all ScenePresences looking for updates
1402 // Presence updates and queued object updates for each presence are sent to clients 1425 // Presence updates and queued object updates for each presence are sent to clients
1403 if (m_frame % m_update_presences == 0) 1426 if (m_frame % m_update_presences == 0)
1404 m_sceneGraph.UpdatePresences(); 1427 m_sceneGraph.UpdatePresences();
1405 1428
1429 // Update SceneObjectGroups that have scheduled themselves for updates
1430 // Objects queue their updates onto all scene presences
1431 if (m_frame % m_update_objects == 0)
1432 m_sceneGraph.UpdateObjectGroups();
1433
1406 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1434 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1407 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1435 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1408 m_sceneGraph.UpdatePreparePhysics(); 1436 m_sceneGraph.UpdatePreparePhysics();
@@ -2102,7 +2130,7 @@ namespace OpenSim.Region.Framework.Scenes
2102 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2130 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2103 { 2131 {
2104 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2132 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2105 } 2133 }
2106 2134
2107 /// <summary> 2135 /// <summary>
2108 /// Delete every object from the scene 2136 /// Delete every object from the scene
@@ -3412,6 +3440,9 @@ namespace OpenSim.Region.Framework.Scenes
3412 3440
3413 CapsModule.AddCapsHandler(agent.AgentID); 3441 CapsModule.AddCapsHandler(agent.AgentID);
3414 3442
3443 if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
3444 System.Threading.Thread.Sleep(2000);
3445
3415 if (!agent.child) 3446 if (!agent.child)
3416 { 3447 {
3417 if (TestBorderCross(agent.startpos,Cardinals.E)) 3448 if (TestBorderCross(agent.startpos,Cardinals.E))
@@ -3470,6 +3501,8 @@ namespace OpenSim.Region.Framework.Scenes
3470 } 3501 }
3471 } 3502 }
3472 // Honor parcel landing type and position. 3503 // Honor parcel landing type and position.
3504 /*
3505 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3473 if (land != null) 3506 if (land != null)
3474 { 3507 {
3475 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3508 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3477,6 +3510,7 @@ namespace OpenSim.Region.Framework.Scenes
3477 agent.startpos = land.LandData.UserLocation; 3510 agent.startpos = land.LandData.UserLocation;
3478 } 3511 }
3479 } 3512 }
3513 */// This is now handled properly in ScenePresence.MakeRootAgent
3480 } 3514 }
3481 3515
3482 agent.teleportFlags = teleportFlags; 3516 agent.teleportFlags = teleportFlags;
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index bd8ccce..9d0e6f4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
300 d); 300 d);
301 } 301 }
302 } 302 }
303 303
304 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 304 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
305 { 305 {
306 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 306 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1421d0e..3ac34d3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -225,6 +225,30 @@ namespace OpenSim.Region.Framework.Scenes
225 protected internal bool AddRestoredSceneObject( 225 protected internal bool AddRestoredSceneObject(
226 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 226 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
227 { 227 {
228 // KF: Check for out-of-region, move inside and make static.
229 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
230 sceneObject.RootPart.GroupPosition.Y,
231 sceneObject.RootPart.GroupPosition.Z);
232 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 ||
233 npos.X > Constants.RegionSize ||
234 npos.Y > Constants.RegionSize))
235 {
236 if (npos.X < 0.0) npos.X = 1.0f;
237 if (npos.Y < 0.0) npos.Y = 1.0f;
238 if (npos.Z < 0.0) npos.Z = 0.0f;
239 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
240 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
241
242 foreach (SceneObjectPart part in sceneObject.Children.Values)
243 {
244 part.GroupPosition = npos;
245 }
246 sceneObject.RootPart.Velocity = Vector3.Zero;
247 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
248 sceneObject.RootPart.Acceleration = Vector3.Zero;
249 sceneObject.RootPart.Velocity = Vector3.Zero;
250 }
251
228 if (!alreadyPersisted) 252 if (!alreadyPersisted)
229 { 253 {
230 sceneObject.ForceInventoryPersistence(); 254 sceneObject.ForceInventoryPersistence();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f7e46af..1149a20 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8aefd50..1c6f2d1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,78 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114
115 public void lockPartsForRead(bool locked)
116 {
117 if (locked)
118 {
119 if (m_partsLock.RecursiveReadCount > 0)
120 {
121 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
122 m_partsLock.ExitReadLock();
123 }
124 if (m_partsLock.RecursiveWriteCount > 0)
125 {
126 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
127 m_partsLock.ExitWriteLock();
128 }
129
130 while (!m_partsLock.TryEnterReadLock(60000))
131 {
132 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
133 if (m_partsLock.IsWriteLockHeld)
134 {
135 m_partsLock = new System.Threading.ReaderWriterLockSlim();
136 }
137 }
138 }
139 else
140 {
141 if (m_partsLock.RecursiveReadCount > 0)
142 {
143 m_partsLock.ExitReadLock();
144 }
145 }
146 }
147 public void lockPartsForWrite(bool locked)
148 {
149 if (locked)
150 {
151 if (m_partsLock.RecursiveReadCount > 0)
152 {
153 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
154 m_partsLock.ExitReadLock();
155 }
156 if (m_partsLock.RecursiveWriteCount > 0)
157 {
158 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
159 m_partsLock.ExitWriteLock();
160 }
161
162 while (!m_partsLock.TryEnterWriteLock(60000))
163 {
164 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
165 if (m_partsLock.IsWriteLockHeld)
166 {
167 m_partsLock = new System.Threading.ReaderWriterLockSlim();
168 }
169 }
170 }
171 else
172 {
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_partsLock.ExitWriteLock();
176 }
177 }
178 }
109 179
110 public bool HasGroupChanged 180 public bool HasGroupChanged
111 { 181 {
@@ -116,6 +186,32 @@ namespace OpenSim.Region.Framework.Scenes
116 timeLastChanged = DateTime.Now.Ticks; 186 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 187 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 188 timeFirstChanged = DateTime.Now.Ticks;
189 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
190 {
191 if (m_rand == null)
192 {
193 byte[] val = new byte[16];
194 m_rootPart.UUID.ToBytes(val, 0);
195 m_rand = new Random(BitConverter.ToInt32(val, 0));
196 }
197
198 if (m_scene.GetRootAgentCount() == 0)
199 {
200 //If the region is empty, this change has been made by an automated process
201 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
202
203 float factor = 1.5f + (float)(m_rand.NextDouble());
204 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
205 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
206 }
207 else
208 {
209 //If the region is not empty, we want to obey the minimum and maximum persist times
210 //but add a random factor so we stagger the object persistance a little
211 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
212 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
213 }
214 }
119 } 215 }
120 m_hasGroupChanged = value; 216 m_hasGroupChanged = value;
121 } 217 }
@@ -131,8 +227,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 227 return false;
132 if (m_scene.ShuttingDown) 228 if (m_scene.ShuttingDown)
133 return true; 229 return true;
230
231 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
232 {
233 m_maxPersistTime = m_scene.m_persistAfter;
234 m_minPersistTime = m_scene.m_dontPersistBefore;
235 }
236
134 long currentTime = DateTime.Now.Ticks; 237 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 238
239 if (timeLastChanged == 0) timeLastChanged = currentTime;
240 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
241
242 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 243 return true;
137 return false; 244 return false;
138 } 245 }
@@ -258,13 +365,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 365 set
259 { 366 {
260 m_regionHandle = value; 367 m_regionHandle = value;
261 lock (m_parts) 368 lockPartsForRead(true);
262 { 369 {
263 foreach (SceneObjectPart part in m_parts.Values) 370 foreach (SceneObjectPart part in m_parts.Values)
264 { 371 {
372
265 part.RegionHandle = m_regionHandle; 373 part.RegionHandle = m_regionHandle;
374
266 } 375 }
267 } 376 }
377 lockPartsForRead(false);
268 } 378 }
269 } 379 }
270 380
@@ -298,6 +408,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 408 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 409 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 410 }
411
412 lockPartsForRead(true);
413
301 if (RootPart.GetStatusSandbox()) 414 if (RootPart.GetStatusSandbox())
302 { 415 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 416 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,17 +418,18 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 418 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 419 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 420 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
421 lockPartsForRead(false);
308 return; 422 return;
309 } 423 }
310 } 424 }
311 lock (m_parts) 425
426 foreach (SceneObjectPart part in m_parts.Values)
312 { 427 {
313 foreach (SceneObjectPart part in m_parts.Values) 428 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 429 }
318 430
431 lockPartsForRead(false);
432
319 //if (m_rootPart.PhysActor != null) 433 //if (m_rootPart.PhysActor != null)
320 //{ 434 //{
321 //m_rootPart.PhysActor.Position = 435 //m_rootPart.PhysActor.Position =
@@ -457,6 +571,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 571 /// </summary>
458 public SceneObjectGroup() 572 public SceneObjectGroup()
459 { 573 {
574
460 } 575 }
461 576
462 /// <summary> 577 /// <summary>
@@ -473,7 +588,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 588 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 589 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 590 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 591 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 592 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 593 }
479 594
@@ -504,13 +619,16 @@ namespace OpenSim.Region.Framework.Scenes
504 619
505 public void SetFromItemID(UUID AssetId) 620 public void SetFromItemID(UUID AssetId)
506 { 621 {
507 lock (m_parts) 622 lockPartsForRead(true);
508 { 623 {
509 foreach (SceneObjectPart part in m_parts.Values) 624 foreach (SceneObjectPart part in m_parts.Values)
510 { 625 {
626
511 part.FromItemID = AssetId; 627 part.FromItemID = AssetId;
628
512 } 629 }
513 } 630 }
631 lockPartsForRead(false);
514 } 632 }
515 633
516 public UUID GetFromItemID() 634 public UUID GetFromItemID()
@@ -579,10 +697,11 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 697 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 698 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 699
582 lock (m_parts) 700 lockPartsForRead(true);
583 { 701 {
584 foreach (SceneObjectPart part in m_parts.Values) 702 foreach (SceneObjectPart part in m_parts.Values)
585 { 703 {
704
586 Vector3 partscale = part.Scale; 705 Vector3 partscale = part.Scale;
587 Vector3 partoffset = part.OffsetPosition; 706 Vector3 partoffset = part.OffsetPosition;
588 707
@@ -593,8 +712,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 712 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 713 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 714 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
715
596 } 716 }
597 } 717 }
718 lockPartsForRead(false);
719
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 720 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 721 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 722 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +732,11 @@ namespace OpenSim.Region.Framework.Scenes
610 732
611 EntityIntersection result = new EntityIntersection(); 733 EntityIntersection result = new EntityIntersection();
612 734
613 lock (m_parts) 735 lockPartsForRead(true);
614 { 736 {
615 foreach (SceneObjectPart part in m_parts.Values) 737 foreach (SceneObjectPart part in m_parts.Values)
616 { 738 {
739
617 // Temporary commented to stop compiler warning 740 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 741 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 742 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +764,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 764 result.distance = inter.distance;
642 } 765 }
643 } 766 }
767
644 } 768 }
645 } 769 }
770 lockPartsForRead(false);
646 return result; 771 return result;
647 } 772 }
648 773
@@ -655,10 +780,11 @@ namespace OpenSim.Region.Framework.Scenes
655 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 780 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
656 { 781 {
657 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 782 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
658 lock (m_parts) 783 lockPartsForRead(true);
659 { 784 {
660 foreach (SceneObjectPart part in m_parts.Values) 785 foreach (SceneObjectPart part in m_parts.Values)
661 { 786 {
787
662 Vector3 worldPos = part.GetWorldPosition(); 788 Vector3 worldPos = part.GetWorldPosition();
663 Vector3 offset = worldPos - AbsolutePosition; 789 Vector3 offset = worldPos - AbsolutePosition;
664 Quaternion worldRot; 790 Quaternion worldRot;
@@ -717,6 +843,8 @@ namespace OpenSim.Region.Framework.Scenes
717 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 843 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
718 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 844 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
719 845
846
847
720 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 848 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
721 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 849 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
722 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 850 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -888,6 +1016,7 @@ namespace OpenSim.Region.Framework.Scenes
888 minZ = backBottomLeft.Z; 1016 minZ = backBottomLeft.Z;
889 } 1017 }
890 } 1018 }
1019 lockPartsForRead(false);
891 1020
892 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 1021 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
893 1022
@@ -912,21 +1041,29 @@ namespace OpenSim.Region.Framework.Scenes
912 1041
913 public void SaveScriptedState(XmlTextWriter writer) 1042 public void SaveScriptedState(XmlTextWriter writer)
914 { 1043 {
1044 SaveScriptedState(writer, false);
1045 }
1046
1047 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1048 {
915 XmlDocument doc = new XmlDocument(); 1049 XmlDocument doc = new XmlDocument();
916 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1050 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
917 1051
918 // Capture script state while holding the lock 1052 // Capture script state while holding the lock
919 lock (m_parts) 1053 lockPartsForRead(true);
920 { 1054 {
921 foreach (SceneObjectPart part in m_parts.Values) 1055 foreach (SceneObjectPart part in m_parts.Values)
922 { 1056 {
923 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1057
1058 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
924 foreach (UUID itemid in pstates.Keys) 1059 foreach (UUID itemid in pstates.Keys)
925 { 1060 {
926 states.Add(itemid, pstates[itemid]); 1061 states.Add(itemid, pstates[itemid]);
927 } 1062 }
1063
928 } 1064 }
929 } 1065 }
1066 lockPartsForRead(false);
930 1067
931 if (states.Count > 0) 1068 if (states.Count > 0)
932 { 1069 {
@@ -1094,13 +1231,16 @@ namespace OpenSim.Region.Framework.Scenes
1094 1231
1095 public override void UpdateMovement() 1232 public override void UpdateMovement()
1096 { 1233 {
1097 lock (m_parts) 1234 lockPartsForRead(true);
1098 { 1235 {
1099 foreach (SceneObjectPart part in m_parts.Values) 1236 foreach (SceneObjectPart part in m_parts.Values)
1100 { 1237 {
1238
1101 part.UpdateMovement(); 1239 part.UpdateMovement();
1240
1102 } 1241 }
1103 } 1242 }
1243 lockPartsForRead(false);
1104 } 1244 }
1105 1245
1106 public ushort GetTimeDilation() 1246 public ushort GetTimeDilation()
@@ -1144,7 +1284,7 @@ namespace OpenSim.Region.Framework.Scenes
1144 /// <param name="part"></param> 1284 /// <param name="part"></param>
1145 public void AddPart(SceneObjectPart part) 1285 public void AddPart(SceneObjectPart part)
1146 { 1286 {
1147 lock (m_parts) 1287 lockPartsForWrite(true);
1148 { 1288 {
1149 part.SetParent(this); 1289 part.SetParent(this);
1150 m_parts.Add(part.UUID, part); 1290 m_parts.Add(part.UUID, part);
@@ -1154,6 +1294,7 @@ namespace OpenSim.Region.Framework.Scenes
1154 if (part.LinkNum == 2 && RootPart != null) 1294 if (part.LinkNum == 2 && RootPart != null)
1155 RootPart.LinkNum = 1; 1295 RootPart.LinkNum = 1;
1156 } 1296 }
1297 lockPartsForWrite(false);
1157 } 1298 }
1158 1299
1159 /// <summary> 1300 /// <summary>
@@ -1161,28 +1302,33 @@ namespace OpenSim.Region.Framework.Scenes
1161 /// </summary> 1302 /// </summary>
1162 private void UpdateParentIDs() 1303 private void UpdateParentIDs()
1163 { 1304 {
1164 lock (m_parts) 1305 lockPartsForRead(true);
1165 { 1306 {
1166 foreach (SceneObjectPart part in m_parts.Values) 1307 foreach (SceneObjectPart part in m_parts.Values)
1167 { 1308 {
1309
1168 if (part.UUID != m_rootPart.UUID) 1310 if (part.UUID != m_rootPart.UUID)
1169 { 1311 {
1170 part.ParentID = m_rootPart.LocalId; 1312 part.ParentID = m_rootPart.LocalId;
1171 } 1313 }
1314
1172 } 1315 }
1173 } 1316 }
1317 lockPartsForRead(false);
1174 } 1318 }
1175 1319
1176 public void RegenerateFullIDs() 1320 public void RegenerateFullIDs()
1177 { 1321 {
1178 lock (m_parts) 1322 lockPartsForRead(true);
1179 { 1323 {
1180 foreach (SceneObjectPart part in m_parts.Values) 1324 foreach (SceneObjectPart part in m_parts.Values)
1181 { 1325 {
1326
1182 part.UUID = UUID.Random(); 1327 part.UUID = UUID.Random();
1183 1328
1184 } 1329 }
1185 } 1330 }
1331 lockPartsForRead(false);
1186 } 1332 }
1187 1333
1188 // helper provided for parts. 1334 // helper provided for parts.
@@ -1263,27 +1409,32 @@ namespace OpenSim.Region.Framework.Scenes
1263 1409
1264 DetachFromBackup(); 1410 DetachFromBackup();
1265 1411
1266 lock (m_parts) 1412 lockPartsForRead(true);
1413 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1414 lockPartsForRead(false);
1415
1416 foreach (SceneObjectPart part in values)
1267 { 1417 {
1268 foreach (SceneObjectPart part in m_parts.Values)
1269 {
1270// part.Inventory.RemoveScriptInstances(); 1418// part.Inventory.RemoveScriptInstances();
1271 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1419
1420 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1421 {
1422 if (sp.ParentID == LocalId)
1272 { 1423 {
1273 if (avatar.ParentID == LocalId) 1424 sp.StandUp();
1274 { 1425 }
1275 avatar.StandUp();
1276 }
1277 1426
1278 if (!silent) 1427 if (!silent)
1279 { 1428 {
1280 part.UpdateFlag = 0; 1429 part.UpdateFlag = 0;
1281 if (part == m_rootPart) 1430 if (part == m_rootPart)
1282 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1431 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1283 } 1432 }
1284 }); 1433 });
1285 } 1434
1286 } 1435 }
1436
1437
1287 } 1438 }
1288 1439
1289 public void AddScriptLPS(int count) 1440 public void AddScriptLPS(int count)
@@ -1308,17 +1459,20 @@ namespace OpenSim.Region.Framework.Scenes
1308 1459
1309 scriptEvents aggregateScriptEvents=0; 1460 scriptEvents aggregateScriptEvents=0;
1310 1461
1311 lock (m_parts) 1462 lockPartsForRead(true);
1312 { 1463 {
1313 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1314 { 1465 {
1466
1315 if (part == null) 1467 if (part == null)
1316 continue; 1468 continue;
1317 if (part != RootPart) 1469 if (part != RootPart)
1318 part.ObjectFlags = objectflagupdate; 1470 part.ObjectFlags = objectflagupdate;
1319 aggregateScriptEvents |= part.AggregateScriptEvents; 1471 aggregateScriptEvents |= part.AggregateScriptEvents;
1472
1320 } 1473 }
1321 } 1474 }
1475 lockPartsForRead(false);
1322 1476
1323 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1477 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1324 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1478 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1360,42 +1514,52 @@ namespace OpenSim.Region.Framework.Scenes
1360 /// <param name="m_physicalPrim"></param> 1514 /// <param name="m_physicalPrim"></param>
1361 public void ApplyPhysics(bool m_physicalPrim) 1515 public void ApplyPhysics(bool m_physicalPrim)
1362 { 1516 {
1363 lock (m_parts) 1517 lockPartsForRead(true);
1518
1519 if (m_parts.Count > 1)
1364 { 1520 {
1365 if (m_parts.Count > 1) 1521 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1522 lockPartsForRead(false);
1523 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1524 foreach (SceneObjectPart part in values)
1366 { 1525 {
1367 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1526
1368 foreach (SceneObjectPart part in m_parts.Values) 1527 if (part.LocalId != m_rootPart.LocalId)
1369 { 1528 {
1370 if (part.LocalId != m_rootPart.LocalId) 1529 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1371 {
1372 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1373 }
1374 } 1530 }
1375 1531
1376 // Hack to get the physics scene geometries in the right spot
1377 ResetChildPrimPhysicsPositions();
1378 }
1379 else
1380 {
1381 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1382 } 1532 }
1533 // Hack to get the physics scene geometries in the right spot
1534 ResetChildPrimPhysicsPositions();
1535 }
1536 else
1537 {
1538 lockPartsForRead(false);
1539 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1383 } 1540 }
1384 } 1541 }
1385 1542
1386 public void SetOwnerId(UUID userId) 1543 public void SetOwnerId(UUID userId)
1387 { 1544 {
1388 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1545 ForEachPart(delegate(SceneObjectPart part)
1546 {
1547
1548 part.OwnerID = userId;
1549
1550 });
1389 } 1551 }
1390 1552
1391 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1553 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1392 { 1554 {
1393 lock (m_parts) 1555 lockPartsForRead(true);
1556 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1557 lockPartsForRead(false);
1558 foreach (SceneObjectPart part in values)
1394 { 1559 {
1395 foreach (SceneObjectPart part in m_parts.Values) 1560
1396 { 1561 whatToDo(part);
1397 whatToDo(part); 1562
1398 }
1399 } 1563 }
1400 } 1564 }
1401 1565
@@ -1493,10 +1657,11 @@ namespace OpenSim.Region.Framework.Scenes
1493 RootPart.SendFullUpdate( 1657 RootPart.SendFullUpdate(
1494 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1658 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1495 1659
1496 lock (m_parts) 1660 lockPartsForRead(true);
1497 { 1661 {
1498 foreach (SceneObjectPart part in m_parts.Values) 1662 foreach (SceneObjectPart part in m_parts.Values)
1499 { 1663 {
1664
1500 if (part != RootPart) 1665 if (part != RootPart)
1501 part.SendFullUpdate( 1666 part.SendFullUpdate(
1502 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1667 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
@@ -1570,10 +1735,11 @@ namespace OpenSim.Region.Framework.Scenes
1570 1735
1571 List<SceneObjectPart> partList; 1736 List<SceneObjectPart> partList;
1572 1737
1573 lock (m_parts) 1738 lockPartsForRead(true);
1574 { 1739
1575 partList = new List<SceneObjectPart>(m_parts.Values); 1740 partList = new List<SceneObjectPart>(m_parts.Values);
1576 } 1741
1742 lockPartsForRead(false);
1577 1743
1578 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1744 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1579 { 1745 {
@@ -1796,13 +1962,40 @@ namespace OpenSim.Region.Framework.Scenes
1796 } 1962 }
1797 } 1963 }
1798 1964
1965 public void rotLookAt(Quaternion target, float strength, float damping)
1966 {
1967 SceneObjectPart rootpart = m_rootPart;
1968 if (rootpart != null)
1969 {
1970 if (IsAttachment)
1971 {
1972 /*
1973 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1974 if (avatar != null)
1975 {
1976 Rotate the Av?
1977 } */
1978 }
1979 else
1980 {
1981 if (rootpart.PhysActor != null)
1982 { // APID must be implemented in your physics system for this to function.
1983 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1984 rootpart.PhysActor.APIDStrength = strength;
1985 rootpart.PhysActor.APIDDamping = damping;
1986 rootpart.PhysActor.APIDActive = true;
1987 }
1988 }
1989 }
1990 }
1991
1799 public void stopLookAt() 1992 public void stopLookAt()
1800 { 1993 {
1801 SceneObjectPart rootpart = m_rootPart; 1994 SceneObjectPart rootpart = m_rootPart;
1802 if (rootpart != null) 1995 if (rootpart != null)
1803 { 1996 {
1804 if (rootpart.PhysActor != null) 1997 if (rootpart.PhysActor != null)
1805 { 1998 { // APID must be implemented in your physics system for this to function.
1806 rootpart.PhysActor.APIDActive = false; 1999 rootpart.PhysActor.APIDActive = false;
1807 } 2000 }
1808 } 2001 }
@@ -1870,10 +2063,11 @@ namespace OpenSim.Region.Framework.Scenes
1870 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2063 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1871 newPart.SetParent(this); 2064 newPart.SetParent(this);
1872 2065
1873 lock (m_parts) 2066 lockPartsForWrite(true);
1874 { 2067 {
1875 m_parts.Add(newPart.UUID, newPart); 2068 m_parts.Add(newPart.UUID, newPart);
1876 } 2069 }
2070 lockPartsForWrite(false);
1877 2071
1878 SetPartAsNonRoot(newPart); 2072 SetPartAsNonRoot(newPart);
1879 2073
@@ -1936,7 +2130,7 @@ namespace OpenSim.Region.Framework.Scenes
1936 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2130 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1937 // return; 2131 // return;
1938 2132
1939 lock (m_parts) 2133 lockPartsForRead(true);
1940 { 2134 {
1941 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2135 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1942 2136
@@ -1956,9 +2150,12 @@ namespace OpenSim.Region.Framework.Scenes
1956 { 2150 {
1957 if (!IsSelected) 2151 if (!IsSelected)
1958 part.UpdateLookAt(); 2152 part.UpdateLookAt();
2153
1959 part.SendScheduledUpdates(); 2154 part.SendScheduledUpdates();
2155
1960 } 2156 }
1961 } 2157 }
2158 lockPartsForRead(false);
1962 } 2159 }
1963 2160
1964 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2161 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1967,27 +2164,29 @@ namespace OpenSim.Region.Framework.Scenes
1967 2164
1968 RootPart.AddFullUpdateToAvatar(presence); 2165 RootPart.AddFullUpdateToAvatar(presence);
1969 2166
1970 lock (m_parts) 2167 lockPartsForRead(true);
1971 { 2168 {
1972 foreach (SceneObjectPart part in m_parts.Values) 2169 foreach (SceneObjectPart part in m_parts.Values)
1973 { 2170 {
2171
1974 if (part != RootPart) 2172 if (part != RootPart)
1975 part.AddFullUpdateToAvatar(presence); 2173 part.AddFullUpdateToAvatar(presence);
2174
1976 } 2175 }
1977 } 2176 }
2177 lockPartsForRead(false);
1978 } 2178 }
1979 2179
1980 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2180 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1981 { 2181 {
1982// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2182 lockPartsForRead(true);
1983 2183
1984 lock (m_parts) 2184 foreach (SceneObjectPart part in m_parts.Values)
1985 { 2185 {
1986 foreach (SceneObjectPart part in m_parts.Values) 2186 part.AddTerseUpdateToAvatar(presence);
1987 {
1988 part.AddTerseUpdateToAvatar(presence);
1989 }
1990 } 2187 }
2188
2189 lockPartsForRead(false);
1991 } 2190 }
1992 2191
1993 /// <summary> 2192 /// <summary>
@@ -2000,14 +2199,17 @@ namespace OpenSim.Region.Framework.Scenes
2000 checkAtTargets(); 2199 checkAtTargets();
2001 RootPart.ScheduleFullUpdate(); 2200 RootPart.ScheduleFullUpdate();
2002 2201
2003 lock (m_parts) 2202 lockPartsForRead(true);
2004 { 2203 {
2005 foreach (SceneObjectPart part in m_parts.Values) 2204 foreach (SceneObjectPart part in m_parts.Values)
2006 { 2205 {
2206
2007 if (part != RootPart) 2207 if (part != RootPart)
2008 part.ScheduleFullUpdate(); 2208 part.ScheduleFullUpdate();
2209
2009 } 2210 }
2010 } 2211 }
2212 lockPartsForRead(false);
2011 } 2213 }
2012 2214
2013 /// <summary> 2215 /// <summary>
@@ -2015,37 +2217,38 @@ namespace OpenSim.Region.Framework.Scenes
2015 /// </summary> 2217 /// </summary>
2016 public void ScheduleGroupForTerseUpdate() 2218 public void ScheduleGroupForTerseUpdate()
2017 { 2219 {
2018// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2220 lockPartsForRead(true);
2019 2221 foreach (SceneObjectPart part in m_parts.Values)
2020 lock (m_parts)
2021 { 2222 {
2022 foreach (SceneObjectPart part in m_parts.Values) 2223 part.ScheduleTerseUpdate();
2023 {
2024 part.ScheduleTerseUpdate();
2025 }
2026 } 2224 }
2225
2226 lockPartsForRead(false);
2027 } 2227 }
2028 2228
2029 /// <summary> 2229 /// <summary>
2030 /// Immediately send a full update for this scene object. 2230 /// Immediately send a full update for this scene object.
2031 /// </summary> 2231 /// </summary>
2032 public void SendGroupFullUpdate() 2232 public void SendGroupFullUpdate()
2033 { 2233 {
2034 if (IsDeleted) 2234 if (IsDeleted)
2035 return; 2235 return;
2036 2236
2037// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2237// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2038 2238
2039 RootPart.SendFullUpdateToAllClients(); 2239 RootPart.SendFullUpdateToAllClients();
2040 2240
2041 lock (m_parts) 2241 lockPartsForRead(true);
2042 { 2242 {
2043 foreach (SceneObjectPart part in m_parts.Values) 2243 foreach (SceneObjectPart part in m_parts.Values)
2044 { 2244 {
2245
2045 if (part != RootPart) 2246 if (part != RootPart)
2046 part.SendFullUpdateToAllClients(); 2247 part.SendFullUpdateToAllClients();
2248
2047 } 2249 }
2048 } 2250 }
2251 lockPartsForRead(false);
2049 } 2252 }
2050 2253
2051 /// <summary> 2254 /// <summary>
@@ -2077,14 +2280,15 @@ namespace OpenSim.Region.Framework.Scenes
2077 { 2280 {
2078 if (IsDeleted) 2281 if (IsDeleted)
2079 return; 2282 return;
2080 2283
2081 lock (m_parts) 2284 lockPartsForRead(true);
2082 { 2285 {
2083 foreach (SceneObjectPart part in m_parts.Values) 2286 foreach (SceneObjectPart part in m_parts.Values)
2084 { 2287 {
2085 part.SendTerseUpdateToAllClients(); 2288 part.SendTerseUpdateToAllClients();
2086 } 2289 }
2087 } 2290 }
2291 lockPartsForRead(false);
2088 } 2292 }
2089 2293
2090 #endregion 2294 #endregion
@@ -2098,16 +2302,18 @@ namespace OpenSim.Region.Framework.Scenes
2098 /// <returns>null if no child part with that linknum or child part</returns> 2302 /// <returns>null if no child part with that linknum or child part</returns>
2099 public SceneObjectPart GetLinkNumPart(int linknum) 2303 public SceneObjectPart GetLinkNumPart(int linknum)
2100 { 2304 {
2101 lock (m_parts) 2305 lockPartsForRead(true);
2102 { 2306 {
2103 foreach (SceneObjectPart part in m_parts.Values) 2307 foreach (SceneObjectPart part in m_parts.Values)
2104 { 2308 {
2105 if (part.LinkNum == linknum) 2309 if (part.LinkNum == linknum)
2106 { 2310 {
2311 lockPartsForRead(false);
2107 return part; 2312 return part;
2108 } 2313 }
2109 } 2314 }
2110 } 2315 }
2316 lockPartsForRead(false);
2111 2317
2112 return null; 2318 return null;
2113 } 2319 }
@@ -2135,17 +2341,19 @@ namespace OpenSim.Region.Framework.Scenes
2135 public SceneObjectPart GetChildPart(uint localID) 2341 public SceneObjectPart GetChildPart(uint localID)
2136 { 2342 {
2137 //m_log.DebugFormat("Entered looking for {0}", localID); 2343 //m_log.DebugFormat("Entered looking for {0}", localID);
2138 lock (m_parts) 2344 lockPartsForRead(true);
2139 { 2345 {
2140 foreach (SceneObjectPart part in m_parts.Values) 2346 foreach (SceneObjectPart part in m_parts.Values)
2141 { 2347 {
2142 //m_log.DebugFormat("Found {0}", part.LocalId); 2348 //m_log.DebugFormat("Found {0}", part.LocalId);
2143 if (part.LocalId == localID) 2349 if (part.LocalId == localID)
2144 { 2350 {
2351 lockPartsForRead(false);
2145 return part; 2352 return part;
2146 } 2353 }
2147 } 2354 }
2148 } 2355 }
2356 lockPartsForRead(false);
2149 2357
2150 return null; 2358 return null;
2151 } 2359 }
@@ -2175,17 +2383,19 @@ namespace OpenSim.Region.Framework.Scenes
2175 public bool HasChildPrim(uint localID) 2383 public bool HasChildPrim(uint localID)
2176 { 2384 {
2177 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2385 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2178 lock (m_parts) 2386 lockPartsForRead(true);
2179 { 2387 {
2180 foreach (SceneObjectPart part in m_parts.Values) 2388 foreach (SceneObjectPart part in m_parts.Values)
2181 { 2389 {
2182 //m_log.DebugFormat("Found {0}", part.LocalId); 2390 //m_log.DebugFormat("Found {0}", part.LocalId);
2183 if (part.LocalId == localID) 2391 if (part.LocalId == localID)
2184 { 2392 {
2393 lockPartsForRead(false);
2185 return true; 2394 return true;
2186 } 2395 }
2187 } 2396 }
2188 } 2397 }
2398 lockPartsForRead(false);
2189 2399
2190 return false; 2400 return false;
2191 } 2401 }
@@ -2235,53 +2445,57 @@ namespace OpenSim.Region.Framework.Scenes
2235 if (m_rootPart.LinkNum == 0) 2445 if (m_rootPart.LinkNum == 0)
2236 m_rootPart.LinkNum = 1; 2446 m_rootPart.LinkNum = 1;
2237 2447
2238 lock (m_parts) 2448 lockPartsForWrite(true);
2239 { 2449
2240 m_parts.Add(linkPart.UUID, linkPart); 2450 m_parts.Add(linkPart.UUID, linkPart);
2241 2451
2242 // Insert in terms of link numbers, the new links 2452 lockPartsForWrite(false);
2243 // before the current ones (with the exception of 2453
2244 // the root prim. Shuffle the old ones up 2454 // Insert in terms of link numbers, the new links
2245 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2455 // before the current ones (with the exception of
2456 // the root prim. Shuffle the old ones up
2457 lockPartsForRead(true);
2458 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2459 {
2460 if (kvp.Value.LinkNum != 1)
2246 { 2461 {
2247 if (kvp.Value.LinkNum != 1) 2462 // Don't update root prim link number
2248 { 2463 kvp.Value.LinkNum += objectGroup.PrimCount;
2249 // Don't update root prim link number
2250 kvp.Value.LinkNum += objectGroup.PrimCount;
2251 }
2252 } 2464 }
2465 }
2466 lockPartsForRead(false);
2253 2467
2254 linkPart.LinkNum = 2; 2468 linkPart.LinkNum = 2;
2255 2469
2256 linkPart.SetParent(this); 2470 linkPart.SetParent(this);
2257 linkPart.AddFlag(PrimFlags.CreateSelected); 2471 linkPart.AddFlag(PrimFlags.CreateSelected);
2258 2472
2259 //if (linkPart.PhysActor != null) 2473 //if (linkPart.PhysActor != null)
2260 //{ 2474 //{
2261 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2475 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2262 2476
2263 //linkPart.PhysActor = null; 2477 //linkPart.PhysActor = null;
2264 //} 2478 //}
2265 2479
2266 //TODO: rest of parts 2480 //TODO: rest of parts
2267 int linkNum = 3; 2481 int linkNum = 3;
2268 foreach (SceneObjectPart part in objectGroup.Children.Values) 2482 foreach (SceneObjectPart part in objectGroup.Children.Values)
2483 {
2484 if (part.UUID != objectGroup.m_rootPart.UUID)
2269 { 2485 {
2270 if (part.UUID != objectGroup.m_rootPart.UUID) 2486 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2271 {
2272 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2273 }
2274 part.ClearUndoState();
2275 } 2487 }
2488 part.ClearUndoState();
2276 } 2489 }
2277 2490
2278 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2491 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2279 objectGroup.m_isDeleted = true; 2492 objectGroup.m_isDeleted = true;
2493
2494 objectGroup.lockPartsForWrite(true);
2280 2495
2281 lock (objectGroup.m_parts) 2496 objectGroup.m_parts.Clear();
2282 { 2497
2283 objectGroup.m_parts.Clear(); 2498 objectGroup.lockPartsForWrite(false);
2284 }
2285 2499
2286 // Can't do this yet since backup still makes use of the root part without any synchronization 2500 // Can't do this yet since backup still makes use of the root part without any synchronization
2287// objectGroup.m_rootPart = null; 2501// objectGroup.m_rootPart = null;
@@ -2351,11 +2565,12 @@ namespace OpenSim.Region.Framework.Scenes
2351 Quaternion worldRot = linkPart.GetWorldRotation(); 2565 Quaternion worldRot = linkPart.GetWorldRotation();
2352 2566
2353 // Remove the part from this object 2567 // Remove the part from this object
2354 lock (m_parts) 2568 lockPartsForWrite(true);
2355 { 2569 {
2356 m_parts.Remove(linkPart.UUID); 2570 m_parts.Remove(linkPart.UUID);
2357 } 2571 }
2358 2572 lockPartsForWrite(false);
2573 lockPartsForRead(true);
2359 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2574 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2360 RootPart.LinkNum = 0; 2575 RootPart.LinkNum = 0;
2361 else 2576 else
@@ -2366,6 +2581,7 @@ namespace OpenSim.Region.Framework.Scenes
2366 p.LinkNum--; 2581 p.LinkNum--;
2367 } 2582 }
2368 } 2583 }
2584 lockPartsForRead(false);
2369 2585
2370 linkPart.ParentID = 0; 2586 linkPart.ParentID = 0;
2371 linkPart.LinkNum = 0; 2587 linkPart.LinkNum = 0;
@@ -2687,9 +2903,12 @@ namespace OpenSim.Region.Framework.Scenes
2687 2903
2688 if (selectionPart != null) 2904 if (selectionPart != null)
2689 { 2905 {
2690 lock (m_parts) 2906 lockPartsForRead(true);
2907 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2908 lockPartsForRead(false);
2909 foreach (SceneObjectPart part in parts)
2691 { 2910 {
2692 foreach (SceneObjectPart part in m_parts.Values) 2911 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2693 { 2912 {
2694 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2913 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2695 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2914 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2699,12 +2918,13 @@ namespace OpenSim.Region.Framework.Scenes
2699 break; 2918 break;
2700 } 2919 }
2701 } 2920 }
2921 }
2702 2922
2703 foreach (SceneObjectPart part in m_parts.Values) 2923 foreach (SceneObjectPart part in parts)
2704 { 2924 {
2705 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2925 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2706 }
2707 } 2926 }
2927
2708 } 2928 }
2709 } 2929 }
2710 2930
@@ -2790,11 +3010,9 @@ namespace OpenSim.Region.Framework.Scenes
2790 scale.Y = m_scene.m_maxNonphys; 3010 scale.Y = m_scene.m_maxNonphys;
2791 if (scale.Z > m_scene.m_maxNonphys) 3011 if (scale.Z > m_scene.m_maxNonphys)
2792 scale.Z = m_scene.m_maxNonphys; 3012 scale.Z = m_scene.m_maxNonphys;
2793
2794 SceneObjectPart part = GetChildPart(localID); 3013 SceneObjectPart part = GetChildPart(localID);
2795 if (part != null) 3014 if (part != null)
2796 { 3015 {
2797 part.Resize(scale);
2798 if (part.PhysActor != null) 3016 if (part.PhysActor != null)
2799 { 3017 {
2800 if (part.PhysActor.IsPhysical) 3018 if (part.PhysActor.IsPhysical)
@@ -2809,7 +3027,7 @@ namespace OpenSim.Region.Framework.Scenes
2809 part.PhysActor.Size = scale; 3027 part.PhysActor.Size = scale;
2810 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3028 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2811 } 3029 }
2812 //if (part.UUID != m_rootPart.UUID) 3030 part.Resize(scale);
2813 3031
2814 HasGroupChanged = true; 3032 HasGroupChanged = true;
2815 ScheduleGroupForFullUpdate(); 3033 ScheduleGroupForFullUpdate();
@@ -2851,73 +3069,71 @@ namespace OpenSim.Region.Framework.Scenes
2851 float y = (scale.Y / part.Scale.Y); 3069 float y = (scale.Y / part.Scale.Y);
2852 float z = (scale.Z / part.Scale.Z); 3070 float z = (scale.Z / part.Scale.Z);
2853 3071
2854 lock (m_parts) 3072 lockPartsForRead(true);
3073 if (x > 1.0f || y > 1.0f || z > 1.0f)
2855 { 3074 {
2856 if (x > 1.0f || y > 1.0f || z > 1.0f) 3075 foreach (SceneObjectPart obPart in m_parts.Values)
2857 { 3076 {
2858 foreach (SceneObjectPart obPart in m_parts.Values) 3077 if (obPart.UUID != m_rootPart.UUID)
2859 { 3078 {
2860 if (obPart.UUID != m_rootPart.UUID) 3079 Vector3 oldSize = new Vector3(obPart.Scale);
2861 { 3080 obPart.IgnoreUndoUpdate = true;
2862 obPart.IgnoreUndoUpdate = true;
2863 Vector3 oldSize = new Vector3(obPart.Scale);
2864 3081
2865 float f = 1.0f; 3082 float f = 1.0f;
2866 float a = 1.0f; 3083 float a = 1.0f;
2867 3084
2868 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3085 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3086 {
3087 if (oldSize.X*x > m_scene.m_maxPhys)
2869 { 3088 {
2870 if (oldSize.X*x > m_scene.m_maxPhys) 3089 f = m_scene.m_maxPhys / oldSize.X;
2871 { 3090 a = f / x;
2872 f = m_scene.m_maxPhys / oldSize.X; 3091 x *= a;
2873 a = f / x; 3092 y *= a;
2874 x *= a; 3093 z *= a;
2875 y *= a;
2876 z *= a;
2877 }
2878 if (oldSize.Y*y > m_scene.m_maxPhys)
2879 {
2880 f = m_scene.m_maxPhys / oldSize.Y;
2881 a = f / y;
2882 x *= a;
2883 y *= a;
2884 z *= a;
2885 }
2886 if (oldSize.Z*z > m_scene.m_maxPhys)
2887 {
2888 f = m_scene.m_maxPhys / oldSize.Z;
2889 a = f / z;
2890 x *= a;
2891 y *= a;
2892 z *= a;
2893 }
2894 } 3094 }
2895 else 3095 if (oldSize.Y*y > m_scene.m_maxPhys)
3096 {
3097 f = m_scene.m_maxPhys / oldSize.Y;
3098 a = f / y;
3099 x *= a;
3100 y *= a;
3101 z *= a;
3102 }
3103 if (oldSize.Z*z > m_scene.m_maxPhys)
3104 {
3105 f = m_scene.m_maxPhys / oldSize.Z;
3106 a = f / z;
3107 x *= a;
3108 y *= a;
3109 z *= a;
3110 }
3111 }
3112 else
3113 {
3114 if (oldSize.X*x > m_scene.m_maxNonphys)
2896 { 3115 {
2897 if (oldSize.X*x > m_scene.m_maxNonphys) 3116 f = m_scene.m_maxNonphys / oldSize.X;
2898 { 3117 a = f / x;
2899 f = m_scene.m_maxNonphys / oldSize.X; 3118 x *= a;
2900 a = f / x; 3119 y *= a;
2901 x *= a; 3120 z *= a;
2902 y *= a; 3121 }
2903 z *= a; 3122 if (oldSize.Y*y > m_scene.m_maxNonphys)
2904 } 3123 {
2905 if (oldSize.Y*y > m_scene.m_maxNonphys) 3124 f = m_scene.m_maxNonphys / oldSize.Y;
2906 { 3125 a = f / y;
2907 f = m_scene.m_maxNonphys / oldSize.Y; 3126 x *= a;
2908 a = f / y; 3127 y *= a;
2909 x *= a; 3128 z *= a;
2910 y *= a; 3129 }
2911 z *= a; 3130 if (oldSize.Z*z > m_scene.m_maxNonphys)
2912 } 3131 {
2913 if (oldSize.Z*z > m_scene.m_maxNonphys) 3132 f = m_scene.m_maxNonphys / oldSize.Z;
2914 { 3133 a = f / z;
2915 f = m_scene.m_maxNonphys / oldSize.Z; 3134 x *= a;
2916 a = f / z; 3135 y *= a;
2917 x *= a; 3136 z *= a;
2918 y *= a;
2919 z *= a;
2920 }
2921 } 3137 }
2922 obPart.IgnoreUndoUpdate = false; 3138 obPart.IgnoreUndoUpdate = false;
2923 obPart.StoreUndoState(); 3139 obPart.StoreUndoState();
@@ -2925,6 +3141,7 @@ namespace OpenSim.Region.Framework.Scenes
2925 } 3141 }
2926 } 3142 }
2927 } 3143 }
3144 lockPartsForRead(false);
2928 3145
2929 Vector3 prevScale = part.Scale; 3146 Vector3 prevScale = part.Scale;
2930 prevScale.X *= x; 3147 prevScale.X *= x;
@@ -2932,7 +3149,7 @@ namespace OpenSim.Region.Framework.Scenes
2932 prevScale.Z *= z; 3149 prevScale.Z *= z;
2933 part.Resize(prevScale); 3150 part.Resize(prevScale);
2934 3151
2935 lock (m_parts) 3152 lockPartsForRead(true);
2936 { 3153 {
2937 foreach (SceneObjectPart obPart in m_parts.Values) 3154 foreach (SceneObjectPart obPart in m_parts.Values)
2938 { 3155 {
@@ -2954,6 +3171,7 @@ namespace OpenSim.Region.Framework.Scenes
2954 obPart.StoreUndoState(); 3171 obPart.StoreUndoState();
2955 } 3172 }
2956 } 3173 }
3174 lockPartsForRead(false);
2957 3175
2958 if (part.PhysActor != null) 3176 if (part.PhysActor != null)
2959 { 3177 {
@@ -3056,7 +3274,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 axDiff *= Quaternion.Inverse(partRotation); 3274 axDiff *= Quaternion.Inverse(partRotation);
3057 diff = axDiff; 3275 diff = axDiff;
3058 3276
3059 lock (m_parts) 3277 lockPartsForRead(true);
3060 { 3278 {
3061 foreach (SceneObjectPart obPart in m_parts.Values) 3279 foreach (SceneObjectPart obPart in m_parts.Values)
3062 { 3280 {
@@ -3066,6 +3284,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 } 3284 }
3067 } 3285 }
3068 } 3286 }
3287 lockPartsForRead(false);
3069 3288
3070 AbsolutePosition = newPos; 3289 AbsolutePosition = newPos;
3071 3290
@@ -3199,25 +3418,25 @@ namespace OpenSim.Region.Framework.Scenes
3199 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3418 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3200 } 3419 }
3201 3420
3202 lock (m_parts) 3421 lockPartsForRead(true);
3422
3423 foreach (SceneObjectPart prim in m_parts.Values)
3203 { 3424 {
3204 foreach (SceneObjectPart prim in m_parts.Values) 3425 if (prim.UUID != m_rootPart.UUID)
3205 { 3426 {
3206 if (prim.UUID != m_rootPart.UUID) 3427 prim.IgnoreUndoUpdate = true;
3207 { 3428 Vector3 axPos = prim.OffsetPosition;
3208 prim.IgnoreUndoUpdate = true; 3429 axPos *= oldParentRot;
3209 Vector3 axPos = prim.OffsetPosition; 3430 axPos *= Quaternion.Inverse(axRot);
3210 axPos *= oldParentRot; 3431 prim.OffsetPosition = axPos;
3211 axPos *= Quaternion.Inverse(axRot); 3432 Quaternion primsRot = prim.RotationOffset;
3212 prim.OffsetPosition = axPos; 3433 Quaternion newRot = primsRot * oldParentRot;
3213 Quaternion primsRot = prim.RotationOffset; 3434 newRot *= Quaternion.Inverse(axRot);
3214 Quaternion newRot = primsRot * oldParentRot; 3435 prim.RotationOffset = newRot;
3215 newRot *= Quaternion.Inverse(axRot); 3436 prim.ScheduleTerseUpdate();
3216 prim.RotationOffset = newRot;
3217 prim.ScheduleTerseUpdate();
3218 }
3219 } 3437 }
3220 } 3438 }
3439
3221 foreach (SceneObjectPart childpart in Children.Values) 3440 foreach (SceneObjectPart childpart in Children.Values)
3222 { 3441 {
3223 if (childpart != m_rootPart) 3442 if (childpart != m_rootPart)
@@ -3226,6 +3445,9 @@ namespace OpenSim.Region.Framework.Scenes
3226 childpart.StoreUndoState(); 3445 childpart.StoreUndoState();
3227 } 3446 }
3228 } 3447 }
3448
3449 lockPartsForRead(false);
3450
3229 m_rootPart.ScheduleTerseUpdate(); 3451 m_rootPart.ScheduleTerseUpdate();
3230 } 3452 }
3231 3453
@@ -3347,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3347 if (atTargets.Count > 0) 3569 if (atTargets.Count > 0)
3348 { 3570 {
3349 uint[] localids = new uint[0]; 3571 uint[] localids = new uint[0];
3350 lock (m_parts) 3572 lockPartsForRead(true);
3351 { 3573 {
3352 localids = new uint[m_parts.Count]; 3574 localids = new uint[m_parts.Count];
3353 int cntr = 0; 3575 int cntr = 0;
@@ -3357,6 +3579,7 @@ namespace OpenSim.Region.Framework.Scenes
3357 cntr++; 3579 cntr++;
3358 } 3580 }
3359 } 3581 }
3582 lockPartsForRead(false);
3360 3583
3361 for (int ctr = 0; ctr < localids.Length; ctr++) 3584 for (int ctr = 0; ctr < localids.Length; ctr++)
3362 { 3585 {
@@ -3375,7 +3598,7 @@ namespace OpenSim.Region.Framework.Scenes
3375 { 3598 {
3376 //trigger not_at_target 3599 //trigger not_at_target
3377 uint[] localids = new uint[0]; 3600 uint[] localids = new uint[0];
3378 lock (m_parts) 3601 lockPartsForRead(true);
3379 { 3602 {
3380 localids = new uint[m_parts.Count]; 3603 localids = new uint[m_parts.Count];
3381 int cntr = 0; 3604 int cntr = 0;
@@ -3385,7 +3608,8 @@ namespace OpenSim.Region.Framework.Scenes
3385 cntr++; 3608 cntr++;
3386 } 3609 }
3387 } 3610 }
3388 3611 lockPartsForRead(false);
3612
3389 for (int ctr = 0; ctr < localids.Length; ctr++) 3613 for (int ctr = 0; ctr < localids.Length; ctr++)
3390 { 3614 {
3391 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3615 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3477,19 +3701,20 @@ namespace OpenSim.Region.Framework.Scenes
3477 public float GetMass() 3701 public float GetMass()
3478 { 3702 {
3479 float retmass = 0f; 3703 float retmass = 0f;
3480 lock (m_parts) 3704 lockPartsForRead(true);
3481 { 3705 {
3482 foreach (SceneObjectPart part in m_parts.Values) 3706 foreach (SceneObjectPart part in m_parts.Values)
3483 { 3707 {
3484 retmass += part.GetMass(); 3708 retmass += part.GetMass();
3485 } 3709 }
3486 } 3710 }
3711 lockPartsForRead(false);
3487 return retmass; 3712 return retmass;
3488 } 3713 }
3489 3714
3490 public void CheckSculptAndLoad() 3715 public void CheckSculptAndLoad()
3491 { 3716 {
3492 lock (m_parts) 3717 lockPartsForRead(true);
3493 { 3718 {
3494 if (!IsDeleted) 3719 if (!IsDeleted)
3495 { 3720 {
@@ -3514,6 +3739,7 @@ namespace OpenSim.Region.Framework.Scenes
3514 } 3739 }
3515 } 3740 }
3516 } 3741 }
3742 lockPartsForRead(false);
3517 } 3743 }
3518 3744
3519 protected void AssetReceived(string id, Object sender, AssetBase asset) 3745 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3534,7 +3760,7 @@ namespace OpenSim.Region.Framework.Scenes
3534 /// <param name="client"></param> 3760 /// <param name="client"></param>
3535 public void SetGroup(UUID GroupID, IClientAPI client) 3761 public void SetGroup(UUID GroupID, IClientAPI client)
3536 { 3762 {
3537 lock (m_parts) 3763 lockPartsForRead(true);
3538 { 3764 {
3539 foreach (SceneObjectPart part in m_parts.Values) 3765 foreach (SceneObjectPart part in m_parts.Values)
3540 { 3766 {
@@ -3544,6 +3770,7 @@ namespace OpenSim.Region.Framework.Scenes
3544 3770
3545 HasGroupChanged = true; 3771 HasGroupChanged = true;
3546 } 3772 }
3773 lockPartsForRead(false);
3547 3774
3548 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3775 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3549 // for the same object with very different properties. The caller must schedule the update. 3776 // for the same object with very different properties. The caller must schedule the update.
@@ -3565,11 +3792,12 @@ namespace OpenSim.Region.Framework.Scenes
3565 3792
3566 public void SetAttachmentPoint(byte point) 3793 public void SetAttachmentPoint(byte point)
3567 { 3794 {
3568 lock (m_parts) 3795 lockPartsForRead(true);
3569 { 3796 {
3570 foreach (SceneObjectPart part in m_parts.Values) 3797 foreach (SceneObjectPart part in m_parts.Values)
3571 part.SetAttachmentPoint(point); 3798 part.SetAttachmentPoint(point);
3572 } 3799 }
3800 lockPartsForRead(false);
3573 } 3801 }
3574 3802
3575 #region ISceneObject 3803 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 46eadee..4b2641c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -452,12 +453,16 @@ namespace OpenSim.Region.Framework.Scenes
452 } 453 }
453 454
454 /// <value> 455 /// <value>
455 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 456 /// Get the inventory list
456 /// </value> 457 /// </value>
457 public TaskInventoryDictionary TaskInventory 458 public TaskInventoryDictionary TaskInventory
458 { 459 {
459 get { return m_inventory.Items; } 460 get {
460 set { m_inventory.Items = value; } 461 return m_inventory.Items;
462 }
463 set {
464 m_inventory.Items = value;
465 }
461 } 466 }
462 467
463 public uint ObjectFlags 468 public uint ObjectFlags
@@ -586,14 +591,12 @@ namespace OpenSim.Region.Framework.Scenes
586 set { m_LoopSoundSlavePrims = value; } 591 set { m_LoopSoundSlavePrims = value; }
587 } 592 }
588 593
589 [XmlIgnore]
590 public Byte[] TextureAnimation 594 public Byte[] TextureAnimation
591 { 595 {
592 get { return m_TextureAnimation; } 596 get { return m_TextureAnimation; }
593 set { m_TextureAnimation = value; } 597 set { m_TextureAnimation = value; }
594 } 598 }
595 599
596 [XmlIgnore]
597 public Byte[] ParticleSystem 600 public Byte[] ParticleSystem
598 { 601 {
599 get { return m_particleSystem; } 602 get { return m_particleSystem; }
@@ -647,7 +650,6 @@ namespace OpenSim.Region.Framework.Scenes
647 set 650 set
648 { 651 {
649 m_groupPosition = value; 652 m_groupPosition = value;
650
651 PhysicsActor actor = PhysActor; 653 PhysicsActor actor = PhysActor;
652 if (actor != null) 654 if (actor != null)
653 { 655 {
@@ -816,7 +818,16 @@ namespace OpenSim.Region.Framework.Scenes
816 /// <summary></summary> 818 /// <summary></summary>
817 public Vector3 Acceleration 819 public Vector3 Acceleration
818 { 820 {
819 get { return m_acceleration; } 821 get
822 {
823 PhysicsActor actor = PhysActor;
824 if (actor != null)
825 {
826 m_acceleration = actor.Acceleration;
827 }
828 return m_acceleration;
829 }
830
820 set { m_acceleration = value; } 831 set { m_acceleration = value; }
821 } 832 }
822 833
@@ -960,7 +971,8 @@ namespace OpenSim.Region.Framework.Scenes
960 if (IsAttachment) 971 if (IsAttachment)
961 return GroupPosition; 972 return GroupPosition;
962 973
963 return m_offsetPosition + m_groupPosition; } 974// return m_offsetPosition + m_groupPosition; }
975 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
964 } 976 }
965 977
966 public SceneObjectGroup ParentGroup 978 public SceneObjectGroup ParentGroup
@@ -1112,6 +1124,13 @@ namespace OpenSim.Region.Framework.Scenes
1112 get { return _flags; } 1124 get { return _flags; }
1113 set { _flags = value; } 1125 set { _flags = value; }
1114 } 1126 }
1127
1128 [XmlIgnore]
1129 public bool IsOccupied // KF If an av is sittingon this prim
1130 {
1131 get { return m_occupied; }
1132 set { m_occupied = value; }
1133 }
1115 1134
1116 [XmlIgnore] 1135 [XmlIgnore]
1117 public UUID SitTargetAvatar 1136 public UUID SitTargetAvatar
@@ -1187,14 +1206,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 } 1206 }
1188 } 1207 }
1189 1208
1190 /// <summary>
1191 /// Clear all pending updates of parts to clients
1192 /// </summary>
1193 private void ClearUpdateSchedule()
1194 {
1195 m_updateFlag = 0;
1196 }
1197
1198 private void SendObjectPropertiesToClient(UUID AgentID) 1209 private void SendObjectPropertiesToClient(UUID AgentID)
1199 { 1210 {
1200 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1211 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1934,12 +1945,17 @@ namespace OpenSim.Region.Framework.Scenes
1934 public Vector3 GetWorldPosition() 1945 public Vector3 GetWorldPosition()
1935 { 1946 {
1936 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1947 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1937
1938 Vector3 axPos = OffsetPosition; 1948 Vector3 axPos = OffsetPosition;
1939
1940 axPos *= parentRot; 1949 axPos *= parentRot;
1941 Vector3 translationOffsetPosition = axPos; 1950 Vector3 translationOffsetPosition = axPos;
1942 return GroupPosition + translationOffsetPosition; 1951 if(_parentID == 0)
1952 {
1953 return GroupPosition;
1954 }
1955 else
1956 {
1957 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1958 }
1943 } 1959 }
1944 1960
1945 /// <summary> 1961 /// <summary>
@@ -1950,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
1950 { 1966 {
1951 Quaternion newRot; 1967 Quaternion newRot;
1952 1968
1953 if (this.LinkNum == 0) 1969 if (this.LinkNum < 2) //KF Single or root prim
1954 { 1970 {
1955 newRot = RotationOffset; 1971 newRot = RotationOffset;
1956 } 1972 }
@@ -2596,17 +2612,18 @@ namespace OpenSim.Region.Framework.Scenes
2596 //Trys to fetch sound id from prim's inventory. 2612 //Trys to fetch sound id from prim's inventory.
2597 //Prim's inventory doesn't support non script items yet 2613 //Prim's inventory doesn't support non script items yet
2598 2614
2599 lock (TaskInventory) 2615 TaskInventory.LockItemsForRead(true);
2616
2617 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2600 { 2618 {
2601 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2619 if (item.Value.Name == sound)
2602 { 2620 {
2603 if (item.Value.Name == sound) 2621 soundID = item.Value.ItemID;
2604 { 2622 break;
2605 soundID = item.Value.ItemID;
2606 break;
2607 }
2608 } 2623 }
2609 } 2624 }
2625
2626 TaskInventory.LockItemsForRead(false);
2610 } 2627 }
2611 2628
2612 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2629 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2675,38 +2692,7 @@ namespace OpenSim.Region.Framework.Scenes
2675 2692
2676 public void RotLookAt(Quaternion target, float strength, float damping) 2693 public void RotLookAt(Quaternion target, float strength, float damping)
2677 { 2694 {
2678 rotLookAt(target, strength, damping); 2695 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2679 }
2680
2681 public void rotLookAt(Quaternion target, float strength, float damping)
2682 {
2683 if (IsAttachment)
2684 {
2685 /*
2686 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2687 if (avatar != null)
2688 {
2689 Rotate the Av?
2690 } */
2691 }
2692 else
2693 {
2694 APIDDamp = damping;
2695 APIDStrength = strength;
2696 APIDTarget = target;
2697 }
2698 }
2699
2700 public void startLookAt(Quaternion rot, float damp, float strength)
2701 {
2702 APIDDamp = damp;
2703 APIDStrength = strength;
2704 APIDTarget = rot;
2705 }
2706
2707 public void stopLookAt()
2708 {
2709 APIDTarget = Quaternion.Identity;
2710 } 2696 }
2711 2697
2712 /// <summary> 2698 /// <summary>
@@ -2939,8 +2925,8 @@ namespace OpenSim.Region.Framework.Scenes
2939 { 2925 {
2940 const float ROTATION_TOLERANCE = 0.01f; 2926 const float ROTATION_TOLERANCE = 0.01f;
2941 const float VELOCITY_TOLERANCE = 0.001f; 2927 const float VELOCITY_TOLERANCE = 0.001f;
2942 const float POSITION_TOLERANCE = 0.05f; 2928 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2943 const int TIME_MS_TOLERANCE = 3000; 2929 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2944 2930
2945 if (m_updateFlag == 1) 2931 if (m_updateFlag == 1)
2946 { 2932 {
@@ -2954,7 +2940,7 @@ namespace OpenSim.Region.Framework.Scenes
2954 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2940 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2955 { 2941 {
2956 AddTerseUpdateToAllAvatars(); 2942 AddTerseUpdateToAllAvatars();
2957 ClearUpdateSchedule(); 2943
2958 2944
2959 // This causes the Scene to 'poll' physical objects every couple of frames 2945 // This causes the Scene to 'poll' physical objects every couple of frames
2960 // bad, so it's been replaced by an event driven method. 2946 // bad, so it's been replaced by an event driven method.
@@ -2972,16 +2958,18 @@ namespace OpenSim.Region.Framework.Scenes
2972 m_lastAngularVelocity = AngularVelocity; 2958 m_lastAngularVelocity = AngularVelocity;
2973 m_lastTerseSent = Environment.TickCount; 2959 m_lastTerseSent = Environment.TickCount;
2974 } 2960 }
2961 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2962 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2975 } 2963 }
2976 else 2964 else
2977 { 2965 {
2978 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2966 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2979 { 2967 {
2980 AddFullUpdateToAllAvatars(); 2968 AddFullUpdateToAllAvatars();
2981 ClearUpdateSchedule(); 2969 m_updateFlag = 0; //Same here
2982 } 2970 }
2983 } 2971 }
2984 ClearUpdateSchedule(); 2972 m_updateFlag = 0;
2985 } 2973 }
2986 2974
2987 /// <summary> 2975 /// <summary>
@@ -3008,17 +2996,16 @@ namespace OpenSim.Region.Framework.Scenes
3008 if (!UUID.TryParse(sound, out soundID)) 2996 if (!UUID.TryParse(sound, out soundID))
3009 { 2997 {
3010 // search sound file from inventory 2998 // search sound file from inventory
3011 lock (TaskInventory) 2999 TaskInventory.LockItemsForRead(true);
3000 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3012 { 3001 {
3013 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3002 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3014 { 3003 {
3015 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3004 soundID = item.Value.ItemID;
3016 { 3005 break;
3017 soundID = item.Value.ItemID;
3018 break;
3019 }
3020 } 3006 }
3021 } 3007 }
3008 TaskInventory.LockItemsForRead(false);
3022 } 3009 }
3023 3010
3024 if (soundID == UUID.Zero) 3011 if (soundID == UUID.Zero)
@@ -3453,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
3453 3440
3454 public void StopLookAt() 3441 public void StopLookAt()
3455 { 3442 {
3456 m_parentGroup.stopLookAt(); 3443 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3457 3444
3458 m_parentGroup.ScheduleGroupForTerseUpdate(); 3445 m_parentGroup.ScheduleGroupForTerseUpdate();
3459 } 3446 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 44c49c5..bc3225a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Scenes
45 45
46 private string m_inventoryFileName = String.Empty; 46 private string m_inventoryFileName = String.Empty;
47 private int m_inventoryFileNameSerial = 0; 47 private int m_inventoryFileNameSerial = 0;
48
49 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
48 50
49 /// <value> 51 /// <value>
50 /// The part to which the inventory belongs. 52 /// The part to which the inventory belongs.
@@ -81,7 +83,9 @@ namespace OpenSim.Region.Framework.Scenes
81 /// </value> 83 /// </value>
82 protected internal TaskInventoryDictionary Items 84 protected internal TaskInventoryDictionary Items
83 { 85 {
84 get { return m_items; } 86 get {
87 return m_items;
88 }
85 set 89 set
86 { 90 {
87 m_items = value; 91 m_items = value;
@@ -117,22 +121,25 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="linkNum">Link number for the part</param> 121 /// <param name="linkNum">Link number for the part</param>
118 public void ResetInventoryIDs() 122 public void ResetInventoryIDs()
119 { 123 {
120 lock (Items) 124 m_items.LockItemsForWrite(true);
125
126 if (0 == Items.Count)
121 { 127 {
122 if (0 == Items.Count) 128 m_items.LockItemsForWrite(false);
123 return; 129 return;
130 }
124 131
125 HasInventoryChanged = true; 132 HasInventoryChanged = true;
126 m_part.ParentGroup.HasGroupChanged = true; 133 m_part.ParentGroup.HasGroupChanged = true;
127 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 134 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
128 Items.Clear(); 135 Items.Clear();
129 136
130 foreach (TaskInventoryItem item in items) 137 foreach (TaskInventoryItem item in items)
131 { 138 {
132 item.ResetIDs(m_part.UUID); 139 item.ResetIDs(m_part.UUID);
133 Items.Add(item.ItemID, item); 140 Items.Add(item.ItemID, item);
134 }
135 } 141 }
142 m_items.LockItemsForWrite(false);
136 } 143 }
137 144
138 /// <summary> 145 /// <summary>
@@ -141,25 +148,25 @@ namespace OpenSim.Region.Framework.Scenes
141 /// <param name="ownerId"></param> 148 /// <param name="ownerId"></param>
142 public void ChangeInventoryOwner(UUID ownerId) 149 public void ChangeInventoryOwner(UUID ownerId)
143 { 150 {
144 lock (Items) 151 m_items.LockItemsForWrite(true);
152 if (0 == Items.Count)
145 { 153 {
146 if (0 == Items.Count) 154 m_items.LockItemsForWrite(false);
147 { 155 return;
148 return; 156 }
149 }
150 157
151 HasInventoryChanged = true; 158 HasInventoryChanged = true;
152 m_part.ParentGroup.HasGroupChanged = true; 159 m_part.ParentGroup.HasGroupChanged = true;
153 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 160 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
154 foreach (TaskInventoryItem item in items) 161 foreach (TaskInventoryItem item in items)
162 {
163 if (ownerId != item.OwnerID)
155 { 164 {
156 if (ownerId != item.OwnerID) 165 item.LastOwnerID = item.OwnerID;
157 { 166 item.OwnerID = ownerId;
158 item.LastOwnerID = item.OwnerID;
159 item.OwnerID = ownerId;
160 }
161 } 167 }
162 } 168 }
169 m_items.LockItemsForWrite(false);
163 } 170 }
164 171
165 /// <summary> 172 /// <summary>
@@ -168,24 +175,24 @@ namespace OpenSim.Region.Framework.Scenes
168 /// <param name="groupID"></param> 175 /// <param name="groupID"></param>
169 public void ChangeInventoryGroup(UUID groupID) 176 public void ChangeInventoryGroup(UUID groupID)
170 { 177 {
171 lock (Items) 178 m_items.LockItemsForWrite(true);
179 if (0 == Items.Count)
172 { 180 {
173 if (0 == Items.Count) 181 m_items.LockItemsForWrite(false);
174 { 182 return;
175 return; 183 }
176 }
177 184
178 HasInventoryChanged = true; 185 HasInventoryChanged = true;
179 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
180 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 187 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
181 foreach (TaskInventoryItem item in items) 188 foreach (TaskInventoryItem item in items)
189 {
190 if (groupID != item.GroupID)
182 { 191 {
183 if (groupID != item.GroupID) 192 item.GroupID = groupID;
184 {
185 item.GroupID = groupID;
186 }
187 } 193 }
188 } 194 }
195 m_items.LockItemsForWrite(false);
189 } 196 }
190 197
191 /// <summary> 198 /// <summary>
@@ -193,14 +200,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 200 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 201 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 202 {
196 lock (m_items) 203 Items.LockItemsForRead(true);
204 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
205 Items.LockItemsForRead(false);
206 foreach (TaskInventoryItem item in items)
197 { 207 {
198 foreach (TaskInventoryItem item in Items.Values) 208 if ((int)InventoryType.LSL == item.InvType)
199 { 209 {
200 if ((int)InventoryType.LSL == item.InvType) 210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
201 {
202 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
203 }
204 } 211 }
205 } 212 }
206 } 213 }
@@ -235,16 +242,20 @@ namespace OpenSim.Region.Framework.Scenes
235 /// </param> 242 /// </param>
236 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
237 { 244 {
238 lock (Items) 245 Items.LockItemsForRead(true);
246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
239 { 250 {
240 foreach (TaskInventoryItem item in Items.Values) 251 if ((int)InventoryType.LSL == item.InvType)
241 { 252 {
242 if ((int)InventoryType.LSL == item.InvType) 253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
243 { 254 m_part.RemoveScriptEvents(item.ItemID);
244 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
245 }
246 } 255 }
247 } 256 }
257
258
248 } 259 }
249 260
250 /// <summary> 261 /// <summary>
@@ -260,7 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
260 // item.Name, item.ItemID, Name, UUID); 271 // item.Name, item.ItemID, Name, UUID);
261 272
262 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
274 {
275 StoreScriptError(item.ItemID, "no permission");
263 return; 276 return;
277 }
264 278
265 m_part.AddFlag(PrimFlags.Scripted); 279 m_part.AddFlag(PrimFlags.Scripted);
266 280
@@ -269,14 +283,13 @@ namespace OpenSim.Region.Framework.Scenes
269 if (stateSource == 1 && // Prim crossing 283 if (stateSource == 1 && // Prim crossing
270 m_part.ParentGroup.Scene.m_trustBinaries) 284 m_part.ParentGroup.Scene.m_trustBinaries)
271 { 285 {
272 lock (m_items) 286 m_items.LockItemsForWrite(true);
273 { 287 m_items[item.ItemID].PermsMask = 0;
274 m_items[item.ItemID].PermsMask = 0; 288 m_items[item.ItemID].PermsGranter = UUID.Zero;
275 m_items[item.ItemID].PermsGranter = UUID.Zero; 289 m_items.LockItemsForWrite(false);
276 }
277
278 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 290 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
279 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 291 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
292 StoreScriptErrors(item.ItemID, null);
280 m_part.ParentGroup.AddActiveScriptCount(1); 293 m_part.ParentGroup.AddActiveScriptCount(1);
281 m_part.ScheduleFullUpdate(); 294 m_part.ScheduleFullUpdate();
282 return; 295 return;
@@ -285,6 +298,8 @@ namespace OpenSim.Region.Framework.Scenes
285 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
286 if (null == asset) 299 if (null == asset)
287 { 300 {
301 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
302 StoreScriptError(item.ItemID, msg);
288 m_log.ErrorFormat( 303 m_log.ErrorFormat(
289 "[PRIM INVENTORY]: " + 304 "[PRIM INVENTORY]: " +
290 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -296,15 +311,17 @@ namespace OpenSim.Region.Framework.Scenes
296 if (m_part.ParentGroup.m_savedScriptState != null) 311 if (m_part.ParentGroup.m_savedScriptState != null)
297 RestoreSavedScriptState(item.OldItemID, item.ItemID); 312 RestoreSavedScriptState(item.OldItemID, item.ItemID);
298 313
299 lock (m_items) 314 m_items.LockItemsForWrite(true);
300 { 315
301 m_items[item.ItemID].PermsMask = 0; 316 m_items[item.ItemID].PermsMask = 0;
302 m_items[item.ItemID].PermsGranter = UUID.Zero; 317 m_items[item.ItemID].PermsGranter = UUID.Zero;
303 } 318
319 m_items.LockItemsForWrite(false);
304 320
305 string script = Utils.BytesToString(asset.Data); 321 string script = Utils.BytesToString(asset.Data);
306 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
307 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
324 StoreScriptErrors(item.ItemID, null);
308 m_part.ParentGroup.AddActiveScriptCount(1); 325 m_part.ParentGroup.AddActiveScriptCount(1);
309 m_part.ScheduleFullUpdate(); 326 m_part.ScheduleFullUpdate();
310 } 327 }
@@ -368,29 +385,147 @@ namespace OpenSim.Region.Framework.Scenes
368 385
369 /// <summary> 386 /// <summary>
370 /// Start a script which is in this prim's inventory. 387 /// Start a script which is in this prim's inventory.
388 /// Some processing may occur in the background, but this routine returns asap.
371 /// </summary> 389 /// </summary>
372 /// <param name="itemId"> 390 /// <param name="itemId">
373 /// A <see cref="UUID"/> 391 /// A <see cref="UUID"/>
374 /// </param> 392 /// </param>
375 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
376 { 394 {
377 lock (m_items) 395 lock (m_scriptErrors)
396 {
397 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
398 m_scriptErrors.Remove(itemId);
399 }
400 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
401 }
402
403 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
404 {
405 m_items.LockItemsForRead(true);
406 if (m_items.ContainsKey(itemId))
378 { 407 {
379 if (m_items.ContainsKey(itemId)) 408 if (m_items.ContainsKey(itemId))
380 { 409 {
410 m_items.LockItemsForRead(false);
381 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 411 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
382 } 412 }
383 else 413 else
384 { 414 {
415 m_items.LockItemsForRead(false);
416 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
417 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
418 StoreScriptError(itemId, msg);
385 m_log.ErrorFormat( 419 m_log.ErrorFormat(
386 "[PRIM INVENTORY]: " + 420 "[PRIM INVENTORY]: " +
387 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 421 "Couldn't start script with ID {0} since it {1}", itemId, msg);
388 itemId, m_part.Name, m_part.UUID, 422 }
389 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 423 }
424 else
425 {
426 m_items.LockItemsForRead(false);
427 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
428 StoreScriptError(itemId, msg);
429 m_log.ErrorFormat(
430 "[PRIM INVENTORY]: " +
431 "Couldn't start script with ID {0} since it {1}", itemId, msg);
432 }
433
434 }
435
436 /// <summary>
437 /// Start a script which is in this prim's inventory and return any compilation error messages.
438 /// </summary>
439 /// <param name="itemId">
440 /// A <see cref="UUID"/>
441 /// </param>
442 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
443 {
444 ArrayList errors;
445
446 // Indicate to CreateScriptInstanceInternal() we want it to
447 // post any compilation/loading error messages
448 lock (m_scriptErrors)
449 {
450 m_scriptErrors[itemId] = null;
451 }
452
453 // Perform compilation/loading
454 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
455
456 // Wait for and retrieve any errors
457 lock (m_scriptErrors)
458 {
459 while ((errors = m_scriptErrors[itemId]) == null)
460 {
461 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
462 {
463 m_log.ErrorFormat(
464 "[PRIM INVENTORY]: " +
465 "timedout waiting for script {0} errors", itemId);
466 errors = m_scriptErrors[itemId];
467 if (errors == null)
468 {
469 errors = new ArrayList(1);
470 errors.Add("timedout waiting for errors");
471 }
472 break;
473 }
474 }
475 m_scriptErrors.Remove(itemId);
476 }
477 return errors;
478 }
479
480 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
481 private void StoreScriptErrors(UUID itemId, ArrayList errors)
482 {
483 lock (m_scriptErrors)
484 {
485 // If compilation/loading initiated via CreateScriptInstance(),
486 // it does not want the errors, so just get out
487 if (!m_scriptErrors.ContainsKey(itemId))
488 {
489 return;
390 } 490 }
491
492 // Initiated via CreateScriptInstanceEr(), if we know what the
493 // errors are, save them and wake CreateScriptInstanceEr().
494 if (errors != null)
495 {
496 m_scriptErrors[itemId] = errors;
497 System.Threading.Monitor.PulseAll(m_scriptErrors);
498 return;
499 }
500 }
501
502 // Initiated via CreateScriptInstanceEr() but we don't know what
503 // the errors are yet, so retrieve them from the script engine.
504 // This may involve some waiting internal to GetScriptErrors().
505 errors = GetScriptErrors(itemId);
506
507 // Get a default non-null value to indicate success.
508 if (errors == null)
509 {
510 errors = new ArrayList();
511 }
512
513 // Post to CreateScriptInstanceEr() and wake it up
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = errors;
517 System.Threading.Monitor.PulseAll(m_scriptErrors);
391 } 518 }
392 } 519 }
393 520
521 // Like StoreScriptErrors(), but just posts a single string message
522 private void StoreScriptError(UUID itemId, string message)
523 {
524 ArrayList errors = new ArrayList(1);
525 errors.Add(message);
526 StoreScriptErrors(itemId, errors);
527 }
528
394 /// <summary> 529 /// <summary>
395 /// Stop a script which is in this prim's inventory. 530 /// Stop a script which is in this prim's inventory.
396 /// </summary> 531 /// </summary>
@@ -401,15 +536,7 @@ namespace OpenSim.Region.Framework.Scenes
401 /// </param> 536 /// </param>
402 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 537 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
403 { 538 {
404 bool scriptPresent = false; 539 if (m_items.ContainsKey(itemId))
405
406 lock (m_items)
407 {
408 if (m_items.ContainsKey(itemId))
409 scriptPresent = true;
410 }
411
412 if (scriptPresent)
413 { 540 {
414 if (!sceneObjectBeingDeleted) 541 if (!sceneObjectBeingDeleted)
415 m_part.RemoveScriptEvents(itemId); 542 m_part.RemoveScriptEvents(itemId);
@@ -435,11 +562,16 @@ namespace OpenSim.Region.Framework.Scenes
435 /// <returns></returns> 562 /// <returns></returns>
436 private bool InventoryContainsName(string name) 563 private bool InventoryContainsName(string name)
437 { 564 {
438 foreach (TaskInventoryItem item in Items.Values) 565 m_items.LockItemsForRead(true);
566 foreach (TaskInventoryItem item in m_items.Values)
439 { 567 {
440 if (item.Name == name) 568 if (item.Name == name)
569 {
570 m_items.LockItemsForRead(false);
441 return true; 571 return true;
572 }
442 } 573 }
574 m_items.LockItemsForRead(false);
443 return false; 575 return false;
444 } 576 }
445 577
@@ -481,13 +613,9 @@ namespace OpenSim.Region.Framework.Scenes
481 /// <param name="item"></param> 613 /// <param name="item"></param>
482 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 614 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
483 { 615 {
484 List<TaskInventoryItem> il; 616 m_items.LockItemsForRead(true);
485 617 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
486 lock (m_items) 618 m_items.LockItemsForRead(false);
487 {
488 il = new List<TaskInventoryItem>(m_items.Values);
489 }
490
491 foreach (TaskInventoryItem i in il) 619 foreach (TaskInventoryItem i in il)
492 { 620 {
493 if (i.Name == item.Name) 621 if (i.Name == item.Name)
@@ -525,15 +653,14 @@ namespace OpenSim.Region.Framework.Scenes
525 item.Name = name; 653 item.Name = name;
526 item.GroupID = m_part.GroupID; 654 item.GroupID = m_part.GroupID;
527 655
528 lock (m_items) 656 m_items.LockItemsForWrite(true);
529 { 657 m_items.Add(item.ItemID, item);
530 m_items.Add(item.ItemID, item); 658 m_items.LockItemsForWrite(false);
531
532 if (allowedDrop) 659 if (allowedDrop)
533 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
534 else 661 else
535 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
536 } 663
537 664
538 m_inventorySerial++; 665 m_inventorySerial++;
539 //m_inventorySerial += 2; 666 //m_inventorySerial += 2;
@@ -550,14 +677,13 @@ namespace OpenSim.Region.Framework.Scenes
550 /// <param name="items"></param> 677 /// <param name="items"></param>
551 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 678 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
552 { 679 {
553 lock (m_items) 680 m_items.LockItemsForWrite(true);
681 foreach (TaskInventoryItem item in items)
554 { 682 {
555 foreach (TaskInventoryItem item in items) 683 m_items.Add(item.ItemID, item);
556 { 684 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
557 m_items.Add(item.ItemID, item);
558 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 }
560 } 685 }
686 m_items.LockItemsForWrite(false);
561 687
562 m_inventorySerial++; 688 m_inventorySerial++;
563 } 689 }
@@ -570,10 +696,9 @@ namespace OpenSim.Region.Framework.Scenes
570 public TaskInventoryItem GetInventoryItem(UUID itemId) 696 public TaskInventoryItem GetInventoryItem(UUID itemId)
571 { 697 {
572 TaskInventoryItem item; 698 TaskInventoryItem item;
573 699 m_items.LockItemsForRead(true);
574 lock (m_items) 700 m_items.TryGetValue(itemId, out item);
575 m_items.TryGetValue(itemId, out item); 701 m_items.LockItemsForRead(false);
576
577 return item; 702 return item;
578 } 703 }
579 704
@@ -589,15 +714,16 @@ namespace OpenSim.Region.Framework.Scenes
589 { 714 {
590 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 715 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
591 716
592 lock (m_items) 717 m_items.LockItemsForRead(true);
718
719 foreach (TaskInventoryItem item in m_items.Values)
593 { 720 {
594 foreach (TaskInventoryItem item in m_items.Values) 721 if (item.Name == name)
595 { 722 items.Add(item);
596 if (item.Name == name)
597 items.Add(item);
598 }
599 } 723 }
600 724
725 m_items.LockItemsForRead(false);
726
601 return items; 727 return items;
602 } 728 }
603 729
@@ -614,45 +740,54 @@ namespace OpenSim.Region.Framework.Scenes
614 740
615 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 741 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
616 { 742 {
617 lock(m_items) 743 m_items.LockItemsForWrite(true);
744
745 if (m_items.ContainsKey(item.ItemID))
618 { 746 {
619 if (m_items.ContainsKey(item.ItemID)) 747 item.ParentID = m_part.UUID;
748 item.ParentPartID = m_part.UUID;
749 item.Flags = m_items[item.ItemID].Flags;
750
751 // If group permissions have been set on, check that the groupID is up to date in case it has
752 // changed since permissions were last set.
753 if (item.GroupPermissions != (uint)PermissionMask.None)
754 item.GroupID = m_part.GroupID;
755
756 if (item.AssetID == UUID.Zero)
620 { 757 {
621 if (m_items.ContainsKey(item.ItemID)) 758 item.AssetID = m_items[item.ItemID].AssetID;
622 {
623 item.ParentID = m_part.UUID;
624 item.ParentPartID = m_part.UUID;
625 item.Flags = m_items[item.ItemID].Flags;
626
627 // If group permissions have been set on, check that the groupID is up to date in case it has
628 // changed since permissions were last set.
629 if (item.GroupPermissions != (uint)PermissionMask.None)
630 item.GroupID = m_part.GroupID;
631
632 if (item.AssetID == UUID.Zero)
633 {
634 item.AssetID = m_items[item.ItemID].AssetID;
635 }
636 m_items[item.ItemID] = item;
637 m_inventorySerial++;
638 if (fireScriptEvents)
639 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
640 HasInventoryChanged = true;
641 m_part.ParentGroup.HasGroupChanged = true;
642 m_items.LockItemsForWrite(false);
643 return true;
644 } 759 }
645 else 760 else if ((InventoryType)item.Type == InventoryType.Notecard)
646 { 761 {
647 m_log.ErrorFormat( 762 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
648 "[PRIM INVENTORY]: " + 763
649 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 764 if (presence != null)
650 item.ItemID, m_part.Name, m_part.UUID, 765 {
651 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 766 presence.ControllingClient.SendAgentAlertMessage(
767 "Notecard saved", false);
768 }
652 } 769 }
653 770
654 return false; 771 m_items[item.ItemID] = item;
772 m_inventorySerial++;
773 if (fireScriptEvents)
774 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
775 HasInventoryChanged = true;
776 m_part.ParentGroup.HasGroupChanged = true;
777 m_items.LockItemsForWrite(false);
778 return true;
655 } 779 }
780 else
781 {
782 m_log.ErrorFormat(
783 "[PRIM INVENTORY]: " +
784 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
785 item.ItemID, m_part.Name, m_part.UUID,
786 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
787 }
788 m_items.LockItemsForWrite(false);
789
790 return false;
656 } 791 }
657 792
658 /// <summary> 793 /// <summary>
@@ -663,53 +798,54 @@ namespace OpenSim.Region.Framework.Scenes
663 /// in this prim's inventory.</returns> 798 /// in this prim's inventory.</returns>
664 public int RemoveInventoryItem(UUID itemID) 799 public int RemoveInventoryItem(UUID itemID)
665 { 800 {
666 lock (m_items) 801 m_items.LockItemsForRead(true);
802
803 if (m_items.ContainsKey(itemID))
667 { 804 {
668 if (m_items.ContainsKey(itemID)) 805 int type = m_items[itemID].InvType;
806 m_items.LockItemsForRead(false);
807 if (type == 10) // Script
669 { 808 {
670 int type = m_items[itemID].InvType; 809 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
671 if (type == 10) // Script 810 }
672 { 811 m_items.LockItemsForWrite(true);
673 m_part.RemoveScriptEvents(itemID); 812 m_items.Remove(itemID);
674 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 813 m_items.LockItemsForWrite(false);
675 } 814 m_inventorySerial++;
676 m_items.Remove(itemID); 815 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
677 m_inventorySerial++;
678 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679
680 HasInventoryChanged = true;
681 m_part.ParentGroup.HasGroupChanged = true;
682 816
683 int scriptcount = 0; 817 HasInventoryChanged = true;
684 lock (m_items) 818 m_part.ParentGroup.HasGroupChanged = true;
685 {
686 foreach (TaskInventoryItem item in m_items.Values)
687 {
688 if (item.Type == 10)
689 {
690 scriptcount++;
691 }
692 }
693 }
694 819
695 if (scriptcount <= 0) 820 int scriptcount = 0;
821 m_items.LockItemsForRead(true);
822 foreach (TaskInventoryItem item in m_items.Values)
823 {
824 if (item.Type == 10)
696 { 825 {
697 m_part.RemFlag(PrimFlags.Scripted); 826 scriptcount++;
698 } 827 }
699
700 m_part.ScheduleFullUpdate();
701
702 return type;
703 } 828 }
704 else 829 m_items.LockItemsForRead(false);
830
831
832 if (scriptcount <= 0)
705 { 833 {
706 m_log.ErrorFormat( 834 m_part.RemFlag(PrimFlags.Scripted);
707 "[PRIM INVENTORY]: " +
708 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
709 itemID, m_part.Name, m_part.UUID,
710 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
711 } 835 }
836
837 m_part.ScheduleFullUpdate();
838
839 return type;
840 }
841 else
842 {
843 m_log.ErrorFormat(
844 "[PRIM INVENTORY]: " +
845 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
846 itemID, m_part.Name, m_part.UUID);
712 } 847 }
848 m_items.LockItemsForWrite(false);
713 849
714 return -1; 850 return -1;
715 } 851 }
@@ -762,53 +898,54 @@ namespace OpenSim.Region.Framework.Scenes
762 // isn't available (such as drag from prim inventory to agent inventory) 898 // isn't available (such as drag from prim inventory to agent inventory)
763 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
764 900
765 lock (m_items) 901 m_items.LockItemsForRead(true);
902
903 foreach (TaskInventoryItem item in m_items.Values)
766 { 904 {
767 foreach (TaskInventoryItem item in m_items.Values) 905 UUID ownerID = item.OwnerID;
768 { 906 uint everyoneMask = 0;
769 UUID ownerID = item.OwnerID; 907 uint baseMask = item.BasePermissions;
770 uint everyoneMask = 0; 908 uint ownerMask = item.CurrentPermissions;
771 uint baseMask = item.BasePermissions; 909 uint groupMask = item.GroupPermissions;
772 uint ownerMask = item.CurrentPermissions;
773 uint groupMask = item.GroupPermissions;
774 910
775 invString.AddItemStart(); 911 invString.AddItemStart();
776 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 912 invString.AddNameValueLine("item_id", item.ItemID.ToString());
777 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 913 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
778 914
779 invString.AddPermissionsStart(); 915 invString.AddPermissionsStart();
780 916
781 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 917 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
782 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 918 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
783 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 919 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
784 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 920 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
785 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 921 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
786 922
787 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 923 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
788 invString.AddNameValueLine("owner_id", ownerID.ToString()); 924 invString.AddNameValueLine("owner_id", ownerID.ToString());
789 925
790 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 926 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
791 927
792 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 928 invString.AddNameValueLine("group_id", item.GroupID.ToString());
793 invString.AddSectionEnd(); 929 invString.AddSectionEnd();
794 930
795 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 931 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
796 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 932 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
797 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 933 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
798 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 934 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
799 935
800 invString.AddSaleStart(); 936 invString.AddSaleStart();
801 invString.AddNameValueLine("sale_type", "not"); 937 invString.AddNameValueLine("sale_type", "not");
802 invString.AddNameValueLine("sale_price", "0"); 938 invString.AddNameValueLine("sale_price", "0");
803 invString.AddSectionEnd(); 939 invString.AddSectionEnd();
804 940
805 invString.AddNameValueLine("name", item.Name + "|"); 941 invString.AddNameValueLine("name", item.Name + "|");
806 invString.AddNameValueLine("desc", item.Description + "|"); 942 invString.AddNameValueLine("desc", item.Description + "|");
807 943
808 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 944 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
809 invString.AddSectionEnd(); 945 invString.AddSectionEnd();
810 }
811 } 946 }
947 int count = m_items.Count;
948 m_items.LockItemsForRead(false);
812 949
813 fileData = Utils.StringToBytes(invString.BuildString); 950 fileData = Utils.StringToBytes(invString.BuildString);
814 951
@@ -829,10 +966,9 @@ namespace OpenSim.Region.Framework.Scenes
829 { 966 {
830 if (HasInventoryChanged) 967 if (HasInventoryChanged)
831 { 968 {
832 lock (Items) 969 Items.LockItemsForRead(true);
833 { 970 datastore.StorePrimInventory(m_part.UUID, Items.Values);
834 datastore.StorePrimInventory(m_part.UUID, Items.Values); 971 Items.LockItemsForRead(false);
835 }
836 972
837 HasInventoryChanged = false; 973 HasInventoryChanged = false;
838 } 974 }
@@ -901,61 +1037,54 @@ namespace OpenSim.Region.Framework.Scenes
901 { 1037 {
902 uint mask=0x7fffffff; 1038 uint mask=0x7fffffff;
903 1039
904 lock (m_items) 1040 foreach (TaskInventoryItem item in m_items.Values)
905 { 1041 {
906 foreach (TaskInventoryItem item in m_items.Values) 1042 if (item.InvType != (int)InventoryType.Object)
907 { 1043 {
908 if (item.InvType != (int)InventoryType.Object) 1044 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
909 { 1045 mask &= ~((uint)PermissionMask.Copy >> 13);
910 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1046 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
911 mask &= ~((uint)PermissionMask.Copy >> 13); 1047 mask &= ~((uint)PermissionMask.Transfer >> 13);
912 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1048 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
913 mask &= ~((uint)PermissionMask.Transfer >> 13); 1049 mask &= ~((uint)PermissionMask.Modify >> 13);
914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1050 }
915 mask &= ~((uint)PermissionMask.Modify >> 13); 1051 else
916 } 1052 {
917 else 1053 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
918 { 1054 mask &= ~((uint)PermissionMask.Copy >> 13);
919 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1055 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
920 mask &= ~((uint)PermissionMask.Copy >> 13); 1056 mask &= ~((uint)PermissionMask.Transfer >> 13);
921 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1057 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
922 mask &= ~((uint)PermissionMask.Transfer >> 13); 1058 mask &= ~((uint)PermissionMask.Modify >> 13);
923 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
924 mask &= ~((uint)PermissionMask.Modify >> 13);
925 }
926
927 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
928 mask &= ~(uint)PermissionMask.Copy;
929 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
930 mask &= ~(uint)PermissionMask.Transfer;
931 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
932 mask &= ~(uint)PermissionMask.Modify;
933 } 1059 }
1060
1061 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1062 mask &= ~(uint)PermissionMask.Copy;
1063 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1064 mask &= ~(uint)PermissionMask.Transfer;
1065 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1066 mask &= ~(uint)PermissionMask.Modify;
934 } 1067 }
935
936 return mask; 1068 return mask;
937 } 1069 }
938 1070
939 public void ApplyNextOwnerPermissions() 1071 public void ApplyNextOwnerPermissions()
940 { 1072 {
941 lock (m_items) 1073 foreach (TaskInventoryItem item in m_items.Values)
942 { 1074 {
943 foreach (TaskInventoryItem item in m_items.Values) 1075 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
944 { 1076 {
945 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1077 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
946 { 1078 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1079 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
948 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1080 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1081 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
950 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
951 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 1083 item.CurrentPermissions |= 8;
952 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
953 item.CurrentPermissions |= 8;
954 }
955 item.CurrentPermissions &= item.NextPermissions;
956 item.BasePermissions &= item.NextPermissions;
957 item.EveryonePermissions &= item.NextPermissions;
958 } 1084 }
1085 item.CurrentPermissions &= item.NextPermissions;
1086 item.BasePermissions &= item.NextPermissions;
1087 item.EveryonePermissions &= item.NextPermissions;
959 } 1088 }
960 1089
961 m_part.TriggerScriptChangedEvent(Changed.OWNER); 1090 m_part.TriggerScriptChangedEvent(Changed.OWNER);
@@ -963,29 +1092,22 @@ namespace OpenSim.Region.Framework.Scenes
963 1092
964 public void ApplyGodPermissions(uint perms) 1093 public void ApplyGodPermissions(uint perms)
965 { 1094 {
966 lock (m_items) 1095 foreach (TaskInventoryItem item in m_items.Values)
967 { 1096 {
968 foreach (TaskInventoryItem item in m_items.Values) 1097 item.CurrentPermissions = perms;
969 { 1098 item.BasePermissions = perms;
970 item.CurrentPermissions = perms;
971 item.BasePermissions = perms;
972 }
973 } 1099 }
974 } 1100 }
975 1101
976 public bool ContainsScripts() 1102 public bool ContainsScripts()
977 { 1103 {
978 lock (m_items) 1104 foreach (TaskInventoryItem item in m_items.Values)
979 { 1105 {
980 foreach (TaskInventoryItem item in m_items.Values) 1106 if (item.InvType == (int)InventoryType.LSL)
981 { 1107 {
982 if (item.InvType == (int)InventoryType.LSL) 1108 return true;
983 {
984 return true;
985 }
986 } 1109 }
987 } 1110 }
988
989 return false; 1111 return false;
990 } 1112 }
991 1113
@@ -993,46 +1115,52 @@ namespace OpenSim.Region.Framework.Scenes
993 { 1115 {
994 List<UUID> ret = new List<UUID>(); 1116 List<UUID> ret = new List<UUID>();
995 1117
996 lock (m_items) 1118 foreach (TaskInventoryItem item in m_items.Values)
997 { 1119 ret.Add(item.ItemID);
998 foreach (TaskInventoryItem item in m_items.Values)
999 ret.Add(item.ItemID);
1000 }
1001 1120
1002 return ret; 1121 return ret;
1003 } 1122 }
1004 1123
1005 public Dictionary<UUID, string> GetScriptStates() 1124 public Dictionary<UUID, string> GetScriptStates()
1006 { 1125 {
1126 return GetScriptStates(false);
1127 }
1128
1129 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1130 {
1007 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1131 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1008 1132
1009 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1133 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1010 if (engines == null) // No engine at all 1134 if (engines == null) // No engine at all
1011 return ret; 1135 return ret;
1012 1136
1013 lock (m_items) 1137 foreach (TaskInventoryItem item in m_items.Values)
1014 { 1138 {
1015 foreach (TaskInventoryItem item in m_items.Values) 1139 if (item.InvType == (int)InventoryType.LSL)
1016 { 1140 {
1017 if (item.InvType == (int)InventoryType.LSL) 1141 foreach (IScriptModule e in engines)
1018 { 1142 {
1019 foreach (IScriptModule e in engines) 1143 if (e != null)
1020 { 1144 {
1021 if (e != null) 1145 string n = e.GetXMLState(item.ItemID);
1146 if (n != String.Empty)
1022 { 1147 {
1023 string n = e.GetXMLState(item.ItemID); 1148 if (oldIDs)
1024 if (n != String.Empty) 1149 {
1150 if (!ret.ContainsKey(item.OldItemID))
1151 ret[item.OldItemID] = n;
1152 }
1153 else
1025 { 1154 {
1026 if (!ret.ContainsKey(item.ItemID)) 1155 if (!ret.ContainsKey(item.ItemID))
1027 ret[item.ItemID] = n; 1156 ret[item.ItemID] = n;
1028 break;
1029 } 1157 }
1158 break;
1030 } 1159 }
1031 } 1160 }
1032 } 1161 }
1033 } 1162 }
1034 } 1163 }
1035
1036 return ret; 1164 return ret;
1037 } 1165 }
1038 1166
@@ -1043,20 +1171,21 @@ namespace OpenSim.Region.Framework.Scenes
1043 return; 1171 return;
1044 1172
1045 1173
1046 lock (m_items) 1174 Items.LockItemsForRead(true);
1175
1176 foreach (TaskInventoryItem item in m_items.Values)
1047 { 1177 {
1048 foreach (TaskInventoryItem item in m_items.Values) 1178 if (item.InvType == (int)InventoryType.LSL)
1049 { 1179 {
1050 if (item.InvType == (int)InventoryType.LSL) 1180 foreach (IScriptModule engine in engines)
1051 { 1181 {
1052 foreach (IScriptModule engine in engines) 1182 if (engine != null)
1053 { 1183 engine.ResumeScript(item.ItemID);
1054 if (engine != null)
1055 engine.ResumeScript(item.ItemID);
1056 }
1057 } 1184 }
1058 } 1185 }
1059 } 1186 }
1187
1188 Items.LockItemsForRead(false);
1060 } 1189 }
1061 } 1190 }
1062} 1191}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3efb45f..ceb4395 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 74// {
74// m_log.Debug("[ScenePresence] Destructor called"); 75// m_log.Debug("[ScenePresence] Destructor called");
75// } 76// }
76 77
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 78 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 79
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 80 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 public UUID currentParcelUUID = UUID.Zero; 97 public UUID currentParcelUUID = UUID.Zero;
95 98
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 126 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 127 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 128 public Vector4 CollisionPlane = Vector4.UnitW;
126 129
127 private Vector3 m_lastPosition; 130 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
131 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
132 private Vector3 m_lastPosition;
133 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 134 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 135 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 136 //private int m_lastTerseSent;
@@ -134,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
134 private Vector3? m_forceToApply; 140 private Vector3? m_forceToApply;
135 private uint m_requestedSitTargetID; 141 private uint m_requestedSitTargetID;
136 private UUID m_requestedSitTargetUUID; 142 private UUID m_requestedSitTargetUUID;
137 public bool SitGround = false;
138 143
139 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 144 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
140 145
@@ -157,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
157 private int m_perfMonMS; 162 private int m_perfMonMS;
158 163
159 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
160
161 private bool m_forceFly; 165 private bool m_forceFly;
162 private bool m_flyDisabled; 166 private bool m_flyDisabled;
163 167
@@ -183,7 +187,8 @@ namespace OpenSim.Region.Framework.Scenes
183 protected RegionInfo m_regionInfo; 187 protected RegionInfo m_regionInfo;
184 protected ulong crossingFromRegion; 188 protected ulong crossingFromRegion;
185 189
186 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 190 private readonly Vector3[] Dir_Vectors = new Vector3[11];
191 private bool m_isNudging = false;
187 192
188 // Position of agent's camera in world (region cordinates) 193 // Position of agent's camera in world (region cordinates)
189 protected Vector3 m_CameraCenter; 194 protected Vector3 m_CameraCenter;
@@ -208,6 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
208 private bool m_autopilotMoving; 213 private bool m_autopilotMoving;
209 private Vector3 m_autoPilotTarget; 214 private Vector3 m_autoPilotTarget;
210 private bool m_sitAtAutoTarget; 215 private bool m_sitAtAutoTarget;
216 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
211 217
212 private string m_nextSitAnimation = String.Empty; 218 private string m_nextSitAnimation = String.Empty;
213 219
@@ -218,6 +224,9 @@ namespace OpenSim.Region.Framework.Scenes
218 private bool m_followCamAuto; 224 private bool m_followCamAuto;
219 225
220 private int m_movementUpdateCount; 226 private int m_movementUpdateCount;
227 private int m_lastColCount = -1; //KF: Look for Collision chnages
228 private int m_updateCount = 0; //KF: Update Anims for a while
229 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
221 230
222 private const int NumMovementsBetweenRayCast = 5; 231 private const int NumMovementsBetweenRayCast = 5;
223 232
@@ -246,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
246 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 255 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
247 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 256 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
248 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 257 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
249 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 258 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
259 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
260 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
250 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 261 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
251 } 262 }
252 263
@@ -453,7 +464,8 @@ namespace OpenSim.Region.Framework.Scenes
453 get 464 get
454 { 465 {
455 PhysicsActor actor = m_physicsActor; 466 PhysicsActor actor = m_physicsActor;
456 if (actor != null) 467// if (actor != null)
468 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
457 m_pos = actor.Position; 469 m_pos = actor.Position;
458 470
459 return m_parentPosition + m_pos; 471 return m_parentPosition + m_pos;
@@ -474,7 +486,8 @@ namespace OpenSim.Region.Framework.Scenes
474 } 486 }
475 } 487 }
476 488
477 m_pos = value; 489 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
490 m_pos = value;
478 m_parentPosition = Vector3.Zero; 491 m_parentPosition = Vector3.Zero;
479 } 492 }
480 } 493 }
@@ -693,10 +706,7 @@ namespace OpenSim.Region.Framework.Scenes
693 m_reprioritization_timer.AutoReset = false; 706 m_reprioritization_timer.AutoReset = false;
694 707
695 AdjustKnownSeeds(); 708 AdjustKnownSeeds();
696
697 // TODO: I think, this won't send anything, as we are still a child here...
698 Animator.TrySetMovementAnimation("STAND"); 709 Animator.TrySetMovementAnimation("STAND");
699
700 // we created a new ScenePresence (a new child agent) in a fresh region. 710 // we created a new ScenePresence (a new child agent) in a fresh region.
701 // Request info about all the (root) agents in this region 711 // Request info about all the (root) agents in this region
702 // Note: This won't send data *to* other clients in that region (children don't send) 712 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -752,25 +762,47 @@ namespace OpenSim.Region.Framework.Scenes
752 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 762 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
753 Dir_Vectors[4] = Vector3.UnitZ; //UP 763 Dir_Vectors[4] = Vector3.UnitZ; //UP
754 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 764 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
755 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 765 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
756 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 766 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
757 Dir_Vectors[7] = -Vector3.UnitX; //BACK 767 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
768 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
769 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
758 } 770 }
759 771
760 private Vector3[] GetWalkDirectionVectors() 772 private Vector3[] GetWalkDirectionVectors()
761 { 773 {
762 Vector3[] vector = new Vector3[9]; 774 Vector3[] vector = new Vector3[11];
763 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 775 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
764 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 776 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
765 vector[2] = Vector3.UnitY; //LEFT 777 vector[2] = Vector3.UnitY; //LEFT
766 vector[3] = -Vector3.UnitY; //RIGHT 778 vector[3] = -Vector3.UnitY; //RIGHT
767 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 779 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
768 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 780 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
769 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 781 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
770 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 782 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
771 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 783 vector[8] = Vector3.UnitY; //LEFT_NUDGE
784 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
785 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
772 return vector; 786 return vector;
773 } 787 }
788
789 private bool[] GetDirectionIsNudge()
790 {
791 bool[] isNudge = new bool[11];
792 isNudge[0] = false; //FORWARD
793 isNudge[1] = false; //BACK
794 isNudge[2] = false; //LEFT
795 isNudge[3] = false; //RIGHT
796 isNudge[4] = false; //UP
797 isNudge[5] = false; //DOWN
798 isNudge[6] = true; //FORWARD_NUDGE
799 isNudge[7] = true; //BACK_NUDGE
800 isNudge[8] = true; //LEFT_NUDGE
801 isNudge[9] = true; //RIGHT_NUDGE
802 isNudge[10] = true; //DOWN_Nudge
803 return isNudge;
804 }
805
774 806
775 #endregion 807 #endregion
776 808
@@ -839,6 +871,22 @@ namespace OpenSim.Region.Framework.Scenes
839 { 871 {
840 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 872 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
841 pos.Y = crossedBorder.BorderLine.Z - 1; 873 pos.Y = crossedBorder.BorderLine.Z - 1;
874 }
875
876 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
877 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
878 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
879 if (KnownChildRegionHandles.Count == 0)
880 {
881 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
882 if (land != null)
883 {
884 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
885 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
886 {
887 pos = land.LandData.UserLocation;
888 }
889 }
842 } 890 }
843 891
844 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 892 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
@@ -973,9 +1021,10 @@ namespace OpenSim.Region.Framework.Scenes
973 public void Teleport(Vector3 pos) 1021 public void Teleport(Vector3 pos)
974 { 1022 {
975 bool isFlying = false; 1023 bool isFlying = false;
976 if (m_physicsActor != null)
977 isFlying = m_physicsActor.Flying;
978 1024
1025 if (m_physicsActor != null)
1026 isFlying = m_physicsActor.Flying;
1027
979 RemoveFromPhysicalScene(); 1028 RemoveFromPhysicalScene();
980 Velocity = Vector3.Zero; 1029 Velocity = Vector3.Zero;
981 AbsolutePosition = pos; 1030 AbsolutePosition = pos;
@@ -986,7 +1035,8 @@ namespace OpenSim.Region.Framework.Scenes
986 SetHeight(m_appearance.AvatarHeight); 1035 SetHeight(m_appearance.AvatarHeight);
987 } 1036 }
988 1037
989 SendTerseUpdateToAllClients(); 1038 SendTerseUpdateToAllClients();
1039
990 } 1040 }
991 1041
992 public void TeleportWithMomentum(Vector3 pos) 1042 public void TeleportWithMomentum(Vector3 pos)
@@ -1031,7 +1081,9 @@ namespace OpenSim.Region.Framework.Scenes
1031 { 1081 {
1032 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1082 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1033 } 1083 }
1034 1084
1085 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1086
1035 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1087 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1036 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1088 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1037 } 1089 }
@@ -1216,6 +1268,7 @@ namespace OpenSim.Region.Framework.Scenes
1216 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1268 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1217 1269
1218 m_pos = m_LastFinitePos; 1270 m_pos = m_LastFinitePos;
1271
1219 if (!m_pos.IsFinite()) 1272 if (!m_pos.IsFinite())
1220 { 1273 {
1221 m_pos.X = 127f; 1274 m_pos.X = 127f;
@@ -1282,7 +1335,6 @@ namespace OpenSim.Region.Framework.Scenes
1282 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1335 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1283 } 1336 }
1284 } 1337 }
1285
1286 lock (scriptedcontrols) 1338 lock (scriptedcontrols)
1287 { 1339 {
1288 if (scriptedcontrols.Count > 0) 1340 if (scriptedcontrols.Count > 0)
@@ -1297,12 +1349,8 @@ namespace OpenSim.Region.Framework.Scenes
1297 1349
1298 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1350 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1299 { 1351 {
1300 // TODO: This doesn't prevent the user from walking yet. 1352 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1301 // Setting parent ID would fix this, if we knew what value 1353 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1302 // to use. Or we could add a m_isSitting variable.
1303 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1304 SitGround = true;
1305
1306 } 1354 }
1307 1355
1308 // In the future, these values might need to go global. 1356 // In the future, these values might need to go global.
@@ -1352,6 +1400,11 @@ namespace OpenSim.Region.Framework.Scenes
1352 update_rotation = true; 1400 update_rotation = true;
1353 } 1401 }
1354 1402
1403 //guilty until proven innocent..
1404 bool Nudging = true;
1405 //Basically, if there is at least one non-nudge control then we don't need
1406 //to worry about stopping the avatar
1407
1355 if (m_parentID == 0) 1408 if (m_parentID == 0)
1356 { 1409 {
1357 bool bAllowUpdateMoveToPosition = false; 1410 bool bAllowUpdateMoveToPosition = false;
@@ -1366,9 +1419,12 @@ namespace OpenSim.Region.Framework.Scenes
1366 else 1419 else
1367 dirVectors = Dir_Vectors; 1420 dirVectors = Dir_Vectors;
1368 1421
1369 // The fact that m_movementflag is a byte needs to be fixed 1422 bool[] isNudge = GetDirectionIsNudge();
1370 // it really should be a uint 1423
1371 uint nudgehack = 250; 1424
1425
1426
1427
1372 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1428 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1373 { 1429 {
1374 if (((uint)flags & (uint)DCF) != 0) 1430 if (((uint)flags & (uint)DCF) != 0)
@@ -1378,40 +1434,28 @@ namespace OpenSim.Region.Framework.Scenes
1378 try 1434 try
1379 { 1435 {
1380 agent_control_v3 += dirVectors[i]; 1436 agent_control_v3 += dirVectors[i];
1381 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1437 if (isNudge[i] == false)
1438 {
1439 Nudging = false;
1440 }
1382 } 1441 }
1383 catch (IndexOutOfRangeException) 1442 catch (IndexOutOfRangeException)
1384 { 1443 {
1385 // Why did I get this? 1444 // Why did I get this?
1386 } 1445 }
1387 1446
1388 if ((m_movementflag & (byte)(uint)DCF) == 0) 1447 if ((m_movementflag & (uint)DCF) == 0)
1389 { 1448 {
1390 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1391 {
1392 m_movementflag |= (byte)nudgehack;
1393 }
1394 m_movementflag += (byte)(uint)DCF; 1449 m_movementflag += (byte)(uint)DCF;
1395 update_movementflag = true; 1450 update_movementflag = true;
1396 } 1451 }
1397 } 1452 }
1398 else 1453 else
1399 { 1454 {
1400 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1455 if ((m_movementflag & (uint)DCF) != 0)
1401 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1402 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1403 ) // This or is for Nudge forward
1404 { 1456 {
1405 m_movementflag -= ((byte)(uint)DCF); 1457 m_movementflag -= (byte)(uint)DCF;
1406
1407 update_movementflag = true; 1458 update_movementflag = true;
1408 /*
1409 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1410 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1411 {
1412 m_log.Debug("Removed Hack flag");
1413 }
1414 */
1415 } 1459 }
1416 else 1460 else
1417 { 1461 {
@@ -1455,6 +1499,9 @@ namespace OpenSim.Region.Framework.Scenes
1455 // Ignore z component of vector 1499 // Ignore z component of vector
1456 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1500 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1457 LocalVectorToTarget2D.Normalize(); 1501 LocalVectorToTarget2D.Normalize();
1502
1503 //We're not nudging
1504 Nudging = false;
1458 agent_control_v3 += LocalVectorToTarget2D; 1505 agent_control_v3 += LocalVectorToTarget2D;
1459 1506
1460 // update avatar movement flags. the avatar coordinate system is as follows: 1507 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1543,13 +1590,13 @@ namespace OpenSim.Region.Framework.Scenes
1543 // m_log.DebugFormat( 1590 // m_log.DebugFormat(
1544 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1591 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1545 1592
1546 AddNewMovement(agent_control_v3, q); 1593 AddNewMovement(agent_control_v3, q, Nudging);
1547 1594
1548 1595
1549 } 1596 }
1550 } 1597 }
1551 1598
1552 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1599 if (update_movementflag)
1553 Animator.UpdateMovementAnimations(); 1600 Animator.UpdateMovementAnimations();
1554 1601
1555 m_scene.EventManager.TriggerOnClientMovement(this); 1602 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1564,7 +1611,6 @@ namespace OpenSim.Region.Framework.Scenes
1564 m_sitAtAutoTarget = false; 1611 m_sitAtAutoTarget = false;
1565 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1612 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1566 //proxy.PCode = (byte)PCode.ParticleSystem; 1613 //proxy.PCode = (byte)PCode.ParticleSystem;
1567
1568 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1614 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1569 proxyObjectGroup.AttachToScene(m_scene); 1615 proxyObjectGroup.AttachToScene(m_scene);
1570 1616
@@ -1606,7 +1652,7 @@ namespace OpenSim.Region.Framework.Scenes
1606 } 1652 }
1607 m_moveToPositionInProgress = true; 1653 m_moveToPositionInProgress = true;
1608 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1654 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1609 } 1655 }
1610 catch (Exception ex) 1656 catch (Exception ex)
1611 { 1657 {
1612 //Why did I get this error? 1658 //Why did I get this error?
@@ -1628,7 +1674,7 @@ namespace OpenSim.Region.Framework.Scenes
1628 Velocity = Vector3.Zero; 1674 Velocity = Vector3.Zero;
1629 SendFullUpdateToAllClients(); 1675 SendFullUpdateToAllClients();
1630 1676
1631 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1677 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1632 } 1678 }
1633 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1679 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1634 m_requestedSitTargetUUID = UUID.Zero; 1680 m_requestedSitTargetUUID = UUID.Zero;
@@ -1661,55 +1707,84 @@ namespace OpenSim.Region.Framework.Scenes
1661 /// </summary> 1707 /// </summary>
1662 public void StandUp() 1708 public void StandUp()
1663 { 1709 {
1664 if (SitGround)
1665 SitGround = false;
1666
1667 if (m_parentID != 0) 1710 if (m_parentID != 0)
1668 { 1711 {
1669 m_log.Debug("StandupCode Executed");
1670 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1712 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1671 if (part != null) 1713 if (part != null)
1672 { 1714 {
1715 part.TaskInventory.LockItemsForRead(true);
1673 TaskInventoryDictionary taskIDict = part.TaskInventory; 1716 TaskInventoryDictionary taskIDict = part.TaskInventory;
1674 if (taskIDict != null) 1717 if (taskIDict != null)
1675 { 1718 {
1676 lock (taskIDict) 1719 foreach (UUID taskID in taskIDict.Keys)
1677 { 1720 {
1678 foreach (UUID taskID in taskIDict.Keys) 1721 UnRegisterControlEventsToScript(LocalId, taskID);
1679 { 1722 taskIDict[taskID].PermsMask &= ~(
1680 UnRegisterControlEventsToScript(LocalId, taskID); 1723 2048 | //PERMISSION_CONTROL_CAMERA
1681 taskIDict[taskID].PermsMask &= ~( 1724 4); // PERMISSION_TAKE_CONTROLS
1682 2048 | //PERMISSION_CONTROL_CAMERA
1683 4); // PERMISSION_TAKE_CONTROLS
1684 }
1685 } 1725 }
1686
1687 } 1726 }
1727 part.TaskInventory.LockItemsForRead(false);
1688 // Reset sit target. 1728 // Reset sit target.
1689 if (part.GetAvatarOnSitTarget() == UUID) 1729 if (part.GetAvatarOnSitTarget() == UUID)
1690 part.SetAvatarOnSitTarget(UUID.Zero); 1730 part.SetAvatarOnSitTarget(UUID.Zero);
1691
1692 m_parentPosition = part.GetWorldPosition(); 1731 m_parentPosition = part.GetWorldPosition();
1693 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1732 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1694 } 1733 }
1695 1734 // part.GetWorldRotation() is the rotation of the object being sat on
1696 if (m_physicsActor == null) 1735 // Rotation is the sittiing Av's rotation
1697 { 1736
1698 AddToPhysicalScene(false); 1737 Quaternion partRot;
1738// if (part.LinkNum == 1)
1739// { // Root prim of linkset
1740// partRot = part.ParentGroup.RootPart.RotationOffset;
1741// }
1742// else
1743// { // single or child prim
1744
1745// }
1746 if (part == null) //CW: Part may be gone. llDie() for example.
1747 {
1748 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1749 }
1750 else
1751 {
1752 partRot = part.GetWorldRotation();
1699 } 1753 }
1700 1754
1701 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1755 Quaternion partIRot = Quaternion.Inverse(partRot);
1702 m_parentPosition = Vector3.Zero;
1703 1756
1704 m_parentID = 0; 1757 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1758 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1759
1760
1761 if (m_physicsActor == null)
1762 {
1763 AddToPhysicalScene(false);
1764 }
1765 //CW: If the part isn't null then we can set the current position
1766 if (part != null)
1767 {
1768 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1769 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1770 part.IsOccupied = false;
1771 }
1772 else
1773 {
1774 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1775 AbsolutePosition = m_lastWorldPosition;
1776 }
1777
1778 m_parentPosition = Vector3.Zero;
1779 m_parentID = 0;
1705 SendFullUpdateToAllClients(); 1780 SendFullUpdateToAllClients();
1706 m_requestedSitTargetID = 0; 1781 m_requestedSitTargetID = 0;
1782
1707 if ((m_physicsActor != null) && (m_avHeight > 0)) 1783 if ((m_physicsActor != null) && (m_avHeight > 0))
1708 { 1784 {
1709 SetHeight(m_avHeight); 1785 SetHeight(m_avHeight);
1710 } 1786 }
1711 } 1787 }
1712
1713 Animator.TrySetMovementAnimation("STAND"); 1788 Animator.TrySetMovementAnimation("STAND");
1714 } 1789 }
1715 1790
@@ -1740,13 +1815,9 @@ namespace OpenSim.Region.Framework.Scenes
1740 Vector3 avSitOffSet = part.SitTargetPosition; 1815 Vector3 avSitOffSet = part.SitTargetPosition;
1741 Quaternion avSitOrientation = part.SitTargetOrientation; 1816 Quaternion avSitOrientation = part.SitTargetOrientation;
1742 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1817 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1743 1818 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1744 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1819 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1745 bool SitTargetisSet = 1820 if (SitTargetisSet && !SitTargetOccupied)
1746 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1747 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1748
1749 if (SitTargetisSet && SitTargetUnOccupied)
1750 { 1821 {
1751 //switch the target to this prim 1822 //switch the target to this prim
1752 return part; 1823 return part;
@@ -1760,84 +1831,153 @@ namespace OpenSim.Region.Framework.Scenes
1760 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1831 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1761 { 1832 {
1762 bool autopilot = true; 1833 bool autopilot = true;
1834 Vector3 autopilotTarget = new Vector3();
1835 Quaternion sitOrientation = Quaternion.Identity;
1763 Vector3 pos = new Vector3(); 1836 Vector3 pos = new Vector3();
1764 Quaternion sitOrientation = pSitOrientation;
1765 Vector3 cameraEyeOffset = Vector3.Zero; 1837 Vector3 cameraEyeOffset = Vector3.Zero;
1766 Vector3 cameraAtOffset = Vector3.Zero; 1838 Vector3 cameraAtOffset = Vector3.Zero;
1767 bool forceMouselook = false; 1839 bool forceMouselook = false;
1768 1840
1769 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1841 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1770 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1842 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1771 if (part != null) 1843 if (part == null) return;
1772 { 1844
1773 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1845 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1774 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1846 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1775 1847
1776 // Is a sit target available? 1848 // part is the prim to sit on
1777 Vector3 avSitOffSet = part.SitTargetPosition; 1849 // offset is the world-ref vector distance from that prim center to the click-spot
1778 Quaternion avSitOrientation = part.SitTargetOrientation; 1850 // UUID is the UUID of the Avatar doing the clicking
1779 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1851
1780 1852 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1781 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1853
1782 bool SitTargetisSet = 1854 // Is a sit target available?
1783 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1855 Vector3 avSitOffSet = part.SitTargetPosition;
1784 ( 1856 Quaternion avSitOrientation = part.SitTargetOrientation;
1785 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1857
1786 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1858 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1787 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1859 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1788 ) 1860 Quaternion partRot;
1789 )); 1861// if (part.LinkNum == 1)
1790 1862// { // Root prim of linkset
1791 if (SitTargetisSet && SitTargetUnOccupied) 1863// partRot = part.ParentGroup.RootPart.RotationOffset;
1792 { 1864// }
1793 part.SetAvatarOnSitTarget(UUID); 1865// else
1794 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1866// { // single or child prim
1795 sitOrientation = avSitOrientation; 1867 partRot = part.GetWorldRotation();
1796 autopilot = false; 1868// }
1797 } 1869 Quaternion partIRot = Quaternion.Inverse(partRot);
1798 1870//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1799 pos = part.AbsolutePosition + offset; 1871 // Sit analysis rewritten by KF 091125
1800 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1872 if (SitTargetisSet) // scipted sit
1801 //{ 1873 {
1802 // offset = pos; 1874 if (!part.IsOccupied)
1803 //autopilot = false; 1875 {
1804 //} 1876//Console.WriteLine("Scripted, unoccupied");
1805 if (m_physicsActor != null) 1877 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1806 { 1878 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1807 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1879 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1808 // We can remove the physicsActor until they stand up. 1880 autopilot = false; // Jump direct to scripted llSitPos()
1809 m_sitAvatarHeight = m_physicsActor.Size.Z; 1881 }
1810 1882 else
1811 if (autopilot) 1883 {
1812 { 1884//Console.WriteLine("Scripted, occupied");
1813 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1885 return;
1814 { 1886 }
1815 autopilot = false; 1887 }
1888 else // Not Scripted
1889 {
1890 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1891 {
1892 // large prim & offset, ignore if other Avs sitting
1893// offset.Z -= 0.05f;
1894 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1895 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1896
1897//Console.WriteLine(" offset ={0}", offset);
1898//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1899//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1900
1901 }
1902 else // small offset
1903 {
1904//Console.WriteLine("Small offset");
1905 if (!part.IsOccupied)
1906 {
1907 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1908 autopilotTarget = part.AbsolutePosition;
1909//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1910 }
1911 else return; // occupied small
1912 } // end large/small
1913 } // end Scripted/not
1914 cameraAtOffset = part.GetCameraAtOffset();
1915 cameraEyeOffset = part.GetCameraEyeOffset();
1916 forceMouselook = part.GetForceMouselook();
1917 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1918 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1816 1919
1817 RemoveFromPhysicalScene(); 1920 if (m_physicsActor != null)
1818 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1921 {
1819 } 1922 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1820 } 1923 // We can remove the physicsActor until they stand up.
1821 else 1924 m_sitAvatarHeight = m_physicsActor.Size.Z;
1925 if (autopilot)
1926 { // its not a scripted sit
1927// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1928 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1822 { 1929 {
1930 autopilot = false; // close enough
1931 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1932 Not using the part's position because returning the AV to the last known standing
1933 position is likely to be more friendly, isn't it? */
1823 RemoveFromPhysicalScene(); 1934 RemoveFromPhysicalScene();
1824 } 1935 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1936 } // else the autopilot will get us close
1937 }
1938 else
1939 { // its a scripted sit
1940 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1941 I *am* using the part's position this time because we have no real idea how far away
1942 the avatar is from the sit target. */
1943 RemoveFromPhysicalScene();
1825 } 1944 }
1826
1827 cameraAtOffset = part.GetCameraAtOffset();
1828 cameraEyeOffset = part.GetCameraEyeOffset();
1829 forceMouselook = part.GetForceMouselook();
1830 } 1945 }
1831 1946 else return; // physactor is null!
1832 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1947
1833 m_requestedSitTargetUUID = targetID; 1948 Vector3 offsetr; // = offset * partIRot;
1949 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1950 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1951 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1952 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1953 offsetr = offset * partIRot;
1954//
1955 // else
1956 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1957 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1958 // (offset * partRot);
1959 // }
1960
1961//Console.WriteLine(" ");
1962//Console.WriteLine("link number ={0}", part.LinkNum);
1963//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1964//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1965//Console.WriteLine("Click offst ={0}", offset);
1966//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1967//Console.WriteLine("offsetr ={0}", offsetr);
1968//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1969//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1970
1971 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1972 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1834 // This calls HandleAgentSit twice, once from here, and the client calls 1973 // This calls HandleAgentSit twice, once from here, and the client calls
1835 // HandleAgentSit itself after it gets to the location 1974 // HandleAgentSit itself after it gets to the location
1836 // It doesn't get to the location until we've moved them there though 1975 // It doesn't get to the location until we've moved them there though
1837 // which happens in HandleAgentSit :P 1976 // which happens in HandleAgentSit :P
1838 m_autopilotMoving = autopilot; 1977 m_autopilotMoving = autopilot;
1839 m_autoPilotTarget = pos; 1978 m_autoPilotTarget = autopilotTarget;
1840 m_sitAtAutoTarget = autopilot; 1979 m_sitAtAutoTarget = autopilot;
1980 m_initialSitTarget = autopilotTarget;
1841 if (!autopilot) 1981 if (!autopilot)
1842 HandleAgentSit(remoteClient, UUID); 1982 HandleAgentSit(remoteClient, UUID);
1843 } 1983 }
@@ -2132,31 +2272,66 @@ namespace OpenSim.Region.Framework.Scenes
2132 { 2272 {
2133 if (part != null) 2273 if (part != null)
2134 { 2274 {
2275//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2135 if (part.GetAvatarOnSitTarget() == UUID) 2276 if (part.GetAvatarOnSitTarget() == UUID)
2136 { 2277 {
2278//Console.WriteLine("Scripted Sit");
2279 // Scripted sit
2137 Vector3 sitTargetPos = part.SitTargetPosition; 2280 Vector3 sitTargetPos = part.SitTargetPosition;
2138 Quaternion sitTargetOrient = part.SitTargetOrientation; 2281 Quaternion sitTargetOrient = part.SitTargetOrientation;
2139
2140 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2141 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2142
2143 //Quaternion result = (sitTargetOrient * vq) * nq;
2144
2145 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2282 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2146 m_pos += SIT_TARGET_ADJUSTMENT; 2283 m_pos += SIT_TARGET_ADJUSTMENT;
2147 m_bodyRot = sitTargetOrient; 2284 m_bodyRot = sitTargetOrient;
2148 //Rotation = sitTargetOrient;
2149 m_parentPosition = part.AbsolutePosition; 2285 m_parentPosition = part.AbsolutePosition;
2150 2286 part.IsOccupied = true;
2151 //SendTerseUpdateToAllClients(); 2287Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2152 } 2288 }
2153 else 2289 else
2154 { 2290 {
2155 m_pos -= part.AbsolutePosition; 2291 // if m_avUnscriptedSitPos is zero then Av sits above center
2292 // Else Av sits at m_avUnscriptedSitPos
2293
2294 // Non-scripted sit by Kitto Flora 21Nov09
2295 // Calculate angle of line from prim to Av
2296 Quaternion partIRot;
2297// if (part.LinkNum == 1)
2298// { // Root prim of linkset
2299// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2300// }
2301// else
2302// { // single or child prim
2303 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2304// }
2305 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2306 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2307 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2308 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2309 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2310 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2311 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2312 // Av sits at world euler <0,0, z>, translated by part rotation
2313 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2314
2156 m_parentPosition = part.AbsolutePosition; 2315 m_parentPosition = part.AbsolutePosition;
2157 } 2316 part.IsOccupied = true;
2317 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2318 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2319 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2320 m_avUnscriptedSitPos; // adds click offset, if any
2321 //Set up raytrace to find top surface of prim
2322 Vector3 size = part.Scale;
2323 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2324 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2325 Vector3 down = new Vector3(0f, 0f, -1f);
2326//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2327 m_scene.PhysicsScene.RaycastWorld(
2328 start, // Vector3 position,
2329 down, // Vector3 direction,
2330 mag, // float length,
2331 SitAltitudeCallback); // retMethod
2332 } // end scripted/not
2158 } 2333 }
2159 else 2334 else // no Av
2160 { 2335 {
2161 return; 2336 return;
2162 } 2337 }
@@ -2168,11 +2343,36 @@ namespace OpenSim.Region.Framework.Scenes
2168 2343
2169 Animator.TrySetMovementAnimation(sitAnimation); 2344 Animator.TrySetMovementAnimation(sitAnimation);
2170 SendFullUpdateToAllClients(); 2345 SendFullUpdateToAllClients();
2171 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2172 // So we're also sending a terse update (which has avatar rotation)
2173 // [Update] We do now.
2174 //SendTerseUpdateToAllClients();
2175 } 2346 }
2347
2348 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2349 {
2350 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2351 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2352 if(hitYN)
2353 {
2354 // m_pos = Av offset from prim center to make look like on center
2355 // m_parentPosition = Actual center pos of prim
2356 // collisionPoint = spot on prim where we want to sit
2357 // collisionPoint.Z = global sit surface height
2358 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2359 Quaternion partIRot;
2360// if (part.LinkNum == 1)
2361/// { // Root prim of linkset
2362// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2363// }
2364// else
2365// { // single or child prim
2366 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2367// }
2368 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2369 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2370//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2371 m_pos += offset;
2372// ControllingClient.SendClearFollowCamProperties(part.UUID);
2373
2374 }
2375 } // End SitAltitudeCallback KF.
2176 2376
2177 /// <summary> 2377 /// <summary>
2178 /// Event handler for the 'Always run' setting on the client 2378 /// Event handler for the 'Always run' setting on the client
@@ -2202,7 +2402,7 @@ namespace OpenSim.Region.Framework.Scenes
2202 /// </summary> 2402 /// </summary>
2203 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2403 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2204 /// <param name="rotation">The direction in which this avatar should now face. 2404 /// <param name="rotation">The direction in which this avatar should now face.
2205 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2405 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2206 { 2406 {
2207 if (m_isChildAgent) 2407 if (m_isChildAgent)
2208 { 2408 {
@@ -2279,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes
2279 2479
2280 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2480 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2281 m_forceToApply = direc; 2481 m_forceToApply = direc;
2282 2482 m_isNudging = Nudging;
2283 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2483 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2284 } 2484 }
2285 2485
@@ -2294,7 +2494,7 @@ namespace OpenSim.Region.Framework.Scenes
2294 const float POSITION_TOLERANCE = 0.05f; 2494 const float POSITION_TOLERANCE = 0.05f;
2295 //const int TIME_MS_TOLERANCE = 3000; 2495 //const int TIME_MS_TOLERANCE = 3000;
2296 2496
2297 SendPrimUpdates(); 2497
2298 2498
2299 if (m_newCoarseLocations) 2499 if (m_newCoarseLocations)
2300 { 2500 {
@@ -2330,6 +2530,9 @@ namespace OpenSim.Region.Framework.Scenes
2330 CheckForBorderCrossing(); 2530 CheckForBorderCrossing();
2331 CheckForSignificantMovement(); // sends update to the modules. 2531 CheckForSignificantMovement(); // sends update to the modules.
2332 } 2532 }
2533
2534 //Sending prim updates AFTER the avatar terse updates are sent
2535 SendPrimUpdates();
2333 } 2536 }
2334 2537
2335 #endregion 2538 #endregion
@@ -3146,6 +3349,7 @@ namespace OpenSim.Region.Framework.Scenes
3146 m_callbackURI = cAgent.CallbackURI; 3349 m_callbackURI = cAgent.CallbackURI;
3147 3350
3148 m_pos = cAgent.Position; 3351 m_pos = cAgent.Position;
3352
3149 m_velocity = cAgent.Velocity; 3353 m_velocity = cAgent.Velocity;
3150 m_CameraCenter = cAgent.Center; 3354 m_CameraCenter = cAgent.Center;
3151 //m_avHeight = cAgent.Size.Z; 3355 //m_avHeight = cAgent.Size.Z;
@@ -3234,14 +3438,25 @@ namespace OpenSim.Region.Framework.Scenes
3234 { 3438 {
3235 if (m_forceToApply.HasValue) 3439 if (m_forceToApply.HasValue)
3236 { 3440 {
3237 Vector3 force = m_forceToApply.Value;
3238 3441
3442 Vector3 force = m_forceToApply.Value;
3239 m_updateflag = true; 3443 m_updateflag = true;
3240// movementvector = force;
3241 Velocity = force; 3444 Velocity = force;
3242 3445
3243 m_forceToApply = null; 3446 m_forceToApply = null;
3244 } 3447 }
3448 else
3449 {
3450 if (m_isNudging)
3451 {
3452 Vector3 force = Vector3.Zero;
3453
3454 m_updateflag = true;
3455 Velocity = force;
3456 m_isNudging = false;
3457 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3458 }
3459 }
3245 } 3460 }
3246 3461
3247 public override void SetText(string text, Vector3 color, double alpha) 3462 public override void SetText(string text, Vector3 color, double alpha)
@@ -3292,18 +3507,29 @@ namespace OpenSim.Region.Framework.Scenes
3292 { 3507 {
3293 if (e == null) 3508 if (e == null)
3294 return; 3509 return;
3295 3510
3296 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3511 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3297 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3298 // as of this comment the interval is set in AddToPhysicalScene 3512 // as of this comment the interval is set in AddToPhysicalScene
3299 if (Animator!=null) 3513 if (Animator!=null)
3300 Animator.UpdateMovementAnimations(); 3514 {
3515 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3516 { // else its will lock out other animation changes, like ground sit.
3517 Animator.UpdateMovementAnimations();
3518 m_updateCount--;
3519 }
3520 }
3301 3521
3302 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3522 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3303 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3523 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3304 3524
3305 CollisionPlane = Vector4.UnitW; 3525 CollisionPlane = Vector4.UnitW;
3306 3526
3527 if (m_lastColCount != coldata.Count)
3528 {
3529 m_updateCount = UPDATE_COUNT;
3530 m_lastColCount = coldata.Count;
3531 }
3532
3307 if (coldata.Count != 0 && Animator != null) 3533 if (coldata.Count != 0 && Animator != null)
3308 { 3534 {
3309 switch (Animator.CurrentMovementAnimation) 3535 switch (Animator.CurrentMovementAnimation)
@@ -3738,6 +3964,32 @@ namespace OpenSim.Region.Framework.Scenes
3738 return; 3964 return;
3739 } 3965 }
3740 3966
3967 XmlDocument doc = new XmlDocument();
3968 string stateData = String.Empty;
3969
3970 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
3971 if (attServ != null)
3972 {
3973 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
3974 stateData = attServ.Get(ControllingClient.AgentId.ToString());
3975 doc.LoadXml(stateData);
3976 }
3977
3978 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
3979
3980 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
3981 if (nodes.Count > 0)
3982 {
3983 foreach (XmlNode n in nodes)
3984 {
3985 XmlElement elem = (XmlElement)n;
3986 string itemID = elem.GetAttribute("ItemID");
3987 string xml = elem.InnerXml;
3988
3989 itemData[new UUID(itemID)] = xml;
3990 }
3991 }
3992
3741 List<int> attPoints = m_appearance.GetAttachedPoints(); 3993 List<int> attPoints = m_appearance.GetAttachedPoints();
3742 foreach (int p in attPoints) 3994 foreach (int p in attPoints)
3743 { 3995 {
@@ -3757,9 +4009,17 @@ namespace OpenSim.Region.Framework.Scenes
3757 4009
3758 try 4010 try
3759 { 4011 {
4012 string xmlData;
4013 XmlDocument d = new XmlDocument();
4014 if (itemData.TryGetValue(itemID, out xmlData))
4015 {
4016 d.LoadXml(xmlData);
4017 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4018 }
4019
3760 // Rez from inventory 4020 // Rez from inventory
3761 UUID asset 4021 UUID asset
3762 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4022 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
3763 4023
3764 m_log.InfoFormat( 4024 m_log.InfoFormat(
3765 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4025 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3910,5 +4170,16 @@ namespace OpenSim.Region.Framework.Scenes
3910 m_reprioritization_called = false; 4170 m_reprioritization_called = false;
3911 } 4171 }
3912 } 4172 }
4173
4174 private Vector3 Quat2Euler(Quaternion rot){
4175 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4176 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4177 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4178 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4179 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4180 return(new Vector3(x,y,z));
4181 }
4182
4183
3913 } 4184 }
3914} 4185}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index c6cf4cc..4ba4fab 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes
75 75
76 foreach (EntityBase e in m_presence.Scene.Entities) 76 foreach (EntityBase e in m_presence.Scene.Entities)
77 { 77 {
78 if (e is SceneObjectGroup) 78 if (e != null && e is SceneObjectGroup)
79 m_pendingObjects.Enqueue((SceneObjectGroup)e); 79 m_pendingObjects.Enqueue((SceneObjectGroup)e);
80 } 80 }
81 } 81 }