diff options
Diffstat (limited to 'OpenSim/Region/Framework')
55 files changed, 9115 insertions, 3770 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs index 0cc8fb6..e0aad2b 100644 --- a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs +++ b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs | |||
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
36 | void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID, | 36 | void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID, |
37 | InventoryItemBase item); | 37 | InventoryItemBase item); |
38 | 38 | ||
39 | void HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID, | 39 | bool HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID, |
40 | uint callbackID, string description, string name, sbyte invType, | 40 | uint callbackID, string description, string name, sbyte invType, |
41 | sbyte type, byte wearableType, uint nextOwnerMask); | 41 | sbyte type, byte wearableType, uint nextOwnerMask); |
42 | 42 | ||
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index d9901bd..3c1247f 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using OpenMetaverse; | 31 | using OpenMetaverse; |
31 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
@@ -89,7 +90,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
89 | /// <param name="addToInventory">If true then add object to user inventory</param> | 90 | /// <param name="addToInventory">If true then add object to user inventory</param> |
90 | /// <param name="append">Append to attachment point rather than replace.</param> | 91 | /// <param name="append">Append to attachment point rather than replace.</param> |
91 | /// <returns>true if the object was successfully attached, false otherwise</returns> | 92 | /// <returns>true if the object was successfully attached, false otherwise</returns> |
92 | bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool addToInventory, bool append); | 93 | bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool addToInventory, bool append); |
93 | 94 | ||
94 | /// <summary> | 95 | /// <summary> |
95 | /// Rez an attachment from user inventory and change inventory status to match. | 96 | /// Rez an attachment from user inventory and change inventory status to match. |
@@ -98,7 +99,11 @@ namespace OpenSim.Region.Framework.Interfaces | |||
98 | /// <param name="itemID"></param> | 99 | /// <param name="itemID"></param> |
99 | /// <param name="AttachmentPt"></param> | 100 | /// <param name="AttachmentPt"></param> |
100 | /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> | 101 | /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> |
101 | SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); | 102 | ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); |
103 | |||
104 | // Same as above, but also load script states from a separate doc | ||
105 | ISceneEntity RezSingleAttachmentFromInventory( | ||
106 | IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc); | ||
102 | 107 | ||
103 | /// <summary> | 108 | /// <summary> |
104 | /// Rez multiple attachments from a user's inventory | 109 | /// Rez multiple attachments from a user's inventory |
@@ -130,7 +135,6 @@ namespace OpenSim.Region.Framework.Interfaces | |||
130 | /// <param name="grp">The attachment to detach.</param> | 135 | /// <param name="grp">The attachment to detach.</param> |
131 | void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); | 136 | void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); |
132 | 137 | ||
133 | /// <summary> | ||
134 | /// Update the position of an attachment. | 138 | /// Update the position of an attachment. |
135 | /// </summary> | 139 | /// </summary> |
136 | /// <param name="sog"></param> | 140 | /// <param name="sog"></param> |
diff --git a/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs index b536a49..4d8409be 100644 --- a/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs | |||
@@ -35,6 +35,9 @@ namespace OpenSim.Services.Interfaces | |||
35 | public interface IBakedTextureModule | 35 | public interface IBakedTextureModule |
36 | { | 36 | { |
37 | WearableCacheItem[] Get(UUID id); | 37 | WearableCacheItem[] Get(UUID id); |
38 | void Store(UUID id, WearableCacheItem[] data); | 38 | |
39 | void Store(UUID id); | ||
40 | void Store(UUID id, WearableCacheItem[] WearableCache); | ||
41 | void UpdateMeshAvatar(UUID id); | ||
39 | } | 42 | } |
40 | } | 43 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs b/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs index 522c82d..30d404e 100644 --- a/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs | |||
@@ -40,19 +40,19 @@ namespace OpenSim.Region.Framework.Interfaces | |||
40 | /// </summary> | 40 | /// </summary> |
41 | /// <param name="agentId"></param> | 41 | /// <param name="agentId"></param> |
42 | /// <param name="capsObjectPath"></param> | 42 | /// <param name="capsObjectPath"></param> |
43 | void CreateCaps(UUID agentId); | 43 | void CreateCaps(UUID agentId, uint circuitCode); |
44 | 44 | ||
45 | /// <summary> | 45 | /// <summary> |
46 | /// Remove the caps handler for a given agent. | 46 | /// Remove the caps handler for a given agent. |
47 | /// </summary> | 47 | /// </summary> |
48 | /// <param name="agentId"></param> | 48 | /// <param name="agentId"></param> |
49 | void RemoveCaps(UUID agentId); | 49 | void RemoveCaps(UUID agentId, uint circuitCode); |
50 | 50 | ||
51 | /// <summary> | 51 | /// <summary> |
52 | /// Will return null if the agent doesn't have a caps handler registered | 52 | /// Will return null if the agent doesn't have a caps handler registered |
53 | /// </summary> | 53 | /// </summary> |
54 | /// <param name="agentId"></param> | 54 | /// <param name="agentId"></param> |
55 | Caps GetCapsForUser(UUID agentId); | 55 | Caps GetCapsForUser(uint circuitCode); |
56 | 56 | ||
57 | void SetAgentCapsSeeds(AgentCircuitData agent); | 57 | void SetAgentCapsSeeds(AgentCircuitData agent); |
58 | 58 | ||
@@ -65,5 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
65 | void DropChildSeed(UUID agentID, ulong handle); | 65 | void DropChildSeed(UUID agentID, ulong handle); |
66 | 66 | ||
67 | string GetCapsPath(UUID agentId); | 67 | string GetCapsPath(UUID agentId); |
68 | |||
69 | void ActivateCaps(uint circuitCode); | ||
68 | } | 70 | } |
69 | } | 71 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs b/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs index 08b71e4..4d000b6 100644 --- a/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs | |||
@@ -43,6 +43,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
43 | public enum UserMode : int | 43 | public enum UserMode : int |
44 | { | 44 | { |
45 | Normal = 0, | 45 | Normal = 0, |
46 | RegionManager = 2, | ||
46 | God = 3 | 47 | God = 3 |
47 | } | 48 | } |
48 | 49 | ||
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index 9ffda51..b85fd8b 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | |||
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces | |||
133 | /// </returns> | 133 | /// </returns> |
134 | bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); | 134 | bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); |
135 | 135 | ||
136 | ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); | ||
137 | |||
136 | /// <summary> | 138 | /// <summary> |
137 | /// Stop and remove a script which is in this prim's inventory from the scene. | 139 | /// Stop and remove a script which is in this prim's inventory from the scene. |
138 | /// </summary> | 140 | /// </summary> |
@@ -244,7 +246,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
244 | /// <param name="objlist">The scene objects</param> | 246 | /// <param name="objlist">The scene objects</param> |
245 | /// <param name="veclist">Relative offsets for each object</param> | 247 | /// <param name="veclist">Relative offsets for each object</param> |
246 | /// <returns>true = success, false = the scene object asset couldn't be found</returns> | 248 | /// <returns>true = success, false = the scene object asset couldn't be found</returns> |
247 | bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist); | 249 | bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight); |
248 | 250 | ||
249 | /// <summary> | 251 | /// <summary> |
250 | /// Update an existing inventory item. | 252 | /// Update an existing inventory item. |
@@ -318,5 +320,6 @@ namespace OpenSim.Region.Framework.Interfaces | |||
318 | /// A <see cref="Dictionary`2"/> | 320 | /// A <see cref="Dictionary`2"/> |
319 | /// </returns> | 321 | /// </returns> |
320 | Dictionary<UUID, string> GetScriptStates(); | 322 | Dictionary<UUID, string> GetScriptStates(); |
323 | Dictionary<UUID, string> GetScriptStates(bool oldIDs); | ||
321 | } | 324 | } |
322 | } | 325 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs index 1ebef90..80f8244 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs | |||
@@ -36,6 +36,7 @@ using OpenSim.Region.Framework.Scenes; | |||
36 | namespace OpenSim.Region.Framework.Interfaces | 36 | namespace OpenSim.Region.Framework.Interfaces |
37 | { | 37 | { |
38 | public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version); | 38 | public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version); |
39 | public delegate ScenePresence CrossAsyncDelegate(ScenePresence agent, bool isFlying); | ||
39 | 40 | ||
40 | public interface IEntityTransferModule | 41 | public interface IEntityTransferModule |
41 | { | 42 | { |
@@ -92,10 +93,11 @@ namespace OpenSim.Region.Framework.Interfaces | |||
92 | 93 | ||
93 | void EnableChildAgent(ScenePresence agent, GridRegion region); | 94 | void EnableChildAgent(ScenePresence agent, GridRegion region); |
94 | 95 | ||
95 | GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, | 96 | GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos); |
96 | out Vector3 newpos, out string reason); | 97 | GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos); |
97 | 98 | bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason); | |
98 | void Cross(SceneObjectGroup sog, Vector3 position, bool silent); | 99 | void Cross(SceneObjectGroup sog, Vector3 position, bool silent); |
100 | bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent); | ||
99 | 101 | ||
100 | ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version); | 102 | ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version); |
101 | 103 | ||
diff --git a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs index 124504c..efc9ddc 100644 --- a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs +++ b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs | |||
@@ -58,7 +58,6 @@ namespace OpenSim.Region.Framework.Interfaces | |||
58 | public interface IHttpRequestModule | 58 | public interface IHttpRequestModule |
59 | { | 59 | { |
60 | UUID MakeHttpRequest(string url, string parameters, string body); | 60 | UUID MakeHttpRequest(string url, string parameters, string body); |
61 | |||
62 | /// <summary> | 61 | /// <summary> |
63 | /// Starts the http request. | 62 | /// Starts the http request. |
64 | /// </summary> | 63 | /// </summary> |
@@ -85,8 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
85 | /// Stop and remove all http requests for the given script. | 84 | /// Stop and remove all http requests for the given script. |
86 | /// </summary> | 85 | /// </summary> |
87 | /// <param name='id'></param> | 86 | /// <param name='id'></param> |
88 | void StopHttpRequestsForScript(UUID id); | 87 | void StopHttpRequest(uint m_localID, UUID m_itemID); |
89 | |||
90 | IServiceRequest GetNextCompletedRequest(); | 88 | IServiceRequest GetNextCompletedRequest(); |
91 | void RemoveCompletedRequest(UUID id); | 89 | void RemoveCompletedRequest(UUID id); |
92 | } | 90 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IMapImageUploadModule.cs b/OpenSim/Region/Framework/Interfaces/IMapImageUploadModule.cs index 6a7d4a1..5151567 100644 --- a/OpenSim/Region/Framework/Interfaces/IMapImageUploadModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IMapImageUploadModule.cs | |||
@@ -25,13 +25,18 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System.Drawing; | 28 | using OpenMetaverse; |
29 | using OpenSim.Framework; | 29 | using OpenSim.Framework; |
30 | using System.Drawing; | ||
30 | 31 | ||
31 | namespace OpenSim.Region.Framework.Interfaces | 32 | namespace OpenSim.Region.Framework.Interfaces |
32 | { | 33 | { |
33 | public interface IMapImageUploadModule | 34 | public interface IMapImageUploadModule |
34 | { | 35 | { |
36 | /// <summary> | ||
37 | /// Upload a new maptile | ||
38 | /// </summary> | ||
39 | void UploadMapTile(IScene scene); | ||
35 | void UploadMapTile(IScene scene, Bitmap mapTile); | 40 | void UploadMapTile(IScene scene, Bitmap mapTile); |
36 | } | 41 | } |
37 | } \ No newline at end of file | 42 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs index 4d261d6..5d5ce34 100644 --- a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs +++ b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs | |||
@@ -30,8 +30,12 @@ using OpenSim.Framework; | |||
30 | 30 | ||
31 | namespace OpenSim.Region.Framework.Interfaces | 31 | namespace OpenSim.Region.Framework.Interfaces |
32 | { | 32 | { |
33 | public delegate void ConsoleMessage(UUID toAgentID, string message); | ||
34 | |||
33 | public interface IRegionConsole | 35 | public interface IRegionConsole |
34 | { | 36 | { |
37 | event ConsoleMessage OnConsoleMessage; | ||
38 | |||
35 | bool RunCommand(string command, UUID invokerID); | 39 | bool RunCommand(string command, UUID invokerID); |
36 | void SendConsoleOutput(UUID agentID, string message); | 40 | void SendConsoleOutput(UUID agentID, string message); |
37 | void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn); | 41 | void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn); |
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs index c68550f..9b25beb 100644 --- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs | |||
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces | |||
35 | TimeSpan TimeUntilRestart { get; } | 35 | TimeSpan TimeUntilRestart { get; } |
36 | void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); | 36 | void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); |
37 | void AbortRestart(string message); | 37 | void AbortRestart(string message); |
38 | void DelayRestart(int seconds, string message); | ||
38 | } | 39 | } |
39 | } | 40 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/ISearchModule.cs b/OpenSim/Region/Framework/Interfaces/ISearchModule.cs index 64bf72c..d56d188 100644 --- a/OpenSim/Region/Framework/Interfaces/ISearchModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ISearchModule.cs | |||
@@ -31,6 +31,6 @@ namespace OpenSim.Framework | |||
31 | { | 31 | { |
32 | public interface ISearchModule | 32 | public interface ISearchModule |
33 | { | 33 | { |
34 | 34 | void Refresh(); | |
35 | } | 35 | } |
36 | } | 36 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs index 8948f04..13358cb 100644 --- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs +++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs | |||
@@ -125,6 +125,8 @@ namespace OpenSim.Region.Framework.Interfaces | |||
125 | /// <param name="regionUUID">the region UUID</param> | 125 | /// <param name="regionUUID">the region UUID</param> |
126 | void RemoveRegionEnvironmentSettings(UUID regionUUID); | 126 | void RemoveRegionEnvironmentSettings(UUID regionUUID); |
127 | 127 | ||
128 | UUID[] GetObjectIDs(UUID regionID); | ||
129 | |||
128 | void SaveExtra(UUID regionID, string name, string value); | 130 | void SaveExtra(UUID regionID, string name, string value); |
129 | 131 | ||
130 | void RemoveExtra(UUID regionID, string name); | 132 | void RemoveExtra(UUID regionID, string name); |
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs index 917b5d1..e09f775 100644 --- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs +++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs | |||
@@ -115,6 +115,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
115 | RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); | 115 | RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); |
116 | void StoreRegionWindlightSettings(RegionLightShareData wl); | 116 | void StoreRegionWindlightSettings(RegionLightShareData wl); |
117 | void RemoveRegionWindlightSettings(UUID regionID); | 117 | void RemoveRegionWindlightSettings(UUID regionID); |
118 | UUID[] GetObjectIDs(UUID regionID); | ||
118 | 119 | ||
119 | /// <summary> | 120 | /// <summary> |
120 | /// Load Environment settings from region storage | 121 | /// Load Environment settings from region storage |
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs new file mode 100644 index 0000000..e01f649 --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs | |||
@@ -0,0 +1,27 @@ | |||
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 | |||
8 | using OpenSim.Region.Framework.Scenes; | ||
9 | |||
10 | public 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 | // | ||
19 | // Node Start/stop events | ||
20 | // | ||
21 | void LinkUp(Scene scene); | ||
22 | void LinkDown(Scene scene); | ||
23 | void BootInfo(string data, Scene scene); | ||
24 | void trapDebug(string Module,string data, Scene scene); | ||
25 | void trapXMRE(int data, string Message, Scene scene); | ||
26 | |||
27 | } | ||
diff --git a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs index 8372ddd..f7c6513 100644 --- a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs | |||
@@ -95,7 +95,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
95 | /// <param name="radius">Sound radius</param> | 95 | /// <param name="radius">Sound radius</param> |
96 | /// <param name="isMaster">Set object to sync master if true</param> | 96 | /// <param name="isMaster">Set object to sync master if true</param> |
97 | void LoopSound(UUID objectID, UUID soundID, double gain, | 97 | void LoopSound(UUID objectID, UUID soundID, double gain, |
98 | double radius, bool isMaster); | 98 | double radius, bool isMaster, bool isSlave); |
99 | 99 | ||
100 | /// <summary> | 100 | /// <summary> |
101 | /// Trigger or play an attached sound in this part's inventory. | 101 | /// Trigger or play an attached sound in this part's inventory. |
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs b/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs index 28f797a..472e5a5d 100644 --- a/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs | |||
@@ -28,6 +28,8 @@ using System.IO; | |||
28 | 28 | ||
29 | using OpenSim.Framework; | 29 | using OpenSim.Framework; |
30 | 30 | ||
31 | using System.IO; | ||
32 | using OpenSim.Framework; | ||
31 | using OpenMetaverse; | 33 | using OpenMetaverse; |
32 | 34 | ||
33 | namespace OpenSim.Region.Framework.Interfaces | 35 | namespace OpenSim.Region.Framework.Interfaces |
@@ -43,13 +45,13 @@ namespace OpenSim.Region.Framework.Interfaces | |||
43 | /// Use this if you change terrain data outside of the terrain module (e.g. in osTerrainSetHeight) | 45 | /// Use this if you change terrain data outside of the terrain module (e.g. in osTerrainSetHeight) |
44 | /// </summary> | 46 | /// </summary> |
45 | void TaintTerrain(); | 47 | void TaintTerrain(); |
46 | 48 | ||
47 | /// <summary> | 49 | /// <summary> |
48 | /// When a client initially connects, all the terrain must be pushed to the viewer. | 50 | /// When a client initially connects, all the terrain must be pushed to the viewer. |
49 | /// This call causes all the terrain patches to be sent to the client. | 51 | /// This call causes all the terrain patches to be sent to the client. |
50 | /// </summary> | 52 | /// </summary> |
51 | void PushTerrain(IClientAPI pClient); | 53 | void PushTerrain(IClientAPI pClient); |
52 | 54 | ||
53 | /// <summary> | 55 | /// <summary> |
54 | /// Load a terrain from a stream. | 56 | /// Load a terrain from a stream. |
55 | /// </summary> | 57 | /// </summary> |
@@ -58,8 +60,9 @@ namespace OpenSim.Region.Framework.Interfaces | |||
58 | /// </param> | 60 | /// </param> |
59 | /// <param name="stream"></param> | 61 | /// <param name="stream"></param> |
60 | void LoadFromStream(string filename, Stream stream); | 62 | void LoadFromStream(string filename, Stream stream); |
61 | void LoadFromStream(string filename, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement, Stream stream); | ||
62 | void LoadFromStream(string filename, System.Uri pathToTerrainHeightmap); | 63 | void LoadFromStream(string filename, System.Uri pathToTerrainHeightmap); |
64 | void LoadFromStream(string filename, Vector3 displacement, | ||
65 | float radianRotation, Vector2 rotationDisplacement, Stream stream); | ||
63 | /// <summary> | 66 | /// <summary> |
64 | /// Save a terrain to a stream. | 67 | /// Save a terrain to a stream. |
65 | /// </summary> | 68 | /// </summary> |
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs new file mode 100644 index 0000000..d1a4d8e --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs | |||
@@ -0,0 +1,13 @@ | |||
1 | /////////////////////////////////////////////////////////////////// | ||
2 | // | ||
3 | // (c) Careminster Limited, Melanie Thielker and the Meta7 Team | ||
4 | // | ||
5 | // This file is not open source. All rights reserved | ||
6 | // | ||
7 | |||
8 | using OpenSim.Region.Framework.Scenes; | ||
9 | |||
10 | public interface IUserAccountCacheModule | ||
11 | { | ||
12 | void Remove(string name); | ||
13 | } | ||
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs index d76a0d7..20e0199 100644 --- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs +++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs | |||
@@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
127 | /// <param name='msg'> | 127 | /// <param name='msg'> |
128 | /// Message. | 128 | /// Message. |
129 | /// </param> | 129 | /// </param> |
130 | void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); | 130 | bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error); |
131 | 131 | ||
132 | /// <summary> | 132 | /// <summary> |
133 | /// Are there any listen events ready to be dispatched? | 133 | /// Are there any listen events ready to be dispatched? |
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldMapModule.cs b/OpenSim/Region/Framework/Interfaces/IWorldMapModule.cs index 9c781e1..e9cf4ad 100644 --- a/OpenSim/Region/Framework/Interfaces/IWorldMapModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IWorldMapModule.cs | |||
@@ -37,6 +37,6 @@ namespace OpenSim.Region.Framework.Interfaces | |||
37 | /// </summary> | 37 | /// </summary> |
38 | void GenerateMaptile(); | 38 | void GenerateMaptile(); |
39 | List<MapBlockData> Map2BlockFromGridRegion(GridRegion r, uint flag); | 39 | List<MapBlockData> Map2BlockFromGridRegion(GridRegion r, uint flag); |
40 | MapBlockData MapBlockFromGridRegion(GridRegion r, uint flag); | 40 | void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag); |
41 | } | 41 | } |
42 | } | 42 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Animation/MovementAnimationOverrides.cs b/OpenSim/Region/Framework/Scenes/Animation/MovementAnimationOverrides.cs new file mode 100644 index 0000000..31fdb2c --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/MovementAnimationOverrides.cs | |||
@@ -0,0 +1,101 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Xml; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Reflection; | ||
32 | using System.Threading; | ||
33 | using System.Timers; | ||
34 | using Timer = System.Timers.Timer; | ||
35 | using OpenMetaverse; | ||
36 | using log4net; | ||
37 | using Nini.Config; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Framework.Client; | ||
40 | using OpenSim.Region.Framework.Interfaces; | ||
41 | using OpenSim.Region.Framework.Scenes.Animation; | ||
42 | using OpenSim.Region.Framework.Scenes.Types; | ||
43 | using OpenSim.Region.Physics.Manager; | ||
44 | using GridRegion = OpenSim.Services.Interfaces.GridRegion; | ||
45 | using OpenSim.Services.Interfaces; | ||
46 | using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags; | ||
47 | |||
48 | namespace OpenSim.Region.Framework.Scenes | ||
49 | { | ||
50 | public class MovementAnimationOverrides | ||
51 | { | ||
52 | private static readonly ILog m_log = | ||
53 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
54 | |||
55 | private Dictionary<string, UUID> m_overrides = new Dictionary<string, UUID>(); | ||
56 | public void SetOverride(string state, UUID animID) | ||
57 | { | ||
58 | if (animID == UUID.Zero) | ||
59 | { | ||
60 | if (state == "ALL") | ||
61 | m_overrides.Clear(); | ||
62 | else | ||
63 | m_overrides.Remove(state); | ||
64 | return; | ||
65 | } | ||
66 | |||
67 | m_log.DebugFormat("Setting override for {0} to {1}", state, animID); | ||
68 | |||
69 | lock (m_overrides) | ||
70 | m_overrides[state] = animID; | ||
71 | } | ||
72 | |||
73 | public UUID GetOverriddenAnimation(string state) | ||
74 | { | ||
75 | lock (m_overrides) | ||
76 | { | ||
77 | if (m_overrides.ContainsKey(state)) | ||
78 | return m_overrides[state]; | ||
79 | } | ||
80 | |||
81 | return UUID.Zero; | ||
82 | } | ||
83 | |||
84 | public Dictionary<string, UUID> CloneAOPairs() | ||
85 | { | ||
86 | lock (m_overrides) | ||
87 | { | ||
88 | return new Dictionary<string, UUID>(m_overrides); | ||
89 | } | ||
90 | } | ||
91 | |||
92 | public void CopyAOPairsFrom(Dictionary<string, UUID> src) | ||
93 | { | ||
94 | lock (m_overrides) | ||
95 | { | ||
96 | m_overrides.Clear(); | ||
97 | m_overrides = new Dictionary<string, UUID>(src); | ||
98 | } | ||
99 | } | ||
100 | } | ||
101 | } | ||
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 6d51029..e80a33b 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
48 | 48 | ||
49 | public AnimationSet Animations | 49 | public AnimationSet Animations |
50 | { | 50 | { |
51 | get { return m_animations; } | 51 | get { return m_animations; } |
52 | } | 52 | } |
53 | protected AnimationSet m_animations = new AnimationSet(); | 53 | protected AnimationSet m_animations = new AnimationSet(); |
54 | 54 | ||
@@ -56,39 +56,42 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
56 | /// The current movement animation | 56 | /// The current movement animation |
57 | /// </value> | 57 | /// </value> |
58 | public string CurrentMovementAnimation { get; private set; } | 58 | public string CurrentMovementAnimation { get; private set; } |
59 | 59 | ||
60 | private int m_animTickFall; | 60 | private int m_animTickFall; |
61 | public int m_animTickJump; // ScenePresence has to see this to control +Z force | 61 | private int m_animTickLand; |
62 | public bool m_jumping = false; | 62 | private int m_animTickJump; |
63 | public float m_jumpVelocity = 0f; | 63 | |
64 | // private int m_landing = 0; | 64 | public bool m_jumping = false; |
65 | |||
66 | // private int m_landing = 0; | ||
65 | 67 | ||
66 | /// <summary> | 68 | /// <summary> |
67 | /// Is the avatar falling? | 69 | /// Is the avatar falling? |
68 | /// </summary> | 70 | /// </summary> |
69 | public bool Falling { get; private set; } | 71 | public bool Falling { get; private set; } |
70 | 72 | ||
71 | private float m_fallHeight; | 73 | private float m_lastFallVelocity; |
72 | 74 | ||
73 | /// <value> | 75 | /// <value> |
74 | /// The scene presence that this animator applies to | 76 | /// The scene presence that this animator applies to |
75 | /// </value> | 77 | /// </value> |
76 | protected ScenePresence m_scenePresence; | 78 | protected ScenePresence m_scenePresence; |
77 | 79 | ||
78 | public ScenePresenceAnimator(ScenePresence sp) | 80 | public ScenePresenceAnimator(ScenePresence sp) |
79 | { | 81 | { |
80 | m_scenePresence = sp; | 82 | m_scenePresence = sp; |
81 | CurrentMovementAnimation = "CROUCH"; | 83 | CurrentMovementAnimation = "CROUCH"; |
82 | } | 84 | } |
83 | 85 | ||
84 | public void AddAnimation(UUID animID, UUID objectID) | 86 | public void AddAnimation(UUID animID, UUID objectID) |
85 | { | 87 | { |
86 | if (m_scenePresence.IsChildAgent) | 88 | if (m_scenePresence.IsChildAgent) |
87 | return; | 89 | return; |
88 | 90 | ||
91 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); | ||
89 | if (m_scenePresence.Scene.DebugAnimations) | 92 | if (m_scenePresence.Scene.DebugAnimations) |
90 | m_log.DebugFormat( | 93 | m_log.DebugFormat( |
91 | "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", | 94 | "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", |
92 | GetAnimName(animID), animID, m_scenePresence.Name); | 95 | GetAnimName(animID), animID, m_scenePresence.Name); |
93 | 96 | ||
94 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) | 97 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) |
@@ -110,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
110 | if (animID == UUID.Zero) | 113 | if (animID == UUID.Zero) |
111 | return; | 114 | return; |
112 | 115 | ||
113 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); | 116 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); |
114 | 117 | ||
115 | AddAnimation(animID, objectID); | 118 | AddAnimation(animID, objectID); |
116 | } | 119 | } |
@@ -130,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
130 | 133 | ||
131 | if (m_scenePresence.Scene.DebugAnimations) | 134 | if (m_scenePresence.Scene.DebugAnimations) |
132 | m_log.DebugFormat( | 135 | m_log.DebugFormat( |
133 | "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", | 136 | "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", |
134 | GetAnimName(animID), animID, m_scenePresence.Name); | 137 | GetAnimName(animID), animID, m_scenePresence.Name); |
135 | 138 | ||
136 | if (m_animations.Remove(animID, allowNoDefault)) | 139 | if (m_animations.Remove(animID, allowNoDefault)) |
@@ -140,6 +143,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
140 | } | 143 | } |
141 | } | 144 | } |
142 | 145 | ||
146 | public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack) | ||
147 | { | ||
148 | if (m_scenePresence.IsChildAgent) | ||
149 | return; | ||
150 | |||
151 | if (animID != UUID.Zero) | ||
152 | { | ||
153 | if (addRemove) | ||
154 | m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero); | ||
155 | else | ||
156 | m_animations.Remove(animID, false); | ||
157 | } | ||
158 | if (sendPack) | ||
159 | SendAnimPack(); | ||
160 | } | ||
161 | |||
143 | // Called from scripts | 162 | // Called from scripts |
144 | public void RemoveAnimation(string name) | 163 | public void RemoveAnimation(string name) |
145 | { | 164 | { |
@@ -164,12 +183,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
164 | 183 | ||
165 | m_animations.Clear(); | 184 | m_animations.Clear(); |
166 | } | 185 | } |
167 | 186 | ||
187 | |||
188 | UUID aoSitGndAnim = UUID.Zero; | ||
189 | |||
168 | /// <summary> | 190 | /// <summary> |
169 | /// The movement animation is reserved for "main" animations | 191 | /// The movement animation is reserved for "main" animations |
170 | /// that are mutually exclusive, e.g. flying and sitting. | 192 | /// that are mutually exclusive, e.g. flying and sitting. |
171 | /// </summary> | 193 | /// </summary> |
172 | /// <returns>'true' if the animation was updated</returns> | 194 | /// <returns>'true' if the animation was updated</returns> |
195 | /// | ||
196 | |||
197 | |||
198 | |||
173 | public bool TrySetMovementAnimation(string anim) | 199 | public bool TrySetMovementAnimation(string anim) |
174 | { | 200 | { |
175 | bool ret = false; | 201 | bool ret = false; |
@@ -179,17 +205,50 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
179 | // "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}", | 205 | // "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}", |
180 | // anim, m_scenePresence.Name); | 206 | // anim, m_scenePresence.Name); |
181 | 207 | ||
182 | if (m_animations.TrySetDefaultAnimation( | 208 | if (aoSitGndAnim != UUID.Zero) |
183 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) | 209 | { |
210 | avnChangeAnim(aoSitGndAnim, false, true); | ||
211 | aoSitGndAnim = UUID.Zero; | ||
212 | } | ||
213 | |||
214 | UUID overridenAnim = m_scenePresence.Overrides.GetOverriddenAnimation(anim); | ||
215 | if (overridenAnim != UUID.Zero) | ||
216 | { | ||
217 | if (anim == "SITGROUND") | ||
218 | { | ||
219 | UUID defsit = DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]; | ||
220 | if (defsit == UUID.Zero) | ||
221 | return false; | ||
222 | m_animations.SetDefaultAnimation(defsit, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID); | ||
223 | aoSitGndAnim = overridenAnim; | ||
224 | avnChangeAnim(overridenAnim, true, false); | ||
225 | } | ||
226 | else | ||
227 | { | ||
228 | m_animations.SetDefaultAnimation(overridenAnim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID); | ||
229 | } | ||
230 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); | ||
231 | SendAnimPack(); | ||
232 | ret = true; | ||
233 | } | ||
234 | else | ||
184 | { | 235 | { |
236 | // translate sit and sitground state animations | ||
237 | if (anim == "SIT" || anim == "SITGROUND") | ||
238 | anim = m_scenePresence.sitAnimation; | ||
239 | |||
240 | if (m_animations.TrySetDefaultAnimation( | ||
241 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) | ||
242 | { | ||
185 | // m_log.DebugFormat( | 243 | // m_log.DebugFormat( |
186 | // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", | 244 | // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", |
187 | // anim, m_scenePresence.Name); | 245 | // anim, m_scenePresence.Name); |
188 | 246 | ||
189 | // 16384 is CHANGED_ANIMATION | 247 | // 16384 is CHANGED_ANIMATION |
190 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION}); | 248 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); |
191 | SendAnimPack(); | 249 | SendAnimPack(); |
192 | ret = true; | 250 | ret = true; |
251 | } | ||
193 | } | 252 | } |
194 | } | 253 | } |
195 | else | 254 | else |
@@ -201,78 +260,119 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
201 | return ret; | 260 | return ret; |
202 | } | 261 | } |
203 | 262 | ||
263 | public enum motionControlStates : byte | ||
264 | { | ||
265 | sitted = 0, | ||
266 | flying, | ||
267 | falling, | ||
268 | jumping, | ||
269 | landing, | ||
270 | onsurface | ||
271 | } | ||
272 | |||
273 | public motionControlStates currentControlState = motionControlStates.onsurface; | ||
274 | |||
204 | /// <summary> | 275 | /// <summary> |
205 | /// This method determines the proper movement related animation | 276 | /// This method determines the proper movement related animation |
206 | /// </summary> | 277 | /// </summary> |
207 | private string DetermineMovementAnimation() | 278 | private string DetermineMovementAnimation() |
208 | { | 279 | { |
209 | const float FALL_DELAY = 800f; | 280 | const int FALL_DELAY = 800; |
210 | const float PREJUMP_DELAY = 200f; | 281 | const int PREJUMP_DELAY = 200; |
211 | const float JUMP_PERIOD = 800f; | 282 | const int JUMP_PERIOD = 800; |
212 | #region Inputs | 283 | #region Inputs |
213 | 284 | ||
285 | if (m_scenePresence.IsInTransit) | ||
286 | return CurrentMovementAnimation; | ||
287 | |||
288 | if (m_scenePresence.SitGround) | ||
289 | { | ||
290 | currentControlState = motionControlStates.sitted; | ||
291 | return "SITGROUND"; | ||
292 | } | ||
293 | if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero) | ||
294 | { | ||
295 | currentControlState = motionControlStates.sitted; | ||
296 | return "SIT"; | ||
297 | } | ||
298 | |||
214 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | 299 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
215 | PhysicsActor actor = m_scenePresence.PhysicsActor; | 300 | PhysicsActor actor = m_scenePresence.PhysicsActor; |
216 | 301 | ||
217 | // Create forward and left vectors from the current avatar rotation | 302 | const AgentManager.ControlFlags ANYXYMASK = ( |
218 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); | 303 | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | |
219 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); | 304 | AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG | |
220 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 305 | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS | |
306 | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | ||
307 | ); | ||
221 | 308 | ||
222 | // Check control flags | 309 | // Check control flags |
223 | 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); | 310 | /* not in use |
224 | 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); | 311 | bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); |
225 | 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); | 312 | bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); |
226 | 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); | 313 | bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); |
314 | bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0); | ||
315 | */ | ||
227 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 316 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
228 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | 317 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
229 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 318 | // bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); |
230 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | 319 | // excluded nudge up so it doesn't trigger jump state |
320 | bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0); | ||
321 | bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0); | ||
231 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 322 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
232 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; | 323 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; |
233 | if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown) | 324 | |
325 | bool heldOnXY = ((controlFlags & ANYXYMASK) != 0); | ||
326 | if (heldOnXY || heldUp || heldDown) | ||
234 | { | 327 | { |
235 | heldTurnLeft = false; | 328 | heldTurnLeft = false; |
236 | heldTurnRight = false; | 329 | heldTurnRight = false; |
237 | } | 330 | } |
238 | 331 | ||
239 | // Direction in which the avatar is trying to move | ||
240 | Vector3 move = Vector3.Zero; | ||
241 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
242 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | ||
243 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | ||
244 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | ||
245 | if (heldUp) { move.Z += 1; } | ||
246 | if (heldDown) { move.Z -= 1; } | ||
247 | |||
248 | // Is the avatar trying to move? | ||
249 | // bool moving = (move != Vector3.Zero); | ||
250 | #endregion Inputs | 332 | #endregion Inputs |
251 | 333 | ||
334 | // no physics actor case | ||
335 | if (actor == null) | ||
336 | { | ||
337 | // well what to do? | ||
338 | |||
339 | currentControlState = motionControlStates.onsurface; | ||
340 | if (heldOnXY) | ||
341 | return "WALK"; | ||
342 | |||
343 | return "STAND"; | ||
344 | } | ||
345 | |||
252 | #region Flying | 346 | #region Flying |
253 | 347 | ||
254 | if (actor != null && actor.Flying) | 348 | bool isColliding = actor.IsColliding; |
349 | |||
350 | if (actor.Flying) | ||
255 | { | 351 | { |
256 | m_animTickFall = 0; | 352 | m_animTickFall = 0; |
257 | m_animTickJump = 0; | 353 | m_animTickJump = 0; |
258 | m_jumping = false; | 354 | m_jumping = false; |
259 | Falling = false; | 355 | Falling = false; |
260 | m_jumpVelocity = 0f; | ||
261 | actor.Selected = false; | ||
262 | m_fallHeight = actor.Position.Z; // save latest flying height | ||
263 | 356 | ||
264 | if (move.X != 0f || move.Y != 0f) | 357 | currentControlState = motionControlStates.flying; |
358 | |||
359 | if (heldOnXY) | ||
265 | { | 360 | { |
266 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); | 361 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); |
267 | } | 362 | } |
268 | else if (move.Z > 0f) | 363 | else if (heldUp) |
269 | { | 364 | { |
270 | return "HOVER_UP"; | 365 | return "HOVER_UP"; |
271 | } | 366 | } |
272 | else if (move.Z < 0f) | 367 | else if (heldDown) |
273 | { | 368 | { |
274 | if (actor != null && actor.IsColliding) | 369 | if (isColliding) |
370 | { | ||
371 | actor.Flying = false; | ||
372 | currentControlState = motionControlStates.landing; | ||
373 | m_animTickLand = Environment.TickCount; | ||
275 | return "LAND"; | 374 | return "LAND"; |
375 | } | ||
276 | else | 376 | else |
277 | return "HOVER_DOWN"; | 377 | return "HOVER_DOWN"; |
278 | } | 378 | } |
@@ -281,128 +381,142 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
281 | return "HOVER"; | 381 | return "HOVER"; |
282 | } | 382 | } |
283 | } | 383 | } |
384 | else | ||
385 | { | ||
386 | if (isColliding && currentControlState == motionControlStates.flying) | ||
387 | { | ||
388 | currentControlState = motionControlStates.landing; | ||
389 | m_animTickLand = Environment.TickCount; | ||
390 | return "LAND"; | ||
391 | } | ||
392 | } | ||
284 | 393 | ||
285 | #endregion Flying | 394 | #endregion Flying |
286 | 395 | ||
287 | #region Falling/Floating/Landing | 396 | #region Falling/Floating/Landing |
288 | 397 | ||
289 | if ((actor == null || !actor.IsColliding) && !m_jumping) | 398 | if (!isColliding && currentControlState != motionControlStates.jumping) |
290 | { | 399 | { |
291 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall); | 400 | float fallVelocity = actor.Velocity.Z; |
292 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | ||
293 | 401 | ||
294 | if (!m_jumping && (fallVelocity < -3.0f)) | 402 | if (fallVelocity < -2.5f) |
295 | Falling = true; | 403 | Falling = true; |
296 | 404 | ||
297 | if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) | 405 | if (m_animTickFall == 0 || (fallVelocity >= -0.5f)) |
298 | { | 406 | { |
299 | // not falling yet, or going up | ||
300 | // reset start of fall time | ||
301 | m_animTickFall = Environment.TickCount; | 407 | m_animTickFall = Environment.TickCount; |
302 | } | 408 | } |
303 | else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) | 409 | else |
304 | { | 410 | { |
305 | // Falling long enough to trigger the animation | 411 | int fallElapsed = (Environment.TickCount - m_animTickFall); |
306 | return "FALLDOWN"; | 412 | if ((fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f)) |
413 | { | ||
414 | currentControlState = motionControlStates.falling; | ||
415 | m_lastFallVelocity = fallVelocity; | ||
416 | // Falling long enough to trigger the animation | ||
417 | return "FALLDOWN"; | ||
418 | } | ||
307 | } | 419 | } |
308 | 420 | ||
309 | // Check if the user has stopped walking just now | 421 | // Check if the user has stopped walking just now |
310 | if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero)) | 422 | if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp) |
311 | return "STAND"; | 423 | return "STAND"; |
312 | 424 | ||
313 | return CurrentMovementAnimation; | 425 | return CurrentMovementAnimation; |
314 | } | 426 | } |
315 | 427 | ||
316 | #endregion Falling/Floating/Landing | 428 | m_animTickFall = 0; |
317 | 429 | ||
430 | #endregion Falling/Floating/Landing | ||
318 | 431 | ||
319 | #region Jumping // section added for jumping... | 432 | #region Jumping // section added for jumping... |
320 | 433 | ||
321 | int jumptime; | 434 | if (isColliding && heldUp && currentControlState != motionControlStates.jumping) |
322 | jumptime = Environment.TickCount - m_animTickJump; | ||
323 | |||
324 | if ((move.Z > 0f) && (!m_jumping)) | ||
325 | { | 435 | { |
326 | // Start jumping, prejump | 436 | // Start jumping, prejump |
327 | m_animTickFall = 0; | 437 | currentControlState = motionControlStates.jumping; |
328 | m_jumping = true; | 438 | m_jumping = true; |
329 | Falling = false; | 439 | Falling = false; |
330 | actor.Selected = true; // borrowed for jumping flag | ||
331 | m_animTickJump = Environment.TickCount; | 440 | m_animTickJump = Environment.TickCount; |
332 | m_jumpVelocity = 0.35f; | ||
333 | return "PREJUMP"; | 441 | return "PREJUMP"; |
334 | } | 442 | } |
335 | 443 | ||
336 | if (m_jumping) | 444 | if (currentControlState == motionControlStates.jumping) |
337 | { | 445 | { |
446 | int jumptime = Environment.TickCount - m_animTickJump; | ||
338 | if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) | 447 | if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) |
339 | { | 448 | { |
340 | // end jumping | 449 | // end jumping |
341 | m_jumping = false; | 450 | m_jumping = false; |
342 | Falling = false; | 451 | Falling = false; |
343 | actor.Selected = false; // borrowed for jumping flag | 452 | actor.Selected = false; // borrowed for jumping flag |
344 | m_jumpVelocity = 0f; | 453 | m_animTickLand = Environment.TickCount; |
345 | m_animTickFall = Environment.TickCount; | 454 | currentControlState = motionControlStates.landing; |
346 | return "LAND"; | 455 | return "LAND"; |
347 | } | 456 | } |
348 | else if (jumptime > JUMP_PERIOD) | 457 | else if (jumptime > JUMP_PERIOD) |
349 | { | 458 | { |
350 | // jump down | 459 | // jump down |
351 | m_jumpVelocity = 0f; | ||
352 | return "JUMP"; | 460 | return "JUMP"; |
353 | } | 461 | } |
354 | else if (jumptime > PREJUMP_DELAY) | 462 | else if (jumptime > PREJUMP_DELAY) |
355 | { | 463 | { |
356 | // jump up | 464 | // jump up |
357 | m_jumping = true; | 465 | m_jumping = true; |
358 | m_jumpVelocity = 10f; | ||
359 | return "JUMP"; | 466 | return "JUMP"; |
360 | } | 467 | } |
468 | return CurrentMovementAnimation; | ||
361 | } | 469 | } |
362 | 470 | ||
363 | #endregion Jumping | 471 | #endregion Jumping |
364 | 472 | ||
365 | #region Ground Movement | 473 | #region Ground Movement |
366 | 474 | ||
367 | if (CurrentMovementAnimation == "FALLDOWN") | 475 | if (currentControlState == motionControlStates.falling) |
368 | { | 476 | { |
369 | Falling = false; | 477 | Falling = false; |
370 | m_animTickFall = Environment.TickCount; | 478 | currentControlState = motionControlStates.landing; |
479 | m_animTickLand = Environment.TickCount; | ||
371 | // TODO: SOFT_LAND support | 480 | // TODO: SOFT_LAND support |
372 | float fallHeight = m_fallHeight - actor.Position.Z; | 481 | float fallVsq = m_lastFallVelocity * m_lastFallVelocity; |
373 | if (fallHeight > 15.0f) | 482 | if (fallVsq > 300f) // aprox 20*h |
374 | return "STANDUP"; | 483 | return "STANDUP"; |
375 | else if (fallHeight > 8.0f) | 484 | else if (fallVsq > 160f) |
376 | return "SOFT_LAND"; | 485 | return "SOFT_LAND"; |
377 | else | 486 | else |
378 | return "LAND"; | 487 | return "LAND"; |
379 | } | 488 | } |
380 | else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP")) | 489 | |
490 | |||
491 | if (currentControlState == motionControlStates.landing) | ||
381 | { | 492 | { |
382 | int landElapsed = Environment.TickCount - m_animTickFall; | 493 | Falling = false; |
494 | int landElapsed = Environment.TickCount - m_animTickLand; | ||
383 | int limit = 1000; | 495 | int limit = 1000; |
384 | if (CurrentMovementAnimation == "LAND") | 496 | if (CurrentMovementAnimation == "LAND") |
385 | limit = 350; | 497 | limit = 350; |
386 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client | 498 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client |
387 | 499 | ||
388 | if ((m_animTickFall != 0) && (landElapsed <= limit)) | 500 | if ((m_animTickLand != 0) && (landElapsed <= limit)) |
389 | { | 501 | { |
390 | return CurrentMovementAnimation; | 502 | return CurrentMovementAnimation; |
391 | } | 503 | } |
392 | else | 504 | else |
393 | { | 505 | { |
394 | m_fallHeight = actor.Position.Z; // save latest flying height | 506 | currentControlState = motionControlStates.onsurface; |
507 | m_animTickLand = 0; | ||
395 | return "STAND"; | 508 | return "STAND"; |
396 | } | 509 | } |
397 | } | 510 | } |
398 | 511 | ||
399 | // next section moved outside paren. and realigned for jumping | 512 | // next section moved outside paren. and realigned for jumping |
400 | if (move.X != 0f || move.Y != 0f) | 513 | |
514 | if (heldOnXY) | ||
401 | { | 515 | { |
402 | m_fallHeight = actor.Position.Z; // save latest flying height | 516 | currentControlState = motionControlStates.onsurface; |
403 | Falling = false; | 517 | Falling = false; |
404 | // Walking / crouchwalking / running | 518 | // Walking / crouchwalking / running |
405 | if (move.Z < 0f) | 519 | if (heldDown) |
406 | { | 520 | { |
407 | return "CROUCHWALK"; | 521 | return "CROUCHWALK"; |
408 | } | 522 | } |
@@ -416,11 +530,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
416 | return "WALK"; | 530 | return "WALK"; |
417 | } | 531 | } |
418 | } | 532 | } |
419 | else if (!m_jumping) | 533 | else |
420 | { | 534 | { |
535 | currentControlState = motionControlStates.onsurface; | ||
421 | Falling = false; | 536 | Falling = false; |
422 | // Not walking | 537 | // Not walking |
423 | if (move.Z < 0) | 538 | if (heldDown) |
424 | return "CROUCH"; | 539 | return "CROUCH"; |
425 | else if (heldTurnLeft) | 540 | else if (heldTurnLeft) |
426 | return "TURNLEFT"; | 541 | return "TURNLEFT"; |
@@ -431,8 +546,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
431 | } | 546 | } |
432 | #endregion Ground Movement | 547 | #endregion Ground Movement |
433 | 548 | ||
434 | Falling = false; | ||
435 | |||
436 | return CurrentMovementAnimation; | 549 | return CurrentMovementAnimation; |
437 | } | 550 | } |
438 | 551 | ||
@@ -442,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
442 | /// <returns>'true' if the animation was changed</returns> | 555 | /// <returns>'true' if the animation was changed</returns> |
443 | public bool UpdateMovementAnimations() | 556 | public bool UpdateMovementAnimations() |
444 | { | 557 | { |
445 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); | 558 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); |
446 | 559 | ||
447 | bool ret = false; | 560 | bool ret = false; |
448 | lock (m_animations) | 561 | lock (m_animations) |
@@ -450,7 +563,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
450 | string newMovementAnimation = DetermineMovementAnimation(); | 563 | string newMovementAnimation = DetermineMovementAnimation(); |
451 | if (CurrentMovementAnimation != newMovementAnimation) | 564 | if (CurrentMovementAnimation != newMovementAnimation) |
452 | { | 565 | { |
453 | CurrentMovementAnimation = DetermineMovementAnimation(); | 566 | CurrentMovementAnimation = newMovementAnimation; |
454 | 567 | ||
455 | // m_log.DebugFormat( | 568 | // m_log.DebugFormat( |
456 | // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", | 569 | // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", |
@@ -464,6 +577,24 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
464 | return ret; | 577 | return ret; |
465 | } | 578 | } |
466 | 579 | ||
580 | public bool ForceUpdateMovementAnimations() | ||
581 | { | ||
582 | lock (m_animations) | ||
583 | { | ||
584 | CurrentMovementAnimation = DetermineMovementAnimation(); | ||
585 | return TrySetMovementAnimation(CurrentMovementAnimation); | ||
586 | } | ||
587 | } | ||
588 | |||
589 | public bool SetMovementAnimations(string motionState) | ||
590 | { | ||
591 | lock (m_animations) | ||
592 | { | ||
593 | CurrentMovementAnimation = motionState; | ||
594 | return TrySetMovementAnimation(CurrentMovementAnimation); | ||
595 | } | ||
596 | } | ||
597 | |||
467 | public UUID[] GetAnimationArray() | 598 | public UUID[] GetAnimationArray() |
468 | { | 599 | { |
469 | UUID[] animIDs; | 600 | UUID[] animIDs; |
@@ -472,19 +603,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
472 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | 603 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
473 | return animIDs; | 604 | return animIDs; |
474 | } | 605 | } |
475 | 606 | ||
476 | public BinBVHAnimation GenerateRandomAnimation() | 607 | public BinBVHAnimation GenerateRandomAnimation() |
477 | { | 608 | { |
478 | int rnditerations = 3; | 609 | int rnditerations = 3; |
479 | BinBVHAnimation anim = new BinBVHAnimation(); | 610 | BinBVHAnimation anim = new BinBVHAnimation(); |
480 | List<string> parts = new List<string>(); | 611 | List<string> parts = new List<string>(); |
481 | parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); | 612 | parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso"); |
482 | parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); | 613 | parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft"); |
483 | parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); | 614 | parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck"); |
484 | parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); | 615 | parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight"); |
485 | parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); | 616 | parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight"); |
486 | parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); | 617 | parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight"); |
487 | parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); | 618 | parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft"); |
488 | anim.HandPose = 1; | 619 | anim.HandPose = 1; |
489 | anim.InPoint = 0; | 620 | anim.InPoint = 0; |
490 | anim.OutPoint = (rnditerations * .10f); | 621 | anim.OutPoint = (rnditerations * .10f); |
@@ -508,12 +639,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
508 | for (int i = 0; i < rnditerations; i++) | 639 | for (int i = 0; i < rnditerations; i++) |
509 | { | 640 | { |
510 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); | 641 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); |
511 | anim.Joints[j].rotationkeys[i].time = (i*.10f); | 642 | anim.Joints[j].rotationkeys[i].time = (i * .10f); |
512 | anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); | 643 | anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1); |
513 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); | 644 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); |
514 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); | 645 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); |
515 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); | 646 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); |
516 | anim.Joints[j].positionkeys[i].time = (i*.10f); | 647 | anim.Joints[j].positionkeys[i].time = (i * .10f); |
517 | anim.Joints[j].positionkeys[i].key_element.X = 0; | 648 | anim.Joints[j].positionkeys[i].key_element.X = 0; |
518 | anim.Joints[j].positionkeys[i].key_element.Y = 0; | 649 | anim.Joints[j].positionkeys[i].key_element.Y = 0; |
519 | anim.Joints[j].positionkeys[i].key_element.Z = 0; | 650 | anim.Joints[j].positionkeys[i].key_element.Z = 0; |
@@ -540,20 +671,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
540 | /// <param name="objectIDs"></param> | 671 | /// <param name="objectIDs"></param> |
541 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) | 672 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) |
542 | { | 673 | { |
543 | if (m_scenePresence.IsChildAgent) | 674 | m_scenePresence.SendAnimPack(animations, seqs, objectIDs); |
544 | return; | 675 | } |
545 | 676 | ||
546 | // m_log.DebugFormat( | 677 | public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs) |
547 | // "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'", | 678 | { |
548 | // string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())), | 679 | animIDs = null; |
549 | // string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())), | 680 | sequenceNums = null; |
550 | // string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString()))); | 681 | objectIDs = null; |
551 | 682 | ||
552 | m_scenePresence.Scene.ForEachClient( | 683 | if (m_animations != null) |
553 | delegate(IClientAPI client) | 684 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
554 | { | ||
555 | client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); | ||
556 | }); | ||
557 | } | 685 | } |
558 | 686 | ||
559 | public void SendAnimPackToClient(IClientAPI client) | 687 | public void SendAnimPackToClient(IClientAPI client) |
@@ -575,7 +703,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
575 | public void SendAnimPack() | 703 | public void SendAnimPack() |
576 | { | 704 | { |
577 | //m_log.Debug("Sending animation pack to all"); | 705 | //m_log.Debug("Sending animation pack to all"); |
578 | 706 | ||
579 | if (m_scenePresence.IsChildAgent) | 707 | if (m_scenePresence.IsChildAgent) |
580 | return; | 708 | return; |
581 | 709 | ||
@@ -585,7 +713,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
585 | 713 | ||
586 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | 714 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
587 | 715 | ||
588 | SendAnimPack(animIDs, sequenceNums, objectIDs); | 716 | // SendAnimPack(animIDs, sequenceNums, objectIDs); |
717 | m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs); | ||
589 | } | 718 | } |
590 | 719 | ||
591 | public string GetAnimName(UUID animId) | 720 | public string GetAnimName(UUID animId) |
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs new file mode 100644 index 0000000..075724e --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs | |||
@@ -0,0 +1,304 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | // Ubit 2012 | ||
28 | |||
29 | using System; | ||
30 | using System.Reflection; | ||
31 | using System.Collections.Generic; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Framework; | ||
34 | using log4net; | ||
35 | |||
36 | namespace OpenSim.Region.Framework.Scenes | ||
37 | { | ||
38 | public struct CollisionForSoundInfo | ||
39 | { | ||
40 | public uint colliderID; | ||
41 | public Vector3 position; | ||
42 | public float relativeVel; | ||
43 | } | ||
44 | |||
45 | public static class CollisionSounds | ||
46 | { | ||
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
48 | |||
49 | private const int MaxMaterials = 7; | ||
50 | // part part | ||
51 | |||
52 | private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66"); | ||
53 | private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66"); | ||
54 | private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66"); | ||
55 | private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66"); | ||
56 | private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66"); | ||
57 | private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66"); | ||
58 | private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66"); | ||
59 | |||
60 | private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66"); | ||
61 | private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66"); | ||
62 | private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66"); | ||
63 | private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66"); | ||
64 | private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66"); | ||
65 | private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66"); | ||
66 | |||
67 | private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66"); | ||
68 | private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66"); | ||
69 | private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66"); | ||
70 | private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66"); | ||
71 | private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66"); | ||
72 | |||
73 | private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66"); | ||
74 | private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66"); | ||
75 | private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66"); | ||
76 | private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66"); | ||
77 | |||
78 | private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66"); | ||
79 | private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66"); | ||
80 | private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66"); | ||
81 | |||
82 | private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66"); | ||
83 | private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66"); | ||
84 | |||
85 | private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66"); | ||
86 | |||
87 | // terrain part | ||
88 | private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
89 | private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
90 | private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
91 | private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
92 | private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
93 | private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
94 | private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66"); | ||
95 | |||
96 | public static UUID[] m_TerrainPart = { | ||
97 | snd_TerrainStone, | ||
98 | snd_TerrainMetal, | ||
99 | snd_TerrainGlass, | ||
100 | snd_TerrainWood, | ||
101 | snd_TerrainFlesh, | ||
102 | snd_TerrainPlastic, | ||
103 | snd_TerrainRubber | ||
104 | }; | ||
105 | |||
106 | // simetric sounds | ||
107 | public static UUID[] m_PartPart = { | ||
108 | snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber, | ||
109 | snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber, | ||
110 | snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber, | ||
111 | snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber, | ||
112 | snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber, | ||
113 | snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber, | ||
114 | snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber | ||
115 | }; | ||
116 | |||
117 | public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist) | ||
118 | { | ||
119 | if (collidersinfolist.Count == 0 || part == null) | ||
120 | return; | ||
121 | |||
122 | if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0) | ||
123 | return; | ||
124 | |||
125 | if (part.ParentGroup == null) | ||
126 | return; | ||
127 | |||
128 | if (part.CollisionSoundType < 0) | ||
129 | return; | ||
130 | |||
131 | float volume = 0.0f; | ||
132 | bool HaveSound = false; | ||
133 | |||
134 | UUID soundID = part.CollisionSound; | ||
135 | |||
136 | if (part.CollisionSoundType > 0) | ||
137 | { | ||
138 | // soundID = part.CollisionSound; | ||
139 | volume = part.CollisionSoundVolume; | ||
140 | if (volume == 0.0f) | ||
141 | return; | ||
142 | HaveSound = true; | ||
143 | } | ||
144 | |||
145 | bool doneownsound = false; | ||
146 | |||
147 | int thisMaterial = (int)part.Material; | ||
148 | if (thisMaterial >= MaxMaterials) | ||
149 | thisMaterial = 3; | ||
150 | int thisMatScaled = thisMaterial * MaxMaterials; | ||
151 | |||
152 | CollisionForSoundInfo colInfo; | ||
153 | uint id; | ||
154 | |||
155 | for(int i = 0; i< collidersinfolist.Count; i++) | ||
156 | { | ||
157 | colInfo = collidersinfolist[i]; | ||
158 | |||
159 | id = colInfo.colliderID; | ||
160 | if (id == 0) // terrain collision | ||
161 | { | ||
162 | if (!doneownsound) | ||
163 | { | ||
164 | if (!HaveSound) | ||
165 | { | ||
166 | volume = Math.Abs(colInfo.relativeVel); | ||
167 | if (volume < 0.2f) | ||
168 | continue; | ||
169 | |||
170 | volume *= volume * .0625f; // 4m/s == full volume | ||
171 | if (volume > 1.0f) | ||
172 | volume = 1.0f; | ||
173 | |||
174 | soundID = m_TerrainPart[thisMaterial]; | ||
175 | } | ||
176 | part.SendCollisionSound(soundID, volume, colInfo.position); | ||
177 | doneownsound = true; | ||
178 | } | ||
179 | continue; | ||
180 | } | ||
181 | |||
182 | SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id); | ||
183 | if (otherPart != null) | ||
184 | { | ||
185 | if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive) | ||
186 | continue; | ||
187 | |||
188 | if (!HaveSound) | ||
189 | { | ||
190 | if (otherPart.CollisionSoundType > 0) | ||
191 | { | ||
192 | soundID = otherPart.CollisionSound; | ||
193 | volume = otherPart.CollisionSoundVolume; | ||
194 | if (volume == 0.0f) | ||
195 | continue; | ||
196 | } | ||
197 | else | ||
198 | { | ||
199 | volume = Math.Abs(colInfo.relativeVel); | ||
200 | if (volume < 0.2f) | ||
201 | continue; | ||
202 | |||
203 | volume *= volume * .0625f; // 4m/s == full volume | ||
204 | if (volume > 1.0f) | ||
205 | volume = 1.0f; | ||
206 | |||
207 | int otherMaterial = (int)otherPart.Material; | ||
208 | if (otherMaterial >= MaxMaterials) | ||
209 | otherMaterial = 3; | ||
210 | |||
211 | soundID = m_PartPart[thisMatScaled + otherMaterial]; | ||
212 | } | ||
213 | } | ||
214 | |||
215 | if (doneownsound) | ||
216 | otherPart.SendCollisionSound(soundID, volume, colInfo.position); | ||
217 | else | ||
218 | { | ||
219 | part.SendCollisionSound(soundID, volume, colInfo.position); | ||
220 | doneownsound = true; | ||
221 | } | ||
222 | } | ||
223 | } | ||
224 | } | ||
225 | |||
226 | public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist) | ||
227 | { | ||
228 | if (collidersinfolist.Count == 0 || av == null) | ||
229 | return; | ||
230 | |||
231 | UUID soundID; | ||
232 | int otherMaterial; | ||
233 | |||
234 | int thisMaterial = 4; // flesh | ||
235 | |||
236 | int thisMatScaled = thisMaterial * MaxMaterials; | ||
237 | |||
238 | // bool doneownsound = false; | ||
239 | |||
240 | CollisionForSoundInfo colInfo; | ||
241 | uint id; | ||
242 | float volume; | ||
243 | |||
244 | for(int i = 0; i< collidersinfolist.Count; i++) | ||
245 | { | ||
246 | colInfo = collidersinfolist[i]; | ||
247 | |||
248 | id = colInfo.colliderID; | ||
249 | |||
250 | if (id == 0) // no terrain collision sounds for now | ||
251 | { | ||
252 | continue; | ||
253 | // volume = Math.Abs(colInfo.relativeVel); | ||
254 | // if (volume < 0.2f) | ||
255 | // continue; | ||
256 | |||
257 | } | ||
258 | |||
259 | SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id); | ||
260 | if (otherPart != null) | ||
261 | { | ||
262 | if (otherPart.CollisionSoundType < 0) | ||
263 | continue; | ||
264 | if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f) | ||
265 | otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position); | ||
266 | else | ||
267 | { | ||
268 | volume = Math.Abs(colInfo.relativeVel); | ||
269 | // Most noral collisions (running into walls, stairs) | ||
270 | // should never be heard. | ||
271 | if (volume < 3.2f) | ||
272 | continue; | ||
273 | // m_log.DebugFormat("Collision speed was {0}", volume); | ||
274 | |||
275 | // Cap to 0.2 times volume because climbing stairs should not be noisy | ||
276 | // Also changed scaling | ||
277 | volume *= volume * .0125f; // 4m/s == volume 0.2 | ||
278 | if (volume > 0.2f) | ||
279 | volume = 0.2f; | ||
280 | otherMaterial = (int)otherPart.Material; | ||
281 | if (otherMaterial >= MaxMaterials) | ||
282 | otherMaterial = 3; | ||
283 | |||
284 | soundID = m_PartPart[thisMatScaled + otherMaterial]; | ||
285 | otherPart.SendCollisionSound(soundID, volume, colInfo.position); | ||
286 | } | ||
287 | continue; | ||
288 | } | ||
289 | /* | ||
290 | else if (!doneownsound) | ||
291 | { | ||
292 | ScenePresence otherav = av.Scene.GetScenePresence(Id); | ||
293 | if (otherav != null && (!otherav.IsChildAgent)) | ||
294 | { | ||
295 | soundID = snd_FleshFlesh; | ||
296 | av.SendCollisionSound(soundID, 1.0); | ||
297 | doneownsound = true; | ||
298 | } | ||
299 | } | ||
300 | */ | ||
301 | } | ||
302 | } | ||
303 | } | ||
304 | } | ||
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 97b9482..0a6bca4 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs | |||
@@ -80,6 +80,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
80 | public event OnTerrainTaintedDelegate OnTerrainTainted; | 80 | public event OnTerrainTaintedDelegate OnTerrainTainted; |
81 | 81 | ||
82 | public delegate void OnTerrainTickDelegate(); | 82 | public delegate void OnTerrainTickDelegate(); |
83 | public delegate void OnTerrainCheckUpdatesDelegate(); | ||
83 | 84 | ||
84 | /// <summary> | 85 | /// <summary> |
85 | /// Triggered if the terrain has been edited | 86 | /// Triggered if the terrain has been edited |
@@ -89,6 +90,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// but is used by core solely to update the physics engine. | 90 | /// but is used by core solely to update the physics engine. |
90 | /// </remarks> | 91 | /// </remarks> |
91 | public event OnTerrainTickDelegate OnTerrainTick; | 92 | public event OnTerrainTickDelegate OnTerrainTick; |
93 | public event OnTerrainCheckUpdatesDelegate OnTerrainCheckUpdates; | ||
94 | |||
95 | public delegate void OnTerrainUpdateDelegate(); | ||
96 | |||
97 | public event OnTerrainUpdateDelegate OnTerrainUpdate; | ||
92 | 98 | ||
93 | public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); | 99 | public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); |
94 | 100 | ||
@@ -339,8 +345,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
339 | /// in <see cref="Scene.SetScriptRunning"/> | 345 | /// in <see cref="Scene.SetScriptRunning"/> |
340 | /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, | 346 | /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, |
341 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> | 347 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> |
342 | /// XXX: This is only triggered when it is the client that starts the script, not in other situations where | ||
343 | /// a script is started, unlike OnStopScript! | ||
344 | /// </remarks> | 348 | /// </remarks> |
345 | public event StartScript OnStartScript; | 349 | public event StartScript OnStartScript; |
346 | 350 | ||
@@ -354,7 +358,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
354 | /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, | 358 | /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, |
355 | /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, | 359 | /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, |
356 | /// <see cref="Scene.SetScriptRunning"/> | 360 | /// <see cref="Scene.SetScriptRunning"/> |
357 | /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript! | ||
358 | /// </remarks> | 361 | /// </remarks> |
359 | public event StopScript OnStopScript; | 362 | public event StopScript OnStopScript; |
360 | 363 | ||
@@ -858,6 +861,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
858 | public event ParcelPrimCountTainted OnParcelPrimCountTainted; | 861 | public event ParcelPrimCountTainted OnParcelPrimCountTainted; |
859 | public event GetScriptRunning OnGetScriptRunning; | 862 | public event GetScriptRunning OnGetScriptRunning; |
860 | 863 | ||
864 | public delegate void ThrottleUpdate(ScenePresence scenePresence); | ||
865 | |||
866 | public event ThrottleUpdate OnThrottleUpdate; | ||
867 | |||
861 | /// <summary> | 868 | /// <summary> |
862 | /// RegisterCapsEvent is called by Scene after the Caps object | 869 | /// RegisterCapsEvent is called by Scene after the Caps object |
863 | /// has been instantiated and before it is return to the | 870 | /// has been instantiated and before it is return to the |
@@ -1377,7 +1384,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1377 | { | 1384 | { |
1378 | try | 1385 | try |
1379 | { | 1386 | { |
1387 | // m_log.ErrorFormat("[EVENT MANAGER]: OnRemovePresenceDelegate: {0}",d.Target.ToString()); | ||
1380 | d(agentId); | 1388 | d(agentId); |
1389 | // m_log.ErrorFormat("[EVENT MANAGER]: OnRemovePresenceDelegate done "); | ||
1381 | } | 1390 | } |
1382 | catch (Exception e) | 1391 | catch (Exception e) |
1383 | { | 1392 | { |
@@ -1451,6 +1460,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1451 | } | 1460 | } |
1452 | } | 1461 | } |
1453 | } | 1462 | } |
1463 | public void TriggerTerrainUpdate() | ||
1464 | { | ||
1465 | OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate; | ||
1466 | if (handlerTerrainUpdate != null) | ||
1467 | { | ||
1468 | foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList()) | ||
1469 | { | ||
1470 | try | ||
1471 | { | ||
1472 | d(); | ||
1473 | } | ||
1474 | catch (Exception e) | ||
1475 | { | ||
1476 | m_log.ErrorFormat( | ||
1477 | "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}", | ||
1478 | e.Message, e.StackTrace); | ||
1479 | } | ||
1480 | } | ||
1481 | } | ||
1482 | } | ||
1454 | 1483 | ||
1455 | public void TriggerTerrainTick() | 1484 | public void TriggerTerrainTick() |
1456 | { | 1485 | { |
@@ -1473,6 +1502,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
1473 | } | 1502 | } |
1474 | } | 1503 | } |
1475 | 1504 | ||
1505 | public void TriggerTerrainCheckUpdates() | ||
1506 | { | ||
1507 | OnTerrainCheckUpdatesDelegate TerrainCheckUpdates = OnTerrainCheckUpdates; | ||
1508 | if (TerrainCheckUpdates != null) | ||
1509 | { | ||
1510 | foreach (OnTerrainCheckUpdatesDelegate d in TerrainCheckUpdates.GetInvocationList()) | ||
1511 | { | ||
1512 | try | ||
1513 | { | ||
1514 | d(); | ||
1515 | } | ||
1516 | catch (Exception e) | ||
1517 | { | ||
1518 | m_log.ErrorFormat( | ||
1519 | "[EVENT MANAGER]: Delegate for TerrainCheckUpdates failed - continuing. {0} {1}", | ||
1520 | e.Message, e.StackTrace); | ||
1521 | } | ||
1522 | } | ||
1523 | } | ||
1524 | } | ||
1525 | |||
1476 | public void TriggerTerrainTainted() | 1526 | public void TriggerTerrainTainted() |
1477 | { | 1527 | { |
1478 | OnTerrainTaintedDelegate handlerTerrainTainted = OnTerrainTainted; | 1528 | OnTerrainTaintedDelegate handlerTerrainTainted = OnTerrainTainted; |
@@ -1808,6 +1858,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1808 | m_log.ErrorFormat( | 1858 | m_log.ErrorFormat( |
1809 | "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", | 1859 | "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", |
1810 | e.Message, e.StackTrace); | 1860 | e.Message, e.StackTrace); |
1861 | m_log.ErrorFormat(Environment.StackTrace); | ||
1811 | } | 1862 | } |
1812 | } | 1863 | } |
1813 | } | 1864 | } |
@@ -2073,7 +2124,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2073 | { | 2124 | { |
2074 | try | 2125 | try |
2075 | { | 2126 | { |
2127 | // m_log.ErrorFormat("[EVENT MANAGER]: TriggerClientClosed: {0}", d.Target.ToString()); | ||
2076 | d(ClientID, scene); | 2128 | d(ClientID, scene); |
2129 | // m_log.ErrorFormat("[EVENT MANAGER]: TriggerClientClosed done "); | ||
2130 | |||
2077 | } | 2131 | } |
2078 | catch (Exception e) | 2132 | catch (Exception e) |
2079 | { | 2133 | { |
@@ -3107,6 +3161,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3107 | { | 3161 | { |
3108 | foreach (Action<Scene> d in handler.GetInvocationList()) | 3162 | foreach (Action<Scene> d in handler.GetInvocationList()) |
3109 | { | 3163 | { |
3164 | m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString()); | ||
3110 | try | 3165 | try |
3111 | { | 3166 | { |
3112 | d(s); | 3167 | d(s); |
@@ -3119,6 +3174,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3119 | } | 3174 | } |
3120 | } | 3175 | } |
3121 | } | 3176 | } |
3177 | m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done"); | ||
3122 | } | 3178 | } |
3123 | 3179 | ||
3124 | public void TriggerOnRegionStarted(Scene scene) | 3180 | public void TriggerOnRegionStarted(Scene scene) |
@@ -3310,6 +3366,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3310 | } | 3366 | } |
3311 | } | 3367 | } |
3312 | 3368 | ||
3369 | public void TriggerThrottleUpdate(ScenePresence scenePresence) | ||
3370 | { | ||
3371 | ThrottleUpdate handler = OnThrottleUpdate; | ||
3372 | if (handler != null) | ||
3373 | { | ||
3374 | handler(scenePresence); | ||
3375 | } | ||
3376 | } | ||
3377 | |||
3313 | // public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) | 3378 | // public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) |
3314 | // { | 3379 | // { |
3315 | // GatherUuids handler = OnGatherUuids; | 3380 | // GatherUuids handler = OnGatherUuids; |
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index bbf3b51..cdd8d2d 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -292,14 +292,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
292 | 292 | ||
293 | private void StartTimer() | 293 | private void StartTimer() |
294 | { | 294 | { |
295 | KeyframeTimer.Add(this); | 295 | lock (m_frames) |
296 | m_timerStopped = false; | 296 | { |
297 | KeyframeTimer.Add(this); | ||
298 | m_timerStopped = false; | ||
299 | } | ||
297 | } | 300 | } |
298 | 301 | ||
299 | private void StopTimer() | 302 | private void StopTimer() |
300 | { | 303 | { |
301 | m_timerStopped = true; | 304 | lock (m_frames) |
302 | KeyframeTimer.Remove(this); | 305 | m_timerStopped = true; |
303 | } | 306 | } |
304 | 307 | ||
305 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) | 308 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) |
@@ -348,24 +351,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
348 | m_group = grp; | 351 | m_group = grp; |
349 | m_scene = grp.Scene; | 352 | m_scene = grp.Scene; |
350 | 353 | ||
351 | Vector3 grppos = grp.AbsolutePosition; | ||
352 | Vector3 offset = grppos - m_serializedPosition; | ||
353 | // avoid doing it more than once | ||
354 | // current this will happen dragging a prim to other region | ||
355 | m_serializedPosition = grppos; | ||
356 | 354 | ||
357 | m_basePosition += offset; | 355 | lock (m_frames) |
358 | m_nextPosition += offset; | ||
359 | |||
360 | m_currentFrame.StartPosition += offset; | ||
361 | m_currentFrame.Position += offset; | ||
362 | |||
363 | for (int i = 0; i < m_frames.Count; i++) | ||
364 | { | 356 | { |
365 | Keyframe k = m_frames[i]; | 357 | Vector3 grppos = grp.AbsolutePosition; |
366 | k.StartPosition += offset; | 358 | Vector3 offset = grppos - m_serializedPosition; |
367 | k.Position += offset; | 359 | // avoid doing it more than once |
368 | m_frames[i]=k; | 360 | // current this will happen draging a prim to other region |
361 | m_serializedPosition = grppos; | ||
362 | |||
363 | m_basePosition += offset; | ||
364 | m_currentFrame.Position += offset; | ||
365 | |||
366 | m_nextPosition += offset; | ||
367 | |||
368 | for (int i = 0; i < m_frames.Count; i++) | ||
369 | { | ||
370 | Keyframe k = m_frames[i]; | ||
371 | k.Position += offset; | ||
372 | m_frames[i] = k; | ||
373 | } | ||
369 | } | 374 | } |
370 | 375 | ||
371 | if (m_running) | 376 | if (m_running) |
@@ -410,25 +415,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
410 | m_keyframes.CopyTo(newmotion.m_keyframes, 0); | 415 | m_keyframes.CopyTo(newmotion.m_keyframes, 0); |
411 | } | 416 | } |
412 | 417 | ||
413 | newmotion.m_frames = new List<Keyframe>(m_frames); | 418 | lock (m_frames) |
419 | { | ||
420 | newmotion.m_frames = new List<Keyframe>(m_frames); | ||
414 | 421 | ||
415 | newmotion.m_basePosition = m_basePosition; | 422 | newmotion.m_basePosition = m_basePosition; |
416 | newmotion.m_baseRotation = m_baseRotation; | 423 | newmotion.m_baseRotation = m_baseRotation; |
417 | 424 | ||
418 | if (m_selected) | 425 | if (m_selected) |
419 | newmotion.m_serializedPosition = m_serializedPosition; | ||
420 | else | ||
421 | { | ||
422 | if (m_group != null) | ||
423 | newmotion.m_serializedPosition = m_group.AbsolutePosition; | ||
424 | else | ||
425 | newmotion.m_serializedPosition = m_serializedPosition; | 426 | newmotion.m_serializedPosition = m_serializedPosition; |
426 | } | 427 | else |
428 | { | ||
429 | if (m_group != null) | ||
430 | newmotion.m_serializedPosition = m_group.AbsolutePosition; | ||
431 | else | ||
432 | newmotion.m_serializedPosition = m_serializedPosition; | ||
433 | } | ||
427 | 434 | ||
428 | newmotion.m_currentFrame = m_currentFrame; | 435 | newmotion.m_currentFrame = m_currentFrame; |
429 | 436 | ||
430 | newmotion.m_iterations = m_iterations; | 437 | newmotion.m_iterations = m_iterations; |
431 | newmotion.m_running = m_running; | 438 | newmotion.m_running = m_running; |
439 | } | ||
432 | 440 | ||
433 | if (m_running && !m_waitingCrossing) | 441 | if (m_running && !m_waitingCrossing) |
434 | StartTimer(); | 442 | StartTimer(); |
@@ -458,19 +466,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
458 | } | 466 | } |
459 | else | 467 | else |
460 | { | 468 | { |
461 | m_running = false; | ||
462 | StopTimer(); | 469 | StopTimer(); |
470 | m_running = false; | ||
463 | } | 471 | } |
464 | } | 472 | } |
465 | 473 | ||
466 | public void Stop() | 474 | public void Stop() |
467 | { | 475 | { |
476 | StopTimer(); | ||
468 | m_running = false; | 477 | m_running = false; |
469 | m_isCrossing = false; | 478 | m_isCrossing = false; |
470 | m_waitingCrossing = false; | 479 | m_waitingCrossing = false; |
471 | 480 | ||
472 | StopTimer(); | ||
473 | |||
474 | m_basePosition = m_group.AbsolutePosition; | 481 | m_basePosition = m_group.AbsolutePosition; |
475 | m_baseRotation = m_group.GroupRotation; | 482 | m_baseRotation = m_group.GroupRotation; |
476 | 483 | ||
@@ -483,14 +490,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
483 | 490 | ||
484 | public void Pause() | 491 | public void Pause() |
485 | { | 492 | { |
486 | m_running = false; | ||
487 | StopTimer(); | 493 | StopTimer(); |
494 | m_running = false; | ||
488 | 495 | ||
489 | m_group.RootPart.Velocity = Vector3.Zero; | 496 | m_group.RootPart.Velocity = Vector3.Zero; |
490 | m_group.RootPart.AngularVelocity = Vector3.Zero; | 497 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
491 | m_group.SendGroupRootTerseUpdate(); | 498 | m_group.SendGroupRootTerseUpdate(); |
492 | // m_group.RootPart.ScheduleTerseUpdate(); | 499 | // m_group.RootPart.ScheduleTerseUpdate(); |
500 | } | ||
493 | 501 | ||
502 | public void Suspend() | ||
503 | { | ||
504 | lock (m_frames) | ||
505 | { | ||
506 | if (m_timerStopped) | ||
507 | return; | ||
508 | m_timerStopped = true; | ||
509 | } | ||
510 | } | ||
511 | |||
512 | public void Resume() | ||
513 | { | ||
514 | lock (m_frames) | ||
515 | { | ||
516 | if (!m_timerStopped) | ||
517 | return; | ||
518 | if (m_running && !m_waitingCrossing) | ||
519 | StartTimer(); | ||
520 | } | ||
494 | } | 521 | } |
495 | 522 | ||
496 | private void GetNextList() | 523 | private void GetNextList() |
@@ -581,6 +608,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
581 | 608 | ||
582 | pos = (Vector3)k.Position; | 609 | pos = (Vector3)k.Position; |
583 | rot = (Quaternion)k.Rotation; | 610 | rot = (Quaternion)k.Rotation; |
611 | |||
584 | } | 612 | } |
585 | 613 | ||
586 | m_basePosition = pos; | 614 | m_basePosition = pos; |
@@ -592,15 +620,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
592 | 620 | ||
593 | public void OnTimer(double tickDuration) | 621 | public void OnTimer(double tickDuration) |
594 | { | 622 | { |
623 | if (!Monitor.TryEnter(m_frames)) | ||
624 | return; | ||
625 | if (m_timerStopped) | ||
626 | KeyframeTimer.Remove(this); | ||
627 | else | ||
628 | DoOnTimer(tickDuration); | ||
629 | Monitor.Exit(m_frames); | ||
630 | } | ||
631 | |||
632 | private void Done() | ||
633 | { | ||
634 | KeyframeTimer.Remove(this); | ||
635 | m_timerStopped = true; | ||
636 | m_running = false; | ||
637 | m_isCrossing = false; | ||
638 | m_waitingCrossing = false; | ||
639 | |||
640 | m_basePosition = m_group.AbsolutePosition; | ||
641 | m_baseRotation = m_group.GroupRotation; | ||
642 | |||
643 | m_group.RootPart.Velocity = Vector3.Zero; | ||
644 | m_group.RootPart.AngularVelocity = Vector3.Zero; | ||
645 | m_group.SendGroupRootTerseUpdate(); | ||
646 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
647 | m_frames.Clear(); | ||
648 | } | ||
649 | |||
650 | private void DoOnTimer(double tickDuration) | ||
651 | { | ||
595 | if (m_skipLoops > 0) | 652 | if (m_skipLoops > 0) |
596 | { | 653 | { |
597 | m_skipLoops--; | 654 | m_skipLoops--; |
598 | return; | 655 | return; |
599 | } | 656 | } |
600 | 657 | ||
601 | if (m_timerStopped) // trap events still in air even after a timer.stop | ||
602 | return; | ||
603 | |||
604 | if (m_group == null) | 658 | if (m_group == null) |
605 | return; | 659 | return; |
606 | 660 | ||
@@ -612,7 +666,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
612 | { | 666 | { |
613 | m_group.RootPart.Velocity = Vector3.Zero; | 667 | m_group.RootPart.Velocity = Vector3.Zero; |
614 | m_group.SendGroupRootTerseUpdate(); | 668 | m_group.SendGroupRootTerseUpdate(); |
615 | |||
616 | } | 669 | } |
617 | return; | 670 | return; |
618 | } | 671 | } |
@@ -635,32 +688,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | 688 | ||
636 | if (m_frames.Count == 0) | 689 | if (m_frames.Count == 0) |
637 | { | 690 | { |
638 | if (!m_running) return; | 691 | lock (m_frames) |
639 | |||
640 | GetNextList(); | ||
641 | |||
642 | if (m_frames.Count == 0) | ||
643 | { | 692 | { |
644 | Stop(); | 693 | GetNextList(); |
645 | // Scene scene = m_group.Scene; | ||
646 | // | ||
647 | // IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>(); | ||
648 | // foreach (IScriptModule m in scriptModules) | ||
649 | // { | ||
650 | // if (m == null) | ||
651 | // continue; | ||
652 | // m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); | ||
653 | // } | ||
654 | |||
655 | m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId); | ||
656 | |||
657 | return; | ||
658 | } | ||
659 | 694 | ||
660 | m_currentFrame = m_frames[0]; | 695 | if (m_frames.Count == 0) |
661 | m_currentFrame.TimeMS += (int)tickDuration; | 696 | { |
697 | Done(); | ||
698 | m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId); | ||
699 | return; | ||
700 | } | ||
662 | 701 | ||
702 | m_currentFrame = m_frames[0]; | ||
703 | m_currentFrame.TimeMS += (int)tickDuration; | ||
704 | } | ||
663 | //force a update on a keyframe transition | 705 | //force a update on a keyframe transition |
706 | m_nextPosition = m_group.AbsolutePosition; | ||
664 | update = true; | 707 | update = true; |
665 | } | 708 | } |
666 | 709 | ||
@@ -681,9 +724,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
681 | // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); | 724 | // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); |
682 | 725 | ||
683 | m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; | 726 | m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; |
684 | m_frames.RemoveAt(0); | 727 | |
685 | if (m_frames.Count > 0) | 728 | lock (m_frames) |
686 | m_currentFrame = m_frames[0]; | 729 | { |
730 | m_frames.RemoveAt(0); | ||
731 | if (m_frames.Count > 0) | ||
732 | m_currentFrame = m_frames[0]; | ||
733 | } | ||
687 | 734 | ||
688 | update = true; | 735 | update = true; |
689 | } | 736 | } |
@@ -692,17 +739,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
692 | float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; | 739 | float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; |
693 | bool lastStep = m_currentFrame.TimeMS <= tickDuration; | 740 | bool lastStep = m_currentFrame.TimeMS <= tickDuration; |
694 | 741 | ||
695 | Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed; | 742 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; |
696 | Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition; | 743 | Vector3 motionThisFrame = v / (float)remainingSteps; |
744 | v = v * 1000 / m_currentFrame.TimeMS; | ||
697 | 745 | ||
698 | float mag = Vector3.Mag(motionThisStep); | 746 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; |
699 | 747 | ||
700 | if ((mag >= 0.02f) || lastStep) | 748 | if (Vector3.Mag(motionThisFrame) >= 0.05f) |
701 | { | ||
702 | m_nextPosition = m_group.AbsolutePosition + motionThisStep; | ||
703 | m_group.AbsolutePosition = m_nextPosition; | ||
704 | update = true; | 749 | update = true; |
705 | } | ||
706 | 750 | ||
707 | //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration; | 751 | //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration; |
708 | //m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})", | 752 | //m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})", |
@@ -714,43 +758,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
714 | 758 | ||
715 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed); | 759 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed); |
716 | step.Normalize(); | 760 | step.Normalize(); |
717 | /* use simpler change detection | 761 | /* use simpler change detection |
718 | * float angle = 0; | 762 | * float angle = 0; |
719 | 763 | ||
720 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | 764 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; |
721 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | 765 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; |
722 | float aa_bb = aa * bb; | 766 | float aa_bb = aa * bb; |
723 | 767 | ||
724 | if (aa_bb == 0) | 768 | if (aa_bb == 0) |
725 | { | 769 | { |
726 | angle = 0; | 770 | angle = 0; |
727 | } | 771 | } |
728 | else | 772 | else |
729 | { | 773 | { |
730 | float ab = current.X * step.X + | 774 | float ab = current.X * step.X + |
731 | current.Y * step.Y + | 775 | current.Y * step.Y + |
732 | current.Z * step.Z + | 776 | current.Z * step.Z + |
733 | current.W * step.W; | 777 | current.W * step.W; |
734 | float q = (ab * ab) / aa_bb; | 778 | float q = (ab * ab) / aa_bb; |
735 | 779 | ||
736 | if (q > 1.0f) | 780 | if (q > 1.0f) |
737 | { | 781 | { |
738 | angle = 0; | 782 | angle = 0; |
739 | } | 783 | } |
740 | else | 784 | else |
741 | { | 785 | { |
742 | angle = (float)Math.Acos(2 * q - 1); | 786 | angle = (float)Math.Acos(2 * q - 1); |
743 | } | 787 | } |
744 | } | 788 | } |
745 | 789 | ||
746 | if (angle > 0.01f) | 790 | if (angle > 0.01f) |
747 | */ | 791 | */ |
748 | if(Math.Abs(step.X - current.X) > 0.001f | 792 | if (Math.Abs(step.X - current.X) > 0.001f |
749 | || Math.Abs(step.Y - current.Y) > 0.001f | 793 | || Math.Abs(step.Y - current.Y) > 0.001f |
750 | || Math.Abs(step.Z - current.Z) > 0.001f | 794 | || Math.Abs(step.Z - current.Z) > 0.001f) |
751 | || lastStep) | 795 | // assuming w is a dependente var |
752 | // assuming w is a dependente var | ||
753 | |||
754 | { | 796 | { |
755 | // m_group.UpdateGroupRotationR(step); | 797 | // m_group.UpdateGroupRotationR(step); |
756 | m_group.RootPart.RotationOffset = step; | 798 | m_group.RootPart.RotationOffset = step; |
@@ -763,25 +805,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
763 | 805 | ||
764 | if (update) | 806 | if (update) |
765 | { | 807 | { |
808 | m_group.AbsolutePosition = m_nextPosition; | ||
766 | m_group.SendGroupRootTerseUpdate(); | 809 | m_group.SendGroupRootTerseUpdate(); |
767 | } | 810 | } |
768 | } | 811 | } |
769 | 812 | ||
770 | public Byte[] Serialize() | 813 | public Byte[] Serialize() |
771 | { | 814 | { |
815 | bool timerWasStopped; | ||
816 | lock (m_frames) | ||
817 | { | ||
818 | timerWasStopped = m_timerStopped; | ||
819 | } | ||
772 | StopTimer(); | 820 | StopTimer(); |
773 | 821 | ||
774 | SceneObjectGroup tmp = m_group; | 822 | SceneObjectGroup tmp = m_group; |
775 | m_group = null; | 823 | m_group = null; |
776 | if (!m_selected && tmp != null) | 824 | |
777 | m_serializedPosition = tmp.AbsolutePosition; | ||
778 | |||
779 | using (MemoryStream ms = new MemoryStream()) | 825 | using (MemoryStream ms = new MemoryStream()) |
780 | { | 826 | { |
781 | BinaryFormatter fmt = new BinaryFormatter(); | 827 | BinaryFormatter fmt = new BinaryFormatter(); |
828 | if (!m_selected && tmp != null) | ||
829 | m_serializedPosition = tmp.AbsolutePosition; | ||
782 | fmt.Serialize(ms, this); | 830 | fmt.Serialize(ms, this); |
783 | m_group = tmp; | 831 | m_group = tmp; |
784 | if (m_running && !m_waitingCrossing) | 832 | if (!timerWasStopped && m_running && !m_waitingCrossing) |
785 | StartTimer(); | 833 | StartTimer(); |
786 | 834 | ||
787 | return ms.ToArray(); | 835 | return ms.ToArray(); |
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index ae85560..bd9d580 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -91,6 +91,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
91 | return 0; | 91 | return 0; |
92 | 92 | ||
93 | uint priority; | 93 | uint priority; |
94 | |||
95 | |||
96 | // HACK | ||
97 | return GetPriorityByBestAvatarResponsiveness(client, entity); | ||
98 | |||
94 | 99 | ||
95 | switch (m_scene.UpdatePrioritizationScheme) | 100 | switch (m_scene.UpdatePrioritizationScheme) |
96 | { | 101 | { |
@@ -157,30 +162,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | 162 | ||
158 | private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) | 163 | private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) |
159 | { | 164 | { |
160 | uint pqueue = ComputeDistancePriority(client,entity,true); | 165 | uint pqueue = 2; // keep compiler happy |
161 | 166 | ||
162 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | 167 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); |
163 | if (presence != null) | 168 | if (presence != null) |
164 | { | 169 | { |
165 | if (!presence.IsChildAgent) | 170 | // All avatars other than our own go into pqueue 1 |
171 | if (entity is ScenePresence) | ||
172 | return 1; | ||
173 | |||
174 | if (entity is SceneObjectPart) | ||
166 | { | 175 | { |
167 | // All avatars other than our own go into pqueue 1 | 176 | // Attachments are high priority, |
168 | if (entity is ScenePresence) | 177 | if (((SceneObjectPart)entity).ParentGroup.IsAttachment) |
169 | return 1; | 178 | return 2; |
170 | 179 | ||
171 | if (entity is SceneObjectPart) | 180 | pqueue = ComputeDistancePriority(client, entity, false); |
172 | { | 181 | |
173 | // Attachments are high priority, | 182 | // Non physical prims are lower priority than physical prims |
174 | if (((SceneObjectPart)entity).ParentGroup.IsAttachment) | 183 | PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; |
175 | return 1; | 184 | if (physActor == null || !physActor.IsPhysical) |
176 | 185 | pqueue++; | |
177 | // Non physical prims are lower priority than physical prims | ||
178 | PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; | ||
179 | if (physActor == null || !physActor.IsPhysical) | ||
180 | pqueue++; | ||
181 | } | ||
182 | } | 186 | } |
183 | } | 187 | } |
188 | else | ||
189 | pqueue = ComputeDistancePriority(client, entity, false); | ||
184 | 190 | ||
185 | return pqueue; | 191 | return pqueue; |
186 | } | 192 | } |
@@ -212,25 +218,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
212 | } | 218 | } |
213 | 219 | ||
214 | // Use the camera position for local agents and avatar position for remote agents | 220 | // Use the camera position for local agents and avatar position for remote agents |
215 | Vector3 presencePos = (presence.IsChildAgent) ? | 221 | // Why would I want that? They could be camming but I still see them at the |
216 | presence.AbsolutePosition : | 222 | // avatar position, so why should I update them as if they were at their |
217 | presence.CameraPosition; | 223 | // camera positions? Makes no sense! |
224 | // TODO: Fix this mess | ||
225 | //Vector3 presencePos = (presence.IsChildAgent) ? | ||
226 | // presence.AbsolutePosition : | ||
227 | // presence.CameraPosition; | ||
228 | |||
229 | Vector3 presencePos = presence.AbsolutePosition; | ||
218 | 230 | ||
219 | // Compute the distance... | 231 | // Compute the distance... |
220 | double distance = Vector3.Distance(presencePos, entityPos); | 232 | double distance = Vector3.Distance(presencePos, entityPos); |
221 | 233 | ||
222 | // And convert the distance to a priority queue, this computation gives queues | 234 | // And convert the distance to a priority queue, this computation gives queues |
223 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m | 235 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m |
224 | uint pqueue = PriorityQueue.NumberOfImmediateQueues; | 236 | uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue |
225 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; | 237 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; |
226 | 238 | /* | |
227 | for (int i = 0; i < queues - 1; i++) | 239 | for (int i = 0; i < queues - 1; i++) |
228 | { | 240 | { |
229 | if (distance < 10 * Math.Pow(2.0,i)) | 241 | if (distance < 30 * Math.Pow(2.0,i)) |
230 | break; | 242 | break; |
231 | pqueue++; | 243 | pqueue++; |
232 | } | 244 | } |
233 | 245 | */ | |
246 | if (distance > 10f) | ||
247 | { | ||
248 | float tmp = (float)Math.Log((double)distance) * 1.4426950408889634073599246810019f - 3.3219280948873623478703194294894f; | ||
249 | // for a map identical to original: | ||
250 | // now | ||
251 | // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) | ||
252 | // 2st constant makes it be log2(distance/10) | ||
253 | pqueue += (uint)tmp; | ||
254 | if (pqueue > queues - 1) | ||
255 | pqueue = queues - 1; | ||
256 | } | ||
257 | |||
234 | // If this is a root agent, then determine front & back | 258 | // If this is a root agent, then determine front & back |
235 | // Bump up the priority queue (drop the priority) for any objects behind the avatar | 259 | // Bump up the priority queue (drop the priority) for any objects behind the avatar |
236 | if (useFrontBack && ! presence.IsChildAgent) | 260 | if (useFrontBack && ! presence.IsChildAgent) |
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs new file mode 100644 index 0000000..10ac37c --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs | |||
@@ -0,0 +1,95 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | |||
33 | namespace OpenSim.Region.Framework.Scenes | ||
34 | { | ||
35 | public static class SOPMaterialData | ||
36 | { | ||
37 | public enum SopMaterial : int // redundante and not in use for now | ||
38 | { | ||
39 | Stone = 0, | ||
40 | Metal = 1, | ||
41 | Glass = 2, | ||
42 | Wood = 3, | ||
43 | Flesh = 4, | ||
44 | Plastic = 5, | ||
45 | Rubber = 6, | ||
46 | light = 7 // compatibility with old viewers | ||
47 | } | ||
48 | |||
49 | private struct MaterialData | ||
50 | { | ||
51 | public float friction; | ||
52 | public float bounce; | ||
53 | public MaterialData(float f, float b) | ||
54 | { | ||
55 | friction = f; | ||
56 | bounce = b; | ||
57 | } | ||
58 | } | ||
59 | |||
60 | private static MaterialData[] m_materialdata = { | ||
61 | new MaterialData(0.8f,0.4f), // Stone | ||
62 | new MaterialData(0.3f,0.4f), // Metal | ||
63 | new MaterialData(0.2f,0.7f), // Glass | ||
64 | new MaterialData(0.6f,0.5f), // Wood | ||
65 | new MaterialData(0.9f,0.3f), // Flesh | ||
66 | new MaterialData(0.4f,0.7f), // Plastic | ||
67 | new MaterialData(0.9f,0.95f), // Rubber | ||
68 | new MaterialData(0.0f,0.0f) // light ?? | ||
69 | }; | ||
70 | |||
71 | public static Material MaxMaterial | ||
72 | { | ||
73 | get { return (Material)(m_materialdata.Length - 1); } | ||
74 | } | ||
75 | |||
76 | public static float friction(Material material) | ||
77 | { | ||
78 | int indx = (int)material; | ||
79 | if (indx < m_materialdata.Length) | ||
80 | return (m_materialdata[indx].friction); | ||
81 | else | ||
82 | return 0; | ||
83 | } | ||
84 | |||
85 | public static float bounce(Material material) | ||
86 | { | ||
87 | int indx = (int)material; | ||
88 | if (indx < m_materialdata.Length) | ||
89 | return (m_materialdata[indx].bounce); | ||
90 | else | ||
91 | return 0; | ||
92 | } | ||
93 | |||
94 | } | ||
95 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs new file mode 100644 index 0000000..b617f52 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs | |||
@@ -0,0 +1,792 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using System.Text; | ||
34 | using System.IO; | ||
35 | using System.Xml; | ||
36 | using OpenSim.Framework.Serialization; | ||
37 | using OpenSim.Framework.Serialization.External; | ||
38 | using OpenSim.Region.Framework.Scenes.Serialization; | ||
39 | |||
40 | namespace OpenSim.Region.Framework.Scenes | ||
41 | { | ||
42 | public class SOPVehicle | ||
43 | { | ||
44 | public VehicleData vd; | ||
45 | |||
46 | public Vehicle Type | ||
47 | { | ||
48 | get { return vd.m_type; } | ||
49 | } | ||
50 | |||
51 | public SOPVehicle() | ||
52 | { | ||
53 | vd = new VehicleData(); | ||
54 | ProcessTypeChange(Vehicle.TYPE_NONE); // is needed? | ||
55 | } | ||
56 | |||
57 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
58 | { | ||
59 | float len; | ||
60 | float timestep = 0.01f; | ||
61 | switch (pParam) | ||
62 | { | ||
63 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
64 | if (pValue < 0f) pValue = 0f; | ||
65 | if (pValue > 1f) pValue = 1f; | ||
66 | vd.m_angularDeflectionEfficiency = pValue; | ||
67 | break; | ||
68 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
69 | if (pValue < timestep) pValue = timestep; | ||
70 | vd.m_angularDeflectionTimescale = pValue; | ||
71 | break; | ||
72 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
73 | if (pValue < timestep) pValue = timestep; | ||
74 | else if (pValue > 120) pValue = 120; | ||
75 | vd.m_angularMotorDecayTimescale = pValue; | ||
76 | break; | ||
77 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
78 | if (pValue < timestep) pValue = timestep; | ||
79 | vd.m_angularMotorTimescale = pValue; | ||
80 | break; | ||
81 | case Vehicle.BANKING_EFFICIENCY: | ||
82 | if (pValue < -1f) pValue = -1f; | ||
83 | if (pValue > 1f) pValue = 1f; | ||
84 | vd.m_bankingEfficiency = pValue; | ||
85 | break; | ||
86 | case Vehicle.BANKING_MIX: | ||
87 | if (pValue < 0f) pValue = 0f; | ||
88 | if (pValue > 1f) pValue = 1f; | ||
89 | vd.m_bankingMix = pValue; | ||
90 | break; | ||
91 | case Vehicle.BANKING_TIMESCALE: | ||
92 | if (pValue < timestep) pValue = timestep; | ||
93 | vd.m_bankingTimescale = pValue; | ||
94 | break; | ||
95 | case Vehicle.BUOYANCY: | ||
96 | if (pValue < -1f) pValue = -1f; | ||
97 | if (pValue > 1f) pValue = 1f; | ||
98 | vd.m_VehicleBuoyancy = pValue; | ||
99 | break; | ||
100 | case Vehicle.HOVER_EFFICIENCY: | ||
101 | if (pValue < 0f) pValue = 0f; | ||
102 | if (pValue > 1f) pValue = 1f; | ||
103 | vd.m_VhoverEfficiency = pValue; | ||
104 | break; | ||
105 | case Vehicle.HOVER_HEIGHT: | ||
106 | vd.m_VhoverHeight = pValue; | ||
107 | break; | ||
108 | case Vehicle.HOVER_TIMESCALE: | ||
109 | if (pValue < timestep) pValue = timestep; | ||
110 | vd.m_VhoverTimescale = pValue; | ||
111 | break; | ||
112 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
113 | if (pValue < 0f) pValue = 0f; | ||
114 | if (pValue > 1f) pValue = 1f; | ||
115 | vd.m_linearDeflectionEfficiency = pValue; | ||
116 | break; | ||
117 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
118 | if (pValue < timestep) pValue = timestep; | ||
119 | vd.m_linearDeflectionTimescale = pValue; | ||
120 | break; | ||
121 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
122 | if (pValue < timestep) pValue = timestep; | ||
123 | else if (pValue > 120) pValue = 120; | ||
124 | vd.m_linearMotorDecayTimescale = pValue; | ||
125 | break; | ||
126 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
127 | if (pValue < timestep) pValue = timestep; | ||
128 | vd.m_linearMotorTimescale = pValue; | ||
129 | break; | ||
130 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
131 | if (pValue < 0f) pValue = 0f; | ||
132 | if (pValue > 1f) pValue = 1f; | ||
133 | vd.m_verticalAttractionEfficiency = pValue; | ||
134 | break; | ||
135 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
136 | if (pValue < timestep) pValue = timestep; | ||
137 | vd.m_verticalAttractionTimescale = pValue; | ||
138 | break; | ||
139 | |||
140 | // These are vector properties but the engine lets you use a single float value to | ||
141 | // set all of the components to the same value | ||
142 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
143 | if (pValue < timestep) pValue = timestep; | ||
144 | vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
145 | break; | ||
146 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
147 | vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
148 | len = vd.m_angularMotorDirection.Length(); | ||
149 | if (len > 12.566f) | ||
150 | vd.m_angularMotorDirection *= (12.566f / len); | ||
151 | break; | ||
152 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
153 | if (pValue < timestep) pValue = timestep; | ||
154 | vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
155 | break; | ||
156 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
157 | vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
158 | len = vd.m_linearMotorDirection.Length(); | ||
159 | if (len > 30.0f) | ||
160 | vd.m_linearMotorDirection *= (30.0f / len); | ||
161 | break; | ||
162 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
163 | vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
164 | len = vd.m_linearMotorOffset.Length(); | ||
165 | if (len > 100.0f) | ||
166 | vd.m_linearMotorOffset *= (100.0f / len); | ||
167 | break; | ||
168 | } | ||
169 | }//end ProcessFloatVehicleParam | ||
170 | |||
171 | public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
172 | { | ||
173 | float len; | ||
174 | float timestep = 0.01f; | ||
175 | switch (pParam) | ||
176 | { | ||
177 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
178 | if (pValue.X < timestep) pValue.X = timestep; | ||
179 | if (pValue.Y < timestep) pValue.Y = timestep; | ||
180 | if (pValue.Z < timestep) pValue.Z = timestep; | ||
181 | |||
182 | vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
183 | break; | ||
184 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
185 | vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
186 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
187 | len = vd.m_angularMotorDirection.Length(); | ||
188 | if (len > 12.566f) | ||
189 | vd.m_angularMotorDirection *= (12.566f / len); | ||
190 | break; | ||
191 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
192 | if (pValue.X < timestep) pValue.X = timestep; | ||
193 | if (pValue.Y < timestep) pValue.Y = timestep; | ||
194 | if (pValue.Z < timestep) pValue.Z = timestep; | ||
195 | vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
196 | break; | ||
197 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
198 | vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
199 | len = vd.m_linearMotorDirection.Length(); | ||
200 | if (len > 30.0f) | ||
201 | vd.m_linearMotorDirection *= (30.0f / len); | ||
202 | break; | ||
203 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
204 | vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
205 | len = vd.m_linearMotorOffset.Length(); | ||
206 | if (len > 100.0f) | ||
207 | vd.m_linearMotorOffset *= (100.0f / len); | ||
208 | break; | ||
209 | } | ||
210 | }//end ProcessVectorVehicleParam | ||
211 | |||
212 | public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
213 | { | ||
214 | switch (pParam) | ||
215 | { | ||
216 | case Vehicle.REFERENCE_FRAME: | ||
217 | vd.m_referenceFrame = pValue; | ||
218 | break; | ||
219 | } | ||
220 | }//end ProcessRotationVehicleParam | ||
221 | |||
222 | public void ProcessVehicleFlags(int pParam, bool remove) | ||
223 | { | ||
224 | if (remove) | ||
225 | { | ||
226 | vd.m_flags &= ~((VehicleFlag)pParam); | ||
227 | } | ||
228 | else | ||
229 | { | ||
230 | vd.m_flags |= (VehicleFlag)pParam; | ||
231 | } | ||
232 | }//end ProcessVehicleFlags | ||
233 | |||
234 | public void ProcessTypeChange(Vehicle pType) | ||
235 | { | ||
236 | vd.m_linearMotorDirection = Vector3.Zero; | ||
237 | vd.m_angularMotorDirection = Vector3.Zero; | ||
238 | vd.m_linearMotorOffset = Vector3.Zero; | ||
239 | vd.m_referenceFrame = Quaternion.Identity; | ||
240 | |||
241 | // Set Defaults For Type | ||
242 | vd.m_type = pType; | ||
243 | switch (pType) | ||
244 | { | ||
245 | case Vehicle.TYPE_NONE: | ||
246 | vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
247 | vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
248 | vd.m_linearMotorTimescale = 1000; | ||
249 | vd.m_linearMotorDecayTimescale = 120; | ||
250 | vd.m_angularMotorTimescale = 1000; | ||
251 | vd.m_angularMotorDecayTimescale = 1000; | ||
252 | vd.m_VhoverHeight = 0; | ||
253 | vd.m_VhoverEfficiency = 1; | ||
254 | vd.m_VhoverTimescale = 1000; | ||
255 | vd.m_VehicleBuoyancy = 0; | ||
256 | vd.m_linearDeflectionEfficiency = 0; | ||
257 | vd.m_linearDeflectionTimescale = 1000; | ||
258 | vd.m_angularDeflectionEfficiency = 0; | ||
259 | vd.m_angularDeflectionTimescale = 1000; | ||
260 | vd.m_bankingEfficiency = 0; | ||
261 | vd.m_bankingMix = 1; | ||
262 | vd.m_bankingTimescale = 1000; | ||
263 | vd.m_verticalAttractionEfficiency = 0; | ||
264 | vd.m_verticalAttractionTimescale = 1000; | ||
265 | |||
266 | vd.m_flags = (VehicleFlag)0; | ||
267 | break; | ||
268 | |||
269 | case Vehicle.TYPE_SLED: | ||
270 | vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
271 | vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
272 | vd.m_linearMotorTimescale = 1000; | ||
273 | vd.m_linearMotorDecayTimescale = 120; | ||
274 | vd.m_angularMotorTimescale = 1000; | ||
275 | vd.m_angularMotorDecayTimescale = 120; | ||
276 | vd.m_VhoverHeight = 0; | ||
277 | vd.m_VhoverEfficiency = 1; | ||
278 | vd.m_VhoverTimescale = 10; | ||
279 | vd.m_VehicleBuoyancy = 0; | ||
280 | vd.m_linearDeflectionEfficiency = 1; | ||
281 | vd.m_linearDeflectionTimescale = 1; | ||
282 | vd.m_angularDeflectionEfficiency = 0; | ||
283 | vd.m_angularDeflectionTimescale = 1000; | ||
284 | vd.m_bankingEfficiency = 0; | ||
285 | vd.m_bankingMix = 1; | ||
286 | vd.m_bankingTimescale = 10; | ||
287 | vd.m_flags &= | ||
288 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
289 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
290 | vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
291 | break; | ||
292 | case Vehicle.TYPE_CAR: | ||
293 | vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
294 | vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
295 | vd.m_linearMotorTimescale = 1; | ||
296 | vd.m_linearMotorDecayTimescale = 60; | ||
297 | vd.m_angularMotorTimescale = 1; | ||
298 | vd.m_angularMotorDecayTimescale = 0.8f; | ||
299 | vd.m_VhoverHeight = 0; | ||
300 | vd.m_VhoverEfficiency = 0; | ||
301 | vd.m_VhoverTimescale = 1000; | ||
302 | vd.m_VehicleBuoyancy = 0; | ||
303 | vd.m_linearDeflectionEfficiency = 1; | ||
304 | vd.m_linearDeflectionTimescale = 2; | ||
305 | vd.m_angularDeflectionEfficiency = 0; | ||
306 | vd.m_angularDeflectionTimescale = 10; | ||
307 | vd.m_verticalAttractionEfficiency = 1f; | ||
308 | vd.m_verticalAttractionTimescale = 10f; | ||
309 | vd.m_bankingEfficiency = -0.2f; | ||
310 | vd.m_bankingMix = 1; | ||
311 | vd.m_bankingTimescale = 1; | ||
312 | vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
313 | vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | ||
314 | VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY); | ||
315 | break; | ||
316 | case Vehicle.TYPE_BOAT: | ||
317 | vd.m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
318 | vd.m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
319 | vd.m_linearMotorTimescale = 5; | ||
320 | vd.m_linearMotorDecayTimescale = 60; | ||
321 | vd.m_angularMotorTimescale = 4; | ||
322 | vd.m_angularMotorDecayTimescale = 4; | ||
323 | vd.m_VhoverHeight = 0; | ||
324 | vd.m_VhoverEfficiency = 0.5f; | ||
325 | vd.m_VhoverTimescale = 2; | ||
326 | vd.m_VehicleBuoyancy = 1; | ||
327 | vd.m_linearDeflectionEfficiency = 0.5f; | ||
328 | vd.m_linearDeflectionTimescale = 3; | ||
329 | vd.m_angularDeflectionEfficiency = 0.5f; | ||
330 | vd.m_angularDeflectionTimescale = 5; | ||
331 | vd.m_verticalAttractionEfficiency = 0.5f; | ||
332 | vd.m_verticalAttractionTimescale = 5f; | ||
333 | vd.m_bankingEfficiency = -0.3f; | ||
334 | vd.m_bankingMix = 0.8f; | ||
335 | vd.m_bankingTimescale = 1; | ||
336 | vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | ||
337 | VehicleFlag.HOVER_GLOBAL_HEIGHT | | ||
338 | VehicleFlag.HOVER_UP_ONLY | | ||
339 | VehicleFlag.LIMIT_ROLL_ONLY); | ||
340 | vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | ||
341 | VehicleFlag.LIMIT_MOTOR_UP | | ||
342 | VehicleFlag.HOVER_WATER_ONLY); | ||
343 | break; | ||
344 | case Vehicle.TYPE_AIRPLANE: | ||
345 | vd.m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
346 | vd.m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
347 | vd.m_linearMotorTimescale = 2; | ||
348 | vd.m_linearMotorDecayTimescale = 60; | ||
349 | vd.m_angularMotorTimescale = 4; | ||
350 | vd.m_angularMotorDecayTimescale = 8; | ||
351 | vd.m_VhoverHeight = 0; | ||
352 | vd.m_VhoverEfficiency = 0.5f; | ||
353 | vd.m_VhoverTimescale = 1000; | ||
354 | vd.m_VehicleBuoyancy = 0; | ||
355 | vd.m_linearDeflectionEfficiency = 0.5f; | ||
356 | vd.m_linearDeflectionTimescale = 0.5f; | ||
357 | vd.m_angularDeflectionEfficiency = 1; | ||
358 | vd.m_angularDeflectionTimescale = 2; | ||
359 | vd.m_verticalAttractionEfficiency = 0.9f; | ||
360 | vd.m_verticalAttractionTimescale = 2f; | ||
361 | vd.m_bankingEfficiency = 1; | ||
362 | vd.m_bankingMix = 0.7f; | ||
363 | vd.m_bankingTimescale = 2; | ||
364 | vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | | ||
365 | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
366 | VehicleFlag.HOVER_GLOBAL_HEIGHT | | ||
367 | VehicleFlag.HOVER_UP_ONLY | | ||
368 | VehicleFlag.NO_DEFLECTION_UP | | ||
369 | VehicleFlag.LIMIT_MOTOR_UP); | ||
370 | vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
371 | break; | ||
372 | case Vehicle.TYPE_BALLOON: | ||
373 | vd.m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
374 | vd.m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
375 | vd.m_linearMotorTimescale = 5; | ||
376 | vd.m_linearMotorDecayTimescale = 60; | ||
377 | vd.m_angularMotorTimescale = 6; | ||
378 | vd.m_angularMotorDecayTimescale = 10; | ||
379 | vd.m_VhoverHeight = 5; | ||
380 | vd.m_VhoverEfficiency = 0.8f; | ||
381 | vd.m_VhoverTimescale = 10; | ||
382 | vd.m_VehicleBuoyancy = 1; | ||
383 | vd.m_linearDeflectionEfficiency = 0; | ||
384 | vd.m_linearDeflectionTimescale = 5; | ||
385 | vd.m_angularDeflectionEfficiency = 0; | ||
386 | vd.m_angularDeflectionTimescale = 5; | ||
387 | vd.m_verticalAttractionEfficiency = 0f; | ||
388 | vd.m_verticalAttractionTimescale = 1000f; | ||
389 | vd.m_bankingEfficiency = 0; | ||
390 | vd.m_bankingMix = 0.7f; | ||
391 | vd.m_bankingTimescale = 5; | ||
392 | vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | | ||
393 | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
394 | VehicleFlag.HOVER_UP_ONLY | | ||
395 | VehicleFlag.NO_DEFLECTION_UP | | ||
396 | VehicleFlag.LIMIT_MOTOR_UP); | ||
397 | vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | | ||
398 | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
399 | break; | ||
400 | } | ||
401 | } | ||
402 | public void SetVehicle(PhysicsActor ph) | ||
403 | { | ||
404 | if (ph == null) | ||
405 | return; | ||
406 | ph.SetVehicle(vd); | ||
407 | } | ||
408 | |||
409 | private XmlTextWriter writer; | ||
410 | |||
411 | private void XWint(string name, int i) | ||
412 | { | ||
413 | writer.WriteElementString(name, i.ToString()); | ||
414 | } | ||
415 | |||
416 | private void XWfloat(string name, float f) | ||
417 | { | ||
418 | writer.WriteElementString(name, f.ToString(Utils.EnUsCulture)); | ||
419 | } | ||
420 | |||
421 | private void XWVector(string name, Vector3 vec) | ||
422 | { | ||
423 | writer.WriteStartElement(name); | ||
424 | writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture)); | ||
425 | writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture)); | ||
426 | writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture)); | ||
427 | writer.WriteEndElement(); | ||
428 | } | ||
429 | |||
430 | private void XWQuat(string name, Quaternion quat) | ||
431 | { | ||
432 | writer.WriteStartElement(name); | ||
433 | writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture)); | ||
434 | writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture)); | ||
435 | writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture)); | ||
436 | writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture)); | ||
437 | writer.WriteEndElement(); | ||
438 | } | ||
439 | |||
440 | public void ToXml2(XmlTextWriter twriter) | ||
441 | { | ||
442 | writer = twriter; | ||
443 | writer.WriteStartElement("Vehicle"); | ||
444 | |||
445 | XWint("TYPE", (int)vd.m_type); | ||
446 | XWint("FLAGS", (int)vd.m_flags); | ||
447 | |||
448 | // Linear properties | ||
449 | XWVector("LMDIR", vd.m_linearMotorDirection); | ||
450 | XWVector("LMFTIME", vd.m_linearFrictionTimescale); | ||
451 | XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale); | ||
452 | XWfloat("LMTIME", vd.m_linearMotorTimescale); | ||
453 | XWVector("LMOFF", vd.m_linearMotorOffset); | ||
454 | |||
455 | //Angular properties | ||
456 | XWVector("AMDIR", vd.m_angularMotorDirection); | ||
457 | XWfloat("AMTIME", vd.m_angularMotorTimescale); | ||
458 | XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale); | ||
459 | XWVector("AMFTIME", vd.m_angularFrictionTimescale); | ||
460 | |||
461 | //Deflection properties | ||
462 | XWfloat("ADEFF", vd.m_angularDeflectionEfficiency); | ||
463 | XWfloat("ADTIME", vd.m_angularDeflectionTimescale); | ||
464 | XWfloat("LDEFF", vd.m_linearDeflectionEfficiency); | ||
465 | XWfloat("LDTIME", vd.m_linearDeflectionTimescale); | ||
466 | |||
467 | //Banking properties | ||
468 | XWfloat("BEFF", vd.m_bankingEfficiency); | ||
469 | XWfloat("BMIX", vd.m_bankingMix); | ||
470 | XWfloat("BTIME", vd.m_bankingTimescale); | ||
471 | |||
472 | //Hover and Buoyancy properties | ||
473 | XWfloat("HHEI", vd.m_VhoverHeight); | ||
474 | XWfloat("HEFF", vd.m_VhoverEfficiency); | ||
475 | XWfloat("HTIME", vd.m_VhoverTimescale); | ||
476 | XWfloat("VBUO", vd.m_VehicleBuoyancy); | ||
477 | |||
478 | //Attractor properties | ||
479 | XWfloat("VAEFF", vd.m_verticalAttractionEfficiency); | ||
480 | XWfloat("VATIME", vd.m_verticalAttractionTimescale); | ||
481 | |||
482 | XWQuat("REF_FRAME", vd.m_referenceFrame); | ||
483 | |||
484 | writer.WriteEndElement(); | ||
485 | writer = null; | ||
486 | } | ||
487 | |||
488 | |||
489 | |||
490 | XmlReader reader; | ||
491 | |||
492 | private int XRint() | ||
493 | { | ||
494 | return reader.ReadElementContentAsInt(); | ||
495 | } | ||
496 | |||
497 | private float XRfloat() | ||
498 | { | ||
499 | return reader.ReadElementContentAsFloat(); | ||
500 | } | ||
501 | |||
502 | public Vector3 XRvector() | ||
503 | { | ||
504 | Vector3 vec; | ||
505 | reader.ReadStartElement(); | ||
506 | vec.X = reader.ReadElementContentAsFloat(); | ||
507 | vec.Y = reader.ReadElementContentAsFloat(); | ||
508 | vec.Z = reader.ReadElementContentAsFloat(); | ||
509 | reader.ReadEndElement(); | ||
510 | return vec; | ||
511 | } | ||
512 | |||
513 | public Quaternion XRquat() | ||
514 | { | ||
515 | Quaternion q; | ||
516 | reader.ReadStartElement(); | ||
517 | q.X = reader.ReadElementContentAsFloat(); | ||
518 | q.Y = reader.ReadElementContentAsFloat(); | ||
519 | q.Z = reader.ReadElementContentAsFloat(); | ||
520 | q.W = reader.ReadElementContentAsFloat(); | ||
521 | reader.ReadEndElement(); | ||
522 | return q; | ||
523 | } | ||
524 | |||
525 | public static bool EReadProcessors( | ||
526 | Dictionary<string, Action> processors, | ||
527 | XmlReader xtr) | ||
528 | { | ||
529 | bool errors = false; | ||
530 | |||
531 | string nodeName = string.Empty; | ||
532 | while (xtr.NodeType != XmlNodeType.EndElement) | ||
533 | { | ||
534 | nodeName = xtr.Name; | ||
535 | |||
536 | // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName); | ||
537 | |||
538 | Action p = null; | ||
539 | if (processors.TryGetValue(xtr.Name, out p)) | ||
540 | { | ||
541 | // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName); | ||
542 | |||
543 | try | ||
544 | { | ||
545 | p(); | ||
546 | } | ||
547 | catch (Exception e) | ||
548 | { | ||
549 | errors = true; | ||
550 | if (xtr.NodeType == XmlNodeType.EndElement) | ||
551 | xtr.Read(); | ||
552 | } | ||
553 | } | ||
554 | else | ||
555 | { | ||
556 | // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName); | ||
557 | xtr.ReadOuterXml(); // ignore | ||
558 | } | ||
559 | } | ||
560 | |||
561 | return errors; | ||
562 | } | ||
563 | |||
564 | |||
565 | public string ToXml2() | ||
566 | { | ||
567 | using (StringWriter sw = new StringWriter()) | ||
568 | { | ||
569 | using (XmlTextWriter xwriter = new XmlTextWriter(sw)) | ||
570 | { | ||
571 | ToXml2(xwriter); | ||
572 | } | ||
573 | |||
574 | return sw.ToString(); | ||
575 | } | ||
576 | } | ||
577 | |||
578 | public static SOPVehicle FromXml2(string text) | ||
579 | { | ||
580 | if (text == String.Empty) | ||
581 | return null; | ||
582 | |||
583 | UTF8Encoding enc = new UTF8Encoding(); | ||
584 | MemoryStream ms = new MemoryStream(enc.GetBytes(text)); | ||
585 | XmlTextReader xreader = new XmlTextReader(ms); | ||
586 | |||
587 | SOPVehicle v = new SOPVehicle(); | ||
588 | bool error; | ||
589 | |||
590 | v.FromXml2(xreader, out error); | ||
591 | |||
592 | xreader.Close(); | ||
593 | |||
594 | if (error) | ||
595 | { | ||
596 | v = null; | ||
597 | return null; | ||
598 | } | ||
599 | return v; | ||
600 | } | ||
601 | |||
602 | public static SOPVehicle FromXml2(XmlReader reader) | ||
603 | { | ||
604 | SOPVehicle vehicle = new SOPVehicle(); | ||
605 | |||
606 | bool errors = false; | ||
607 | |||
608 | vehicle.FromXml2(reader, out errors); | ||
609 | if (errors) | ||
610 | return null; | ||
611 | |||
612 | return vehicle; | ||
613 | } | ||
614 | |||
615 | private void FromXml2(XmlReader _reader, out bool errors) | ||
616 | { | ||
617 | errors = false; | ||
618 | reader = _reader; | ||
619 | |||
620 | Dictionary<string, Action> m_VehicleXmlProcessors | ||
621 | = new Dictionary<string, Action>(); | ||
622 | |||
623 | m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type); | ||
624 | m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags); | ||
625 | |||
626 | // Linear properties | ||
627 | m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection); | ||
628 | m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale); | ||
629 | m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale); | ||
630 | m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale); | ||
631 | m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset); | ||
632 | |||
633 | //Angular properties | ||
634 | m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection); | ||
635 | m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale); | ||
636 | m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale); | ||
637 | m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale); | ||
638 | |||
639 | //Deflection properties | ||
640 | m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency); | ||
641 | m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale); | ||
642 | m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency); | ||
643 | m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale); | ||
644 | |||
645 | //Banking properties | ||
646 | m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency); | ||
647 | m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix); | ||
648 | m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale); | ||
649 | |||
650 | //Hover and Buoyancy properties | ||
651 | m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight); | ||
652 | m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency); | ||
653 | m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale); | ||
654 | |||
655 | m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy); | ||
656 | |||
657 | //Attractor properties | ||
658 | m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency); | ||
659 | m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale); | ||
660 | |||
661 | m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame); | ||
662 | |||
663 | vd = new VehicleData(); | ||
664 | |||
665 | reader.ReadStartElement("Vehicle", String.Empty); | ||
666 | |||
667 | errors = EReadProcessors( | ||
668 | m_VehicleXmlProcessors, | ||
669 | reader); | ||
670 | |||
671 | reader.ReadEndElement(); | ||
672 | reader = null; | ||
673 | } | ||
674 | |||
675 | private void ProcessXR_type() | ||
676 | { | ||
677 | vd.m_type = (Vehicle)XRint(); | ||
678 | } | ||
679 | private void ProcessXR_flags() | ||
680 | { | ||
681 | vd.m_flags = (VehicleFlag)XRint(); | ||
682 | } | ||
683 | // Linear properties | ||
684 | private void ProcessXR_linearMotorDirection() | ||
685 | { | ||
686 | vd.m_linearMotorDirection = XRvector(); | ||
687 | } | ||
688 | |||
689 | private void ProcessXR_linearFrictionTimescale() | ||
690 | { | ||
691 | vd.m_linearFrictionTimescale = XRvector(); | ||
692 | } | ||
693 | |||
694 | private void ProcessXR_linearMotorDecayTimescale() | ||
695 | { | ||
696 | vd.m_linearMotorDecayTimescale = XRfloat(); | ||
697 | } | ||
698 | private void ProcessXR_linearMotorTimescale() | ||
699 | { | ||
700 | vd.m_linearMotorTimescale = XRfloat(); | ||
701 | } | ||
702 | private void ProcessXR_linearMotorOffset() | ||
703 | { | ||
704 | vd.m_linearMotorOffset = XRvector(); | ||
705 | } | ||
706 | |||
707 | |||
708 | //Angular properties | ||
709 | private void ProcessXR_angularMotorDirection() | ||
710 | { | ||
711 | vd.m_angularMotorDirection = XRvector(); | ||
712 | } | ||
713 | private void ProcessXR_angularMotorTimescale() | ||
714 | { | ||
715 | vd.m_angularMotorTimescale = XRfloat(); | ||
716 | } | ||
717 | private void ProcessXR_angularMotorDecayTimescale() | ||
718 | { | ||
719 | vd.m_angularMotorDecayTimescale = XRfloat(); | ||
720 | } | ||
721 | private void ProcessXR_angularFrictionTimescale() | ||
722 | { | ||
723 | vd.m_angularFrictionTimescale = XRvector(); | ||
724 | } | ||
725 | |||
726 | //Deflection properties | ||
727 | private void ProcessXR_angularDeflectionEfficiency() | ||
728 | { | ||
729 | vd.m_angularDeflectionEfficiency = XRfloat(); | ||
730 | } | ||
731 | private void ProcessXR_angularDeflectionTimescale() | ||
732 | { | ||
733 | vd.m_angularDeflectionTimescale = XRfloat(); | ||
734 | } | ||
735 | private void ProcessXR_linearDeflectionEfficiency() | ||
736 | { | ||
737 | vd.m_linearDeflectionEfficiency = XRfloat(); | ||
738 | } | ||
739 | private void ProcessXR_linearDeflectionTimescale() | ||
740 | { | ||
741 | vd.m_linearDeflectionTimescale = XRfloat(); | ||
742 | } | ||
743 | |||
744 | //Banking properties | ||
745 | private void ProcessXR_bankingEfficiency() | ||
746 | { | ||
747 | vd.m_bankingEfficiency = XRfloat(); | ||
748 | } | ||
749 | private void ProcessXR_bankingMix() | ||
750 | { | ||
751 | vd.m_bankingMix = XRfloat(); | ||
752 | } | ||
753 | private void ProcessXR_bankingTimescale() | ||
754 | { | ||
755 | vd.m_bankingTimescale = XRfloat(); | ||
756 | } | ||
757 | |||
758 | //Hover and Buoyancy properties | ||
759 | private void ProcessXR_VhoverHeight() | ||
760 | { | ||
761 | vd.m_VhoverHeight = XRfloat(); | ||
762 | } | ||
763 | private void ProcessXR_VhoverEfficiency() | ||
764 | { | ||
765 | vd.m_VhoverEfficiency = XRfloat(); | ||
766 | } | ||
767 | private void ProcessXR_VhoverTimescale() | ||
768 | { | ||
769 | vd.m_VhoverTimescale = XRfloat(); | ||
770 | } | ||
771 | |||
772 | private void ProcessXR_VehicleBuoyancy() | ||
773 | { | ||
774 | vd.m_VehicleBuoyancy = XRfloat(); | ||
775 | } | ||
776 | |||
777 | //Attractor properties | ||
778 | private void ProcessXR_verticalAttractionEfficiency() | ||
779 | { | ||
780 | vd.m_verticalAttractionEfficiency = XRfloat(); | ||
781 | } | ||
782 | private void ProcessXR_verticalAttractionTimescale() | ||
783 | { | ||
784 | vd.m_verticalAttractionTimescale = XRfloat(); | ||
785 | } | ||
786 | |||
787 | private void ProcessXR_referenceFrame() | ||
788 | { | ||
789 | vd.m_referenceFrame = XRquat(); | ||
790 | } | ||
791 | } | ||
792 | } | ||
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index b838177..edb881f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -106,12 +106,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
106 | engine.StartProcessing(); | 106 | engine.StartProcessing(); |
107 | } | 107 | } |
108 | 108 | ||
109 | public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) | 109 | public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost) |
110 | { | 110 | { |
111 | IMoneyModule money = RequestModuleInterface<IMoneyModule>(); | 111 | IMoneyModule money = RequestModuleInterface<IMoneyModule>(); |
112 | if (money != null) | 112 | if (money != null) |
113 | { | 113 | { |
114 | money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); | 114 | money.ApplyUploadCharge(agentID, (int)cost, "Asset upload"); |
115 | } | 115 | } |
116 | 116 | ||
117 | AddInventoryItem(item); | 117 | AddInventoryItem(item); |
@@ -182,7 +182,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
182 | return false; | 182 | return false; |
183 | } | 183 | } |
184 | } | 184 | } |
185 | 185 | ||
186 | if (InventoryService.AddItem(item)) | 186 | if (InventoryService.AddItem(item)) |
187 | { | 187 | { |
188 | int userlevel = 0; | 188 | int userlevel = 0; |
@@ -338,8 +338,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
338 | 338 | ||
339 | // Update item with new asset | 339 | // Update item with new asset |
340 | item.AssetID = asset.FullID; | 340 | item.AssetID = asset.FullID; |
341 | if (group.UpdateInventoryItem(item)) | 341 | group.UpdateInventoryItem(item); |
342 | remoteClient.SendAlertMessage("Script saved"); | ||
343 | 342 | ||
344 | part.SendPropertiesToClient(remoteClient); | 343 | part.SendPropertiesToClient(remoteClient); |
345 | 344 | ||
@@ -350,12 +349,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | { | 349 | { |
351 | // Needs to determine which engine was running it and use that | 350 | // Needs to determine which engine was running it and use that |
352 | // | 351 | // |
353 | part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); | 352 | errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1); |
354 | errors = part.Inventory.GetScriptErrors(item.ItemID); | ||
355 | } | ||
356 | else | ||
357 | { | ||
358 | remoteClient.SendAlertMessage("Script saved"); | ||
359 | } | 353 | } |
360 | 354 | ||
361 | // Tell anyone managing scripts that a script has been reloaded/changed | 355 | // Tell anyone managing scripts that a script has been reloaded/changed |
@@ -421,6 +415,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
421 | if (item.Owner != remoteClient.AgentId) | 415 | if (item.Owner != remoteClient.AgentId) |
422 | return; | 416 | return; |
423 | 417 | ||
418 | item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255); | ||
424 | item.Name = itemUpd.Name; | 419 | item.Name = itemUpd.Name; |
425 | item.Description = itemUpd.Description; | 420 | item.Description = itemUpd.Description; |
426 | 421 | ||
@@ -889,6 +884,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
889 | if (newName == String.Empty) | 884 | if (newName == String.Empty) |
890 | newName = item.Name; | 885 | newName = item.Name; |
891 | 886 | ||
887 | AssetBase asset = AssetService.Get(item.AssetID.ToString()); | ||
888 | |||
889 | if (asset != null) | ||
890 | { | ||
891 | if (newName != String.Empty) | ||
892 | { | ||
893 | asset.Name = newName; | ||
894 | } | ||
895 | else | ||
896 | { | ||
897 | newName = item.Name; | ||
898 | } | ||
899 | |||
900 | |||
892 | if (remoteClient.AgentId == oldAgentID | 901 | if (remoteClient.AgentId == oldAgentID |
893 | || (LibraryService != null | 902 | || (LibraryService != null |
894 | && LibraryService.LibraryRootFolder != null | 903 | && LibraryService.LibraryRootFolder != null |
@@ -915,6 +924,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
915 | } | 924 | } |
916 | } | 925 | } |
917 | } | 926 | } |
927 | else | ||
928 | { | ||
929 | m_log.ErrorFormat( | ||
930 | "[AGENT INVENTORY]: Could not copy item {0} since asset {1} could not be found", | ||
931 | item.Name, item.AssetID); | ||
932 | } | ||
933 | } | ||
918 | 934 | ||
919 | /// <summary> | 935 | /// <summary> |
920 | /// Create a new asset data structure. | 936 | /// Create a new asset data structure. |
@@ -929,6 +945,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
929 | } | 945 | } |
930 | 946 | ||
931 | /// <summary> | 947 | /// <summary> |
948 | /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit) | ||
949 | /// </summary> | ||
950 | public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder) | ||
951 | { | ||
952 | List<InventoryItemBase> moveitems = new List<InventoryItemBase>(); | ||
953 | foreach (InventoryItemBase b in items) | ||
954 | { | ||
955 | CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null); | ||
956 | InventoryItemBase n = InventoryService.GetItem(b); | ||
957 | n.Folder = destfolder; | ||
958 | moveitems.Add(n); | ||
959 | remoteClient.SendInventoryItemCreateUpdate(n, 0); | ||
960 | } | ||
961 | |||
962 | MoveInventoryItem(remoteClient, moveitems); | ||
963 | } | ||
964 | |||
965 | /// <summary> | ||
932 | /// Move an item within the agent's inventory. | 966 | /// Move an item within the agent's inventory. |
933 | /// </summary> | 967 | /// </summary> |
934 | /// <param name="remoteClient"></param> | 968 | /// <param name="remoteClient"></param> |
@@ -1015,7 +1049,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1015 | item.BasePermissions = baseMask; | 1049 | item.BasePermissions = baseMask; |
1016 | item.CreationDate = creationDate; | 1050 | item.CreationDate = creationDate; |
1017 | 1051 | ||
1018 | if (AddInventoryItem(item, assetUpload)) | 1052 | // special AnimationSet case |
1053 | if (item.InvType == (int)CustomInventoryType.AnimationSet) | ||
1054 | AnimationSet.enforceItemPermitions(item,true); | ||
1055 | |||
1056 | if (AddInventoryItem(item)) | ||
1019 | { | 1057 | { |
1020 | remoteClient.SendInventoryItemCreateUpdate(item, callbackID); | 1058 | remoteClient.SendInventoryItemCreateUpdate(item, callbackID); |
1021 | } | 1059 | } |
@@ -1327,6 +1365,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1327 | { | 1365 | { |
1328 | SceneObjectPart part = GetSceneObjectPart(primLocalId); | 1366 | SceneObjectPart part = GetSceneObjectPart(primLocalId); |
1329 | 1367 | ||
1368 | // Can't move a null item | ||
1369 | if (itemId == UUID.Zero) | ||
1370 | return; | ||
1371 | |||
1330 | if (null == part) | 1372 | if (null == part) |
1331 | { | 1373 | { |
1332 | m_log.WarnFormat( | 1374 | m_log.WarnFormat( |
@@ -1437,21 +1479,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1437 | return; | 1479 | return; |
1438 | } | 1480 | } |
1439 | 1481 | ||
1440 | if (part.OwnerID != destPart.OwnerID) | 1482 | // Can't transfer this |
1483 | // | ||
1484 | if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) | ||
1485 | return; | ||
1486 | |||
1487 | bool overrideNoMod = false; | ||
1488 | if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0) | ||
1489 | overrideNoMod = true; | ||
1490 | |||
1491 | if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) | ||
1441 | { | 1492 | { |
1442 | // Source must have transfer permissions | 1493 | // object cannot copy items to an object owned by a different owner |
1443 | if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) | 1494 | // unless llAllowInventoryDrop has been called |
1444 | return; | ||
1445 | 1495 | ||
1446 | // Object cannot copy items to an object owned by a different owner | 1496 | return; |
1447 | // unless llAllowInventoryDrop has been called on the destination | ||
1448 | if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) | ||
1449 | return; | ||
1450 | } | 1497 | } |
1451 | 1498 | ||
1452 | // must have both move and modify permission to put an item in an object | 1499 | // must have both move and modify permission to put an item in an object |
1453 | if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) | 1500 | if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod)) |
1501 | { | ||
1454 | return; | 1502 | return; |
1503 | } | ||
1455 | 1504 | ||
1456 | TaskInventoryItem destTaskItem = new TaskInventoryItem(); | 1505 | TaskInventoryItem destTaskItem = new TaskInventoryItem(); |
1457 | 1506 | ||
@@ -1507,10 +1556,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1507 | 1556 | ||
1508 | public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) | 1557 | public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) |
1509 | { | 1558 | { |
1559 | |||
1510 | ScenePresence avatar; | 1560 | ScenePresence avatar; |
1511 | IClientAPI remoteClient = null; | 1561 | IClientAPI remoteClient = null; |
1512 | if (TryGetScenePresence(destID, out avatar)) | 1562 | if (TryGetScenePresence(destID, out avatar)) |
1513 | remoteClient = avatar.ControllingClient; | 1563 | remoteClient = avatar.ControllingClient; |
1564 | // ???? | ||
1565 | SceneObjectPart destPart = GetSceneObjectPart(destID); | ||
1566 | if (destPart != null) // Move into a prim | ||
1567 | { | ||
1568 | foreach(UUID itemID in items) | ||
1569 | MoveTaskInventoryItem(destID, host, itemID); | ||
1570 | return destID; // Prim folder ID == prim ID | ||
1571 | } | ||
1572 | // /???? | ||
1514 | 1573 | ||
1515 | InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); | 1574 | InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); |
1516 | 1575 | ||
@@ -1696,12 +1755,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1696 | AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( | 1755 | AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( |
1697 | remoteClient, part, transactionID, currentItem); | 1756 | remoteClient, part, transactionID, currentItem); |
1698 | 1757 | ||
1699 | if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) | 1758 | // if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) |
1700 | remoteClient.SendAlertMessage("Notecard saved"); | 1759 | // remoteClient.SendAgentAlertMessage("Notecard saved", false); |
1701 | else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) | 1760 | // else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) |
1702 | remoteClient.SendAlertMessage("Script saved"); | 1761 | // remoteClient.SendAgentAlertMessage("Script saved", false); |
1703 | else | 1762 | // else |
1704 | remoteClient.SendAlertMessage("Item saved"); | 1763 | // remoteClient.SendAgentAlertMessage("Item saved", false); |
1705 | } | 1764 | } |
1706 | 1765 | ||
1707 | // Base ALWAYS has move | 1766 | // Base ALWAYS has move |
@@ -2075,7 +2134,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2075 | // build a list of eligible objects | 2134 | // build a list of eligible objects |
2076 | List<uint> deleteIDs = new List<uint>(); | 2135 | List<uint> deleteIDs = new List<uint>(); |
2077 | List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); | 2136 | List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); |
2078 | 2137 | List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>(); | |
2138 | |||
2079 | // Start with true for both, then remove the flags if objects | 2139 | // Start with true for both, then remove the flags if objects |
2080 | // that we can't derez are part of the selection | 2140 | // that we can't derez are part of the selection |
2081 | bool permissionToTake = true; | 2141 | bool permissionToTake = true; |
@@ -2084,14 +2144,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2084 | 2144 | ||
2085 | foreach (uint localID in localIDs) | 2145 | foreach (uint localID in localIDs) |
2086 | { | 2146 | { |
2147 | |||
2148 | |||
2087 | // Invalid id | 2149 | // Invalid id |
2088 | SceneObjectPart part = GetSceneObjectPart(localID); | 2150 | SceneObjectPart part = GetSceneObjectPart(localID); |
2089 | if (part == null) | 2151 | if (part == null) |
2152 | { | ||
2153 | //Client still thinks the object exists, kill it | ||
2154 | deleteIDs.Add(localID); | ||
2090 | continue; | 2155 | continue; |
2156 | } | ||
2091 | 2157 | ||
2092 | // Already deleted by someone else | 2158 | // Already deleted by someone else |
2093 | if (part.ParentGroup.IsDeleted) | 2159 | if (part.ParentGroup.IsDeleted) |
2160 | { | ||
2161 | //Client still thinks the object exists, kill it | ||
2162 | deleteIDs.Add(localID); | ||
2094 | continue; | 2163 | continue; |
2164 | } | ||
2095 | 2165 | ||
2096 | // Can't delete child prims | 2166 | // Can't delete child prims |
2097 | if (part != part.ParentGroup.RootPart) | 2167 | if (part != part.ParentGroup.RootPart) |
@@ -2099,9 +2169,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2099 | 2169 | ||
2100 | SceneObjectGroup grp = part.ParentGroup; | 2170 | SceneObjectGroup grp = part.ParentGroup; |
2101 | 2171 | ||
2102 | deleteIDs.Add(localID); | ||
2103 | deleteGroups.Add(grp); | ||
2104 | |||
2105 | // If child prims have invalid perms, fix them | 2172 | // If child prims have invalid perms, fix them |
2106 | grp.AdjustChildPrimPermissions(false); | 2173 | grp.AdjustChildPrimPermissions(false); |
2107 | 2174 | ||
@@ -2121,87 +2188,191 @@ namespace OpenSim.Region.Framework.Scenes | |||
2121 | } | 2188 | } |
2122 | else | 2189 | else |
2123 | { | 2190 | { |
2124 | if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) | 2191 | if (action == DeRezAction.TakeCopy) |
2192 | { | ||
2193 | if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) | ||
2194 | permissionToTakeCopy = false; | ||
2195 | } | ||
2196 | else | ||
2197 | { | ||
2125 | permissionToTakeCopy = false; | 2198 | permissionToTakeCopy = false; |
2126 | 2199 | } | |
2127 | if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) | 2200 | if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) |
2128 | permissionToTake = false; | 2201 | permissionToTake = false; |
2129 | 2202 | ||
2130 | if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) | 2203 | if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) |
2131 | permissionToDelete = false; | 2204 | permissionToDelete = false; |
2132 | } | 2205 | } |
2133 | } | ||
2134 | 2206 | ||
2135 | // Handle god perms | 2207 | // Handle god perms |
2136 | if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) | 2208 | if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) |
2137 | { | ||
2138 | permissionToTake = true; | ||
2139 | permissionToTakeCopy = true; | ||
2140 | permissionToDelete = true; | ||
2141 | } | ||
2142 | |||
2143 | // If we're re-saving, we don't even want to delete | ||
2144 | if (action == DeRezAction.SaveToExistingUserInventoryItem) | ||
2145 | permissionToDelete = false; | ||
2146 | |||
2147 | // if we want to take a copy, we also don't want to delete | ||
2148 | // Note: after this point, the permissionToTakeCopy flag | ||
2149 | // becomes irrelevant. It already includes the permissionToTake | ||
2150 | // permission and after excluding no copy items here, we can | ||
2151 | // just use that. | ||
2152 | if (action == DeRezAction.TakeCopy) | ||
2153 | { | ||
2154 | // If we don't have permission, stop right here | ||
2155 | if (!permissionToTakeCopy) | ||
2156 | { | 2209 | { |
2157 | remoteClient.SendAlertMessage("You don't have permission to take the object"); | 2210 | permissionToTake = true; |
2158 | return; | 2211 | permissionToTakeCopy = true; |
2212 | permissionToDelete = true; | ||
2159 | } | 2213 | } |
2160 | 2214 | ||
2161 | permissionToTake = true; | 2215 | // If we're re-saving, we don't even want to delete |
2162 | // Don't delete | 2216 | if (action == DeRezAction.SaveToExistingUserInventoryItem) |
2163 | permissionToDelete = false; | 2217 | permissionToDelete = false; |
2164 | } | ||
2165 | 2218 | ||
2166 | if (action == DeRezAction.Return) | 2219 | // if we want to take a copy, we also don't want to delete |
2167 | { | 2220 | // Note: after this point, the permissionToTakeCopy flag |
2168 | if (remoteClient != null) | 2221 | // becomes irrelevant. It already includes the permissionToTake |
2222 | // permission and after excluding no copy items here, we can | ||
2223 | // just use that. | ||
2224 | if (action == DeRezAction.TakeCopy) | ||
2169 | { | 2225 | { |
2170 | if (Permissions.CanReturnObjects( | 2226 | // If we don't have permission, stop right here |
2171 | null, | 2227 | if (!permissionToTakeCopy) |
2172 | remoteClient.AgentId, | ||
2173 | deleteGroups)) | ||
2174 | { | 2228 | { |
2175 | permissionToTake = true; | 2229 | remoteClient.SendAlertMessage("You don't have permission to take the object"); |
2176 | permissionToDelete = true; | 2230 | return; |
2231 | } | ||
2177 | 2232 | ||
2178 | foreach (SceneObjectGroup g in deleteGroups) | 2233 | permissionToTake = true; |
2234 | // Don't delete | ||
2235 | permissionToDelete = false; | ||
2236 | } | ||
2237 | |||
2238 | if (action == DeRezAction.Return) | ||
2239 | { | ||
2240 | if (remoteClient != null) | ||
2241 | { | ||
2242 | if (Permissions.CanReturnObjects( | ||
2243 | null, | ||
2244 | remoteClient.AgentId, | ||
2245 | new List<SceneObjectGroup>() {grp})) | ||
2179 | { | 2246 | { |
2180 | AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); | 2247 | permissionToTake = true; |
2248 | permissionToDelete = true; | ||
2249 | |||
2250 | AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return"); | ||
2181 | } | 2251 | } |
2182 | } | 2252 | } |
2253 | else // Auto return passes through here with null agent | ||
2254 | { | ||
2255 | permissionToTake = true; | ||
2256 | permissionToDelete = true; | ||
2257 | } | ||
2183 | } | 2258 | } |
2184 | else // Auto return passes through here with null agent | 2259 | |
2260 | if (permissionToTake && (!permissionToDelete)) | ||
2261 | takeGroups.Add(grp); | ||
2262 | |||
2263 | if (permissionToDelete) | ||
2185 | { | 2264 | { |
2186 | permissionToTake = true; | 2265 | if (permissionToTake) |
2187 | permissionToDelete = true; | 2266 | deleteGroups.Add(grp); |
2267 | deleteIDs.Add(grp.LocalId); | ||
2188 | } | 2268 | } |
2189 | } | 2269 | } |
2190 | 2270 | ||
2191 | // OK, we're done with permissions. Let's check if any part of the code prevents the objects from being deleted | 2271 | SendKillObject(deleteIDs); |
2192 | bool canDelete = EventManager.TriggerDeRezRequested(remoteClient, deleteGroups, action); | ||
2193 | 2272 | ||
2194 | if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) | 2273 | if (deleteGroups.Count > 0) |
2195 | { | 2274 | { |
2275 | foreach (SceneObjectGroup g in deleteGroups) | ||
2276 | deleteIDs.Remove(g.LocalId); | ||
2277 | |||
2196 | m_asyncSceneObjectDeleter.DeleteToInventory( | 2278 | m_asyncSceneObjectDeleter.DeleteToInventory( |
2197 | action, destinationID, deleteGroups, remoteClient, | 2279 | action, destinationID, deleteGroups, remoteClient, |
2198 | permissionToDelete && canDelete); | 2280 | true); |
2199 | } | 2281 | } |
2200 | else if (permissionToDelete && canDelete) | 2282 | if (takeGroups.Count > 0) |
2283 | { | ||
2284 | m_asyncSceneObjectDeleter.DeleteToInventory( | ||
2285 | action, destinationID, takeGroups, remoteClient, | ||
2286 | false); | ||
2287 | } | ||
2288 | if (deleteIDs.Count > 0) | ||
2201 | { | 2289 | { |
2202 | foreach (SceneObjectGroup g in deleteGroups) | 2290 | foreach (SceneObjectGroup g in deleteGroups) |
2203 | DeleteSceneObject(g, false); | 2291 | DeleteSceneObject(g, true); |
2292 | } | ||
2293 | } | ||
2294 | |||
2295 | public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID) | ||
2296 | { | ||
2297 | itemID = UUID.Zero; | ||
2298 | if (grp != null) | ||
2299 | { | ||
2300 | Vector3 inventoryStoredPosition = new Vector3( | ||
2301 | Math.Min(grp.AbsolutePosition.X, RegionInfo.RegionSizeX - 6), | ||
2302 | Math.Min(grp.AbsolutePosition.Y, RegionInfo.RegionSizeY - 6), | ||
2303 | grp.AbsolutePosition.Z); | ||
2304 | |||
2305 | Vector3 originalPosition = grp.AbsolutePosition; | ||
2306 | |||
2307 | grp.AbsolutePosition = inventoryStoredPosition; | ||
2308 | |||
2309 | string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); | ||
2310 | |||
2311 | grp.AbsolutePosition = originalPosition; | ||
2312 | |||
2313 | AssetBase asset = CreateAsset( | ||
2314 | grp.GetPartName(grp.LocalId), | ||
2315 | grp.GetPartDescription(grp.LocalId), | ||
2316 | (sbyte)AssetType.Object, | ||
2317 | Utils.StringToBytes(sceneObjectXml), | ||
2318 | remoteClient.AgentId); | ||
2319 | AssetService.Store(asset); | ||
2320 | |||
2321 | InventoryItemBase item = new InventoryItemBase(); | ||
2322 | item.CreatorId = grp.RootPart.CreatorID.ToString(); | ||
2323 | item.CreatorData = grp.RootPart.CreatorData; | ||
2324 | item.Owner = remoteClient.AgentId; | ||
2325 | item.ID = UUID.Random(); | ||
2326 | item.AssetID = asset.FullID; | ||
2327 | item.Description = asset.Description; | ||
2328 | item.Name = asset.Name; | ||
2329 | item.AssetType = asset.Type; | ||
2330 | item.InvType = (int)InventoryType.Object; | ||
2331 | |||
2332 | InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, FolderType.Object); | ||
2333 | if (folder != null) | ||
2334 | item.Folder = folder.ID; | ||
2335 | else // oopsies | ||
2336 | item.Folder = UUID.Zero; | ||
2337 | |||
2338 | // Set up base perms properly | ||
2339 | uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify); | ||
2340 | permsBase &= grp.RootPart.BaseMask; | ||
2341 | permsBase |= (uint)PermissionMask.Move; | ||
2342 | |||
2343 | // Make sure we don't lock it | ||
2344 | grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move; | ||
2345 | |||
2346 | if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions()) | ||
2347 | { | ||
2348 | item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask; | ||
2349 | item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask; | ||
2350 | item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask; | ||
2351 | item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; | ||
2352 | item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; | ||
2353 | } | ||
2354 | else | ||
2355 | { | ||
2356 | item.BasePermissions = permsBase; | ||
2357 | item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask; | ||
2358 | item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask; | ||
2359 | item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask; | ||
2360 | item.GroupPermissions = permsBase & grp.RootPart.GroupMask; | ||
2361 | } | ||
2362 | item.CreationDate = Util.UnixTimeSinceEpoch(); | ||
2363 | |||
2364 | // sets itemID so client can show item as 'attached' in inventory | ||
2365 | grp.FromItemID = item.ID; | ||
2366 | |||
2367 | if (AddInventoryItem(item)) | ||
2368 | remoteClient.SendInventoryItemCreateUpdate(item, 0); | ||
2369 | else | ||
2370 | m_dialogModule.SendAlertToUser(remoteClient, "Operation failed"); | ||
2371 | |||
2372 | itemID = item.ID; | ||
2373 | return item.AssetID; | ||
2204 | } | 2374 | } |
2375 | return UUID.Zero; | ||
2205 | } | 2376 | } |
2206 | 2377 | ||
2207 | /// <summary> | 2378 | /// <summary> |
@@ -2254,7 +2425,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2254 | Util.LogFailedXML("[AGENT INVENTORY]:", xmlData); | 2425 | Util.LogFailedXML("[AGENT INVENTORY]:", xmlData); |
2255 | g = null; | 2426 | g = null; |
2256 | } | 2427 | } |
2257 | 2428 | ||
2258 | if (g != null) | 2429 | if (g != null) |
2259 | { | 2430 | { |
2260 | objlist.Add(g); | 2431 | objlist.Add(g); |
@@ -2265,7 +2436,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2265 | return true; | 2436 | return true; |
2266 | } | 2437 | } |
2267 | else | 2438 | else |
2268 | { | 2439 | { |
2269 | XmlDocument doc = new XmlDocument(); | 2440 | XmlDocument doc = new XmlDocument(); |
2270 | doc.LoadXml(xmlData); | 2441 | doc.LoadXml(xmlData); |
2271 | XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject"); | 2442 | XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject"); |
@@ -2371,7 +2542,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2371 | RayStart, RayEnd, RayTargetID, Quaternion.Identity, | 2542 | RayStart, RayEnd, RayTargetID, Quaternion.Identity, |
2372 | BypassRayCast, bRayEndIsIntersection, true, scale, false); | 2543 | BypassRayCast, bRayEndIsIntersection, true, scale, false); |
2373 | 2544 | ||
2374 | RezObject(part, item, pos, null, Vector3.Zero, 0); | 2545 | RezObject(part, item, pos, null, Vector3.Zero, 0, false); |
2375 | } | 2546 | } |
2376 | } | 2547 | } |
2377 | 2548 | ||
@@ -2387,15 +2558,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2387 | /// <param name="param"></param> | 2558 | /// <param name="param"></param> |
2388 | /// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns> | 2559 | /// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns> |
2389 | public virtual List<SceneObjectGroup> RezObject( | 2560 | public virtual List<SceneObjectGroup> RezObject( |
2390 | SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) | 2561 | SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param, bool atRoot) |
2391 | { | 2562 | { |
2392 | if (null == item) | 2563 | if (null == item) |
2393 | return null; | 2564 | return null; |
2394 | 2565 | ||
2395 | List<SceneObjectGroup> objlist; | 2566 | List<SceneObjectGroup> objlist; |
2396 | List<Vector3> veclist; | 2567 | List<Vector3> veclist; |
2397 | 2568 | Vector3 bbox; | |
2398 | bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist); | 2569 | float offsetHeight; |
2570 | |||
2571 | bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist,out bbox, out offsetHeight); | ||
2572 | |||
2399 | if (!success) | 2573 | if (!success) |
2400 | return null; | 2574 | return null; |
2401 | 2575 | ||
@@ -2412,10 +2586,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
2412 | sourcePart.Inventory.RemoveInventoryItem(item.ItemID); | 2586 | sourcePart.Inventory.RemoveInventoryItem(item.ItemID); |
2413 | } | 2587 | } |
2414 | 2588 | ||
2589 | SceneObjectGroup sog; | ||
2590 | |||
2591 | bool fixrot = false; | ||
2592 | Quaternion netRot = Quaternion.Identity; | ||
2593 | |||
2594 | // position adjust | ||
2595 | if (totalPrims > 1) // nothing to do on a single prim | ||
2596 | { | ||
2597 | if (objlist.Count == 1) | ||
2598 | { | ||
2599 | // current object position is root position | ||
2600 | if(!atRoot) | ||
2601 | { | ||
2602 | sog = objlist[0]; | ||
2603 | Quaternion orot; | ||
2604 | if (rot == null) | ||
2605 | orot = sog.RootPart.GetWorldRotation(); | ||
2606 | else | ||
2607 | orot = rot.Value; | ||
2608 | // possible should be bbox, but geometric center looks better | ||
2609 | Vector3 off = sog.GetGeometricCenter(); | ||
2610 | // Vector3 off = bbox * 0.5f; | ||
2611 | off *= orot; | ||
2612 | pos -= off; | ||
2613 | } | ||
2614 | } | ||
2615 | else | ||
2616 | { | ||
2617 | //veclist[] are relative to bbox corner with min X,Y and Z | ||
2618 | // rez at root, and rot will be referenced to first object in list | ||
2619 | if (rot == null) | ||
2620 | { | ||
2621 | // use original rotations | ||
2622 | if (atRoot) | ||
2623 | pos -= veclist[0]; | ||
2624 | else | ||
2625 | pos -= bbox / 2; | ||
2626 | } | ||
2627 | else | ||
2628 | { | ||
2629 | fixrot = true; | ||
2630 | sog = objlist[0]; | ||
2631 | netRot = Quaternion.Conjugate(sog.RootPart.GetWorldRotation()); | ||
2632 | netRot = netRot * rot.Value; | ||
2633 | Vector3 off; | ||
2634 | if (atRoot) | ||
2635 | off = veclist[0]; | ||
2636 | else | ||
2637 | off = bbox / 2; | ||
2638 | off *= netRot; | ||
2639 | pos -= off; | ||
2640 | } | ||
2641 | } | ||
2642 | } | ||
2643 | |||
2415 | for (int i = 0; i < objlist.Count; i++) | 2644 | for (int i = 0; i < objlist.Count; i++) |
2416 | { | 2645 | { |
2417 | SceneObjectGroup group = objlist[i]; | 2646 | SceneObjectGroup group = objlist[i]; |
2418 | Vector3 curpos = pos + veclist[i]; | 2647 | Vector3 curpos; |
2648 | if(fixrot) | ||
2649 | curpos = pos + veclist[i] * netRot; | ||
2650 | else | ||
2651 | curpos = pos + veclist[i]; | ||
2419 | 2652 | ||
2420 | if (group.IsAttachment == false && group.RootPart.Shape.State != 0) | 2653 | if (group.IsAttachment == false && group.RootPart.Shape.State != 0) |
2421 | { | 2654 | { |
@@ -2424,7 +2657,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2424 | } | 2657 | } |
2425 | 2658 | ||
2426 | group.FromPartID = sourcePart.UUID; | 2659 | group.FromPartID = sourcePart.UUID; |
2427 | AddNewSceneObject(group, true, curpos, rot, vel); | 2660 | if( i == 0) |
2661 | AddNewSceneObject(group, true, curpos, rot, vel); | ||
2662 | else | ||
2663 | { | ||
2664 | Quaternion crot = objlist[i].RootPart.GetWorldRotation(); | ||
2665 | if (fixrot) | ||
2666 | { | ||
2667 | crot *= netRot; | ||
2668 | } | ||
2669 | AddNewSceneObject(group, true, curpos, crot, vel); | ||
2670 | } | ||
2428 | 2671 | ||
2429 | // We can only call this after adding the scene object, since the scene object references the scene | 2672 | // We can only call this after adding the scene object, since the scene object references the scene |
2430 | // to find out if scripts should be activated at all. | 2673 | // to find out if scripts should be activated at all. |
@@ -2455,6 +2698,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2455 | 2698 | ||
2456 | public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) | 2699 | public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) |
2457 | { | 2700 | { |
2701 | if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId)) | ||
2702 | return; | ||
2703 | |||
2458 | SceneObjectPart part = GetSceneObjectPart(objectID); | 2704 | SceneObjectPart part = GetSceneObjectPart(objectID); |
2459 | if (part == null) | 2705 | if (part == null) |
2460 | return; | 2706 | return; |
@@ -2511,7 +2757,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2511 | } | 2757 | } |
2512 | else | 2758 | else |
2513 | { | 2759 | { |
2514 | if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) | 2760 | if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId) |
2761 | continue; | ||
2762 | |||
2763 | if (!Permissions.CanTransferObject(sog.UUID, groupID)) | ||
2515 | continue; | 2764 | continue; |
2516 | 2765 | ||
2517 | if (sog.GroupID != groupID) | 2766 | if (sog.GroupID != groupID) |
@@ -2622,7 +2871,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2622 | return; | 2871 | return; |
2623 | } | 2872 | } |
2624 | 2873 | ||
2874 | bool oldUsePhysics = (root.Flags & PrimFlags.Physics) != 0; | ||
2625 | m_sceneGraph.LinkObjects(root, children); | 2875 | m_sceneGraph.LinkObjects(root, children); |
2876 | |||
2877 | ScenePresence sp; | ||
2878 | if (TryGetScenePresence(agentId, out sp)) | ||
2879 | { | ||
2880 | root.SendPropertiesToClient(sp.ControllingClient); | ||
2881 | if (oldUsePhysics && (root.Flags & PrimFlags.Physics) == 0) | ||
2882 | { | ||
2883 | sp.ControllingClient.SendAlertMessage("Object physics canceled"); | ||
2884 | } | ||
2885 | } | ||
2626 | } | 2886 | } |
2627 | 2887 | ||
2628 | private string PermissionString(uint permissions) | 2888 | private string PermissionString(uint permissions) |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 8ebcd92..0b0e458 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs | |||
@@ -49,7 +49,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
49 | /// <param name='targetID'></param> | 49 | /// <param name='targetID'></param> |
50 | /// <param name='fromAgent'></param> | 50 | /// <param name='fromAgent'></param> |
51 | /// <param name='broadcast'></param> | 51 | /// <param name='broadcast'></param> |
52 | protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, | 52 | public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, |
53 | UUID fromID, UUID targetID, bool fromAgent, bool broadcast) | 53 | UUID fromID, UUID targetID, bool fromAgent, bool broadcast) |
54 | { | 54 | { |
55 | OSChatMessage args = new OSChatMessage(); | 55 | OSChatMessage args = new OSChatMessage(); |
@@ -60,6 +60,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
60 | args.Position = fromPos; | 60 | args.Position = fromPos; |
61 | args.SenderUUID = fromID; | 61 | args.SenderUUID = fromID; |
62 | args.Scene = this; | 62 | args.Scene = this; |
63 | args.Destination = targetID; | ||
63 | 64 | ||
64 | if (fromAgent) | 65 | if (fromAgent) |
65 | { | 66 | { |
@@ -74,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
74 | } | 75 | } |
75 | 76 | ||
76 | args.From = fromName; | 77 | args.From = fromName; |
77 | args.TargetUUID = targetID; | 78 | //args. |
78 | 79 | ||
79 | // m_log.DebugFormat( | 80 | // m_log.DebugFormat( |
80 | // "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", | 81 | // "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", |
@@ -85,7 +86,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
85 | else | 86 | else |
86 | EventManager.TriggerOnChatFromWorld(this, args); | 87 | EventManager.TriggerOnChatFromWorld(this, args); |
87 | } | 88 | } |
88 | 89 | ||
89 | protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, | 90 | protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, |
90 | UUID fromID, bool fromAgent, bool broadcast) | 91 | UUID fromID, bool fromAgent, bool broadcast) |
91 | { | 92 | { |
@@ -129,19 +130,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
129 | { | 130 | { |
130 | SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); | 131 | SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); |
131 | } | 132 | } |
132 | /// <summary> | ||
133 | /// | ||
134 | /// </summary> | ||
135 | /// <param name="message"></param> | ||
136 | /// <param name="type"></param> | ||
137 | /// <param name="fromPos"></param> | ||
138 | /// <param name="fromName"></param> | ||
139 | /// <param name="fromAgentID"></param> | ||
140 | /// <param name="targetID"></param> | ||
141 | public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) | ||
142 | { | ||
143 | SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false); | ||
144 | } | ||
145 | 133 | ||
146 | /// <summary> | 134 | /// <summary> |
147 | /// | 135 | /// |
@@ -178,27 +166,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
178 | /// <param name="remoteClient"></param> | 166 | /// <param name="remoteClient"></param> |
179 | public void SelectPrim(uint primLocalID, IClientAPI remoteClient) | 167 | public void SelectPrim(uint primLocalID, IClientAPI remoteClient) |
180 | { | 168 | { |
169 | /* | ||
170 | SceneObjectPart part = GetSceneObjectPart(primLocalID); | ||
171 | |||
172 | if (null == part) | ||
173 | return; | ||
174 | |||
175 | if (part.IsRoot) | ||
176 | { | ||
177 | SceneObjectGroup sog = part.ParentGroup; | ||
178 | sog.SendPropertiesToClient(remoteClient); | ||
179 | |||
180 | // A prim is only tainted if it's allowed to be edited by the person clicking it. | ||
181 | if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) | ||
182 | || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) | ||
183 | { | ||
184 | sog.IsSelected = true; | ||
185 | EventManager.TriggerParcelPrimCountTainted(); | ||
186 | } | ||
187 | } | ||
188 | else | ||
189 | { | ||
190 | part.SendPropertiesToClient(remoteClient); | ||
191 | } | ||
192 | */ | ||
181 | SceneObjectPart part = GetSceneObjectPart(primLocalID); | 193 | SceneObjectPart part = GetSceneObjectPart(primLocalID); |
182 | 194 | ||
183 | if (null == part) | 195 | if (null == part) |
184 | return; | 196 | return; |
185 | 197 | ||
186 | if (part.IsRoot) | 198 | SceneObjectGroup sog = part.ParentGroup; |
187 | { | 199 | if (sog == null) |
188 | SceneObjectGroup sog = part.ParentGroup; | 200 | return; |
189 | sog.SendPropertiesToClient(remoteClient); | ||
190 | sog.IsSelected = true; | ||
191 | 201 | ||
192 | // A prim is only tainted if it's allowed to be edited by the person clicking it. | 202 | part.SendPropertiesToClient(remoteClient); |
193 | if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) | 203 | |
194 | || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) | 204 | // A prim is only tainted if it's allowed to be edited by the person clicking it. |
195 | { | 205 | if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) |
196 | EventManager.TriggerParcelPrimCountTainted(); | 206 | || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) |
197 | } | ||
198 | } | ||
199 | else | ||
200 | { | 207 | { |
201 | part.SendPropertiesToClient(remoteClient); | 208 | part.IsSelected = true; |
209 | EventManager.TriggerParcelPrimCountTainted(); | ||
202 | } | 210 | } |
203 | } | 211 | } |
204 | 212 | ||
@@ -251,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
251 | SceneObjectPart part = GetSceneObjectPart(primLocalID); | 259 | SceneObjectPart part = GetSceneObjectPart(primLocalID); |
252 | if (part == null) | 260 | if (part == null) |
253 | return; | 261 | return; |
254 | 262 | /* | |
255 | // A deselect packet contains all the local prims being deselected. However, since selection is still | 263 | // A deselect packet contains all the local prims being deselected. However, since selection is still |
256 | // group based we only want the root prim to trigger a full update - otherwise on objects with many prims | 264 | // group based we only want the root prim to trigger a full update - otherwise on objects with many prims |
257 | // we end up sending many duplicate ObjectUpdates | 265 | // we end up sending many duplicate ObjectUpdates |
@@ -262,7 +270,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
262 | // handled by group, but by prim. Legacy cruft. | 270 | // handled by group, but by prim. Legacy cruft. |
263 | // TODO: Make selection flagging per prim! | 271 | // TODO: Make selection flagging per prim! |
264 | // | 272 | // |
265 | part.ParentGroup.IsSelected = false; | 273 | if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId) |
274 | || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId)) | ||
275 | part.ParentGroup.IsSelected = false; | ||
266 | 276 | ||
267 | part.ParentGroup.ScheduleGroupForFullUpdate(); | 277 | part.ParentGroup.ScheduleGroupForFullUpdate(); |
268 | 278 | ||
@@ -279,6 +289,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
279 | part.UUID, remoteClient.AgentId)) | 289 | part.UUID, remoteClient.AgentId)) |
280 | EventManager.TriggerParcelPrimCountTainted(); | 290 | EventManager.TriggerParcelPrimCountTainted(); |
281 | } | 291 | } |
292 | */ | ||
293 | |||
294 | bool oldgprSelect = part.ParentGroup.IsSelected; | ||
295 | |||
296 | // This is wrong, wrong, wrong. Selection should not be | ||
297 | // handled by group, but by prim. Legacy cruft. | ||
298 | // TODO: Make selection flagging per prim! | ||
299 | // | ||
300 | if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId) | ||
301 | || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId)) | ||
302 | { | ||
303 | part.IsSelected = false; | ||
304 | if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected) | ||
305 | EventManager.TriggerParcelPrimCountTainted(); | ||
306 | } | ||
307 | |||
308 | // restore targetOmega | ||
309 | if (part.AngularVelocity != Vector3.Zero) | ||
310 | part.ScheduleTerseUpdate(); | ||
311 | |||
282 | } | 312 | } |
283 | 313 | ||
284 | public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, | 314 | public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, |
@@ -433,12 +463,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
433 | } | 463 | } |
434 | }); | 464 | }); |
435 | } | 465 | } |
436 | 466 | ||
437 | private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) | 467 | private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) |
438 | { | 468 | { |
439 | return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; | 469 | return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; |
440 | } | 470 | } |
441 | 471 | ||
472 | private class DescendentsRequestData | ||
473 | { | ||
474 | public IClientAPI RemoteClient; | ||
475 | public UUID FolderID; | ||
476 | public UUID OwnerID; | ||
477 | public bool FetchFolders; | ||
478 | public bool FetchItems; | ||
479 | public int SortOrder; | ||
480 | } | ||
481 | |||
482 | private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>(); | ||
483 | private Object m_descendentsRequestLock = new Object(); | ||
484 | private bool m_descendentsRequestProcessing = false; | ||
485 | |||
442 | /// <summary> | 486 | /// <summary> |
443 | /// Tell the client about the various child items and folders contained in the requested folder. | 487 | /// Tell the client about the various child items and folders contained in the requested folder. |
444 | /// </summary> | 488 | /// </summary> |
@@ -475,11 +519,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
475 | } | 519 | } |
476 | } | 520 | } |
477 | 521 | ||
478 | // We're going to send the reply async, because there may be | 522 | lock (m_descendentsRequestLock) |
479 | // an enormous quantity of packets -- basically the entire inventory! | 523 | { |
480 | // We don't want to block the client thread while all that is happening. | 524 | if (!m_descendentsRequestProcessing) |
481 | SendInventoryDelegate d = SendInventoryAsync; | 525 | { |
482 | d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); | 526 | m_descendentsRequestProcessing = true; |
527 | |||
528 | // We're going to send the reply async, because there may be | ||
529 | // an enormous quantity of packets -- basically the entire inventory! | ||
530 | // We don't want to block the client thread while all that is happening. | ||
531 | SendInventoryDelegate d = SendInventoryAsync; | ||
532 | d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); | ||
533 | |||
534 | return; | ||
535 | } | ||
536 | |||
537 | DescendentsRequestData req = new DescendentsRequestData(); | ||
538 | req.RemoteClient = remoteClient; | ||
539 | req.FolderID = folderID; | ||
540 | req.OwnerID = ownerID; | ||
541 | req.FetchFolders = fetchFolders; | ||
542 | req.FetchItems = fetchItems; | ||
543 | req.SortOrder = sortOrder; | ||
544 | |||
545 | m_descendentsRequestQueue.Enqueue(req); | ||
546 | } | ||
483 | } | 547 | } |
484 | 548 | ||
485 | delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); | 549 | delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); |
@@ -496,12 +560,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
496 | string.Format( | 560 | string.Format( |
497 | "[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e)); | 561 | "[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e)); |
498 | } | 562 | } |
563 | Thread.Sleep(20); | ||
499 | } | 564 | } |
500 | 565 | ||
501 | void SendInventoryComplete(IAsyncResult iar) | 566 | void SendInventoryComplete(IAsyncResult iar) |
502 | { | 567 | { |
503 | SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; | 568 | SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; |
504 | d.EndInvoke(iar); | 569 | d.EndInvoke(iar); |
570 | |||
571 | lock (m_descendentsRequestLock) | ||
572 | { | ||
573 | if (m_descendentsRequestQueue.Count > 0) | ||
574 | { | ||
575 | DescendentsRequestData req = m_descendentsRequestQueue.Dequeue(); | ||
576 | |||
577 | d = SendInventoryAsync; | ||
578 | d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d); | ||
579 | |||
580 | return; | ||
581 | } | ||
582 | |||
583 | m_descendentsRequestProcessing = false; | ||
584 | } | ||
505 | } | 585 | } |
506 | 586 | ||
507 | /// <summary> | 587 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs index 535d87a..4d90726 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs | |||
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
70 | public delegate bool IsGridGodHandler(UUID user, Scene requestFromScene); | 70 | public delegate bool IsGridGodHandler(UUID user, Scene requestFromScene); |
71 | public delegate bool IsAdministratorHandler(UUID user); | 71 | public delegate bool IsAdministratorHandler(UUID user); |
72 | public delegate bool EditParcelHandler(UUID user, ILandObject parcel, Scene scene); | 72 | public delegate bool EditParcelHandler(UUID user, ILandObject parcel, Scene scene); |
73 | public delegate bool EditParcelPropertiesHandler(UUID user, ILandObject parcel, GroupPowers p, Scene scene); | 73 | public delegate bool EditParcelPropertiesHandler(UUID user, ILandObject parcel, GroupPowers p, Scene scene, bool allowManager); |
74 | public delegate bool SellParcelHandler(UUID user, ILandObject parcel, Scene scene); | 74 | public delegate bool SellParcelHandler(UUID user, ILandObject parcel, Scene scene); |
75 | public delegate bool AbandonParcelHandler(UUID user, ILandObject parcel, Scene scene); | 75 | public delegate bool AbandonParcelHandler(UUID user, ILandObject parcel, Scene scene); |
76 | public delegate bool ReclaimParcelHandler(UUID user, ILandObject parcel, Scene scene); | 76 | public delegate bool ReclaimParcelHandler(UUID user, ILandObject parcel, Scene scene); |
@@ -763,7 +763,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
763 | 763 | ||
764 | #region EDIT PARCEL | 764 | #region EDIT PARCEL |
765 | 765 | ||
766 | public bool CanEditParcelProperties(UUID user, ILandObject parcel, GroupPowers p) | 766 | public bool CanEditParcelProperties(UUID user, ILandObject parcel, GroupPowers p, bool allowManager) |
767 | { | 767 | { |
768 | EditParcelPropertiesHandler handler = OnEditParcelProperties; | 768 | EditParcelPropertiesHandler handler = OnEditParcelProperties; |
769 | if (handler != null) | 769 | if (handler != null) |
@@ -771,7 +771,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
771 | Delegate[] list = handler.GetInvocationList(); | 771 | Delegate[] list = handler.GetInvocationList(); |
772 | foreach (EditParcelPropertiesHandler h in list) | 772 | foreach (EditParcelPropertiesHandler h in list) |
773 | { | 773 | { |
774 | if (h(user, parcel, p, m_scene) == false) | 774 | if (h(user, parcel, p, m_scene, allowManager) == false) |
775 | return false; | 775 | return false; |
776 | } | 776 | } |
777 | } | 777 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index dce2247..05edd20 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -60,8 +60,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
60 | { | 60 | { |
61 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; | 61 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; |
62 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; | 62 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; |
63 | 63 | ||
64 | public const int m_defaultNumberFramesStored = 10; | ||
65 | 64 | ||
66 | public delegate void SynchronizeSceneHandler(Scene scene); | 65 | public delegate void SynchronizeSceneHandler(Scene scene); |
67 | 66 | ||
@@ -104,9 +103,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
104 | /// <summary> | 103 | /// <summary> |
105 | /// If false then physical objects are disabled, though collisions will continue as normal. | 104 | /// If false then physical objects are disabled, though collisions will continue as normal. |
106 | /// </summary> | 105 | /// </summary> |
107 | public bool PhysicsEnabled | 106 | |
108 | { | 107 | public bool PhysicsEnabled |
109 | get | 108 | { |
109 | get | ||
110 | { | 110 | { |
111 | return m_physicsEnabled; | 111 | return m_physicsEnabled; |
112 | } | 112 | } |
@@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
215 | /// <summary> | 215 | /// <summary> |
216 | /// Maximum value of the size of a physical prim in each axis | 216 | /// Maximum value of the size of a physical prim in each axis |
217 | /// </summary> | 217 | /// </summary> |
218 | public float m_maxPhys = 64; | 218 | public float m_maxPhys = 10; |
219 | 219 | ||
220 | /// <summary> | 220 | /// <summary> |
221 | /// Max prims an object will hold | 221 | /// Max prims an object will hold |
@@ -227,10 +227,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
227 | public bool m_allowScriptCrossings = true; | 227 | public bool m_allowScriptCrossings = true; |
228 | 228 | ||
229 | /// <summary> | 229 | /// <summary> |
230 | |||
230 | /// Can avatars cross from and to this region? | 231 | /// Can avatars cross from and to this region? |
231 | /// </summary> | 232 | /// </summary> |
232 | public bool AllowAvatarCrossing { get; set; } | 233 | public bool AllowAvatarCrossing { get; set; } |
233 | 234 | ||
235 | /// Max prims an Physical object will hold | ||
236 | /// </summary> | ||
237 | /// | ||
238 | public int m_linksetPhysCapacity = 0; | ||
239 | |||
234 | public bool m_useFlySlow; | 240 | public bool m_useFlySlow; |
235 | public bool m_useTrashOnDelete = true; | 241 | public bool m_useTrashOnDelete = true; |
236 | 242 | ||
@@ -264,20 +270,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
264 | /// </summary> | 270 | /// </summary> |
265 | public int ChildTerseUpdatePeriod { get; set; } | 271 | public int ChildTerseUpdatePeriod { get; set; } |
266 | 272 | ||
267 | protected float m_defaultDrawDistance = 255.0f; | 273 | protected float m_defaultDrawDistance = 255f; |
268 | public float DefaultDrawDistance | 274 | public float DefaultDrawDistance |
269 | { | 275 | { |
270 | // get { return m_defaultDrawDistance; } | 276 | get { return m_defaultDrawDistance; } |
271 | get | 277 | } |
272 | { | ||
273 | if (RegionInfo != null) | ||
274 | { | ||
275 | float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); | ||
276 | m_defaultDrawDistance = Math.Max(m_defaultDrawDistance, largestDimension); | ||
277 | 278 | ||
278 | } | 279 | protected float m_maxDrawDistance = 512.0f; |
279 | return m_defaultDrawDistance; | 280 | // protected float m_maxDrawDistance = 256.0f; |
280 | } | 281 | public float MaxDrawDistance |
282 | { | ||
283 | get { return m_maxDrawDistance; } | ||
281 | } | 284 | } |
282 | 285 | ||
283 | private List<string> m_AllowedViewers = new List<string>(); | 286 | private List<string> m_AllowedViewers = new List<string>(); |
@@ -286,8 +289,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
286 | // TODO: need to figure out how allow client agents but deny | 289 | // TODO: need to figure out how allow client agents but deny |
287 | // root agents when ACL denies access to root agent | 290 | // root agents when ACL denies access to root agent |
288 | public bool m_strictAccessControl = true; | 291 | public bool m_strictAccessControl = true; |
289 | 292 | public bool m_seeIntoBannedRegion = false; | |
290 | public int MaxUndoCount { get; set; } | 293 | public int MaxUndoCount = 5; |
291 | 294 | ||
292 | public bool SeeIntoRegion { get; set; } | 295 | public bool SeeIntoRegion { get; set; } |
293 | 296 | ||
@@ -305,11 +308,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
305 | 308 | ||
306 | protected int m_splitRegionID; | 309 | protected int m_splitRegionID; |
307 | protected Timer m_restartWaitTimer = new Timer(); | 310 | protected Timer m_restartWaitTimer = new Timer(); |
311 | protected Timer m_timerWatchdog = new Timer(); | ||
308 | protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); | 312 | protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); |
309 | protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); | 313 | protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); |
310 | protected string m_simulatorVersion = "OpenSimulator Server"; | 314 | protected string m_simulatorVersion = "OpenSimulator Server"; |
311 | protected AgentCircuitManager m_authenticateHandler; | 315 | protected AgentCircuitManager m_authenticateHandler; |
312 | protected SceneCommunicationService m_sceneGridService; | 316 | protected SceneCommunicationService m_sceneGridService; |
317 | protected ISnmpModule m_snmpService = null; | ||
313 | 318 | ||
314 | protected ISimulationDataService m_SimulationDataService; | 319 | protected ISimulationDataService m_SimulationDataService; |
315 | protected IEstateDataService m_EstateDataService; | 320 | protected IEstateDataService m_EstateDataService; |
@@ -338,17 +343,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
338 | private Dictionary<string, string> m_extraSettings; | 343 | private Dictionary<string, string> m_extraSettings; |
339 | 344 | ||
340 | /// <summary> | 345 | /// <summary> |
341 | /// If true then the next time the scene loop is activated, updates will be performed by firing of a timer | ||
342 | /// rather than on a single thread that sleeps. | ||
343 | /// </summary> | ||
344 | public bool UpdateOnTimer { get; set; } | ||
345 | |||
346 | /// <summary> | ||
347 | /// Only used if we are updating scene on a timer rather than sleeping a thread. | ||
348 | /// </summary> | ||
349 | private Timer m_sceneUpdateTimer; | ||
350 | |||
351 | /// <summary> | ||
352 | /// Current scene frame number | 346 | /// Current scene frame number |
353 | /// </summary> | 347 | /// </summary> |
354 | public uint Frame | 348 | public uint Frame |
@@ -363,23 +357,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
363 | public uint MaintenanceRun { get; private set; } | 357 | public uint MaintenanceRun { get; private set; } |
364 | 358 | ||
365 | /// <summary> | 359 | /// <summary> |
366 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | 360 | /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we |
367 | /// will sleep for the remaining period. | 361 | /// will sleep for the remaining period. |
368 | /// </summary> | 362 | /// </summary> |
369 | /// <remarks> | 363 | /// <remarks> |
370 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | 364 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations |
371 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | 365 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). |
372 | /// </remarks> | 366 | /// </remarks> |
373 | public int MinFrameTicks | 367 | public float MinFrameTime { get; private set; } |
374 | { | ||
375 | get { return m_minFrameTicks; } | ||
376 | private set | ||
377 | { | ||
378 | m_minFrameTicks = value; | ||
379 | MinFrameSeconds = (float)m_minFrameTicks / 1000; | ||
380 | } | ||
381 | } | ||
382 | private int m_minFrameTicks; | ||
383 | 368 | ||
384 | /// <summary> | 369 | /// <summary> |
385 | /// The minimum length of time in seconds that will be taken for a scene frame. | 370 | /// The minimum length of time in seconds that will be taken for a scene frame. |
@@ -387,17 +372,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
387 | /// <remarks> | 372 | /// <remarks> |
388 | /// Always derived from MinFrameTicks. | 373 | /// Always derived from MinFrameTicks. |
389 | /// </remarks> | 374 | /// </remarks> |
390 | public float MinFrameSeconds { get; private set; } | 375 | public float MinMaintenanceTime { get; private set; } |
391 | |||
392 | /// <summary> | ||
393 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | ||
394 | /// will sleep for the remaining period. | ||
395 | /// </summary> | ||
396 | /// <remarks> | ||
397 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | ||
398 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | ||
399 | /// </remarks> | ||
400 | public int MinMaintenanceTicks { get; set; } | ||
401 | 376 | ||
402 | private int m_update_physics = 1; | 377 | private int m_update_physics = 1; |
403 | private int m_update_entitymovement = 1; | 378 | private int m_update_entitymovement = 1; |
@@ -405,22 +380,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
405 | private int m_update_presences = 1; // Update scene presence movements | 380 | private int m_update_presences = 1; // Update scene presence movements |
406 | private int m_update_events = 1; | 381 | private int m_update_events = 1; |
407 | private int m_update_backup = 200; | 382 | private int m_update_backup = 200; |
408 | private int m_update_terrain = 50; | 383 | |
409 | // private int m_update_land = 1; | 384 | private int m_update_terrain = 1000; |
385 | private int m_update_land = 10; | ||
386 | |||
410 | private int m_update_coarse_locations = 50; | 387 | private int m_update_coarse_locations = 50; |
411 | private int m_update_temp_cleaning = 180; | 388 | private int m_update_temp_cleaning = 180; |
412 | 389 | ||
413 | private int agentMS; | 390 | private float agentMS; |
414 | private int frameMS; | 391 | private float frameMS; |
415 | private int physicsMS2; | 392 | private float physicsMS2; |
416 | private int physicsMS; | 393 | private float physicsMS; |
417 | private int otherMS; | 394 | private float otherMS; |
418 | private int tempOnRezMS; | 395 | private float tempOnRezMS; |
419 | private int eventMS; | 396 | private float eventMS; |
420 | private int backupMS; | 397 | private float backupMS; |
421 | private int terrainMS; | 398 | private float terrainMS; |
422 | private int landMS; | 399 | private float landMS; |
423 | private int spareMS; | ||
424 | 400 | ||
425 | // A temporary configuration flag to enable using FireAndForget to process | 401 | // A temporary configuration flag to enable using FireAndForget to process |
426 | // collisions from the physics engine. There is a problem with collisions | 402 | // collisions from the physics engine. There is a problem with collisions |
@@ -438,6 +414,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
438 | /// </summary> | 414 | /// </summary> |
439 | private int m_lastFrameTick; | 415 | private int m_lastFrameTick; |
440 | 416 | ||
417 | public bool CombineRegions = false; | ||
441 | /// <summary> | 418 | /// <summary> |
442 | /// Tick at which the last maintenance run occurred. | 419 | /// Tick at which the last maintenance run occurred. |
443 | /// </summary> | 420 | /// </summary> |
@@ -469,7 +446,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
469 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing | 446 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing |
470 | private volatile bool m_backingup; | 447 | private volatile bool m_backingup; |
471 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); | 448 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); |
472 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); | 449 | private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>(); |
473 | 450 | ||
474 | private string m_defaultScriptEngine; | 451 | private string m_defaultScriptEngine; |
475 | 452 | ||
@@ -484,6 +461,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
484 | /// </summary> | 461 | /// </summary> |
485 | private int m_LastLogin; | 462 | private int m_LastLogin; |
486 | 463 | ||
464 | private int m_lastIncoming; | ||
465 | private int m_lastOutgoing; | ||
466 | private int m_hbRestarts = 0; | ||
467 | |||
468 | |||
487 | /// <summary> | 469 | /// <summary> |
488 | /// Thread that runs the scene loop. | 470 | /// Thread that runs the scene loop. |
489 | /// </summary> | 471 | /// </summary> |
@@ -532,6 +514,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
532 | public bool IsRunning { get { return m_isRunning; } } | 514 | public bool IsRunning { get { return m_isRunning; } } |
533 | private volatile bool m_isRunning; | 515 | private volatile bool m_isRunning; |
534 | 516 | ||
517 | // private int m_lastUpdate; | ||
518 | private bool m_firstHeartbeat = true; | ||
519 | |||
520 | private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; | ||
521 | private bool m_reprioritizationEnabled = true; | ||
522 | private double m_reprioritizationInterval = 5000.0; | ||
523 | private double m_rootReprioritizationDistance = 10.0; | ||
524 | private double m_childReprioritizationDistance = 20.0; | ||
525 | |||
526 | |||
535 | private Timer m_mapGenerationTimer = new Timer(); | 527 | private Timer m_mapGenerationTimer = new Timer(); |
536 | private bool m_generateMaptiles; | 528 | private bool m_generateMaptiles; |
537 | 529 | ||
@@ -563,6 +555,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
563 | get { return m_sceneGridService; } | 555 | get { return m_sceneGridService; } |
564 | } | 556 | } |
565 | 557 | ||
558 | public ISnmpModule SnmpService | ||
559 | { | ||
560 | get | ||
561 | { | ||
562 | if (m_snmpService == null) | ||
563 | { | ||
564 | m_snmpService = RequestModuleInterface<ISnmpModule>(); | ||
565 | } | ||
566 | |||
567 | return m_snmpService; | ||
568 | } | ||
569 | } | ||
570 | |||
566 | public ISimulationDataService SimulationDataService | 571 | public ISimulationDataService SimulationDataService |
567 | { | 572 | { |
568 | get | 573 | get |
@@ -769,15 +774,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | get { return m_capsModule; } | 774 | get { return m_capsModule; } |
770 | } | 775 | } |
771 | 776 | ||
772 | public int MonitorFrameTime { get { return frameMS; } } | 777 | public int MonitorFrameTime { get { return (int)frameMS; } } |
773 | public int MonitorPhysicsUpdateTime { get { return physicsMS; } } | 778 | public int MonitorPhysicsUpdateTime { get { return (int)physicsMS; } } |
774 | public int MonitorPhysicsSyncTime { get { return physicsMS2; } } | 779 | public int MonitorPhysicsSyncTime { get { return (int)physicsMS2; } } |
775 | public int MonitorOtherTime { get { return otherMS; } } | 780 | public int MonitorOtherTime { get { return (int)otherMS; } } |
776 | public int MonitorTempOnRezTime { get { return tempOnRezMS; } } | 781 | public int MonitorTempOnRezTime { get { return (int)tempOnRezMS; } } |
777 | public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event? | 782 | public int MonitorEventTime { get { return (int)eventMS; } } // This may need to be divided into each event? |
778 | public int MonitorBackupTime { get { return backupMS; } } | 783 | public int MonitorBackupTime { get { return (int)backupMS; } } |
779 | public int MonitorTerrainTime { get { return terrainMS; } } | 784 | public int MonitorTerrainTime { get { return (int)terrainMS; } } |
780 | public int MonitorLandTime { get { return landMS; } } | 785 | public int MonitorLandTime { get { return (int)landMS; } } |
781 | public int MonitorLastFrameTick { get { return m_lastFrameTick; } } | 786 | public int MonitorLastFrameTick { get { return m_lastFrameTick; } } |
782 | 787 | ||
783 | public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; } | 788 | public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; } |
@@ -855,8 +860,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
855 | : this(regInfo) | 860 | : this(regInfo) |
856 | { | 861 | { |
857 | m_config = config; | 862 | m_config = config; |
858 | MinFrameTicks = 89; | 863 | MinFrameTime = 0.089f; |
859 | MinMaintenanceTicks = 1000; | 864 | MinMaintenanceTime = 1; |
860 | SeeIntoRegion = true; | 865 | SeeIntoRegion = true; |
861 | 866 | ||
862 | Random random = new Random(); | 867 | Random random = new Random(); |
@@ -867,6 +872,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
867 | m_SimulationDataService = simDataService; | 872 | m_SimulationDataService = simDataService; |
868 | m_EstateDataService = estateDataService; | 873 | m_EstateDataService = estateDataService; |
869 | 874 | ||
875 | m_lastIncoming = 0; | ||
876 | m_lastOutgoing = 0; | ||
877 | |||
870 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); | 878 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); |
871 | m_asyncSceneObjectDeleter.Enabled = true; | 879 | m_asyncSceneObjectDeleter.Enabled = true; |
872 | 880 | ||
@@ -924,6 +932,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
924 | EventManager.OnLandObjectRemoved += | 932 | EventManager.OnLandObjectRemoved += |
925 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); | 933 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); |
926 | 934 | ||
935 | m_sceneGraph = new SceneGraph(this); | ||
936 | m_sceneGraph.PhysicsScene = physicsScene; | ||
937 | |||
938 | // If the scene graph has an Unrecoverable error, restart this sim. | ||
939 | // Currently the only thing that causes it to happen is two kinds of specific | ||
940 | // Physics based crashes. | ||
941 | // | ||
942 | // Out of memory | ||
943 | // Operating system has killed the plugin | ||
944 | m_sceneGraph.UnRecoverableError | ||
945 | += () => | ||
946 | { | ||
947 | m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name); | ||
948 | RestartNow(); | ||
949 | }; | ||
950 | |||
927 | RegisterDefaultSceneEvents(); | 951 | RegisterDefaultSceneEvents(); |
928 | 952 | ||
929 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled | 953 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled |
@@ -945,6 +969,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
945 | StartDisabled = startupConfig.GetBoolean("StartDisabled", false); | 969 | StartDisabled = startupConfig.GetBoolean("StartDisabled", false); |
946 | 970 | ||
947 | m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); | 971 | m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); |
972 | m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance); | ||
973 | |||
974 | if (m_defaultDrawDistance > m_maxDrawDistance) | ||
975 | m_defaultDrawDistance = m_maxDrawDistance; | ||
976 | |||
948 | UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); | 977 | UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); |
949 | if (!UseBackup) | 978 | if (!UseBackup) |
950 | m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); | 979 | m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); |
@@ -956,9 +985,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
956 | 985 | ||
957 | MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); | 986 | MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); |
958 | 987 | ||
959 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); | 988 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); |
960 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); | 989 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); |
961 | |||
962 | m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); | 990 | m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); |
963 | if (RegionInfo.NonphysPrimMin > 0) | 991 | if (RegionInfo.NonphysPrimMin > 0) |
964 | { | 992 | { |
@@ -978,11 +1006,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
978 | } | 1006 | } |
979 | 1007 | ||
980 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); | 1008 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); |
1009 | |||
981 | if (RegionInfo.PhysPrimMax > 0) | 1010 | if (RegionInfo.PhysPrimMax > 0) |
982 | { | 1011 | { |
983 | m_maxPhys = RegionInfo.PhysPrimMax; | 1012 | m_maxPhys = RegionInfo.PhysPrimMax; |
984 | } | 1013 | } |
985 | 1014 | ||
1015 | m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); | ||
1016 | if (RegionInfo.LinksetCapacity > 0) | ||
1017 | { | ||
1018 | m_linksetCapacity = RegionInfo.LinksetCapacity; | ||
1019 | } | ||
1020 | |||
1021 | m_linksetPhysCapacity = startupConfig.GetInt("LinksetPhysPrims", m_linksetPhysCapacity); | ||
1022 | |||
1023 | |||
1024 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); | ||
1025 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); | ||
1026 | |||
986 | // Here, if clamping is requested in either global or | 1027 | // Here, if clamping is requested in either global or |
987 | // local config, it will be used | 1028 | // local config, it will be used |
988 | // | 1029 | // |
@@ -992,13 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
992 | m_clampPrimSize = true; | 1033 | m_clampPrimSize = true; |
993 | } | 1034 | } |
994 | 1035 | ||
995 | m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); | 1036 | m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete); |
996 | if (RegionInfo.LinksetCapacity > 0) | ||
997 | { | ||
998 | m_linksetCapacity = RegionInfo.LinksetCapacity; | ||
999 | } | ||
1000 | |||
1001 | m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); | ||
1002 | m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); | 1037 | m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); |
1003 | m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); | 1038 | m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); |
1004 | m_dontPersistBefore = | 1039 | m_dontPersistBefore = |
@@ -1009,11 +1044,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1009 | m_persistAfter *= 10000000; | 1044 | m_persistAfter *= 10000000; |
1010 | 1045 | ||
1011 | m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); | 1046 | m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); |
1012 | 1047 | m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine); | |
1013 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); | ||
1014 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); | ||
1015 | 1048 | ||
1016 | m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); | 1049 | m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); |
1050 | m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion); | ||
1051 | CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false); | ||
1017 | 1052 | ||
1018 | string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; | 1053 | string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; |
1019 | 1054 | ||
@@ -1059,7 +1094,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1059 | 1094 | ||
1060 | if (grant.Length > 0) | 1095 | if (grant.Length > 0) |
1061 | { | 1096 | { |
1062 | foreach (string viewer in grant.Split('|')) | 1097 | foreach (string viewer in grant.Split(',')) |
1063 | { | 1098 | { |
1064 | m_AllowedViewers.Add(viewer.Trim().ToLower()); | 1099 | m_AllowedViewers.Add(viewer.Trim().ToLower()); |
1065 | } | 1100 | } |
@@ -1075,14 +1110,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1075 | 1110 | ||
1076 | if (grant.Length > 0) | 1111 | if (grant.Length > 0) |
1077 | { | 1112 | { |
1078 | foreach (string viewer in grant.Split('|')) | 1113 | foreach (string viewer in grant.Split(',')) |
1079 | { | 1114 | { |
1080 | m_BannedViewers.Add(viewer.Trim().ToLower()); | 1115 | m_BannedViewers.Add(viewer.Trim().ToLower()); |
1081 | } | 1116 | } |
1082 | } | 1117 | } |
1083 | 1118 | ||
1084 | if (startupConfig.Contains("MinFrameTime")) | 1119 | MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); |
1085 | MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000); | ||
1086 | 1120 | ||
1087 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); | 1121 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); |
1088 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); | 1122 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); |
@@ -1160,39 +1194,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1160 | 1194 | ||
1161 | #endregion Interest Management | 1195 | #endregion Interest Management |
1162 | 1196 | ||
1163 | // The timer used by the Stopwatch class depends on the system hardware and operating system; inform | ||
1164 | // if the timer is based on a high-resolution performance counter or based on the system timer; | ||
1165 | // the performance counter will provide a more precise time than the system timer | ||
1166 | if (Stopwatch.IsHighResolution) | ||
1167 | m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics."); | ||
1168 | else | ||
1169 | m_log.InfoFormat("[SCENE]: Using system timer for statistics."); | ||
1170 | 1197 | ||
1171 | // Acquire the statistics section of the OpenSim.ini file located | 1198 | StatsReporter = new SimStatsReporter(this); |
1172 | // in the bin directory | ||
1173 | IConfig statisticsConfig = m_config.Configs["Statistics"]; | ||
1174 | |||
1175 | // Confirm that the statistics section existed in the configuration | ||
1176 | // file | ||
1177 | if (statisticsConfig != null) | ||
1178 | { | ||
1179 | // Create the StatsReporter using the number of frames to store | ||
1180 | // for the frame time statistics, or 10 frames if the config | ||
1181 | // file doesn't contain a value | ||
1182 | StatsReporter = new SimStatsReporter(this, | ||
1183 | statisticsConfig.GetInt("NumberOfFrames", | ||
1184 | m_defaultNumberFramesStored)); | ||
1185 | } | ||
1186 | else | ||
1187 | { | ||
1188 | // Create a StatsReporter with the current scene and a default | ||
1189 | // 10 frames stored for the frame time statistics | ||
1190 | StatsReporter = new SimStatsReporter(this); | ||
1191 | } | ||
1192 | 1199 | ||
1193 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; | 1200 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; |
1194 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; | 1201 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; |
1195 | 1202 | ||
1203 | MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect); | ||
1196 | } | 1204 | } |
1197 | 1205 | ||
1198 | public Scene(RegionInfo regInfo) | 1206 | public Scene(RegionInfo regInfo) |
@@ -1215,13 +1223,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
1215 | 1223 | ||
1216 | PhysicalPrims = true; | 1224 | PhysicalPrims = true; |
1217 | CollidablePrims = true; | 1225 | CollidablePrims = true; |
1218 | PhysicsEnabled = true; | 1226 | // this is done above acording to config |
1227 | // PhysicsEnabled = true; | ||
1219 | 1228 | ||
1220 | AllowAvatarCrossing = true; | 1229 | AllowAvatarCrossing = true; |
1221 | 1230 | ||
1222 | PeriodicBackup = true; | 1231 | PeriodicBackup = true; |
1223 | UseBackup = true; | 1232 | UseBackup = true; |
1224 | 1233 | ||
1234 | |||
1235 | |||
1236 | |||
1237 | |||
1238 | |||
1239 | |||
1240 | |||
1241 | |||
1242 | |||
1243 | |||
1244 | |||
1245 | |||
1246 | |||
1247 | |||
1248 | |||
1249 | |||
1250 | |||
1251 | |||
1252 | |||
1253 | |||
1254 | |||
1255 | |||
1225 | IsReprioritizationEnabled = true; | 1256 | IsReprioritizationEnabled = true; |
1226 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; | 1257 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; |
1227 | ReprioritizationInterval = 5000; | 1258 | ReprioritizationInterval = 5000; |
@@ -1235,6 +1266,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1235 | m_eventManager = new EventManager(); | 1266 | m_eventManager = new EventManager(); |
1236 | 1267 | ||
1237 | m_permissions = new ScenePermissions(this); | 1268 | m_permissions = new ScenePermissions(this); |
1269 | |||
1238 | } | 1270 | } |
1239 | 1271 | ||
1240 | #endregion | 1272 | #endregion |
@@ -1280,20 +1312,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1280 | { | 1312 | { |
1281 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) | 1313 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) |
1282 | { | 1314 | { |
1283 | //// If these are cast to INT because long + negative values + abs returns invalid data | ||
1284 | //int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); | ||
1285 | //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); | ||
1286 | //if (resultX <= 1 && resultY <= 1) | ||
1287 | float dist = (float)Math.Max(DefaultDrawDistance, | ||
1288 | (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY)); | ||
1289 | uint newRegionX, newRegionY, thisRegionX, thisRegionY; | ||
1290 | Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY); | ||
1291 | Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY); | ||
1292 | 1315 | ||
1293 | //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", | 1316 | if (isNeighborRegion(otherRegion)) |
1294 | // RegionInfo.RegionName, otherRegion.RegionName, newRegionX, newRegionY); | ||
1295 | |||
1296 | if (!Util.IsOutsideView(dist, thisRegionX, newRegionX, thisRegionY, newRegionY)) | ||
1297 | { | 1317 | { |
1298 | // Let the grid service module know, so this can be cached | 1318 | // Let the grid service module know, so this can be cached |
1299 | m_eventManager.TriggerOnRegionUp(otherRegion); | 1319 | m_eventManager.TriggerOnRegionUp(otherRegion); |
@@ -1328,6 +1348,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1328 | } | 1348 | } |
1329 | } | 1349 | } |
1330 | 1350 | ||
1351 | public bool isNeighborRegion(GridRegion otherRegion) | ||
1352 | { | ||
1353 | int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; ; | ||
1354 | |||
1355 | if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX) | ||
1356 | return false; | ||
1357 | |||
1358 | tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY; | ||
1359 | |||
1360 | if (tmp < -otherRegion.RegionSizeY && tmp > RegionInfo.RegionSizeY) | ||
1361 | return false; | ||
1362 | |||
1363 | return true; | ||
1364 | } | ||
1365 | |||
1331 | public void AddNeighborRegion(RegionInfo region) | 1366 | public void AddNeighborRegion(RegionInfo region) |
1332 | { | 1367 | { |
1333 | lock (m_neighbours) | 1368 | lock (m_neighbours) |
@@ -1459,8 +1494,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1459 | // Stop all client threads. | 1494 | // Stop all client threads. |
1460 | ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); | 1495 | ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); |
1461 | 1496 | ||
1462 | m_log.Debug("[SCENE]: Persisting changed objects"); | 1497 | m_log.Debug("[SCENE]: TriggerSceneShuttingDown"); |
1463 | EventManager.TriggerSceneShuttingDown(this); | 1498 | EventManager.TriggerSceneShuttingDown(this); |
1499 | |||
1500 | m_log.Debug("[SCENE]: Persisting changed objects"); | ||
1501 | |||
1464 | Backup(false); | 1502 | Backup(false); |
1465 | m_sceneGraph.Close(); | 1503 | m_sceneGraph.Close(); |
1466 | 1504 | ||
@@ -1474,6 +1512,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1474 | // attempt to reference a null or disposed physics scene. | 1512 | // attempt to reference a null or disposed physics scene. |
1475 | if (PhysicsScene != null) | 1513 | if (PhysicsScene != null) |
1476 | { | 1514 | { |
1515 | m_log.Debug("[SCENE]: Dispose Physics"); | ||
1477 | PhysicsScene phys = PhysicsScene; | 1516 | PhysicsScene phys = PhysicsScene; |
1478 | // remove the physics engine from both Scene and SceneGraph | 1517 | // remove the physics engine from both Scene and SceneGraph |
1479 | PhysicsScene = null; | 1518 | PhysicsScene = null; |
@@ -1505,10 +1544,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1505 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); | 1544 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); |
1506 | if (m_heartbeatThread != null) | 1545 | if (m_heartbeatThread != null) |
1507 | { | 1546 | { |
1547 | m_hbRestarts++; | ||
1548 | if(m_hbRestarts > 10) | ||
1549 | Environment.Exit(1); | ||
1550 | m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName); | ||
1551 | |||
1552 | //int pid = System.Diagnostics.Process.GetCurrentProcess().Id; | ||
1553 | //System.Diagnostics.Process proc = new System.Diagnostics.Process(); | ||
1554 | //proc.EnableRaisingEvents=false; | ||
1555 | //proc.StartInfo.FileName = "/bin/kill"; | ||
1556 | //proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); | ||
1557 | //proc.Start(); | ||
1558 | //proc.WaitForExit(); | ||
1559 | //Thread.Sleep(1000); | ||
1560 | //Environment.Exit(1); | ||
1508 | m_heartbeatThread.Abort(); | 1561 | m_heartbeatThread.Abort(); |
1562 | Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId); | ||
1509 | m_heartbeatThread = null; | 1563 | m_heartbeatThread = null; |
1510 | } | 1564 | } |
1511 | 1565 | ||
1566 | // m_sceneGraph.PreparePhysicsSimulation(); | ||
1567 | |||
1568 | |||
1512 | m_heartbeatThread | 1569 | m_heartbeatThread |
1513 | = WorkManager.StartThread( | 1570 | = WorkManager.StartThread( |
1514 | Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); | 1571 | Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); |
@@ -1556,45 +1613,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1556 | 1613 | ||
1557 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; | 1614 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; |
1558 | m_lastFrameTick = Util.EnvironmentTickCount(); | 1615 | m_lastFrameTick = Util.EnvironmentTickCount(); |
1559 | 1616 | Update(-1); | |
1560 | if (UpdateOnTimer) | 1617 | } |
1561 | { | ||
1562 | m_sceneUpdateTimer = new Timer(MinFrameTicks); | ||
1563 | m_sceneUpdateTimer.AutoReset = true; | ||
1564 | m_sceneUpdateTimer.Elapsed += Update; | ||
1565 | m_sceneUpdateTimer.Start(); | ||
1566 | } | ||
1567 | else | ||
1568 | { | ||
1569 | Thread.CurrentThread.Priority = ThreadPriority.Highest; | ||
1570 | Update(-1); | ||
1571 | Watchdog.RemoveThread(); | ||
1572 | m_isRunning = false; | ||
1573 | } | ||
1574 | } | ||
1575 | |||
1576 | private volatile bool m_isTimerUpdateRunning; | ||
1577 | |||
1578 | private void Update(object sender, ElapsedEventArgs e) | ||
1579 | { | ||
1580 | if (m_isTimerUpdateRunning) | ||
1581 | return; | ||
1582 | |||
1583 | m_isTimerUpdateRunning = true; | ||
1584 | |||
1585 | // If the last frame did not complete on time, then immediately start the next update on the same thread | ||
1586 | // and ignore further timed updates until we have a frame that had spare time. | ||
1587 | while (!Update(1) && Active) { } | ||
1588 | |||
1589 | if (!Active || m_shuttingDown) | ||
1590 | { | ||
1591 | m_sceneUpdateTimer.Stop(); | ||
1592 | m_sceneUpdateTimer = null; | ||
1593 | m_isRunning = false; | ||
1594 | } | ||
1595 | |||
1596 | m_isTimerUpdateRunning = false; | ||
1597 | } | ||
1598 | 1618 | ||
1599 | private void Maintenance() | 1619 | private void Maintenance() |
1600 | { | 1620 | { |
@@ -1663,24 +1683,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1663 | previousMaintenanceTick = m_lastMaintenanceTick; | 1683 | previousMaintenanceTick = m_lastMaintenanceTick; |
1664 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); | 1684 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); |
1665 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); | 1685 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); |
1666 | runtc = MinMaintenanceTicks - runtc; | 1686 | runtc = (int)(MinMaintenanceTime * 1000) - runtc; |
1667 | 1687 | ||
1668 | if (runtc > 0) | 1688 | if (runtc > 0) |
1669 | m_maintenanceWaitEvent.WaitOne(runtc); | 1689 | m_maintenanceWaitEvent.WaitOne(runtc); |
1670 | 1690 | ||
1671 | // Optionally warn if a frame takes double the amount of time that it should. | 1691 | // Optionally warn if a frame takes double the amount of time that it should. |
1672 | if (DebugUpdates | 1692 | if (DebugUpdates |
1673 | && Util.EnvironmentTickCountSubtract( | 1693 | && Util.EnvironmentTickCountSubtract( |
1674 | m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2) | 1694 | m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) |
1675 | m_log.WarnFormat( | 1695 | m_log.WarnFormat( |
1676 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", | 1696 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", |
1677 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), | 1697 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), |
1678 | MinMaintenanceTicks, | 1698 | MinMaintenanceTime * 1000, |
1679 | RegionInfo.RegionName); | 1699 | RegionInfo.RegionName); |
1680 | } | 1700 | } |
1681 | } | 1701 | } |
1682 | 1702 | ||
1683 | public override bool Update(int frames) | 1703 | public override void Update(int frames) |
1684 | { | 1704 | { |
1685 | long? endFrame = null; | 1705 | long? endFrame = null; |
1686 | 1706 | ||
@@ -1688,119 +1708,76 @@ namespace OpenSim.Region.Framework.Scenes | |||
1688 | endFrame = Frame + frames; | 1708 | endFrame = Frame + frames; |
1689 | 1709 | ||
1690 | float physicsFPS = 0f; | 1710 | float physicsFPS = 0f; |
1691 | int previousFrameTick, tmpMS; | 1711 | |
1692 | 1712 | int previousFrameTick; | |
1693 | // These variables will be used to save the precise frame time using the | 1713 | |
1694 | // Stopwatch class of Microsoft SDK; the times are recorded at the start | 1714 | double tmpMS; |
1695 | // and end of a particular section of code, and then used to calculate | 1715 | double tmpMS2; |
1696 | // the frame times, which are the sums of the sections for each given name | 1716 | double framestart; |
1697 | double preciseTotalFrameTime = 0.0; | 1717 | float sleepMS; |
1698 | double preciseSimFrameTime = 0.0; | ||
1699 | double precisePhysicsFrameTime = 0.0; | ||
1700 | Stopwatch totalFrameStopwatch = new Stopwatch(); | ||
1701 | Stopwatch simFrameStopwatch = new Stopwatch(); | ||
1702 | Stopwatch physicsFrameStopwatch = new Stopwatch(); | ||
1703 | |||
1704 | // Begin the stopwatch to keep track of the time that the frame | ||
1705 | // started running to determine how long the frame took to complete | ||
1706 | totalFrameStopwatch.Start(); | ||
1707 | 1718 | ||
1708 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) | 1719 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) |
1709 | { | 1720 | { |
1721 | framestart = Util.GetTimeStampMS(); | ||
1710 | ++Frame; | 1722 | ++Frame; |
1711 | 1723 | ||
1712 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); | 1724 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); |
1713 | 1725 | ||
1714 | agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; | 1726 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f; |
1715 | 1727 | ||
1716 | try | 1728 | try |
1717 | { | 1729 | { |
1718 | EventManager.TriggerRegionHeartbeatStart(this); | 1730 | EventManager.TriggerRegionHeartbeatStart(this); |
1719 | 1731 | ||
1720 | // Apply taints in terrain module to terrain in physics scene | 1732 | // Apply taints in terrain module to terrain in physics scene |
1733 | |||
1734 | tmpMS = Util.GetTimeStampMS(); | ||
1735 | |||
1736 | if (Frame % 4 == 0) | ||
1737 | { | ||
1738 | CheckTerrainUpdates(); | ||
1739 | } | ||
1740 | |||
1721 | if (Frame % m_update_terrain == 0) | 1741 | if (Frame % m_update_terrain == 0) |
1722 | { | 1742 | { |
1723 | // At several points inside the code there was a need to | ||
1724 | // create a more precise measurement of time elapsed. | ||
1725 | // This led to the addition of variables that have a | ||
1726 | // similar function and thus remain tightly connected to | ||
1727 | // their original counterparts. However, the original | ||
1728 | // code is not receiving comments from our group because | ||
1729 | // we don't feel right modifying the code to that degree | ||
1730 | // at this point in time, the precise values all begin | ||
1731 | // with the keyword precise | ||
1732 | tmpMS = Util.EnvironmentTickCount(); | ||
1733 | simFrameStopwatch.Start(); | ||
1734 | UpdateTerrain(); | 1743 | UpdateTerrain(); |
1735 | |||
1736 | // Get the simulation frame time that the avatar force | ||
1737 | // input took | ||
1738 | simFrameStopwatch.Stop(); | ||
1739 | preciseSimFrameTime = | ||
1740 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1741 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1742 | } | 1744 | } |
1743 | 1745 | ||
1744 | // At several points inside the code there was a need to | 1746 | tmpMS2 = Util.GetTimeStampMS(); |
1745 | // create a more precise measurement of time elapsed. This | 1747 | terrainMS = (float)(tmpMS2 - tmpMS); |
1746 | // led to the addition of variables that have a similar | 1748 | tmpMS = tmpMS2; |
1747 | // function and thus remain tightly connected to their | ||
1748 | // original counterparts. However, the original code is | ||
1749 | // not receiving comments from our group because we don't | ||
1750 | // feel right modifying the code to that degree at this | ||
1751 | // point in time, the precise values all begin with the | ||
1752 | // keyword precise | ||
1753 | 1749 | ||
1754 | tmpMS = Util.EnvironmentTickCount(); | ||
1755 | |||
1756 | // Begin the stopwatch to track the time to prepare physics | ||
1757 | physicsFrameStopwatch.Start(); | ||
1758 | if (PhysicsEnabled && Frame % m_update_physics == 0) | 1750 | if (PhysicsEnabled && Frame % m_update_physics == 0) |
1759 | m_sceneGraph.UpdatePreparePhysics(); | 1751 | m_sceneGraph.UpdatePreparePhysics(); |
1760 | 1752 | ||
1761 | // Get the time it took to prepare the physics, this | 1753 | tmpMS2 = Util.GetTimeStampMS(); |
1762 | // would report the most precise time that physics was | 1754 | physicsMS2 = (float)(tmpMS2 - tmpMS); |
1763 | // running on the machine and should the physics not be | 1755 | tmpMS = tmpMS2; |
1764 | // enabled will report the time it took to check if physics | ||
1765 | // was enabled | ||
1766 | physicsFrameStopwatch.Stop(); | ||
1767 | precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1768 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1769 | 1756 | ||
1770 | // Apply any pending avatar force input to the avatar's velocity | 1757 | // Apply any pending avatar force input to the avatar's velocity |
1771 | tmpMS = Util.EnvironmentTickCount(); | ||
1772 | simFrameStopwatch.Restart(); | ||
1773 | if (Frame % m_update_entitymovement == 0) | 1758 | if (Frame % m_update_entitymovement == 0) |
1774 | m_sceneGraph.UpdateScenePresenceMovement(); | 1759 | m_sceneGraph.UpdateScenePresenceMovement(); |
1775 | 1760 | ||
1776 | // Get the simulation frame time that the avatar force input | 1761 | // Get the simulation frame time that the avatar force input |
1777 | // took | 1762 | // took |
1778 | simFrameStopwatch.Stop(); | 1763 | tmpMS2 = Util.GetTimeStampMS(); |
1779 | preciseSimFrameTime += | 1764 | agentMS = (float)(tmpMS2 - tmpMS); |
1780 | simFrameStopwatch.Elapsed.TotalMilliseconds; | 1765 | tmpMS = tmpMS2; |
1781 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1782 | 1766 | ||
1783 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1767 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1784 | // velocity | 1768 | // velocity |
1785 | tmpMS = Util.EnvironmentTickCount(); | ||
1786 | physicsFrameStopwatch.Restart(); | ||
1787 | if (Frame % m_update_physics == 0) | 1769 | if (Frame % m_update_physics == 0) |
1788 | { | 1770 | { |
1789 | if (PhysicsEnabled) | 1771 | if (PhysicsEnabled) |
1790 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds); | 1772 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); |
1791 | 1773 | ||
1792 | if (SynchronizeScene != null) | 1774 | if (SynchronizeScene != null) |
1793 | SynchronizeScene(this); | 1775 | SynchronizeScene(this); |
1794 | } | 1776 | } |
1795 | 1777 | ||
1796 | // Add the main physics update time to the prepare physics time | 1778 | tmpMS2 = Util.GetTimeStampMS(); |
1797 | physicsFrameStopwatch.Stop(); | 1779 | physicsMS = (float)(tmpMS2 - tmpMS); |
1798 | precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds; | 1780 | tmpMS = tmpMS2; |
1799 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1800 | |||
1801 | // Start the stopwatch for the remainder of the simulation | ||
1802 | simFrameStopwatch.Restart(); | ||
1803 | tmpMS = Util.EnvironmentTickCount(); | ||
1804 | 1781 | ||
1805 | // Check if any objects have reached their targets | 1782 | // Check if any objects have reached their targets |
1806 | CheckAtTargets(); | 1783 | CheckAtTargets(); |
@@ -1815,20 +1792,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
1815 | if (Frame % m_update_presences == 0) | 1792 | if (Frame % m_update_presences == 0) |
1816 | m_sceneGraph.UpdatePresences(); | 1793 | m_sceneGraph.UpdatePresences(); |
1817 | 1794 | ||
1818 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); | 1795 | tmpMS2 = Util.GetTimeStampMS(); |
1819 | 1796 | agentMS += (float)(tmpMS2 - tmpMS); | |
1797 | tmpMS = tmpMS2; | ||
1798 | |||
1799 | // Delete temp-on-rez stuff | ||
1800 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) | ||
1801 | { | ||
1802 | |||
1803 | m_cleaningTemps = true; | ||
1804 | Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); | ||
1805 | tmpMS2 = Util.GetTimeStampMS(); | ||
1806 | tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects | ||
1807 | tmpMS = tmpMS2; | ||
1808 | } | ||
1809 | |||
1820 | if (Frame % m_update_events == 0) | 1810 | if (Frame % m_update_events == 0) |
1821 | { | 1811 | { |
1822 | tmpMS = Util.EnvironmentTickCount(); | ||
1823 | UpdateEvents(); | 1812 | UpdateEvents(); |
1824 | eventMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1813 | |
1814 | tmpMS2 = Util.GetTimeStampMS(); | ||
1815 | eventMS = (float)(tmpMS2 - tmpMS); | ||
1816 | tmpMS = tmpMS2; | ||
1825 | } | 1817 | } |
1826 | 1818 | ||
1827 | if (PeriodicBackup && Frame % m_update_backup == 0) | 1819 | if (PeriodicBackup && Frame % m_update_backup == 0) |
1828 | { | 1820 | { |
1829 | tmpMS = Util.EnvironmentTickCount(); | ||
1830 | UpdateStorageBackup(); | 1821 | UpdateStorageBackup(); |
1831 | backupMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1822 | |
1823 | tmpMS2 = Util.GetTimeStampMS(); | ||
1824 | backupMS = (float)(tmpMS2 - tmpMS); | ||
1825 | tmpMS = tmpMS2; | ||
1832 | } | 1826 | } |
1833 | 1827 | ||
1834 | //if (Frame % m_update_land == 0) | 1828 | //if (Frame % m_update_land == 0) |
@@ -1885,79 +1879,58 @@ namespace OpenSim.Region.Framework.Scenes | |||
1885 | } | 1879 | } |
1886 | 1880 | ||
1887 | EventManager.TriggerRegionHeartbeatEnd(this); | 1881 | EventManager.TriggerRegionHeartbeatEnd(this); |
1888 | otherMS = eventMS + backupMS + terrainMS + landMS; | ||
1889 | 1882 | ||
1890 | // Get the elapsed time for the simulation frame | 1883 | Watchdog.UpdateThread(); |
1891 | simFrameStopwatch.Stop(); | ||
1892 | preciseSimFrameTime += | ||
1893 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1894 | |||
1895 | if (!UpdateOnTimer) | ||
1896 | { | ||
1897 | Watchdog.UpdateThread(); | ||
1898 | |||
1899 | spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
1900 | |||
1901 | if (spareMS > 0) | ||
1902 | m_updateWaitEvent.WaitOne(spareMS); | ||
1903 | else | ||
1904 | spareMS = 0; | ||
1905 | } | ||
1906 | else | ||
1907 | { | ||
1908 | spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); | ||
1909 | } | ||
1910 | |||
1911 | // Get the total frame time | ||
1912 | totalFrameStopwatch.Stop(); | ||
1913 | preciseTotalFrameTime = | ||
1914 | totalFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1915 | 1884 | ||
1916 | // Restart the stopwatch for the total time of the next frame | 1885 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
1917 | totalFrameStopwatch.Restart(); | ||
1918 | 1886 | ||
1919 | previousFrameTick = m_lastFrameTick; | ||
1920 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
1921 | m_lastFrameTick = Util.EnvironmentTickCount(); | ||
1922 | |||
1923 | // if (Frame%m_update_avatars == 0) | ||
1924 | // UpdateInWorldTime(); | ||
1925 | StatsReporter.AddPhysicsFPS(physicsFPS); | 1887 | StatsReporter.AddPhysicsFPS(physicsFPS); |
1926 | StatsReporter.AddTimeDilation(TimeDilation); | 1888 | StatsReporter.AddTimeDilation(TimeDilation); |
1927 | StatsReporter.AddFPS(1); | 1889 | StatsReporter.AddFPS(1); |
1928 | 1890 | ||
1929 | StatsReporter.addFrameMS(frameMS); | ||
1930 | StatsReporter.addAgentMS(agentMS); | 1891 | StatsReporter.addAgentMS(agentMS); |
1931 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | 1892 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); |
1932 | StatsReporter.addOtherMS(otherMS); | 1893 | StatsReporter.addOtherMS(otherMS); |
1933 | StatsReporter.AddSpareMS(spareMS); | ||
1934 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | 1894 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); |
1935 | StatsReporter.AddScriptMS((int) GetAndResetScriptExecutionTime()); | ||
1936 | 1895 | ||
1937 | // Send the correct time values to the stats reporter for the | 1896 | |
1938 | // frame times | 1897 | tmpMS = Util.GetTimeStampMS(); |
1939 | StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, | ||
1940 | preciseSimFrameTime, precisePhysicsFrameTime, 0.0); | ||
1941 | 1898 | ||
1942 | // Send the correct number of frames that the physics library | 1899 | previousFrameTick = m_lastFrameTick; |
1943 | // has processed to the stats reporter | 1900 | m_lastFrameTick = (int)(tmpMS + 0.5); |
1944 | StatsReporter.addPhysicsFrame(1); | ||
1945 | 1901 | ||
1946 | // Optionally warn if a frame takes double the amount of time that it should. | 1902 | // estimate sleep time |
1903 | tmpMS2 = tmpMS - framestart; | ||
1904 | tmpMS2 = (double)MinFrameTime * 1000.0D - tmpMS2; | ||
1905 | |||
1906 | m_firstHeartbeat = false; | ||
1907 | |||
1908 | // sleep if we can | ||
1909 | if (tmpMS2 > 0) | ||
1910 | Thread.Sleep((int)(tmpMS2 +0.5)); | ||
1911 | |||
1912 | tmpMS2 = Util.GetTimeStampMS(); | ||
1913 | |||
1914 | sleepMS = (float)(tmpMS2 - tmpMS); | ||
1915 | frameMS = (float)(tmpMS2 - framestart); | ||
1916 | StatsReporter.addSleepMS(sleepMS); | ||
1917 | StatsReporter.addFrameMS(frameMS); | ||
1918 | |||
1919 | // if (Frame%m_update_avatars == 0) | ||
1920 | // UpdateInWorldTime(); | ||
1921 | |||
1922 | // Optionally warn if a frame takes double the amount of time that it should. | ||
1947 | if (DebugUpdates | 1923 | if (DebugUpdates |
1948 | && Util.EnvironmentTickCountSubtract( | 1924 | && Util.EnvironmentTickCountSubtract( |
1949 | m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2) | 1925 | m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) |
1926 | |||
1950 | m_log.WarnFormat( | 1927 | m_log.WarnFormat( |
1951 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", | 1928 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", |
1952 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), | 1929 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), |
1953 | MinFrameTicks, | 1930 | MinFrameTime * 1000, |
1931 | |||
1954 | RegionInfo.RegionName); | 1932 | RegionInfo.RegionName); |
1955 | } | 1933 | } |
1956 | |||
1957 | // Finished updating scene frame, so stop the total frame's Stopwatch | ||
1958 | totalFrameStopwatch.Stop(); | ||
1959 | |||
1960 | return spareMS >= 0; | ||
1961 | } | 1934 | } |
1962 | 1935 | ||
1963 | /// <summary> | 1936 | /// <summary> |
@@ -1983,7 +1956,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1983 | public void AddGroupTarget(SceneObjectGroup grp) | 1956 | public void AddGroupTarget(SceneObjectGroup grp) |
1984 | { | 1957 | { |
1985 | lock (m_groupsWithTargets) | 1958 | lock (m_groupsWithTargets) |
1986 | m_groupsWithTargets[grp.UUID] = grp; | 1959 | m_groupsWithTargets[grp.UUID] = 0; |
1987 | } | 1960 | } |
1988 | 1961 | ||
1989 | public void RemoveGroupTarget(SceneObjectGroup grp) | 1962 | public void RemoveGroupTarget(SceneObjectGroup grp) |
@@ -1994,18 +1967,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1994 | 1967 | ||
1995 | private void CheckAtTargets() | 1968 | private void CheckAtTargets() |
1996 | { | 1969 | { |
1997 | List<SceneObjectGroup> objs = null; | 1970 | List<UUID> objs = null; |
1998 | 1971 | ||
1999 | lock (m_groupsWithTargets) | 1972 | lock (m_groupsWithTargets) |
2000 | { | 1973 | { |
2001 | if (m_groupsWithTargets.Count != 0) | 1974 | if (m_groupsWithTargets.Count != 0) |
2002 | objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); | 1975 | objs = new List<UUID>(m_groupsWithTargets.Keys); |
2003 | } | 1976 | } |
2004 | 1977 | ||
2005 | if (objs != null) | 1978 | if (objs != null) |
2006 | { | 1979 | { |
2007 | foreach (SceneObjectGroup entry in objs) | 1980 | foreach (UUID entry in objs) |
2008 | entry.checkAtTargets(); | 1981 | { |
1982 | SceneObjectGroup grp = GetSceneObjectGroup(entry); | ||
1983 | if (grp == null) | ||
1984 | m_groupsWithTargets.Remove(entry); | ||
1985 | else | ||
1986 | grp.checkAtTargets(); | ||
1987 | } | ||
2009 | } | 1988 | } |
2010 | } | 1989 | } |
2011 | 1990 | ||
@@ -2029,6 +2008,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2029 | EventManager.TriggerTerrainTick(); | 2008 | EventManager.TriggerTerrainTick(); |
2030 | } | 2009 | } |
2031 | 2010 | ||
2011 | private void CheckTerrainUpdates() | ||
2012 | { | ||
2013 | EventManager.TriggerTerrainCheckUpdates(); | ||
2014 | } | ||
2015 | |||
2032 | /// <summary> | 2016 | /// <summary> |
2033 | /// Back up queued up changes | 2017 | /// Back up queued up changes |
2034 | /// </summary> | 2018 | /// </summary> |
@@ -2080,7 +2064,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2080 | msg.fromAgentName = "Server"; | 2064 | msg.fromAgentName = "Server"; |
2081 | msg.dialog = (byte)19; // Object msg | 2065 | msg.dialog = (byte)19; // Object msg |
2082 | msg.fromGroup = false; | 2066 | msg.fromGroup = false; |
2083 | msg.offline = (byte)0; | 2067 | msg.offline = (byte)1; |
2084 | msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; | 2068 | msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; |
2085 | msg.Position = Vector3.Zero; | 2069 | msg.Position = Vector3.Zero; |
2086 | msg.RegionID = RegionInfo.RegionID.Guid; | 2070 | msg.RegionID = RegionInfo.RegionID.Guid; |
@@ -2316,7 +2300,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2316 | return PhysicsScene.SupportsRaycastWorldFiltered(); | 2300 | return PhysicsScene.SupportsRaycastWorldFiltered(); |
2317 | } | 2301 | } |
2318 | 2302 | ||
2319 | public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) | 2303 | public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) |
2320 | { | 2304 | { |
2321 | if (PhysicsScene == null) | 2305 | if (PhysicsScene == null) |
2322 | return null; | 2306 | return null; |
@@ -2338,14 +2322,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2338 | /// <returns></returns> | 2322 | /// <returns></returns> |
2339 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) | 2323 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) |
2340 | { | 2324 | { |
2325 | |||
2326 | float wheight = (float)RegionInfo.RegionSettings.WaterHeight; | ||
2327 | Vector3 wpos = Vector3.Zero; | ||
2328 | // Check for water surface intersection from above | ||
2329 | if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) ) | ||
2330 | { | ||
2331 | float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z); | ||
2332 | wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X)); | ||
2333 | wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y)); | ||
2334 | wpos.Z = wheight; | ||
2335 | } | ||
2336 | |||
2341 | Vector3 pos = Vector3.Zero; | 2337 | Vector3 pos = Vector3.Zero; |
2342 | if (RayEndIsIntersection == (byte)1) | 2338 | if (RayEndIsIntersection == (byte)1) |
2343 | { | 2339 | { |
2344 | pos = RayEnd; | 2340 | pos = RayEnd; |
2345 | return pos; | ||
2346 | } | 2341 | } |
2347 | 2342 | else if (RayTargetID != UUID.Zero) | |
2348 | if (RayTargetID != UUID.Zero) | ||
2349 | { | 2343 | { |
2350 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); | 2344 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); |
2351 | 2345 | ||
@@ -2390,13 +2384,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2390 | //pos.Z -= 0.25F; | 2384 | //pos.Z -= 0.25F; |
2391 | 2385 | ||
2392 | } | 2386 | } |
2393 | |||
2394 | return pos; | ||
2395 | } | 2387 | } |
2396 | else | 2388 | else |
2397 | { | 2389 | { |
2398 | // We don't have a target here, so we're going to raytrace all the objects in the scene. | 2390 | // We don't have a target here, so we're going to raytrace all the objects in the scene. |
2399 | |||
2400 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); | 2391 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); |
2401 | 2392 | ||
2402 | // Un-comment the following line to print the raytrace results to the console. | 2393 | // Un-comment the following line to print the raytrace results to the console. |
@@ -2404,15 +2395,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2404 | 2395 | ||
2405 | if (ei.HitTF) | 2396 | if (ei.HitTF) |
2406 | { | 2397 | { |
2407 | pos = ei.ipoint; | 2398 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
2408 | } | 2399 | } |
2409 | else | 2400 | else |
2410 | { | 2401 | { |
2411 | // fall back to our stupid functionality | 2402 | // fall back to our stupid functionality |
2412 | pos = RayEnd; | 2403 | pos = RayEnd; |
2413 | } | 2404 | } |
2414 | |||
2415 | return pos; | ||
2416 | } | 2405 | } |
2417 | } | 2406 | } |
2418 | else | 2407 | else |
@@ -2423,8 +2412,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2423 | //increase height so its above the ground. | 2412 | //increase height so its above the ground. |
2424 | //should be getting the normal of the ground at the rez point and using that? | 2413 | //should be getting the normal of the ground at the rez point and using that? |
2425 | pos.Z += scale.Z / 2f; | 2414 | pos.Z += scale.Z / 2f; |
2426 | return pos; | 2415 | // return pos; |
2427 | } | 2416 | } |
2417 | |||
2418 | // check against posible water intercept | ||
2419 | if (wpos.Z > pos.Z) pos = wpos; | ||
2420 | return pos; | ||
2428 | } | 2421 | } |
2429 | 2422 | ||
2430 | 2423 | ||
@@ -2515,12 +2508,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2515 | { | 2508 | { |
2516 | if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) | 2509 | if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) |
2517 | { | 2510 | { |
2511 | sceneObject.IsDeleted = false; | ||
2518 | EventManager.TriggerObjectAddedToScene(sceneObject); | 2512 | EventManager.TriggerObjectAddedToScene(sceneObject); |
2519 | return true; | 2513 | return true; |
2520 | } | 2514 | } |
2521 | 2515 | ||
2522 | return false; | 2516 | return false; |
2523 | |||
2524 | } | 2517 | } |
2525 | 2518 | ||
2526 | /// <summary> | 2519 | /// <summary> |
@@ -2612,6 +2605,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2612 | /// </summary> | 2605 | /// </summary> |
2613 | public void DeleteAllSceneObjects() | 2606 | public void DeleteAllSceneObjects() |
2614 | { | 2607 | { |
2608 | DeleteAllSceneObjects(false); | ||
2609 | } | ||
2610 | |||
2611 | /// <summary> | ||
2612 | /// Delete every object from the scene. This does not include attachments worn by avatars. | ||
2613 | /// </summary> | ||
2614 | public void DeleteAllSceneObjects(bool exceptNoCopy) | ||
2615 | { | ||
2616 | List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>(); | ||
2615 | lock (Entities) | 2617 | lock (Entities) |
2616 | { | 2618 | { |
2617 | EntityBase[] entities = Entities.GetEntities(); | 2619 | EntityBase[] entities = Entities.GetEntities(); |
@@ -2620,11 +2622,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2620 | if (e is SceneObjectGroup) | 2622 | if (e is SceneObjectGroup) |
2621 | { | 2623 | { |
2622 | SceneObjectGroup sog = (SceneObjectGroup)e; | 2624 | SceneObjectGroup sog = (SceneObjectGroup)e; |
2623 | if (!sog.IsAttachment) | 2625 | if (sog != null && !sog.IsAttachment) |
2624 | DeleteSceneObject((SceneObjectGroup)e, false); | 2626 | { |
2627 | if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0)) | ||
2628 | { | ||
2629 | DeleteSceneObject((SceneObjectGroup)e, false); | ||
2630 | } | ||
2631 | else | ||
2632 | { | ||
2633 | toReturn.Add((SceneObjectGroup)e); | ||
2634 | } | ||
2635 | } | ||
2625 | } | 2636 | } |
2626 | } | 2637 | } |
2627 | } | 2638 | } |
2639 | if (toReturn.Count > 0) | ||
2640 | { | ||
2641 | returnObjects(toReturn.ToArray(), UUID.Zero); | ||
2642 | } | ||
2628 | } | 2643 | } |
2629 | 2644 | ||
2630 | /// <summary> | 2645 | /// <summary> |
@@ -2655,6 +2670,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2655 | else | 2670 | else |
2656 | group.StopScriptInstances(); | 2671 | group.StopScriptInstances(); |
2657 | 2672 | ||
2673 | List<UUID> avatars = group.GetSittingAvatars(); | ||
2674 | foreach (UUID av in avatars) | ||
2675 | { | ||
2676 | ScenePresence p = GetScenePresence(av); | ||
2677 | if (p != null && p.ParentUUID == UUID.Zero) | ||
2678 | p.StandUp(); | ||
2679 | } | ||
2680 | |||
2658 | SceneObjectPart[] partList = group.Parts; | 2681 | SceneObjectPart[] partList = group.Parts; |
2659 | 2682 | ||
2660 | foreach (SceneObjectPart part in partList) | 2683 | foreach (SceneObjectPart part in partList) |
@@ -2682,6 +2705,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2682 | } | 2705 | } |
2683 | 2706 | ||
2684 | group.DeleteGroupFromScene(silent); | 2707 | group.DeleteGroupFromScene(silent); |
2708 | if (!silent) | ||
2709 | SendKillObject(new List<uint>() { group.LocalId }); | ||
2685 | 2710 | ||
2686 | // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); | 2711 | // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); |
2687 | } | 2712 | } |
@@ -2718,6 +2743,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2718 | return false; | 2743 | return false; |
2719 | } | 2744 | } |
2720 | 2745 | ||
2746 | |||
2747 | public void updateScenePartGroup(SceneObjectPart part, SceneObjectGroup grp) | ||
2748 | { | ||
2749 | m_sceneGraph.updateScenePartGroup(part, grp); | ||
2750 | } | ||
2721 | /// <summary> | 2751 | /// <summary> |
2722 | /// Move the given scene object into a new region depending on which region its absolute position has moved | 2752 | /// Move the given scene object into a new region depending on which region its absolute position has moved |
2723 | /// into. | 2753 | /// into. |
@@ -2783,17 +2813,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2783 | if (regionCombinerModule == null) | 2813 | if (regionCombinerModule == null) |
2784 | { | 2814 | { |
2785 | // Regular region. Just check for region size | 2815 | // Regular region. Just check for region size |
2786 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY) | 2816 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) |
2787 | ret = true; | 2817 | ret = true; |
2788 | } | 2818 | } |
2789 | else | ||
2790 | { | ||
2791 | // We're in a mega-region so see if we are still in that larger region | ||
2792 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); | ||
2793 | } | ||
2794 | 2819 | ||
2795 | return ret; | 2820 | return ret; |
2796 | |||
2797 | } | 2821 | } |
2798 | 2822 | ||
2799 | /// <summary> | 2823 | /// <summary> |
@@ -2817,8 +2841,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
2817 | return false; | 2841 | return false; |
2818 | } | 2842 | } |
2819 | 2843 | ||
2820 | if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) | 2844 | // If the user is banned, we won't let any of their objects |
2845 | // enter. Period. | ||
2846 | // | ||
2847 | if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36)) | ||
2848 | { | ||
2849 | m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); | ||
2850 | return false; | ||
2851 | } | ||
2852 | |||
2853 | if (newPosition != Vector3.Zero) | ||
2854 | newObject.RootPart.GroupPosition = newPosition; | ||
2855 | |||
2856 | if (!AddSceneObject(newObject)) | ||
2857 | { | ||
2858 | m_log.DebugFormat( | ||
2859 | "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName); | ||
2821 | return false; | 2860 | return false; |
2861 | } | ||
2862 | |||
2863 | if (!newObject.IsAttachment) | ||
2864 | { | ||
2865 | // FIXME: It would be better to never add the scene object at all rather than add it and then delete | ||
2866 | // it | ||
2867 | if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition)) | ||
2868 | { | ||
2869 | // Deny non attachments based on parcel settings | ||
2870 | // | ||
2871 | m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings"); | ||
2872 | |||
2873 | DeleteSceneObject(newObject, false); | ||
2874 | |||
2875 | return false; | ||
2876 | } | ||
2877 | |||
2878 | // For attachments, we need to wait until the agent is root | ||
2879 | // before we restart the scripts, or else some functions won't work. | ||
2880 | newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); | ||
2881 | newObject.ResumeScripts(); | ||
2882 | |||
2883 | // AddSceneObject already does this and doing it again messes | ||
2884 | // up region crossings, so don't. | ||
2885 | //if (newObject.RootPart.KeyframeMotion != null) | ||
2886 | // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); | ||
2887 | } | ||
2822 | 2888 | ||
2823 | // Do this as late as possible so that listeners have full access to the incoming object | 2889 | // Do this as late as possible so that listeners have full access to the incoming object |
2824 | EventManager.TriggerOnIncomingSceneObject(newObject); | 2890 | EventManager.TriggerOnIncomingSceneObject(newObject); |
@@ -2835,6 +2901,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
2835 | /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> | 2901 | /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> |
2836 | public bool AddSceneObject(SceneObjectGroup sceneObject) | 2902 | public bool AddSceneObject(SceneObjectGroup sceneObject) |
2837 | { | 2903 | { |
2904 | if (sceneObject.OwnerID == UUID.Zero) | ||
2905 | { | ||
2906 | m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID); | ||
2907 | return false; | ||
2908 | } | ||
2909 | |||
2910 | // If the user is banned, we won't let any of their objects | ||
2911 | // enter. Period. | ||
2912 | // | ||
2913 | int flags = GetUserFlags(sceneObject.OwnerID); | ||
2914 | if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags)) | ||
2915 | { | ||
2916 | m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); | ||
2917 | |||
2918 | return false; | ||
2919 | } | ||
2920 | |||
2838 | // Force allocation of new LocalId | 2921 | // Force allocation of new LocalId |
2839 | // | 2922 | // |
2840 | SceneObjectPart[] parts = sceneObject.Parts; | 2923 | SceneObjectPart[] parts = sceneObject.Parts; |
@@ -2871,22 +2954,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
2871 | // information that this is due to a teleport/border cross rather than an ordinary attachment. | 2954 | // information that this is due to a teleport/border cross rather than an ordinary attachment. |
2872 | // We currently do this in Scene.MakeRootAgent() instead. | 2955 | // We currently do this in Scene.MakeRootAgent() instead. |
2873 | if (AttachmentsModule != null) | 2956 | if (AttachmentsModule != null) |
2874 | AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); | 2957 | AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true); |
2875 | } | 2958 | } |
2876 | else | 2959 | else |
2877 | { | 2960 | { |
2961 | m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID); | ||
2878 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); | 2962 | RootPrim.RemFlag(PrimFlags.TemporaryOnRez); |
2879 | RootPrim.AddFlag(PrimFlags.TemporaryOnRez); | 2963 | RootPrim.AddFlag(PrimFlags.TemporaryOnRez); |
2880 | } | 2964 | } |
2965 | if (sceneObject.OwnerID == UUID.Zero) | ||
2966 | { | ||
2967 | m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID); | ||
2968 | return false; | ||
2969 | } | ||
2881 | } | 2970 | } |
2882 | else | 2971 | else |
2883 | { | 2972 | { |
2973 | if (sceneObject.OwnerID == UUID.Zero) | ||
2974 | { | ||
2975 | m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID); | ||
2976 | return false; | ||
2977 | } | ||
2884 | AddRestoredSceneObject(sceneObject, true, false); | 2978 | AddRestoredSceneObject(sceneObject, true, false); |
2885 | } | 2979 | } |
2886 | 2980 | ||
2887 | return true; | 2981 | return true; |
2888 | } | 2982 | } |
2889 | 2983 | ||
2984 | private int GetStateSource(SceneObjectGroup sog) | ||
2985 | { | ||
2986 | ScenePresence sp = GetScenePresence(sog.OwnerID); | ||
2987 | |||
2988 | if (sp != null) | ||
2989 | return sp.GetStateSource(); | ||
2990 | |||
2991 | return 2; // StateSource.PrimCrossing | ||
2992 | } | ||
2993 | |||
2994 | public int GetUserFlags(UUID user) | ||
2995 | { | ||
2996 | //Unfortunately the SP approach means that the value is cached until region is restarted | ||
2997 | /* | ||
2998 | ScenePresence sp; | ||
2999 | if (TryGetScenePresence(user, out sp)) | ||
3000 | { | ||
3001 | return sp.UserFlags; | ||
3002 | } | ||
3003 | else | ||
3004 | { | ||
3005 | */ | ||
3006 | UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user); | ||
3007 | if (uac == null) | ||
3008 | return 0; | ||
3009 | return uac.UserFlags; | ||
3010 | //} | ||
3011 | } | ||
3012 | |||
2890 | #endregion | 3013 | #endregion |
2891 | 3014 | ||
2892 | #region Add/Remove Avatar Methods | 3015 | #region Add/Remove Avatar Methods |
@@ -2922,8 +3045,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2922 | vialogin | 3045 | vialogin |
2923 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 | 3046 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 |
2924 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; | 3047 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; |
2925 | 3048 | ||
2926 | // CheckHeartbeat(); | 3049 | CheckHeartbeat(); |
3050 | |||
2927 | 3051 | ||
2928 | sp = GetScenePresence(client.AgentId); | 3052 | sp = GetScenePresence(client.AgentId); |
2929 | 3053 | ||
@@ -2934,27 +3058,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2934 | if (sp == null) | 3058 | if (sp == null) |
2935 | { | 3059 | { |
2936 | m_log.DebugFormat( | 3060 | m_log.DebugFormat( |
2937 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", | 3061 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", |
2938 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); | 3062 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, |
2939 | 3063 | ((TPFlags)aCircuit.teleportFlags).ToString()); | |
2940 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); | 3064 | |
2941 | |||
2942 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the | ||
2943 | // client is for a root or child agent. | ||
2944 | // We must also set this before adding the client to the client manager so that an exception later on | ||
2945 | // does not leave a client manager entry without the scene agent set, which will cause other code | ||
2946 | // to fail since any entry in the client manager should have a ScenePresence | ||
2947 | // | ||
2948 | // XXX: This may be better set for a new client before that client is added to the client manager. | ||
2949 | // But need to know what happens in the case where a ScenePresence is already present (and if this | ||
2950 | // actually occurs). | ||
2951 | client.SceneAgent = sp; | ||
2952 | |||
2953 | m_clientManager.Add(client); | 3065 | m_clientManager.Add(client); |
2954 | SubscribeToClientEvents(client); | 3066 | SubscribeToClientEvents(client); |
2955 | m_eventManager.TriggerOnNewPresence(sp); | 3067 | |
3068 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); | ||
2956 | 3069 | ||
2957 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; | 3070 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; |
3071 | |||
3072 | /* done in completMovement | ||
3073 | InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46); | ||
3074 | if (cof == null) | ||
3075 | sp.COF = UUID.Zero; | ||
3076 | else | ||
3077 | sp.COF = cof.ID; | ||
3078 | |||
3079 | m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF); | ||
3080 | */ | ||
3081 | m_eventManager.TriggerOnNewPresence(sp); | ||
2958 | } | 3082 | } |
2959 | else | 3083 | else |
2960 | { | 3084 | { |
@@ -2963,7 +3087,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2963 | // XXX: This may be better set for a new client before that client is added to the client manager. | 3087 | // XXX: This may be better set for a new client before that client is added to the client manager. |
2964 | // But need to know what happens in the case where a ScenePresence is already present (and if this | 3088 | // But need to know what happens in the case where a ScenePresence is already present (and if this |
2965 | // actually occurs). | 3089 | // actually occurs). |
2966 | client.SceneAgent = sp; | 3090 | |
2967 | 3091 | ||
2968 | m_log.WarnFormat( | 3092 | m_log.WarnFormat( |
2969 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", | 3093 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", |
@@ -2971,6 +3095,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2971 | 3095 | ||
2972 | reallyNew = false; | 3096 | reallyNew = false; |
2973 | } | 3097 | } |
3098 | client.SceneAgent = sp; | ||
2974 | 3099 | ||
2975 | // This is currently also being done earlier in NewUserConnection for real users to see if this | 3100 | // This is currently also being done earlier in NewUserConnection for real users to see if this |
2976 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other | 3101 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other |
@@ -3089,19 +3214,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3089 | // and the scene presence and the client, if they exist | 3214 | // and the scene presence and the client, if they exist |
3090 | try | 3215 | try |
3091 | { | 3216 | { |
3092 | // We need to wait for the client to make UDP contact first. | ||
3093 | // It's the UDP contact that creates the scene presence | ||
3094 | ScenePresence sp = WaitGetScenePresence(agentID); | 3217 | ScenePresence sp = WaitGetScenePresence(agentID); |
3218 | |||
3095 | if (sp != null) | 3219 | if (sp != null) |
3096 | { | 3220 | { |
3097 | PresenceService.LogoutAgent(sp.ControllingClient.SessionId); | 3221 | PresenceService.LogoutAgent(sp.ControllingClient.SessionId); |
3098 | 3222 | ||
3099 | CloseAgent(sp.UUID, false); | 3223 | CloseAgent(sp.UUID, false); |
3100 | } | 3224 | } |
3101 | else | 3225 | |
3102 | { | ||
3103 | m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID); | ||
3104 | } | ||
3105 | // BANG! SLASH! | 3226 | // BANG! SLASH! |
3106 | m_authenticateHandler.RemoveCircuit(agentID); | 3227 | m_authenticateHandler.RemoveCircuit(agentID); |
3107 | 3228 | ||
@@ -3138,7 +3259,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3138 | 3259 | ||
3139 | public virtual void SubscribeToClientTerrainEvents(IClientAPI client) | 3260 | public virtual void SubscribeToClientTerrainEvents(IClientAPI client) |
3140 | { | 3261 | { |
3141 | client.OnRegionHandShakeReply += SendLayerData; | 3262 | // client.OnRegionHandShakeReply += SendLayerData; |
3142 | } | 3263 | } |
3143 | 3264 | ||
3144 | public virtual void SubscribeToClientPrimEvents(IClientAPI client) | 3265 | public virtual void SubscribeToClientPrimEvents(IClientAPI client) |
@@ -3146,6 +3267,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3146 | client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; | 3267 | client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; |
3147 | client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; | 3268 | client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; |
3148 | 3269 | ||
3270 | client.onClientChangeObject += m_sceneGraph.ClientChangeObject; | ||
3271 | |||
3149 | client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; | 3272 | client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; |
3150 | client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; | 3273 | client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; |
3151 | client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; | 3274 | client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; |
@@ -3202,6 +3325,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3202 | client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; | 3325 | client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; |
3203 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; | 3326 | client.OnUpdateInventoryItem += UpdateInventoryItemAsset; |
3204 | client.OnCopyInventoryItem += CopyInventoryItem; | 3327 | client.OnCopyInventoryItem += CopyInventoryItem; |
3328 | client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy; | ||
3205 | client.OnMoveInventoryItem += MoveInventoryItem; | 3329 | client.OnMoveInventoryItem += MoveInventoryItem; |
3206 | client.OnRemoveInventoryItem += RemoveInventoryItem; | 3330 | client.OnRemoveInventoryItem += RemoveInventoryItem; |
3207 | client.OnRemoveInventoryFolder += RemoveInventoryFolder; | 3331 | client.OnRemoveInventoryFolder += RemoveInventoryFolder; |
@@ -3263,7 +3387,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3263 | 3387 | ||
3264 | public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) | 3388 | public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client) |
3265 | { | 3389 | { |
3266 | client.OnRegionHandShakeReply -= SendLayerData; | 3390 | // client.OnRegionHandShakeReply -= SendLayerData; |
3267 | } | 3391 | } |
3268 | 3392 | ||
3269 | public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) | 3393 | public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) |
@@ -3271,6 +3395,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3271 | client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; | 3395 | client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; |
3272 | client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; | 3396 | client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; |
3273 | 3397 | ||
3398 | client.onClientChangeObject -= m_sceneGraph.ClientChangeObject; | ||
3399 | |||
3274 | client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; | 3400 | client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; |
3275 | client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; | 3401 | client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; |
3276 | client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; | 3402 | client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; |
@@ -3428,16 +3554,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3428 | if (target != null && target2 != null) | 3554 | if (target != null && target2 != null) |
3429 | { | 3555 | { |
3430 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); | 3556 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
3431 | Vector3 AXOrigin = RayStart; | 3557 | |
3432 | Vector3 AXdirection = direction; | ||
3433 | |||
3434 | pos = target2.AbsolutePosition; | 3558 | pos = target2.AbsolutePosition; |
3435 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); | 3559 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); |
3436 | 3560 | ||
3437 | // TODO: Raytrace better here | 3561 | // TODO: Raytrace better here |
3438 | 3562 | ||
3439 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); | 3563 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
3440 | Ray NewRay = new Ray(AXOrigin, AXdirection); | 3564 | Ray NewRay = new Ray(RayStart,direction); |
3441 | 3565 | ||
3442 | // Ray Trace against target here | 3566 | // Ray Trace against target here |
3443 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); | 3567 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); |
@@ -3519,6 +3643,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3519 | /// <param name='closeChildAgents'> | 3643 | /// <param name='closeChildAgents'> |
3520 | /// Close the neighbour child agents associated with this client. | 3644 | /// Close the neighbour child agents associated with this client. |
3521 | /// </param> | 3645 | /// </param> |
3646 | /// | ||
3647 | |||
3648 | private object m_removeClientPrivLock = new Object(); | ||
3649 | |||
3522 | public void RemoveClient(UUID agentID, bool closeChildAgents) | 3650 | public void RemoveClient(UUID agentID, bool closeChildAgents) |
3523 | { | 3651 | { |
3524 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); | 3652 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); |
@@ -3535,8 +3663,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3535 | } | 3663 | } |
3536 | 3664 | ||
3537 | // TODO: Can we now remove this lock? | 3665 | // TODO: Can we now remove this lock? |
3538 | lock (acd) | 3666 | lock (m_removeClientPrivLock) |
3539 | { | 3667 | { |
3540 | bool isChildAgent = false; | 3668 | bool isChildAgent = false; |
3541 | 3669 | ||
3542 | ScenePresence avatar = GetScenePresence(agentID); | 3670 | ScenePresence avatar = GetScenePresence(agentID); |
@@ -3580,8 +3708,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3580 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop | 3708 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop |
3581 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI | 3709 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI |
3582 | if (closeChildAgents && CapsModule != null) | 3710 | if (closeChildAgents && CapsModule != null) |
3583 | CapsModule.RemoveCaps(agentID); | 3711 | CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); |
3584 | 3712 | ||
3585 | if (closeChildAgents && !isChildAgent) | 3713 | if (closeChildAgents && !isChildAgent) |
3586 | { | 3714 | { |
3587 | List<ulong> regions = avatar.KnownRegionHandles; | 3715 | List<ulong> regions = avatar.KnownRegionHandles; |
@@ -3592,13 +3720,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3592 | } | 3720 | } |
3593 | 3721 | ||
3594 | m_eventManager.TriggerClientClosed(agentID, this); | 3722 | m_eventManager.TriggerClientClosed(agentID, this); |
3723 | // m_log.Debug("[Scene]TriggerClientClosed done"); | ||
3595 | m_eventManager.TriggerOnRemovePresence(agentID); | 3724 | m_eventManager.TriggerOnRemovePresence(agentID); |
3596 | 3725 | // m_log.Debug("[Scene]TriggerOnRemovePresence done"); | |
3726 | |||
3597 | if (!isChildAgent) | 3727 | if (!isChildAgent) |
3598 | { | 3728 | { |
3599 | if (AttachmentsModule != null) | 3729 | if (AttachmentsModule != null) |
3600 | { | 3730 | { |
3731 | // m_log.Debug("[Scene]DeRezAttachments"); | ||
3601 | AttachmentsModule.DeRezAttachments(avatar); | 3732 | AttachmentsModule.DeRezAttachments(avatar); |
3733 | // m_log.Debug("[Scene]DeRezAttachments done"); | ||
3602 | } | 3734 | } |
3603 | 3735 | ||
3604 | ForEachClient( | 3736 | ForEachClient( |
@@ -3612,7 +3744,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3612 | 3744 | ||
3613 | // It's possible for child agents to have transactions if changes are being made cross-border. | 3745 | // It's possible for child agents to have transactions if changes are being made cross-border. |
3614 | if (AgentTransactionsModule != null) | 3746 | if (AgentTransactionsModule != null) |
3747 | { | ||
3748 | // m_log.Debug("[Scene]RemoveAgentAssetTransactions"); | ||
3615 | AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); | 3749 | AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); |
3750 | } | ||
3751 | m_log.Debug("[Scene] The avatar has left the building"); | ||
3616 | } | 3752 | } |
3617 | catch (Exception e) | 3753 | catch (Exception e) |
3618 | { | 3754 | { |
@@ -3731,6 +3867,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3731 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> | 3867 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> |
3732 | /// <returns>True if the region accepts this agent. False if it does not. False will | 3868 | /// <returns>True if the region accepts this agent. False if it does not. False will |
3733 | /// also return a reason.</returns> | 3869 | /// also return a reason.</returns> |
3870 | /// | ||
3871 | private object m_newUserConnLock = new object(); | ||
3872 | |||
3734 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) | 3873 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) |
3735 | { | 3874 | { |
3736 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || | 3875 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || |
@@ -3764,6 +3903,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3764 | (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI) | 3903 | (source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI) |
3765 | ); | 3904 | ); |
3766 | 3905 | ||
3906 | // m_log.DebugFormat("NewUserConnection stack {0}", Environment.StackTrace); | ||
3907 | |||
3767 | if (!LoginsEnabled) | 3908 | if (!LoginsEnabled) |
3768 | { | 3909 | { |
3769 | reason = "Logins Disabled"; | 3910 | reason = "Logins Disabled"; |
@@ -3891,7 +4032,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3891 | } | 4032 | } |
3892 | 4033 | ||
3893 | // TODO: can we remove this lock? | 4034 | // TODO: can we remove this lock? |
3894 | lock (acd) | 4035 | lock (m_newUserConnLock) |
3895 | { | 4036 | { |
3896 | if (sp != null && !sp.IsChildAgent) | 4037 | if (sp != null && !sp.IsChildAgent) |
3897 | { | 4038 | { |
@@ -3918,6 +4059,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3918 | // We need the circuit data here for some of the subsequent checks. (groups, for example) | 4059 | // We need the circuit data here for some of the subsequent checks. (groups, for example) |
3919 | // If the checks fail, we remove the circuit. | 4060 | // If the checks fail, we remove the circuit. |
3920 | acd.teleportFlags = teleportFlags; | 4061 | acd.teleportFlags = teleportFlags; |
4062 | |||
4063 | // Remove any preexisting circuit - we don't want duplicates | ||
4064 | // This is a stab at preventing avatar "ghosting" | ||
4065 | if (vialogin) | ||
4066 | m_authenticateHandler.RemoveCircuit(acd.AgentID); | ||
4067 | |||
3921 | m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); | 4068 | m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); |
3922 | 4069 | ||
3923 | land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); | 4070 | land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); |
@@ -3925,6 +4072,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3925 | // On login test land permisions | 4072 | // On login test land permisions |
3926 | if (vialogin) | 4073 | if (vialogin) |
3927 | { | 4074 | { |
4075 | IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>(); | ||
4076 | if (cache != null) | ||
4077 | cache.Remove(acd.firstname + " " + acd.lastname); | ||
3928 | if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) | 4078 | if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) |
3929 | { | 4079 | { |
3930 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); | 4080 | m_authenticateHandler.RemoveCircuit(acd.circuitcode); |
@@ -3979,7 +4129,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3979 | if (CapsModule != null) | 4129 | if (CapsModule != null) |
3980 | { | 4130 | { |
3981 | CapsModule.SetAgentCapsSeeds(acd); | 4131 | CapsModule.SetAgentCapsSeeds(acd); |
3982 | CapsModule.CreateCaps(acd.AgentID); | 4132 | CapsModule.CreateCaps(acd.AgentID, acd.circuitcode); |
3983 | } | 4133 | } |
3984 | } | 4134 | } |
3985 | else | 4135 | else |
@@ -3992,15 +4142,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3992 | { | 4142 | { |
3993 | m_log.DebugFormat( | 4143 | m_log.DebugFormat( |
3994 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", | 4144 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", |
3995 | acd.AgentID, RegionInfo.RegionName); | 4145 | acd.AgentID, RegionInfo.RegionName); |
3996 | |||
3997 | sp.AdjustKnownSeeds(); | ||
3998 | 4146 | ||
3999 | if (CapsModule != null) | 4147 | if (CapsModule != null) |
4000 | { | 4148 | { |
4001 | CapsModule.SetAgentCapsSeeds(acd); | 4149 | CapsModule.SetAgentCapsSeeds(acd); |
4002 | CapsModule.CreateCaps(acd.AgentID); | 4150 | CapsModule.CreateCaps(acd.AgentID, acd.circuitcode); |
4003 | } | 4151 | } |
4152 | |||
4153 | sp.AdjustKnownSeeds(); | ||
4004 | } | 4154 | } |
4005 | } | 4155 | } |
4006 | 4156 | ||
@@ -4010,6 +4160,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4010 | CacheUserName(null, acd); | 4160 | CacheUserName(null, acd); |
4011 | } | 4161 | } |
4012 | 4162 | ||
4163 | if (CapsModule != null) | ||
4164 | { | ||
4165 | CapsModule.ActivateCaps(acd.circuitcode); | ||
4166 | } | ||
4167 | |||
4013 | if (vialogin) | 4168 | if (vialogin) |
4014 | { | 4169 | { |
4015 | // CleanDroppedAttachments(); | 4170 | // CleanDroppedAttachments(); |
@@ -4079,6 +4234,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4079 | } | 4234 | } |
4080 | 4235 | ||
4081 | // Honor parcel landing type and position. | 4236 | // Honor parcel landing type and position. |
4237 | /* | ||
4238 | ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); | ||
4082 | if (land != null) | 4239 | if (land != null) |
4083 | { | 4240 | { |
4084 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) | 4241 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) |
@@ -4093,6 +4250,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4093 | } | 4250 | } |
4094 | } | 4251 | } |
4095 | } | 4252 | } |
4253 | */// This is now handled properly in ScenePresence.MakeRootAgent | ||
4096 | } | 4254 | } |
4097 | 4255 | ||
4098 | return true; | 4256 | return true; |
@@ -4117,12 +4275,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4117 | { | 4275 | { |
4118 | if (posX < 0) | 4276 | if (posX < 0) |
4119 | posX = 0; | 4277 | posX = 0; |
4120 | else if (posX >= (float)RegionInfo.RegionSizeX) | 4278 | |
4121 | posX = (float)RegionInfo.RegionSizeX - 0.001f; | 4279 | else if (posX >= RegionInfo.RegionSizeX) |
4280 | posX = RegionInfo.RegionSizeX - 0.5f; | ||
4122 | if (posY < 0) | 4281 | if (posY < 0) |
4123 | posY = 0; | 4282 | posY = 0; |
4124 | else if (posY >= (float)RegionInfo.RegionSizeY) | 4283 | else if (posY >= RegionInfo.RegionSizeY) |
4125 | posY = (float)RegionInfo.RegionSizeY - 0.001f; | 4284 | posY = RegionInfo.RegionSizeY - 0.5f; |
4126 | 4285 | ||
4127 | reason = String.Empty; | 4286 | reason = String.Empty; |
4128 | if (Permissions.IsGod(agentID)) | 4287 | if (Permissions.IsGod(agentID)) |
@@ -4226,7 +4385,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4226 | { | 4385 | { |
4227 | if (RegionInfo.EstateSettings != null) | 4386 | if (RegionInfo.EstateSettings != null) |
4228 | { | 4387 | { |
4229 | if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) | 4388 | int flags = GetUserFlags(agent.AgentID); |
4389 | if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags)) | ||
4230 | { | 4390 | { |
4231 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", | 4391 | m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", |
4232 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); | 4392 | agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); |
@@ -4415,6 +4575,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
4415 | m_log.DebugFormat( | 4575 | m_log.DebugFormat( |
4416 | "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); | 4576 | "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); |
4417 | 4577 | ||
4578 | if (!LoginsEnabled) | ||
4579 | { | ||
4580 | // reason = "Logins Disabled"; | ||
4581 | m_log.DebugFormat( | ||
4582 | "[SCENE]: update for {0} in {1} refused: Logins Disabled", cAgentData.AgentID, RegionInfo.RegionName); | ||
4583 | return false; | ||
4584 | } | ||
4585 | // We have to wait until the viewer contacts this region after receiving EAC. | ||
4586 | // That calls AddNewClient, which finally creates the ScenePresence | ||
4587 | int flags = GetUserFlags(cAgentData.AgentID); | ||
4588 | if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags)) | ||
4589 | { | ||
4590 | m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID); | ||
4591 | return false; | ||
4592 | } | ||
4593 | |||
4418 | // TODO: This check should probably be in QueryAccess(). | 4594 | // TODO: This check should probably be in QueryAccess(). |
4419 | ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); | 4595 | ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); |
4420 | if (nearestParcel == null) | 4596 | if (nearestParcel == null) |
@@ -4432,8 +4608,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
4432 | // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. | 4608 | // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. |
4433 | ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); | 4609 | ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); |
4434 | 4610 | ||
4435 | if (sp != null) | 4611 | if (sp != null) |
4436 | { | 4612 | { |
4613 | if (!sp.IsChildAgent) | ||
4614 | { | ||
4615 | m_log.WarnFormat("[SCENE]: Ignoring a child update on a root agent {0} {1} in {2}", | ||
4616 | sp.Name, sp.UUID, Name); | ||
4617 | return false; | ||
4618 | } | ||
4437 | if (cAgentData.SessionID != sp.ControllingClient.SessionId) | 4619 | if (cAgentData.SessionID != sp.ControllingClient.SessionId) |
4438 | { | 4620 | { |
4439 | m_log.WarnFormat( | 4621 | m_log.WarnFormat( |
@@ -4518,7 +4700,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4518 | /// <param name='agentID'></param> | 4700 | /// <param name='agentID'></param> |
4519 | protected virtual ScenePresence WaitGetScenePresence(UUID agentID) | 4701 | protected virtual ScenePresence WaitGetScenePresence(UUID agentID) |
4520 | { | 4702 | { |
4521 | int ntimes = 20; | 4703 | int ntimes = 30; |
4522 | ScenePresence sp = null; | 4704 | ScenePresence sp = null; |
4523 | while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) | 4705 | while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) |
4524 | Thread.Sleep(1000); | 4706 | Thread.Sleep(1000); |
@@ -4568,6 +4750,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
4568 | return false; | 4750 | return false; |
4569 | } | 4751 | } |
4570 | 4752 | ||
4753 | // public bool IncomingCloseAgent(UUID agentID) | ||
4754 | // { | ||
4755 | // return IncomingCloseAgent(agentID, false); | ||
4756 | // } | ||
4757 | |||
4758 | // public bool IncomingCloseChildAgent(UUID agentID) | ||
4759 | // { | ||
4760 | // return IncomingCloseAgent(agentID, true); | ||
4761 | // } | ||
4762 | |||
4571 | /// <summary> | 4763 | /// <summary> |
4572 | /// Tell a single client to prepare to close. | 4764 | /// Tell a single client to prepare to close. |
4573 | /// </summary> | 4765 | /// </summary> |
@@ -4630,6 +4822,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
4630 | 4822 | ||
4631 | if (sp == null) | 4823 | if (sp == null) |
4632 | { | 4824 | { |
4825 | // If there is no scene presence, we may be handling a dead | ||
4826 | // client. These can keep an avatar from reentering a region | ||
4827 | // and since they don't get cleaned up they will stick | ||
4828 | // around until region restart. So, if there is no SP, | ||
4829 | // remove the client as well. | ||
4830 | IClientAPI client = null; | ||
4831 | if (m_clientManager.TryGetValue(agentID, out client)) | ||
4832 | { | ||
4833 | m_clientManager.Remove(agentID); | ||
4834 | if (CapsModule != null) | ||
4835 | CapsModule.RemoveCaps(agentID, 0); | ||
4836 | m_log.DebugFormat( "[SCENE]: Dead client for agent ID {0} was cleaned up in {1}", agentID, Name); | ||
4837 | return true; | ||
4838 | } | ||
4633 | m_log.DebugFormat( | 4839 | m_log.DebugFormat( |
4634 | "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", | 4840 | "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", |
4635 | agentID, Name); | 4841 | agentID, Name); |
@@ -4664,7 +4870,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4664 | sp.LifecycleState = ScenePresenceState.Removing; | 4870 | sp.LifecycleState = ScenePresenceState.Removing; |
4665 | } | 4871 | } |
4666 | 4872 | ||
4667 | sp.ControllingClient.Close(force); | 4873 | if (sp != null) |
4874 | { | ||
4875 | sp.ControllingClient.Close(force, force); | ||
4876 | return true; | ||
4877 | } | ||
4668 | 4878 | ||
4669 | return true; | 4879 | return true; |
4670 | } | 4880 | } |
@@ -4826,7 +5036,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
4826 | 5036 | ||
4827 | public LandData GetLandData(float x, float y) | 5037 | public LandData GetLandData(float x, float y) |
4828 | { | 5038 | { |
4829 | return LandChannel.GetLandObject(x, y).LandData; | 5039 | ILandObject parcel = LandChannel.GetLandObject(x, y); |
5040 | if (parcel == null) | ||
5041 | return null; | ||
5042 | return parcel.LandData; | ||
4830 | } | 5043 | } |
4831 | 5044 | ||
4832 | /// <summary> | 5045 | /// <summary> |
@@ -4842,7 +5055,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
4842 | public LandData GetLandData(uint x, uint y) | 5055 | public LandData GetLandData(uint x, uint y) |
4843 | { | 5056 | { |
4844 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); | 5057 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); |
4845 | return LandChannel.GetLandObject((int)x, (int)y).LandData; | 5058 | ILandObject parcel = LandChannel.GetLandObject((int)x, (int)y); |
5059 | if (parcel == null) | ||
5060 | return null; | ||
5061 | return parcel.LandData; | ||
4846 | } | 5062 | } |
4847 | 5063 | ||
4848 | #endregion | 5064 | #endregion |
@@ -5230,7 +5446,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5230 | { | 5446 | { |
5231 | if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | 5447 | if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) |
5232 | { | 5448 | { |
5233 | if (grp.RootPart.Expires <= DateTime.Now) | 5449 | if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now) |
5234 | DeleteSceneObject(grp, false); | 5450 | DeleteSceneObject(grp, false); |
5235 | } | 5451 | } |
5236 | } | 5452 | } |
@@ -5244,35 +5460,80 @@ namespace OpenSim.Region.Framework.Scenes | |||
5244 | SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); | 5460 | SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); |
5245 | } | 5461 | } |
5246 | 5462 | ||
5247 | public int GetHealth() | 5463 | public int GetHealth(out int flags, out string message) |
5248 | { | 5464 | { |
5249 | // Returns: | 5465 | // Returns: |
5250 | // 1 = sim is up and accepting http requests. The heartbeat has | 5466 | // 1 = sim is up and accepting http requests. The heartbeat has |
5251 | // stopped and the sim is probably locked up, but a remote | 5467 | // stopped and the sim is probably locked up, but a remote |
5252 | // admin restart may succeed | 5468 | // admin restart may succeed |
5253 | // | 5469 | // |
5254 | // 2 = Sim is up and the heartbeat is running. The sim is likely | 5470 | // 2 = Sim is up and the heartbeat is running. The sim is likely |
5255 | // usable for people within and logins _may_ work | 5471 | // usable for people within |
5256 | // | 5472 | // |
5257 | // 3 = We have seen a new user enter within the past 4 minutes | 5473 | // 3 = Sim is up and one packet thread is running. Sim is |
5474 | // unstable and will not accept new logins | ||
5475 | // | ||
5476 | // 4 = Sim is up and both packet threads are running. Sim is | ||
5477 | // likely usable | ||
5478 | // | ||
5479 | // 5 = We have seen a new user enter within the past 4 minutes | ||
5258 | // which can be seen as positive confirmation of sim health | 5480 | // which can be seen as positive confirmation of sim health |
5259 | // | 5481 | // |
5260 | int health = 1; // Start at 1, means we're up | 5482 | int health = 1; // Start at 1, means we're up |
5261 | 5483 | ||
5484 | flags = 0; | ||
5485 | message = String.Empty; | ||
5486 | |||
5487 | CheckHeartbeat(); | ||
5488 | |||
5489 | if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0)) | ||
5490 | { | ||
5491 | // We're still starting | ||
5492 | // 0 means "in startup", it can't happen another way, since | ||
5493 | // to get here, we must be able to accept http connections | ||
5494 | return 0; | ||
5495 | } | ||
5496 | |||
5262 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) | 5497 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) |
5263 | health += 1; | 5498 | { |
5499 | health+=1; | ||
5500 | flags |= 1; | ||
5501 | } | ||
5502 | |||
5503 | if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000) | ||
5504 | { | ||
5505 | health+=1; | ||
5506 | flags |= 2; | ||
5507 | } | ||
5508 | |||
5509 | if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000) | ||
5510 | { | ||
5511 | health+=1; | ||
5512 | flags |= 4; | ||
5513 | } | ||
5264 | else | 5514 | else |
5515 | { | ||
5516 | int pid = System.Diagnostics.Process.GetCurrentProcess().Id; | ||
5517 | System.Diagnostics.Process proc = new System.Diagnostics.Process(); | ||
5518 | proc.EnableRaisingEvents=false; | ||
5519 | proc.StartInfo.FileName = "/bin/kill"; | ||
5520 | proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); | ||
5521 | proc.Start(); | ||
5522 | proc.WaitForExit(); | ||
5523 | Thread.Sleep(1000); | ||
5524 | Environment.Exit(1); | ||
5525 | } | ||
5526 | |||
5527 | if (flags != 7) | ||
5265 | return health; | 5528 | return health; |
5266 | 5529 | ||
5267 | // A login in the last 4 mins? We can't be doing too badly | 5530 | // A login in the last 4 mins? We can't be doing too badly |
5268 | // | 5531 | // |
5269 | if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) | 5532 | if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000) |
5270 | health++; | 5533 | health++; |
5271 | else | 5534 | else |
5272 | return health; | 5535 | return health; |
5273 | 5536 | ||
5274 | // CheckHeartbeat(); | ||
5275 | |||
5276 | return health; | 5537 | return health; |
5277 | } | 5538 | } |
5278 | 5539 | ||
@@ -5360,7 +5621,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5360 | bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); | 5621 | bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); |
5361 | if (wasUsingPhysics) | 5622 | if (wasUsingPhysics) |
5362 | { | 5623 | { |
5363 | jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock | 5624 | jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock |
5364 | } | 5625 | } |
5365 | } | 5626 | } |
5366 | 5627 | ||
@@ -5463,14 +5724,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
5463 | return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; | 5724 | return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; |
5464 | } | 5725 | } |
5465 | 5726 | ||
5466 | // private void CheckHeartbeat() | 5727 | private void CheckHeartbeat() |
5467 | // { | 5728 | { |
5468 | // if (m_firstHeartbeat) | 5729 | if (m_firstHeartbeat) |
5469 | // return; | 5730 | return; |
5470 | // | 5731 | |
5471 | // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) | 5732 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000) |
5472 | // StartTimer(); | 5733 | Start(); |
5473 | // } | 5734 | } |
5474 | 5735 | ||
5475 | public override ISceneObject DeserializeObject(string representation) | 5736 | public override ISceneObject DeserializeObject(string representation) |
5476 | { | 5737 | { |
@@ -5527,8 +5788,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5527 | //Go to the edge, this happens in teleporting to a region with no available parcels | 5788 | //Go to the edge, this happens in teleporting to a region with no available parcels |
5528 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); | 5789 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); |
5529 | 5790 | ||
5530 | //m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); | 5791 | //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); |
5531 | |||
5532 | return nearestRegionEdgePoint; | 5792 | return nearestRegionEdgePoint; |
5533 | } | 5793 | } |
5534 | 5794 | ||
@@ -5784,7 +6044,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
5784 | mapModule.GenerateMaptile(); | 6044 | mapModule.GenerateMaptile(); |
5785 | } | 6045 | } |
5786 | 6046 | ||
5787 | private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) | 6047 | // public void CleanDroppedAttachments() |
6048 | // { | ||
6049 | // List<SceneObjectGroup> objectsToDelete = | ||
6050 | // new List<SceneObjectGroup>(); | ||
6051 | // | ||
6052 | // lock (m_cleaningAttachments) | ||
6053 | // { | ||
6054 | // ForEachSOG(delegate (SceneObjectGroup grp) | ||
6055 | // { | ||
6056 | // if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp))) | ||
6057 | // { | ||
6058 | // UUID agentID = grp.OwnerID; | ||
6059 | // if (agentID == UUID.Zero) | ||
6060 | // { | ||
6061 | // objectsToDelete.Add(grp); | ||
6062 | // return; | ||
6063 | // } | ||
6064 | // | ||
6065 | // ScenePresence sp = GetScenePresence(agentID); | ||
6066 | // if (sp == null) | ||
6067 | // { | ||
6068 | // objectsToDelete.Add(grp); | ||
6069 | // return; | ||
6070 | // } | ||
6071 | // } | ||
6072 | // }); | ||
6073 | // } | ||
6074 | // | ||
6075 | // foreach (SceneObjectGroup grp in objectsToDelete) | ||
6076 | // { | ||
6077 | // m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); | ||
6078 | // DeleteSceneObject(grp, true); | ||
6079 | // } | ||
6080 | // } | ||
6081 | |||
6082 | public void ThreadAlive(int threadCode) | ||
6083 | { | ||
6084 | switch(threadCode) | ||
6085 | { | ||
6086 | case 1: // Incoming | ||
6087 | m_lastIncoming = Util.EnvironmentTickCount(); | ||
6088 | break; | ||
6089 | case 2: // Incoming | ||
6090 | m_lastOutgoing = Util.EnvironmentTickCount(); | ||
6091 | break; | ||
6092 | } | ||
6093 | } | ||
6094 | |||
6095 | public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) | ||
5788 | { | 6096 | { |
5789 | RegenerateMaptile(); | 6097 | RegenerateMaptile(); |
5790 | 6098 | ||
@@ -5950,7 +6258,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
5950 | return true; | 6258 | return true; |
5951 | } | 6259 | } |
5952 | 6260 | ||
5953 | /// <summary> | 6261 | public void StartTimerWatchdog() |
6262 | { | ||
6263 | m_timerWatchdog.Interval = 1000; | ||
6264 | m_timerWatchdog.Elapsed += TimerWatchdog; | ||
6265 | m_timerWatchdog.AutoReset = true; | ||
6266 | m_timerWatchdog.Start(); | ||
6267 | } | ||
6268 | |||
6269 | public void TimerWatchdog(object sender, ElapsedEventArgs e) | ||
6270 | { | ||
6271 | CheckHeartbeat(); | ||
6272 | } | ||
6273 | |||
5954 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the | 6274 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the |
5955 | /// autopilot that moves an avatar to a sit target!. | 6275 | /// autopilot that moves an avatar to a sit target!. |
5956 | /// </summary> | 6276 | /// </summary> |
@@ -6029,6 +6349,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
6029 | return m_SpawnPoint - 1; | 6349 | return m_SpawnPoint - 1; |
6030 | } | 6350 | } |
6031 | 6351 | ||
6352 | private void HandleGcCollect(string module, string[] args) | ||
6353 | { | ||
6354 | GC.Collect(); | ||
6355 | } | ||
6356 | |||
6032 | /// <summary> | 6357 | /// <summary> |
6033 | /// Wrappers to get physics modules retrieve assets. | 6358 | /// Wrappers to get physics modules retrieve assets. |
6034 | /// </summary> | 6359 | /// </summary> |
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index 7ff3d40..f420f69 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs | |||
@@ -200,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
200 | /// If -1 then updates until shutdown. | 200 | /// If -1 then updates until shutdown. |
201 | /// </param> | 201 | /// </param> |
202 | /// <returns>true if update completed within minimum frame time, false otherwise.</returns> | 202 | /// <returns>true if update completed within minimum frame time, false otherwise.</returns> |
203 | public abstract bool Update(int frames); | 203 | public abstract void Update(int frames); |
204 | 204 | ||
205 | #endregion | 205 | #endregion |
206 | 206 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index b9526da..28df1c1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | |||
@@ -218,8 +218,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | } | 218 | } |
219 | } | 219 | } |
220 | 220 | ||
221 | public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); | ||
222 | |||
221 | /// <summary> | 223 | /// <summary> |
222 | /// Closes a child agent on a given region | 224 | /// This Closes child agents on neighboring regions |
225 | /// Calls an asynchronous method to do so.. so it doesn't lag the sim. | ||
223 | /// </summary> | 226 | /// </summary> |
224 | protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) | 227 | protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) |
225 | { | 228 | { |
@@ -247,7 +250,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | { | 250 | { |
248 | foreach (ulong handle in regionslst) | 251 | foreach (ulong handle in regionslst) |
249 | { | 252 | { |
250 | // We must take a copy here since handle is acts like a reference when used in an iterator. | 253 | // We must take a copy here since handle acts like a reference when used in an iterator. |
251 | // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region. | 254 | // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region. |
252 | ulong handleCopy = handle; | 255 | ulong handleCopy = handle; |
253 | Util.FireAndForget( | 256 | Util.FireAndForget( |
@@ -256,10 +259,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
256 | "SceneCommunicationService.SendCloseChildAgentConnections"); | 259 | "SceneCommunicationService.SendCloseChildAgentConnections"); |
257 | } | 260 | } |
258 | } | 261 | } |
259 | 262 | ||
260 | public List<GridRegion> RequestNamedRegions(string name, int maxNumber) | 263 | public List<GridRegion> RequestNamedRegions(string name, int maxNumber) |
261 | { | 264 | { |
262 | return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); | 265 | return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); |
263 | } | 266 | } |
264 | } | 267 | } |
265 | } \ No newline at end of file | 268 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index e0080f2..0a22bb3 100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
41 | { | 41 | { |
42 | public delegate void PhysicsCrash(); | 42 | public delegate void PhysicsCrash(); |
43 | 43 | ||
44 | public delegate void AttachToBackupDelegate(SceneObjectGroup sog); | ||
45 | |||
46 | public delegate void DetachFromBackupDelegate(SceneObjectGroup sog); | ||
47 | |||
48 | public delegate void ChangedBackupDelegate(SceneObjectGroup sog); | ||
49 | |||
44 | /// <summary> | 50 | /// <summary> |
45 | /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components | 51 | /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components |
46 | /// should be migrated out over time. | 52 | /// should be migrated out over time. |
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
54 | protected internal event PhysicsCrash UnRecoverableError; | 60 | protected internal event PhysicsCrash UnRecoverableError; |
55 | private PhysicsCrash handlerPhysicsCrash = null; | 61 | private PhysicsCrash handlerPhysicsCrash = null; |
56 | 62 | ||
63 | public event AttachToBackupDelegate OnAttachToBackup; | ||
64 | public event DetachFromBackupDelegate OnDetachFromBackup; | ||
65 | public event ChangedBackupDelegate OnChangeBackup; | ||
66 | |||
57 | #endregion | 67 | #endregion |
58 | 68 | ||
59 | #region Fields | 69 | #region Fields |
60 | 70 | ||
61 | protected object m_presenceLock = new object(); | 71 | protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim(); |
62 | protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); | 72 | protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); |
63 | protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); | 73 | protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); |
64 | 74 | ||
@@ -134,13 +144,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | 144 | ||
135 | protected internal void Close() | 145 | protected internal void Close() |
136 | { | 146 | { |
137 | lock (m_presenceLock) | 147 | m_scenePresencesLock.EnterWriteLock(); |
148 | try | ||
138 | { | 149 | { |
139 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); | 150 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); |
140 | List<ScenePresence> newlist = new List<ScenePresence>(); | 151 | List<ScenePresence> newlist = new List<ScenePresence>(); |
141 | m_scenePresenceMap = newmap; | 152 | m_scenePresenceMap = newmap; |
142 | m_scenePresenceArray = newlist; | 153 | m_scenePresenceArray = newlist; |
143 | } | 154 | } |
155 | finally | ||
156 | { | ||
157 | m_scenePresencesLock.ExitWriteLock(); | ||
158 | } | ||
144 | 159 | ||
145 | lock (SceneObjectGroupsByFullID) | 160 | lock (SceneObjectGroupsByFullID) |
146 | SceneObjectGroupsByFullID.Clear(); | 161 | SceneObjectGroupsByFullID.Clear(); |
@@ -261,13 +276,54 @@ namespace OpenSim.Region.Framework.Scenes | |||
261 | protected internal bool AddRestoredSceneObject( | 276 | protected internal bool AddRestoredSceneObject( |
262 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) | 277 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) |
263 | { | 278 | { |
279 | if (!m_parentScene.CombineRegions) | ||
280 | { | ||
281 | // temporary checks to remove after varsize suport | ||
282 | float regionSizeX = m_parentScene.RegionInfo.RegionSizeX; | ||
283 | if (regionSizeX == 0) | ||
284 | regionSizeX = Constants.RegionSize; | ||
285 | float regionSizeY = m_parentScene.RegionInfo.RegionSizeY; | ||
286 | if (regionSizeY == 0) | ||
287 | regionSizeY = Constants.RegionSize; | ||
288 | |||
289 | // KF: Check for out-of-region, move inside and make static. | ||
290 | Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X, | ||
291 | sceneObject.RootPart.GroupPosition.Y, | ||
292 | sceneObject.RootPart.GroupPosition.Z); | ||
293 | 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 || | ||
294 | npos.X > regionSizeX || | ||
295 | npos.Y > regionSizeY)) | ||
296 | { | ||
297 | if (npos.X < 0.0) npos.X = 1.0f; | ||
298 | if (npos.Y < 0.0) npos.Y = 1.0f; | ||
299 | if (npos.Z < 0.0) npos.Z = 0.0f; | ||
300 | if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f; | ||
301 | if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f; | ||
302 | |||
303 | SceneObjectPart rootpart = sceneObject.RootPart; | ||
304 | rootpart.GroupPosition = npos; | ||
305 | |||
306 | foreach (SceneObjectPart part in sceneObject.Parts) | ||
307 | { | ||
308 | if (part == rootpart) | ||
309 | continue; | ||
310 | part.GroupPosition = npos; | ||
311 | } | ||
312 | rootpart.Velocity = Vector3.Zero; | ||
313 | rootpart.AngularVelocity = Vector3.Zero; | ||
314 | rootpart.Acceleration = Vector3.Zero; | ||
315 | } | ||
316 | } | ||
317 | |||
318 | bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); | ||
319 | |||
264 | if (attachToBackup && (!alreadyPersisted)) | 320 | if (attachToBackup && (!alreadyPersisted)) |
265 | { | 321 | { |
266 | sceneObject.ForceInventoryPersistence(); | 322 | sceneObject.ForceInventoryPersistence(); |
267 | sceneObject.HasGroupChanged = true; | 323 | sceneObject.HasGroupChanged = true; |
268 | } | 324 | } |
269 | 325 | ||
270 | return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); | 326 | return ret; |
271 | } | 327 | } |
272 | 328 | ||
273 | /// <summary> | 329 | /// <summary> |
@@ -284,12 +340,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | /// </returns> | 340 | /// </returns> |
285 | protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) | 341 | protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) |
286 | { | 342 | { |
287 | // Ensure that we persist this new scene object if it's not an | 343 | |
344 | bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); | ||
345 | |||
346 | // Ensure that we persist this new scene object if it's not an | ||
288 | // attachment | 347 | // attachment |
348 | |||
289 | if (attachToBackup) | 349 | if (attachToBackup) |
290 | sceneObject.HasGroupChanged = true; | 350 | sceneObject.HasGroupChanged = true; |
291 | 351 | ||
292 | return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); | 352 | return ret; |
293 | } | 353 | } |
294 | 354 | ||
295 | /// <summary> | 355 | /// <summary> |
@@ -324,9 +384,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
324 | if (pa != null && pa.IsPhysical && vel != Vector3.Zero) | 384 | if (pa != null && pa.IsPhysical && vel != Vector3.Zero) |
325 | { | 385 | { |
326 | sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); | 386 | sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); |
327 | sceneObject.Velocity = vel; | ||
328 | } | 387 | } |
329 | 388 | ||
330 | return true; | 389 | return true; |
331 | } | 390 | } |
332 | 391 | ||
@@ -351,6 +410,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
351 | /// </returns> | 410 | /// </returns> |
352 | protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) | 411 | protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) |
353 | { | 412 | { |
413 | if (sceneObject == null) | ||
414 | { | ||
415 | m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object"); | ||
416 | return false; | ||
417 | } | ||
354 | if (sceneObject.UUID == UUID.Zero) | 418 | if (sceneObject.UUID == UUID.Zero) |
355 | { | 419 | { |
356 | m_log.ErrorFormat( | 420 | m_log.ErrorFormat( |
@@ -383,9 +447,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
383 | { | 447 | { |
384 | Vector3 scale = part.Shape.Scale; | 448 | Vector3 scale = part.Shape.Scale; |
385 | 449 | ||
386 | scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X)); | 450 | scale.X = Util.Clamp(scale.X, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys); |
387 | scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y)); | 451 | scale.Y = Util.Clamp(scale.Y, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys); |
388 | scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z)); | 452 | scale.Z = Util.Clamp(scale.Z, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys); |
389 | 453 | ||
390 | part.Shape.Scale = scale; | 454 | part.Shape.Scale = scale; |
391 | } | 455 | } |
@@ -406,36 +470,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
406 | 470 | ||
407 | sceneObject.AttachToScene(m_parentScene); | 471 | sceneObject.AttachToScene(m_parentScene); |
408 | 472 | ||
409 | if (sendClientUpdates) | ||
410 | sceneObject.ScheduleGroupForFullUpdate(); | ||
411 | |||
412 | Entities.Add(sceneObject); | 473 | Entities.Add(sceneObject); |
413 | 474 | ||
414 | if (attachToBackup) | ||
415 | sceneObject.AttachToBackup(); | ||
416 | |||
417 | lock (SceneObjectGroupsByFullID) | 475 | lock (SceneObjectGroupsByFullID) |
418 | SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; | 476 | SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; |
419 | 477 | ||
420 | lock (SceneObjectGroupsByFullPartID) | 478 | foreach (SceneObjectPart part in parts) |
421 | { | 479 | { |
422 | foreach (SceneObjectPart part in parts) | 480 | lock (SceneObjectGroupsByFullPartID) |
423 | SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; | 481 | SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; |
424 | } | ||
425 | 482 | ||
426 | lock (SceneObjectGroupsByLocalPartID) | 483 | lock (SceneObjectGroupsByLocalPartID) |
427 | { | ||
428 | // m_log.DebugFormat( | ||
429 | // "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}", | ||
430 | // sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName); | ||
431 | |||
432 | foreach (SceneObjectPart part in parts) | ||
433 | SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; | 484 | SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; |
434 | } | 485 | } |
435 | 486 | ||
487 | if (sendClientUpdates) | ||
488 | sceneObject.ScheduleGroupForFullUpdate(); | ||
489 | |||
490 | if (attachToBackup) | ||
491 | sceneObject.AttachToBackup(); | ||
492 | |||
436 | return true; | 493 | return true; |
437 | } | 494 | } |
438 | 495 | ||
496 | public void updateScenePartGroup(SceneObjectPart part, SceneObjectGroup grp) | ||
497 | { | ||
498 | // no tests, caller has responsability... | ||
499 | lock (SceneObjectGroupsByFullPartID) | ||
500 | SceneObjectGroupsByFullPartID[part.UUID] = grp; | ||
501 | |||
502 | lock (SceneObjectGroupsByLocalPartID) | ||
503 | SceneObjectGroupsByLocalPartID[part.LocalId] = grp; | ||
504 | } | ||
505 | |||
439 | /// <summary> | 506 | /// <summary> |
440 | /// Delete an object from the scene | 507 | /// Delete an object from the scene |
441 | /// </summary> | 508 | /// </summary> |
@@ -476,25 +543,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
476 | if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) | 543 | if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) |
477 | RemovePhysicalPrim(grp.PrimCount); | 544 | RemovePhysicalPrim(grp.PrimCount); |
478 | } | 545 | } |
479 | 546 | ||
547 | bool ret = Entities.Remove(uuid); | ||
548 | |||
480 | lock (SceneObjectGroupsByFullID) | 549 | lock (SceneObjectGroupsByFullID) |
481 | SceneObjectGroupsByFullID.Remove(grp.UUID); | 550 | SceneObjectGroupsByFullID.Remove(grp.UUID); |
482 | 551 | ||
483 | lock (SceneObjectGroupsByFullPartID) | 552 | SceneObjectPart[] parts = grp.Parts; |
553 | for (int i = 0; i < parts.Length; i++) | ||
484 | { | 554 | { |
485 | SceneObjectPart[] parts = grp.Parts; | 555 | lock (SceneObjectGroupsByFullPartID) |
486 | for (int i = 0; i < parts.Length; i++) | ||
487 | SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); | 556 | SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); |
488 | } | ||
489 | 557 | ||
490 | lock (SceneObjectGroupsByLocalPartID) | 558 | lock (SceneObjectGroupsByLocalPartID) |
491 | { | ||
492 | SceneObjectPart[] parts = grp.Parts; | ||
493 | for (int i = 0; i < parts.Length; i++) | ||
494 | SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); | 559 | SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); |
495 | } | 560 | } |
496 | 561 | ||
497 | return Entities.Remove(uuid); | 562 | return ret; |
498 | } | 563 | } |
499 | 564 | ||
500 | /// <summary> | 565 | /// <summary> |
@@ -509,6 +574,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
509 | m_updateList[obj.UUID] = obj; | 574 | m_updateList[obj.UUID] = obj; |
510 | } | 575 | } |
511 | 576 | ||
577 | public void FireAttachToBackup(SceneObjectGroup obj) | ||
578 | { | ||
579 | if (OnAttachToBackup != null) | ||
580 | { | ||
581 | OnAttachToBackup(obj); | ||
582 | } | ||
583 | } | ||
584 | |||
585 | public void FireDetachFromBackup(SceneObjectGroup obj) | ||
586 | { | ||
587 | if (OnDetachFromBackup != null) | ||
588 | { | ||
589 | OnDetachFromBackup(obj); | ||
590 | } | ||
591 | } | ||
592 | |||
593 | public void FireChangeBackup(SceneObjectGroup obj) | ||
594 | { | ||
595 | if (OnChangeBackup != null) | ||
596 | { | ||
597 | OnChangeBackup(obj); | ||
598 | } | ||
599 | } | ||
600 | |||
512 | /// <summary> | 601 | /// <summary> |
513 | /// Process all pending updates | 602 | /// Process all pending updates |
514 | /// </summary> | 603 | /// </summary> |
@@ -600,7 +689,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
600 | 689 | ||
601 | Entities[presence.UUID] = presence; | 690 | Entities[presence.UUID] = presence; |
602 | 691 | ||
603 | lock (m_presenceLock) | 692 | m_scenePresencesLock.EnterWriteLock(); |
693 | try | ||
604 | { | 694 | { |
605 | m_numChildAgents++; | 695 | m_numChildAgents++; |
606 | 696 | ||
@@ -626,6 +716,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
626 | m_scenePresenceMap = newmap; | 716 | m_scenePresenceMap = newmap; |
627 | m_scenePresenceArray = newlist; | 717 | m_scenePresenceArray = newlist; |
628 | } | 718 | } |
719 | finally | ||
720 | { | ||
721 | m_scenePresencesLock.ExitWriteLock(); | ||
722 | } | ||
629 | 723 | ||
630 | return presence; | 724 | return presence; |
631 | } | 725 | } |
@@ -642,7 +736,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
642 | agentID); | 736 | agentID); |
643 | } | 737 | } |
644 | 738 | ||
645 | lock (m_presenceLock) | 739 | m_scenePresencesLock.EnterWriteLock(); |
740 | try | ||
646 | { | 741 | { |
647 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); | 742 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); |
648 | List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); | 743 | List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); |
@@ -664,6 +759,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
664 | m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); | 759 | m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); |
665 | } | 760 | } |
666 | } | 761 | } |
762 | finally | ||
763 | { | ||
764 | m_scenePresencesLock.ExitWriteLock(); | ||
765 | } | ||
667 | } | 766 | } |
668 | 767 | ||
669 | protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) | 768 | protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) |
@@ -892,7 +991,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
892 | m_log.WarnFormat( | 991 | m_log.WarnFormat( |
893 | "[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.", | 992 | "[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.", |
894 | sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); | 993 | sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); |
895 | 994 | m_log.WarnFormat("stack: {0}", Environment.StackTrace); | |
896 | SceneObjectGroupsByLocalPartID.Remove(localID); | 995 | SceneObjectGroupsByLocalPartID.Remove(localID); |
897 | } | 996 | } |
898 | } | 997 | } |
@@ -1228,6 +1327,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
1228 | 1327 | ||
1229 | #region Client Event handlers | 1328 | #region Client Event handlers |
1230 | 1329 | ||
1330 | protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient) | ||
1331 | { | ||
1332 | SceneObjectPart part = GetSceneObjectPart(localID); | ||
1333 | ObjectChangeData data = (ObjectChangeData)odata; | ||
1334 | |||
1335 | if (part != null) | ||
1336 | { | ||
1337 | SceneObjectGroup grp = part.ParentGroup; | ||
1338 | if (grp != null) | ||
1339 | { | ||
1340 | if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId)) | ||
1341 | { | ||
1342 | // These two are exceptions SL makes in the interpretation | ||
1343 | // of the change flags. Must check them here because otherwise | ||
1344 | // the group flag (see below) would be lost | ||
1345 | if (data.change == ObjectChangeType.groupS) | ||
1346 | data.change = ObjectChangeType.primS; | ||
1347 | if (data.change == ObjectChangeType.groupPS) | ||
1348 | data.change = ObjectChangeType.primPS; | ||
1349 | part.StoreUndoState(data.change); // lets test only saving what we changed | ||
1350 | grp.doChangeObject(part, (ObjectChangeData)data); | ||
1351 | } | ||
1352 | else | ||
1353 | { | ||
1354 | // Is this any kind of group operation? | ||
1355 | if ((data.change & ObjectChangeType.Group) != 0) | ||
1356 | { | ||
1357 | // Is a move and/or rotation requested? | ||
1358 | if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0) | ||
1359 | { | ||
1360 | // Are we allowed to move it? | ||
1361 | if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId)) | ||
1362 | { | ||
1363 | // Strip all but move and rotation from request | ||
1364 | data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation); | ||
1365 | |||
1366 | part.StoreUndoState(data.change); | ||
1367 | grp.doChangeObject(part, (ObjectChangeData)data); | ||
1368 | } | ||
1369 | } | ||
1370 | } | ||
1371 | } | ||
1372 | } | ||
1373 | } | ||
1374 | } | ||
1375 | |||
1231 | /// <summary> | 1376 | /// <summary> |
1232 | /// Update the scale of an individual prim. | 1377 | /// Update the scale of an individual prim. |
1233 | /// </summary> | 1378 | /// </summary> |
@@ -1242,7 +1387,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1242 | { | 1387 | { |
1243 | if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) | 1388 | if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) |
1244 | { | 1389 | { |
1390 | bool physbuild = false; | ||
1391 | if (part.ParentGroup.RootPart.PhysActor != null) | ||
1392 | { | ||
1393 | part.ParentGroup.RootPart.PhysActor.Building = true; | ||
1394 | physbuild = true; | ||
1395 | } | ||
1396 | |||
1245 | part.Resize(scale); | 1397 | part.Resize(scale); |
1398 | |||
1399 | if (physbuild) | ||
1400 | part.ParentGroup.RootPart.PhysActor.Building = false; | ||
1246 | } | 1401 | } |
1247 | } | 1402 | } |
1248 | } | 1403 | } |
@@ -1254,7 +1409,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1254 | { | 1409 | { |
1255 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) | 1410 | if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) |
1256 | { | 1411 | { |
1412 | bool physbuild = false; | ||
1413 | if (group.RootPart.PhysActor != null) | ||
1414 | { | ||
1415 | group.RootPart.PhysActor.Building = true; | ||
1416 | physbuild = true; | ||
1417 | } | ||
1418 | |||
1257 | group.GroupResize(scale); | 1419 | group.GroupResize(scale); |
1420 | |||
1421 | if (physbuild) | ||
1422 | group.RootPart.PhysActor.Building = false; | ||
1258 | } | 1423 | } |
1259 | } | 1424 | } |
1260 | } | 1425 | } |
@@ -1393,8 +1558,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1393 | { | 1558 | { |
1394 | if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) | 1559 | if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) |
1395 | { | 1560 | { |
1396 | if (m_parentScene.AttachmentsModule != null) | 1561 | // Set the new attachment point data in the object |
1397 | m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); | 1562 | byte attachmentPoint = group.GetAttachmentPoint(); |
1563 | group.UpdateGroupPosition(pos); | ||
1564 | group.IsAttachment = false; | ||
1565 | group.AbsolutePosition = group.RootPart.AttachedPos; | ||
1566 | group.AttachmentPoint = attachmentPoint; | ||
1567 | group.HasGroupChanged = true; | ||
1398 | } | 1568 | } |
1399 | else | 1569 | else |
1400 | { | 1570 | { |
@@ -1452,6 +1622,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1452 | // VolumeDetect can't be set via UI and will always be off when a change is made there | 1622 | // VolumeDetect can't be set via UI and will always be off when a change is made there |
1453 | // now only change volume dtc if phantom off | 1623 | // now only change volume dtc if phantom off |
1454 | 1624 | ||
1625 | bool wantedPhys = UsePhysics; | ||
1455 | if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data | 1626 | if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data |
1456 | { | 1627 | { |
1457 | bool vdtc; | 1628 | bool vdtc; |
@@ -1468,10 +1639,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1468 | if (part != null) | 1639 | if (part != null) |
1469 | { | 1640 | { |
1470 | part.UpdateExtraPhysics(PhysData); | 1641 | part.UpdateExtraPhysics(PhysData); |
1471 | if (part.UpdatePhysRequired) | 1642 | if (part.UpdatePhysRequired && remoteClient != null) |
1472 | remoteClient.SendPartPhysicsProprieties(part); | 1643 | remoteClient.SendPartPhysicsProprieties(part); |
1473 | } | 1644 | } |
1474 | } | 1645 | } |
1646 | |||
1647 | if (wantedPhys != group.UsesPhysics && remoteClient != null) | ||
1648 | { | ||
1649 | remoteClient.SendAlertMessage("Object physics canceled because exceeds the limit of " + | ||
1650 | m_parentScene.m_linksetPhysCapacity + " physical prims with shape type not set to None"); | ||
1651 | group.RootPart.ScheduleFullUpdate(); | ||
1652 | } | ||
1475 | } | 1653 | } |
1476 | } | 1654 | } |
1477 | } | 1655 | } |
@@ -1616,6 +1794,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1616 | { | 1794 | { |
1617 | part.Material = Convert.ToByte(material); | 1795 | part.Material = Convert.ToByte(material); |
1618 | group.HasGroupChanged = true; | 1796 | group.HasGroupChanged = true; |
1797 | remoteClient.SendPartPhysicsProprieties(part); | ||
1619 | } | 1798 | } |
1620 | } | 1799 | } |
1621 | } | 1800 | } |
@@ -1694,12 +1873,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1694 | return; | 1873 | return; |
1695 | 1874 | ||
1696 | Monitor.Enter(m_updateLock); | 1875 | Monitor.Enter(m_updateLock); |
1876 | |||
1697 | try | 1877 | try |
1698 | { | 1878 | { |
1879 | |||
1699 | List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); | 1880 | List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); |
1700 | 1881 | ||
1701 | // We do this in reverse to get the link order of the prims correct | 1882 | // We do this in reverse to get the link order of the prims correct |
1702 | for (int i = 0 ; i < children.Count ; i++) | 1883 | for (int i = 0; i < children.Count; i++) |
1703 | { | 1884 | { |
1704 | SceneObjectGroup child = children[i].ParentGroup; | 1885 | SceneObjectGroup child = children[i].ParentGroup; |
1705 | 1886 | ||
@@ -1710,9 +1891,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | // Make sure no child prim is set for sale | 1891 | // Make sure no child prim is set for sale |
1711 | // So that, on delink, no prims are unwittingly | 1892 | // So that, on delink, no prims are unwittingly |
1712 | // left for sale and sold off | 1893 | // left for sale and sold off |
1713 | child.RootPart.ObjectSaleType = 0; | 1894 | |
1714 | child.RootPart.SalePrice = 10; | 1895 | if (child != null) |
1715 | childGroups.Add(child); | 1896 | { |
1897 | child.RootPart.ObjectSaleType = 0; | ||
1898 | child.RootPart.SalePrice = 10; | ||
1899 | childGroups.Add(child); | ||
1900 | } | ||
1716 | } | 1901 | } |
1717 | 1902 | ||
1718 | foreach (SceneObjectGroup child in childGroups) | 1903 | foreach (SceneObjectGroup child in childGroups) |
@@ -1741,6 +1926,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1741 | } | 1926 | } |
1742 | finally | 1927 | finally |
1743 | { | 1928 | { |
1929 | /* | ||
1930 | lock (SceneObjectGroupsByLocalPartID) | ||
1931 | { | ||
1932 | foreach (SceneObjectPart part in parentGroup.Parts) | ||
1933 | SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup; | ||
1934 | } | ||
1935 | */ | ||
1936 | parentGroup.AdjustChildPrimPermissions(false); | ||
1937 | parentGroup.HasGroupChanged = true; | ||
1938 | parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true); | ||
1939 | parentGroup.ScheduleGroupForFullUpdate(); | ||
1744 | Monitor.Exit(m_updateLock); | 1940 | Monitor.Exit(m_updateLock); |
1745 | } | 1941 | } |
1746 | } | 1942 | } |
@@ -1782,21 +1978,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
1782 | 1978 | ||
1783 | SceneObjectGroup group = part.ParentGroup; | 1979 | SceneObjectGroup group = part.ParentGroup; |
1784 | if (!affectedGroups.Contains(group)) | 1980 | if (!affectedGroups.Contains(group)) |
1981 | { | ||
1785 | affectedGroups.Add(group); | 1982 | affectedGroups.Add(group); |
1983 | } | ||
1786 | } | 1984 | } |
1787 | } | 1985 | } |
1788 | } | 1986 | } |
1789 | 1987 | ||
1790 | foreach (SceneObjectPart child in childParts) | 1988 | if (childParts.Count > 0) |
1791 | { | 1989 | { |
1792 | // Unlink all child parts from their groups | 1990 | foreach (SceneObjectPart child in childParts) |
1793 | // | 1991 | { |
1794 | child.ParentGroup.DelinkFromGroup(child, true); | 1992 | // Unlink all child parts from their groups |
1795 | 1993 | // | |
1796 | // These are not in affected groups and will not be | 1994 | child.ParentGroup.DelinkFromGroup(child, true); |
1797 | // handled further. Do the honors here. | 1995 | child.ParentGroup.HasGroupChanged = true; |
1798 | child.ParentGroup.HasGroupChanged = true; | 1996 | child.ParentGroup.ScheduleGroupForFullUpdate(); |
1799 | child.ParentGroup.ScheduleGroupForFullUpdate(); | 1997 | } |
1800 | } | 1998 | } |
1801 | 1999 | ||
1802 | foreach (SceneObjectPart root in rootParts) | 2000 | foreach (SceneObjectPart root in rootParts) |
@@ -1810,52 +2008,58 @@ namespace OpenSim.Region.Framework.Scenes | |||
1810 | List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); | 2008 | List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); |
1811 | int numChildren = newSet.Count; | 2009 | int numChildren = newSet.Count; |
1812 | 2010 | ||
2011 | if (numChildren == 1) | ||
2012 | break; | ||
2013 | |||
1813 | // If there are prims left in a link set, but the root is | 2014 | // If there are prims left in a link set, but the root is |
1814 | // slated for unlink, we need to do this | 2015 | // slated for unlink, we need to do this |
2016 | // Unlink the remaining set | ||
1815 | // | 2017 | // |
1816 | if (numChildren != 1) | 2018 | bool sendEventsToRemainder = false; |
1817 | { | 2019 | if (numChildren == 2) // only one child prim no re-link needed |
1818 | // Unlink the remaining set | 2020 | sendEventsToRemainder = true; |
1819 | // | ||
1820 | bool sendEventsToRemainder = true; | ||
1821 | if (numChildren > 1) | ||
1822 | sendEventsToRemainder = false; | ||
1823 | 2021 | ||
1824 | foreach (SceneObjectPart p in newSet) | 2022 | foreach (SceneObjectPart p in newSet) |
2023 | { | ||
2024 | if (p != group.RootPart) | ||
1825 | { | 2025 | { |
1826 | if (p != group.RootPart) | 2026 | group.DelinkFromGroup(p, sendEventsToRemainder); |
1827 | group.DelinkFromGroup(p, sendEventsToRemainder); | 2027 | if (sendEventsToRemainder) // finish single child prim now |
2028 | { | ||
2029 | p.ParentGroup.HasGroupChanged = true; | ||
2030 | p.ParentGroup.ScheduleGroupForFullUpdate(); | ||
2031 | } | ||
1828 | } | 2032 | } |
2033 | } | ||
2034 | |||
2035 | // If there is more than one prim remaining, we | ||
2036 | // need to re-link | ||
2037 | // | ||
2038 | if (numChildren > 2) | ||
2039 | { | ||
2040 | // Remove old root | ||
2041 | // | ||
2042 | if (newSet.Contains(root)) | ||
2043 | newSet.Remove(root); | ||
1829 | 2044 | ||
1830 | // If there is more than one prim remaining, we | 2045 | // Preserve link ordering |
1831 | // need to re-link | ||
1832 | // | 2046 | // |
1833 | if (numChildren > 2) | 2047 | newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b) |
1834 | { | 2048 | { |
1835 | // Remove old root | 2049 | return a.LinkNum.CompareTo(b.LinkNum); |
1836 | // | 2050 | }); |
1837 | if (newSet.Contains(root)) | ||
1838 | newSet.Remove(root); | ||
1839 | |||
1840 | // Preserve link ordering | ||
1841 | // | ||
1842 | newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b) | ||
1843 | { | ||
1844 | return a.LinkNum.CompareTo(b.LinkNum); | ||
1845 | }); | ||
1846 | 2051 | ||
1847 | // Determine new root | 2052 | // Determine new root |
1848 | // | 2053 | // |
1849 | SceneObjectPart newRoot = newSet[0]; | 2054 | SceneObjectPart newRoot = newSet[0]; |
1850 | newSet.RemoveAt(0); | 2055 | newSet.RemoveAt(0); |
1851 | 2056 | ||
1852 | foreach (SceneObjectPart newChild in newSet) | 2057 | foreach (SceneObjectPart newChild in newSet) |
1853 | newChild.ClearUpdateSchedule(); | 2058 | newChild.ClearUpdateSchedule(); |
1854 | 2059 | ||
1855 | LinkObjects(newRoot, newSet); | 2060 | LinkObjects(newRoot, newSet); |
1856 | if (!affectedGroups.Contains(newRoot.ParentGroup)) | 2061 | // if (!affectedGroups.Contains(newRoot.ParentGroup)) |
1857 | affectedGroups.Add(newRoot.ParentGroup); | 2062 | // affectedGroups.Add(newRoot.ParentGroup); |
1858 | } | ||
1859 | } | 2063 | } |
1860 | } | 2064 | } |
1861 | 2065 | ||
@@ -1863,6 +2067,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1863 | // | 2067 | // |
1864 | foreach (SceneObjectGroup g in affectedGroups) | 2068 | foreach (SceneObjectGroup g in affectedGroups) |
1865 | { | 2069 | { |
2070 | // Child prims that have been unlinked and deleted will | ||
2071 | // return unless the root is deleted. This will remove them | ||
2072 | // from the database. They will be rewritten immediately, | ||
2073 | // minus the rows for the unlinked child prims. | ||
2074 | g.AdjustChildPrimPermissions(false); | ||
2075 | m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID); | ||
1866 | g.TriggerScriptChangedEvent(Changed.LINK); | 2076 | g.TriggerScriptChangedEvent(Changed.LINK); |
1867 | g.HasGroupChanged = true; // Persist | 2077 | g.HasGroupChanged = true; // Persist |
1868 | g.ScheduleGroupForFullUpdate(); | 2078 | g.ScheduleGroupForFullUpdate(); |
@@ -1936,120 +2146,90 @@ namespace OpenSim.Region.Framework.Scenes | |||
1936 | /// <param name="GroupID"></param> | 2146 | /// <param name="GroupID"></param> |
1937 | /// <param name="rot"></param> | 2147 | /// <param name="rot"></param> |
1938 | /// <returns>null if duplication fails, otherwise the duplicated object</returns> | 2148 | /// <returns>null if duplication fails, otherwise the duplicated object</returns> |
1939 | public SceneObjectGroup DuplicateObject( | 2149 | /// <summary> |
1940 | uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) | 2150 | public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) |
1941 | { | 2151 | { |
1942 | Monitor.Enter(m_updateLock); | 2152 | // m_log.DebugFormat( |
2153 | // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", | ||
2154 | // originalPrimID, offset, AgentID); | ||
1943 | 2155 | ||
1944 | try | 2156 | SceneObjectGroup original = GetGroupByPrim(originalPrimID); |
2157 | if (original != null) | ||
1945 | { | 2158 | { |
1946 | // m_log.DebugFormat( | 2159 | if (m_parentScene.Permissions.CanDuplicateObject( |
1947 | // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", | ||
1948 | // originalPrimID, offset, AgentID); | ||
1949 | |||
1950 | SceneObjectGroup original = GetGroupByPrim(originalPrimID); | ||
1951 | if (original == null) | ||
1952 | { | ||
1953 | m_log.WarnFormat( | ||
1954 | "[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID); | ||
1955 | |||
1956 | return null; | ||
1957 | } | ||
1958 | |||
1959 | if (!m_parentScene.Permissions.CanDuplicateObject( | ||
1960 | original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) | 2160 | original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) |
1961 | return null; | ||
1962 | |||
1963 | SceneObjectGroup copy = original.Copy(true); | ||
1964 | copy.AbsolutePosition = copy.AbsolutePosition + offset; | ||
1965 | |||
1966 | if (original.OwnerID != AgentID) | ||
1967 | { | 2161 | { |
1968 | copy.SetOwnerId(AgentID); | 2162 | SceneObjectGroup copy = original.Copy(true); |
1969 | copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID); | 2163 | copy.AbsolutePosition = copy.AbsolutePosition + offset; |
1970 | 2164 | ||
1971 | SceneObjectPart[] partList = copy.Parts; | 2165 | if (original.OwnerID != AgentID) |
1972 | |||
1973 | if (m_parentScene.Permissions.PropagatePermissions()) | ||
1974 | { | 2166 | { |
1975 | foreach (SceneObjectPart child in partList) | 2167 | copy.SetOwnerId(AgentID); |
2168 | copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID); | ||
2169 | |||
2170 | SceneObjectPart[] partList = copy.Parts; | ||
2171 | |||
2172 | if (m_parentScene.Permissions.PropagatePermissions()) | ||
1976 | { | 2173 | { |
1977 | child.Inventory.ChangeInventoryOwner(AgentID); | 2174 | foreach (SceneObjectPart child in partList) |
1978 | child.TriggerScriptChangedEvent(Changed.OWNER); | 2175 | { |
1979 | child.ApplyNextOwnerPermissions(); | 2176 | child.Inventory.ChangeInventoryOwner(AgentID); |
2177 | child.TriggerScriptChangedEvent(Changed.OWNER); | ||
2178 | child.ApplyNextOwnerPermissions(); | ||
2179 | } | ||
1980 | } | 2180 | } |
1981 | } | 2181 | } |
1982 | 2182 | ||
1983 | copy.RootPart.ObjectSaleType = 0; | 2183 | // FIXME: This section needs to be refactored so that it just calls AddSceneObject() |
1984 | copy.RootPart.SalePrice = 10; | 2184 | Entities.Add(copy); |
1985 | } | ||
1986 | 2185 | ||
1987 | // FIXME: This section needs to be refactored so that it just calls AddSceneObject() | 2186 | lock (SceneObjectGroupsByFullID) |
1988 | Entities.Add(copy); | 2187 | SceneObjectGroupsByFullID[copy.UUID] = copy; |
1989 | |||
1990 | lock (SceneObjectGroupsByFullID) | ||
1991 | SceneObjectGroupsByFullID[copy.UUID] = copy; | ||
1992 | |||
1993 | SceneObjectPart[] children = copy.Parts; | ||
1994 | |||
1995 | lock (SceneObjectGroupsByFullPartID) | ||
1996 | { | ||
1997 | SceneObjectGroupsByFullPartID[copy.UUID] = copy; | ||
1998 | foreach (SceneObjectPart part in children) | ||
1999 | SceneObjectGroupsByFullPartID[part.UUID] = copy; | ||
2000 | } | ||
2001 | |||
2002 | lock (SceneObjectGroupsByLocalPartID) | ||
2003 | { | ||
2004 | SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; | ||
2005 | foreach (SceneObjectPart part in children) | ||
2006 | SceneObjectGroupsByLocalPartID[part.LocalId] = copy; | ||
2007 | } | ||
2008 | // PROBABLE END OF FIXME | ||
2009 | 2188 | ||
2010 | // Since we copy from a source group that is in selected | 2189 | SceneObjectPart[] parts = copy.Parts; |
2011 | // state, but the copy is shown deselected in the viewer, | 2190 | foreach (SceneObjectPart part in parts) |
2012 | // We need to clear the selection flag here, else that | 2191 | { |
2013 | // prim never gets persisted at all. The client doesn't | 2192 | lock (SceneObjectGroupsByFullPartID) |
2014 | // think it's selected, so it will never send a deselect... | 2193 | SceneObjectGroupsByFullPartID[part.UUID] = copy; |
2015 | copy.IsSelected = false; | 2194 | lock (SceneObjectGroupsByLocalPartID) |
2195 | SceneObjectGroupsByLocalPartID[part.LocalId] = copy; | ||
2196 | } | ||
2016 | 2197 | ||
2017 | m_numTotalPrim += copy.Parts.Length; | 2198 | // PROBABLE END OF FIXME |
2018 | 2199 | ||
2019 | // Go through all parts (primitives and meshes) of this Scene Object | 2200 | // Since we copy from a source group that is in selected |
2020 | foreach (SceneObjectPart part in copy.Parts) | 2201 | // state, but the copy is shown deselected in the viewer, |
2021 | { | 2202 | // We need to clear the selection flag here, else that |
2022 | // Keep track of the total number of meshes or geometric primitives now in the scene; | 2203 | // prim never gets persisted at all. The client doesn't |
2023 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | 2204 | // think it's selected, so it will never send a deselect... |
2024 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | 2205 | copy.IsSelected = false; |
2025 | if (part.GetPrimType() == PrimType.SCULPT) | ||
2026 | m_numMesh++; | ||
2027 | else | ||
2028 | m_numPrim++; | ||
2029 | } | ||
2030 | 2206 | ||
2031 | if (rot != Quaternion.Identity) | 2207 | m_numPrim += copy.Parts.Length; |
2032 | { | ||
2033 | copy.UpdateGroupRotationR(rot); | ||
2034 | } | ||
2035 | 2208 | ||
2036 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); | 2209 | if (rot != Quaternion.Identity) |
2037 | copy.HasGroupChanged = true; | 2210 | { |
2038 | copy.ScheduleGroupForFullUpdate(); | 2211 | copy.UpdateGroupRotationR(rot); |
2039 | copy.ResumeScripts(); | 2212 | } |
2213 | |||
2214 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); | ||
2215 | copy.HasGroupChanged = true; | ||
2216 | copy.ScheduleGroupForFullUpdate(); | ||
2217 | copy.ResumeScripts(); | ||
2040 | 2218 | ||
2041 | // required for physics to update it's position | 2219 | // required for physics to update it's position |
2042 | copy.AbsolutePosition = copy.AbsolutePosition; | 2220 | copy.AbsolutePosition = copy.AbsolutePosition; |
2043 | 2221 | ||
2044 | return copy; | 2222 | return copy; |
2223 | } | ||
2045 | } | 2224 | } |
2046 | finally | 2225 | else |
2047 | { | 2226 | { |
2048 | Monitor.Exit(m_updateLock); | 2227 | m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); |
2049 | } | 2228 | } |
2229 | |||
2230 | return null; | ||
2050 | } | 2231 | } |
2051 | 2232 | ||
2052 | /// <summary> | ||
2053 | /// Calculates the distance between two Vector3s | 2233 | /// Calculates the distance between two Vector3s |
2054 | /// </summary> | 2234 | /// </summary> |
2055 | /// <param name="v1"></param> | 2235 | /// <param name="v1"></param> |
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index 28f7896..c5c083a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneManager.cs +++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs | |||
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
99 | } | 99 | } |
100 | } | 100 | } |
101 | 101 | ||
102 | private readonly List<Scene> m_localScenes = new List<Scene>(); | 102 | private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>(); |
103 | 103 | ||
104 | public List<Scene> Scenes | 104 | public List<Scene> Scenes |
105 | { | 105 | { |
106 | get { return new List<Scene>(m_localScenes); } | 106 | get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); } |
107 | } | 107 | } |
108 | 108 | ||
109 | /// <summary> | 109 | /// <summary> |
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
120 | { | 120 | { |
121 | if (CurrentScene == null) | 121 | if (CurrentScene == null) |
122 | { | 122 | { |
123 | lock (m_localScenes) | 123 | List<Scene> sceneList = Scenes; |
124 | { | 124 | if (sceneList.Count == 0) |
125 | if (m_localScenes.Count > 0) | 125 | return null; |
126 | return m_localScenes[0]; | 126 | return sceneList[0]; |
127 | else | ||
128 | return null; | ||
129 | } | ||
130 | } | 127 | } |
131 | else | 128 | else |
132 | { | 129 | { |
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
138 | public SceneManager() | 135 | public SceneManager() |
139 | { | 136 | { |
140 | m_instance = this; | 137 | m_instance = this; |
141 | m_localScenes = new List<Scene>(); | 138 | m_localScenes = new DoubleDictionary<UUID, string, Scene>(); |
142 | } | 139 | } |
143 | 140 | ||
144 | public void Close() | 141 | public void Close() |
145 | { | 142 | { |
143 | List<Scene> localScenes = null; | ||
144 | |||
146 | lock (m_localScenes) | 145 | lock (m_localScenes) |
147 | { | 146 | { |
148 | for (int i = 0; i < m_localScenes.Count; i++) | 147 | localScenes = Scenes; |
149 | { | 148 | } |
150 | m_localScenes[i].Close(); | 149 | |
151 | } | 150 | for (int i = 0; i < localScenes.Count; i++) |
151 | { | ||
152 | localScenes[i].Close(); | ||
152 | } | 153 | } |
153 | } | 154 | } |
154 | 155 | ||
155 | public void Close(Scene cscene) | 156 | public void Close(Scene cscene) |
156 | { | 157 | { |
157 | lock (m_localScenes) | 158 | if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID)) |
158 | { | 159 | return; |
159 | if (m_localScenes.Contains(cscene)) | 160 | cscene.Close(); |
160 | { | ||
161 | for (int i = 0; i < m_localScenes.Count; i++) | ||
162 | { | ||
163 | if (m_localScenes[i].Equals(cscene)) | ||
164 | { | ||
165 | m_localScenes[i].Close(); | ||
166 | } | ||
167 | } | ||
168 | } | ||
169 | } | ||
170 | } | 161 | } |
171 | 162 | ||
172 | public void Add(Scene scene) | 163 | public void Add(Scene scene) |
173 | { | 164 | { |
174 | lock (m_localScenes) | 165 | lock (m_localScenes) |
175 | m_localScenes.Add(scene); | 166 | m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene); |
176 | 167 | ||
177 | scene.OnRestart += HandleRestart; | 168 | scene.OnRestart += HandleRestart; |
178 | scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; | 169 | scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; |
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
184 | 175 | ||
185 | lock (m_localScenes) | 176 | lock (m_localScenes) |
186 | { | 177 | { |
187 | for (int i = 0; i < m_localScenes.Count; i++) | 178 | m_localScenes.TryGetValue(rdata.RegionID, out restartedScene); |
188 | { | 179 | m_localScenes.Remove(rdata.RegionID); |
189 | if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName) | ||
190 | { | ||
191 | restartedScene = m_localScenes[i]; | ||
192 | m_localScenes.RemoveAt(i); | ||
193 | break; | ||
194 | } | ||
195 | } | ||
196 | } | 180 | } |
197 | 181 | ||
198 | // If the currently selected scene has been restarted, then we can't reselect here since we the scene | 182 | // If the currently selected scene has been restarted, then we can't reselect here since we the scene |
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
207 | private void HandleRegionReadyStatusChange(IScene scene) | 191 | private void HandleRegionReadyStatusChange(IScene scene) |
208 | { | 192 | { |
209 | lock (m_localScenes) | 193 | lock (m_localScenes) |
210 | AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); | 194 | AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0; |
211 | } | 195 | } |
212 | 196 | ||
213 | public void SendSimOnlineNotification(ulong regionHandle) | 197 | public void SendSimOnlineNotification(ulong regionHandle) |
214 | { | 198 | { |
215 | RegionInfo Result = null; | 199 | RegionInfo Result = null; |
216 | 200 | ||
217 | lock (m_localScenes) | 201 | Scene s = m_localScenes.FindValue(delegate(Scene x) |
218 | { | ||
219 | for (int i = 0; i < m_localScenes.Count; i++) | ||
220 | { | ||
221 | if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle) | ||
222 | { | 202 | { |
223 | // Inform other regions to tell their avatar about me | 203 | if (x.RegionInfo.RegionHandle == regionHandle) |
224 | Result = m_localScenes[i].RegionInfo; | 204 | return true; |
225 | } | 205 | return false; |
226 | } | 206 | }); |
207 | |||
208 | if (s != null) | ||
209 | { | ||
210 | List<Scene> sceneList = Scenes; | ||
227 | 211 | ||
228 | if (Result != null) | 212 | for (int i = 0; i < sceneList.Count; i++) |
229 | { | 213 | { |
230 | for (int i = 0; i < m_localScenes.Count; i++) | 214 | if (sceneList[i]!= s) |
231 | { | 215 | { |
232 | if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) | 216 | // Inform other regions to tell their avatar about me |
233 | { | 217 | //sceneList[i].OtherRegionUp(Result); |
234 | // Inform other regions to tell their avatar about me | ||
235 | //m_localScenes[i].OtherRegionUp(Result); | ||
236 | } | ||
237 | } | 218 | } |
238 | } | 219 | } |
239 | else | 220 | } |
240 | { | 221 | else |
241 | m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); | 222 | { |
242 | } | 223 | m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); |
243 | } | 224 | } |
244 | } | 225 | } |
245 | 226 | ||
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
368 | } | 349 | } |
369 | else | 350 | else |
370 | { | 351 | { |
371 | lock (m_localScenes) | 352 | Scene s; |
353 | |||
354 | if (m_localScenes.TryGetValue(regionName, out s)) | ||
372 | { | 355 | { |
373 | foreach (Scene scene in m_localScenes) | 356 | CurrentScene = s; |
374 | { | 357 | return true; |
375 | if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0) | ||
376 | { | ||
377 | CurrentScene = scene; | ||
378 | return true; | ||
379 | } | ||
380 | } | ||
381 | } | 358 | } |
382 | 359 | ||
383 | return false; | 360 | return false; |
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
386 | 363 | ||
387 | public bool TrySetCurrentScene(UUID regionID) | 364 | public bool TrySetCurrentScene(UUID regionID) |
388 | { | 365 | { |
389 | m_log.Debug("Searching for Region: '" + regionID + "'"); | 366 | // m_log.Debug("Searching for Region: '" + regionID + "'"); |
390 | 367 | ||
391 | lock (m_localScenes) | 368 | Scene s; |
369 | |||
370 | if (m_localScenes.TryGetValue(regionID, out s)) | ||
392 | { | 371 | { |
393 | foreach (Scene scene in m_localScenes) | 372 | CurrentScene = s; |
394 | { | 373 | return true; |
395 | if (scene.RegionInfo.RegionID == regionID) | ||
396 | { | ||
397 | CurrentScene = scene; | ||
398 | return true; | ||
399 | } | ||
400 | } | ||
401 | } | 374 | } |
402 | 375 | ||
403 | return false; | 376 | return false; |
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
405 | 378 | ||
406 | public bool TryGetScene(string regionName, out Scene scene) | 379 | public bool TryGetScene(string regionName, out Scene scene) |
407 | { | 380 | { |
408 | lock (m_localScenes) | 381 | return m_localScenes.TryGetValue(regionName, out scene); |
409 | { | ||
410 | foreach (Scene mscene in m_localScenes) | ||
411 | { | ||
412 | if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0) | ||
413 | { | ||
414 | scene = mscene; | ||
415 | return true; | ||
416 | } | ||
417 | } | ||
418 | } | ||
419 | |||
420 | scene = null; | ||
421 | return false; | ||
422 | } | 382 | } |
423 | 383 | ||
424 | public bool TryGetScene(UUID regionID, out Scene scene) | 384 | public bool TryGetScene(UUID regionID, out Scene scene) |
425 | { | 385 | { |
426 | lock (m_localScenes) | 386 | return m_localScenes.TryGetValue(regionID, out scene); |
427 | { | ||
428 | foreach (Scene mscene in m_localScenes) | ||
429 | { | ||
430 | if (mscene.RegionInfo.RegionID == regionID) | ||
431 | { | ||
432 | scene = mscene; | ||
433 | return true; | ||
434 | } | ||
435 | } | ||
436 | } | ||
437 | |||
438 | scene = null; | ||
439 | return false; | ||
440 | } | 387 | } |
441 | 388 | ||
442 | public bool TryGetScene(uint locX, uint locY, out Scene scene) | 389 | public bool TryGetScene(uint locX, uint locY, out Scene scene) |
443 | { | 390 | { |
444 | lock (m_localScenes) | 391 | List<Scene> sceneList = Scenes; |
392 | foreach (Scene mscene in sceneList) | ||
445 | { | 393 | { |
446 | foreach (Scene mscene in m_localScenes) | 394 | if (mscene.RegionInfo.RegionLocX == locX && |
395 | mscene.RegionInfo.RegionLocY == locY) | ||
447 | { | 396 | { |
448 | if (mscene.RegionInfo.RegionLocX == locX && | 397 | scene = mscene; |
449 | mscene.RegionInfo.RegionLocY == locY) | 398 | return true; |
450 | { | ||
451 | scene = mscene; | ||
452 | return true; | ||
453 | } | ||
454 | } | 399 | } |
455 | } | 400 | } |
456 | 401 | ||
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
460 | 405 | ||
461 | public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) | 406 | public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) |
462 | { | 407 | { |
463 | lock (m_localScenes) | 408 | List<Scene> sceneList = Scenes; |
409 | foreach (Scene mscene in sceneList) | ||
464 | { | 410 | { |
465 | foreach (Scene mscene in m_localScenes) | 411 | if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && |
412 | (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) | ||
466 | { | 413 | { |
467 | if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && | 414 | scene = mscene; |
468 | (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) | 415 | return true; |
469 | { | ||
470 | scene = mscene; | ||
471 | return true; | ||
472 | } | ||
473 | } | 416 | } |
474 | } | 417 | } |
475 | 418 | ||
@@ -511,15 +454,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
511 | 454 | ||
512 | public RegionInfo GetRegionInfo(UUID regionID) | 455 | public RegionInfo GetRegionInfo(UUID regionID) |
513 | { | 456 | { |
514 | lock (m_localScenes) | 457 | Scene s; |
458 | if (m_localScenes.TryGetValue(regionID, out s)) | ||
515 | { | 459 | { |
516 | foreach (Scene scene in m_localScenes) | 460 | return s.RegionInfo; |
517 | { | ||
518 | if (scene.RegionInfo.RegionID == regionID) | ||
519 | { | ||
520 | return scene.RegionInfo; | ||
521 | } | ||
522 | } | ||
523 | } | 461 | } |
524 | 462 | ||
525 | return null; | 463 | return null; |
@@ -537,14 +475,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
537 | 475 | ||
538 | public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) | 476 | public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) |
539 | { | 477 | { |
540 | lock (m_localScenes) | 478 | List<Scene> sceneList = Scenes; |
479 | foreach (Scene scene in sceneList) | ||
541 | { | 480 | { |
542 | foreach (Scene scene in m_localScenes) | 481 | if (scene.TryGetScenePresence(avatarId, out avatar)) |
543 | { | 482 | { |
544 | if (scene.TryGetScenePresence(avatarId, out avatar)) | 483 | return true; |
545 | { | ||
546 | return true; | ||
547 | } | ||
548 | } | 484 | } |
549 | } | 485 | } |
550 | 486 | ||
@@ -554,15 +490,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
554 | 490 | ||
555 | public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) | 491 | public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) |
556 | { | 492 | { |
557 | lock (m_localScenes) | 493 | List<Scene> sceneList = Scenes; |
494 | foreach (Scene scene in sceneList) | ||
558 | { | 495 | { |
559 | foreach (Scene scene in m_localScenes) | 496 | avatar = scene.GetScenePresence(avatarId); |
560 | { | ||
561 | avatar = scene.GetScenePresence(avatarId); | ||
562 | 497 | ||
563 | if (avatar != null && !avatar.IsChildAgent) | 498 | if (avatar != null && !avatar.IsChildAgent) |
564 | return true; | 499 | return true; |
565 | } | ||
566 | } | 500 | } |
567 | 501 | ||
568 | avatar = null; | 502 | avatar = null; |
@@ -572,21 +506,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
572 | public void CloseScene(Scene scene) | 506 | public void CloseScene(Scene scene) |
573 | { | 507 | { |
574 | lock (m_localScenes) | 508 | lock (m_localScenes) |
575 | m_localScenes.Remove(scene); | 509 | m_localScenes.Remove(scene.RegionInfo.RegionID); |
576 | 510 | ||
577 | scene.Close(); | 511 | scene.Close(); |
578 | } | 512 | } |
579 | 513 | ||
580 | public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) | 514 | public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) |
581 | { | 515 | { |
582 | lock (m_localScenes) | 516 | List<Scene> sceneList = Scenes; |
517 | foreach (Scene scene in sceneList) | ||
583 | { | 518 | { |
584 | foreach (Scene scene in m_localScenes) | 519 | if (scene.TryGetAvatarByName(avatarName, out avatar)) |
585 | { | 520 | { |
586 | if (scene.TryGetAvatarByName(avatarName, out avatar)) | 521 | return true; |
587 | { | ||
588 | return true; | ||
589 | } | ||
590 | } | 522 | } |
591 | } | 523 | } |
592 | 524 | ||
@@ -596,14 +528,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
596 | 528 | ||
597 | public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) | 529 | public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) |
598 | { | 530 | { |
599 | lock (m_localScenes) | 531 | List<Scene> sceneList = Scenes; |
532 | foreach (Scene scene in sceneList) | ||
600 | { | 533 | { |
601 | foreach (Scene scene in m_localScenes) | 534 | sp = scene.GetScenePresence(firstName, lastName); |
602 | { | 535 | if (sp != null && !sp.IsChildAgent) |
603 | sp = scene.GetScenePresence(firstName, lastName); | 536 | return true; |
604 | if (sp != null && !sp.IsChildAgent) | ||
605 | return true; | ||
606 | } | ||
607 | } | 537 | } |
608 | 538 | ||
609 | sp = null; | 539 | sp = null; |
@@ -612,8 +542,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
612 | 542 | ||
613 | public void ForEachScene(Action<Scene> action) | 543 | public void ForEachScene(Action<Scene> action) |
614 | { | 544 | { |
615 | lock (m_localScenes) | 545 | List<Scene> sceneList = Scenes; |
616 | m_localScenes.ForEach(action); | 546 | sceneList.ForEach(action); |
617 | } | 547 | } |
618 | } | 548 | } |
619 | } | 549 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 81cef5b..98617d1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | |||
@@ -88,10 +88,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
88 | /// <summary> | 88 | /// <summary> |
89 | /// Stop and remove the scripts contained in all the prims in this group | 89 | /// Stop and remove the scripts contained in all the prims in this group |
90 | /// </summary> | 90 | /// </summary> |
91 | /// <param name="sceneObjectBeingDeleted"> | ||
92 | /// Should be true if these scripts are being removed because the scene | ||
93 | /// object is being deleted. This will prevent spurious updates to the client. | ||
94 | /// </param> | ||
95 | public void RemoveScriptInstances(bool sceneObjectBeingDeleted) | 91 | public void RemoveScriptInstances(bool sceneObjectBeingDeleted) |
96 | { | 92 | { |
97 | SceneObjectPart[] parts = m_parts.GetArray(); | 93 | SceneObjectPart[] parts = m_parts.GetArray(); |
@@ -254,6 +250,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
254 | 250 | ||
255 | public uint GetEffectivePermissions() | 251 | public uint GetEffectivePermissions() |
256 | { | 252 | { |
253 | return GetEffectivePermissions(false); | ||
254 | } | ||
255 | |||
256 | public uint GetEffectivePermissions(bool useBase) | ||
257 | { | ||
257 | uint perms=(uint)(PermissionMask.Modify | | 258 | uint perms=(uint)(PermissionMask.Modify | |
258 | PermissionMask.Copy | | 259 | PermissionMask.Copy | |
259 | PermissionMask.Move | | 260 | PermissionMask.Move | |
@@ -265,8 +266,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | for (int i = 0; i < parts.Length; i++) | 266 | for (int i = 0; i < parts.Length; i++) |
266 | { | 267 | { |
267 | SceneObjectPart part = parts[i]; | 268 | SceneObjectPart part = parts[i]; |
268 | // m_log.DebugFormat("[SCENE OBJECT GROUP INVENTORY]: Effective perms of {0} are {1}", part.Name, (OpenMetaverse.PermissionMask)part.OwnerMask); | 269 | |
269 | ownerMask &= part.OwnerMask; | 270 | if (useBase) |
271 | ownerMask &= part.BaseMask; | ||
272 | else | ||
273 | ownerMask &= part.OwnerMask; | ||
274 | |||
270 | perms &= part.Inventory.MaskEffectivePermissions(); | 275 | perms &= part.Inventory.MaskEffectivePermissions(); |
271 | } | 276 | } |
272 | 277 | ||
@@ -408,6 +413,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
408 | 413 | ||
409 | public void ResumeScripts() | 414 | public void ResumeScripts() |
410 | { | 415 | { |
416 | if (m_scene.RegionInfo.RegionSettings.DisableScripts) | ||
417 | return; | ||
418 | |||
411 | SceneObjectPart[] parts = m_parts.GetArray(); | 419 | SceneObjectPart[] parts = m_parts.GetArray(); |
412 | for (int i = 0; i < parts.Length; i++) | 420 | for (int i = 0; i < parts.Length; i++) |
413 | parts[i].Inventory.ResumeScripts(); | 421 | parts[i].Inventory.ResumeScripts(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 1c4b77a..b3bd7e0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,12 +24,13 @@ | |||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.ComponentModel; | 29 | using System.ComponentModel; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Drawing; | 31 | using System.Drawing; |
32 | using System.IO; | 32 | using System.IO; |
33 | using System.Diagnostics; | ||
33 | using System.Linq; | 34 | using System.Linq; |
34 | using System.Threading; | 35 | using System.Threading; |
35 | using System.Xml; | 36 | using System.Xml; |
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask; | |||
44 | 45 | ||
45 | namespace OpenSim.Region.Framework.Scenes | 46 | namespace OpenSim.Region.Framework.Scenes |
46 | { | 47 | { |
48 | |||
47 | [Flags] | 49 | [Flags] |
48 | public enum scriptEvents | 50 | public enum scriptEvents |
49 | { | 51 | { |
@@ -79,14 +81,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
79 | object_rez = 4194304 | 81 | object_rez = 4194304 |
80 | } | 82 | } |
81 | 83 | ||
82 | struct scriptPosTarget | 84 | public struct scriptPosTarget |
83 | { | 85 | { |
84 | public Vector3 targetPos; | 86 | public Vector3 targetPos; |
85 | public float tolerance; | 87 | public float tolerance; |
86 | public uint handle; | 88 | public uint handle; |
87 | } | 89 | } |
88 | 90 | ||
89 | struct scriptRotTarget | 91 | public struct scriptRotTarget |
90 | { | 92 | { |
91 | public Quaternion targetRot; | 93 | public Quaternion targetRot; |
92 | public float tolerance; | 94 | public float tolerance; |
@@ -120,8 +122,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
120 | /// since the group's last persistent backup | 122 | /// since the group's last persistent backup |
121 | /// </summary> | 123 | /// </summary> |
122 | private bool m_hasGroupChanged = false; | 124 | private bool m_hasGroupChanged = false; |
123 | private long timeFirstChanged; | 125 | private long timeFirstChanged = 0; |
124 | private long timeLastChanged; | 126 | private long timeLastChanged = 0; |
127 | private long m_maxPersistTime = 0; | ||
128 | private long m_minPersistTime = 0; | ||
129 | // private Random m_rand; | ||
130 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
125 | 131 | ||
126 | /// <summary> | 132 | /// <summary> |
127 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage | 133 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage |
@@ -138,9 +144,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
138 | { | 144 | { |
139 | if (value) | 145 | if (value) |
140 | { | 146 | { |
147 | |||
148 | if (m_isBackedUp) | ||
149 | { | ||
150 | m_scene.SceneGraph.FireChangeBackup(this); | ||
151 | } | ||
141 | timeLastChanged = DateTime.Now.Ticks; | 152 | timeLastChanged = DateTime.Now.Ticks; |
142 | if (!m_hasGroupChanged) | 153 | if (!m_hasGroupChanged) |
143 | timeFirstChanged = DateTime.Now.Ticks; | 154 | timeFirstChanged = DateTime.Now.Ticks; |
155 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
156 | { | ||
157 | /* | ||
158 | if (m_rand == null) | ||
159 | { | ||
160 | byte[] val = new byte[16]; | ||
161 | m_rootPart.UUID.ToBytes(val, 0); | ||
162 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
163 | } | ||
164 | */ | ||
165 | if (m_scene.GetRootAgentCount() == 0) | ||
166 | { | ||
167 | //If the region is empty, this change has been made by an automated process | ||
168 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
169 | |||
170 | // float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
171 | float factor = 2.0f; | ||
172 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
173 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
174 | } | ||
175 | else | ||
176 | { | ||
177 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
178 | //but add a random factor so we stagger the object persistance a little | ||
179 | // m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
180 | // m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
181 | m_maxPersistTime = m_scene.m_persistAfter; | ||
182 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
183 | } | ||
184 | } | ||
144 | } | 185 | } |
145 | m_hasGroupChanged = value; | 186 | m_hasGroupChanged = value; |
146 | 187 | ||
@@ -171,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
171 | get { return m_groupContainsForeignPrims; } | 212 | get { return m_groupContainsForeignPrims; } |
172 | } | 213 | } |
173 | 214 | ||
215 | public bool HasGroupChangedDueToDelink { get; set; } | ||
174 | 216 | ||
175 | private bool isTimeToPersist() | 217 | private bool isTimeToPersist() |
176 | { | 218 | { |
@@ -180,8 +222,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
180 | return false; | 222 | return false; |
181 | if (m_scene.ShuttingDown) | 223 | if (m_scene.ShuttingDown) |
182 | return true; | 224 | return true; |
225 | |||
226 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
227 | { | ||
228 | m_maxPersistTime = m_scene.m_persistAfter; | ||
229 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
230 | } | ||
231 | |||
183 | long currentTime = DateTime.Now.Ticks; | 232 | long currentTime = DateTime.Now.Ticks; |
184 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 233 | |
234 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
235 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
236 | |||
237 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
185 | return true; | 238 | return true; |
186 | return false; | 239 | return false; |
187 | } | 240 | } |
@@ -239,6 +292,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
239 | { | 292 | { |
240 | AttachmentPoint = 0; | 293 | AttachmentPoint = 0; |
241 | 294 | ||
295 | // Don't zap trees | ||
296 | if (RootPart.Shape.PCode == (byte)PCode.Tree || | ||
297 | RootPart.Shape.PCode == (byte)PCode.NewTree) | ||
298 | return; | ||
299 | |||
242 | // Even though we don't use child part state parameters for attachments any more, we still need to set | 300 | // Even though we don't use child part state parameters for attachments any more, we still need to set |
243 | // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if | 301 | // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if |
244 | // we store them correctly, scene objects that we receive from elsewhere might not. | 302 | // we store them correctly, scene objects that we receive from elsewhere might not. |
@@ -292,21 +350,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
292 | /// </summary> | 350 | /// </summary> |
293 | public bool Backup { get; private set; } | 351 | public bool Backup { get; private set; } |
294 | 352 | ||
353 | private bool m_isBackedUp; | ||
354 | |||
355 | public bool IsBackedUp | ||
356 | { | ||
357 | get { return m_isBackedUp; } | ||
358 | } | ||
359 | |||
295 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); | 360 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); |
296 | 361 | ||
297 | protected ulong m_regionHandle; | 362 | protected ulong m_regionHandle; |
298 | protected SceneObjectPart m_rootPart; | 363 | protected SceneObjectPart m_rootPart; |
299 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); | 364 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); |
300 | 365 | ||
301 | private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); | 366 | private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>(); |
302 | private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); | 367 | private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>(); |
368 | |||
369 | public SortedDictionary<uint, scriptPosTarget> AtTargets | ||
370 | { | ||
371 | get { return m_targets; } | ||
372 | } | ||
373 | |||
374 | public SortedDictionary<uint, scriptRotTarget> RotTargets | ||
375 | { | ||
376 | get { return m_rotTargets; } | ||
377 | } | ||
303 | 378 | ||
304 | private bool m_scriptListens_atTarget; | 379 | private bool m_scriptListens_atTarget; |
305 | private bool m_scriptListens_notAtTarget; | 380 | private bool m_scriptListens_notAtTarget; |
306 | |||
307 | private bool m_scriptListens_atRotTarget; | 381 | private bool m_scriptListens_atRotTarget; |
308 | private bool m_scriptListens_notAtRotTarget; | 382 | private bool m_scriptListens_notAtRotTarget; |
309 | 383 | ||
384 | public bool m_dupeInProgress = false; | ||
310 | internal Dictionary<UUID, string> m_savedScriptState; | 385 | internal Dictionary<UUID, string> m_savedScriptState; |
311 | 386 | ||
312 | #region Properties | 387 | #region Properties |
@@ -343,6 +418,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
343 | get { return m_parts.Count; } | 418 | get { return m_parts.Count; } |
344 | } | 419 | } |
345 | 420 | ||
421 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
422 | // | ||
423 | // public virtual Quaternion Rotation | ||
424 | // { | ||
425 | // get { return m_rotation; } | ||
426 | // set { | ||
427 | // m_rotation = value; | ||
428 | // } | ||
429 | // } | ||
430 | |||
346 | public Quaternion GroupRotation | 431 | public Quaternion GroupRotation |
347 | { | 432 | { |
348 | get { return m_rootPart.RotationOffset; } | 433 | get { return m_rootPart.RotationOffset; } |
@@ -456,6 +541,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
456 | public uint ParentID; | 541 | public uint ParentID; |
457 | } | 542 | } |
458 | 543 | ||
544 | |||
545 | public bool inTransit = false; | ||
546 | public delegate SceneObjectGroup SOGCrossDelegate(SceneObjectGroup sog,Vector3 pos); | ||
547 | |||
459 | /// <summary> | 548 | /// <summary> |
460 | /// The absolute position of this scene object in the scene | 549 | /// The absolute position of this scene object in the scene |
461 | /// </summary> | 550 | /// </summary> |
@@ -465,181 +554,255 @@ namespace OpenSim.Region.Framework.Scenes | |||
465 | set | 554 | set |
466 | { | 555 | { |
467 | Vector3 val = value; | 556 | Vector3 val = value; |
557 | if (Scene != null | ||
558 | && !Scene.PositionIsInCurrentRegion(val) | ||
559 | && !IsAttachmentCheckFull() | ||
560 | && !Scene.LoadingPrims | ||
561 | ) | ||
562 | { | ||
563 | if (!inTransit) | ||
564 | { | ||
565 | inTransit = true; | ||
566 | SOGCrossDelegate d = CrossAsync; | ||
567 | d.BeginInvoke(this, val, CrossAsyncCompleted, d); | ||
568 | } | ||
569 | return; | ||
570 | } | ||
468 | 571 | ||
469 | if (Scene != null) | 572 | if (RootPart.GetStatusSandbox()) |
470 | { | 573 | { |
471 | if ( | 574 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
472 | !Scene.PositionIsInCurrentRegion(val) | ||
473 | && !IsAttachmentCheckFull() | ||
474 | && (!Scene.LoadingPrims) | ||
475 | ) | ||
476 | { | 575 | { |
477 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | 576 | RootPart.ScriptSetPhysicsStatus(false); |
478 | string version = String.Empty; | ||
479 | Vector3 newpos = Vector3.Zero; | ||
480 | string failureReason = String.Empty; | ||
481 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
482 | 577 | ||
483 | if (m_rootPart.KeyframeMotion != null) | 578 | if (Scene != null) |
484 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | 579 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), |
580 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | ||
485 | 581 | ||
486 | bool canCross = true; | 582 | return; |
487 | foreach (ScenePresence av in GetSittingAvatars()) | 583 | } |
488 | { | 584 | } |
489 | // We need to cross these agents. First, let's find | ||
490 | // out if any of them can't cross for some reason. | ||
491 | // We have to deny the crossing entirely if any | ||
492 | // of them are banned. Alternatively, we could | ||
493 | // unsit banned agents.... | ||
494 | 585 | ||
586 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; | ||
587 | if (m_dupeInProgress || IsDeleted) | ||
588 | triggerScriptEvent = false; | ||
495 | 589 | ||
496 | // We set the avatar position as being the object | 590 | m_rootPart.GroupPosition = val; |
497 | // position to get the region to send to | ||
498 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos, out failureReason)) == null) | ||
499 | { | ||
500 | canCross = false; | ||
501 | break; | ||
502 | } | ||
503 | 591 | ||
504 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | 592 | // Restuff the new GroupPosition into each child SOP of the linkset. |
505 | } | 593 | // this is needed because physics may not have linksets but just loose SOPs in world |
506 | 594 | ||
507 | if (canCross) | 595 | SceneObjectPart[] parts = m_parts.GetArray(); |
508 | { | ||
509 | // We unparent the SP quietly so that it won't | ||
510 | // be made to stand up | ||
511 | 596 | ||
512 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | 597 | foreach (SceneObjectPart part in parts) |
598 | { | ||
599 | if (part != m_rootPart) | ||
600 | part.GroupPosition = val; | ||
601 | } | ||
513 | 602 | ||
514 | foreach (ScenePresence av in GetSittingAvatars()) | 603 | foreach (ScenePresence av in m_linkedAvatars) |
515 | { | 604 | { |
516 | avtocrossInfo avinfo = new avtocrossInfo(); | 605 | av.sitSOGmoved(); |
517 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | 606 | } |
518 | if (parentPart != null) | ||
519 | av.ParentUUID = parentPart.UUID; | ||
520 | 607 | ||
521 | avinfo.av = av; | ||
522 | avinfo.ParentID = av.ParentID; | ||
523 | avsToCross.Add(avinfo); | ||
524 | 608 | ||
525 | av.PrevSitOffset = av.OffsetPosition; | 609 | // now that position is changed tell it to scripts |
526 | av.ParentID = 0; | 610 | if (triggerScriptEvent) |
527 | } | 611 | { |
612 | foreach (SceneObjectPart part in parts) | ||
613 | { | ||
614 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
615 | } | ||
616 | } | ||
528 | 617 | ||
529 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 618 | if (Scene != null) |
619 | Scene.EventManager.TriggerParcelPrimCountTainted(); | ||
530 | 620 | ||
531 | // Normalize | 621 | } |
532 | if (val.X >= m_scene.RegionInfo.RegionSizeX) | 622 | } |
533 | val.X -= m_scene.RegionInfo.RegionSizeX; | ||
534 | if (val.Y >= m_scene.RegionInfo.RegionSizeY) | ||
535 | val.Y -= m_scene.RegionInfo.RegionSizeY; | ||
536 | if (val.X < 0) | ||
537 | val.X += m_scene.RegionInfo.RegionSizeX; | ||
538 | if (val.Y < 0) | ||
539 | val.Y += m_scene.RegionInfo.RegionSizeY; | ||
540 | 623 | ||
541 | // If it's deleted, crossing was successful | 624 | public SceneObjectGroup CrossAsync(SceneObjectGroup sog, Vector3 val) |
542 | if (IsDeleted) | 625 | { |
543 | { | 626 | Scene sogScene = sog.m_scene; |
544 | foreach (avtocrossInfo avinfo in avsToCross) | 627 | IEntityTransferModule entityTransfer = sogScene.RequestModuleInterface<IEntityTransferModule>(); |
545 | { | ||
546 | ScenePresence av = avinfo.av; | ||
547 | if (!av.IsInTransit) // just in case... | ||
548 | { | ||
549 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
550 | |||
551 | av.IsInTransit = true; | ||
552 | |||
553 | // A temporary measure to allow regression tests to work. | ||
554 | // Quite possibly, all BeginInvoke() calls should be replaced by Util.FireAndForget | ||
555 | // or similar since BeginInvoke() always uses the system threadpool to launch | ||
556 | // threads rather than any replace threadpool that we might be using. | ||
557 | if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest) | ||
558 | { | ||
559 | entityTransfer.CrossAgentToNewRegionAsync(av, val, destination, av.Flying, version); | ||
560 | CrossAgentToNewRegionCompleted(av); | ||
561 | } | ||
562 | else | ||
563 | { | ||
564 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
565 | d.BeginInvoke( | ||
566 | av, val, destination, av.Flying, version, | ||
567 | ar => CrossAgentToNewRegionCompleted(d.EndInvoke(ar)), null); | ||
568 | } | ||
569 | } | ||
570 | else | ||
571 | { | ||
572 | m_log.DebugFormat("[SCENE OBJECT]: Not crossing avatar {0} to {1} because it's already in transit", av.Name, val); | ||
573 | } | ||
574 | } | ||
575 | 628 | ||
576 | return; | 629 | Vector3 newpos = Vector3.Zero; |
577 | } | 630 | OpenSim.Services.Interfaces.GridRegion destination = null; |
578 | else // cross failed, put avas back ?? | ||
579 | { | ||
580 | foreach (avtocrossInfo avinfo in avsToCross) | ||
581 | { | ||
582 | ScenePresence av = avinfo.av; | ||
583 | av.ParentUUID = UUID.Zero; | ||
584 | av.ParentID = avinfo.ParentID; | ||
585 | } | ||
586 | } | ||
587 | } | ||
588 | else | ||
589 | { | ||
590 | if (m_rootPart.KeyframeMotion != null) | ||
591 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
592 | 631 | ||
593 | if (RootPart.PhysActor != null) | 632 | if (sog.RootPart.DIE_AT_EDGE) |
633 | { | ||
634 | try | ||
635 | { | ||
636 | sogScene.DeleteSceneObject(sog, false); | ||
637 | } | ||
638 | catch (Exception) | ||
639 | { | ||
640 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); | ||
641 | } | ||
642 | return sog; | ||
643 | } | ||
644 | |||
645 | if (sog.RootPart.RETURN_AT_EDGE) | ||
646 | { | ||
647 | // We remove the object here | ||
648 | try | ||
649 | { | ||
650 | List<uint> localIDs = new List<uint>(); | ||
651 | localIDs.Add(sog.RootPart.LocalId); | ||
652 | sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition, | ||
653 | "Returned at region cross"); | ||
654 | sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero); | ||
655 | } | ||
656 | catch (Exception) | ||
657 | { | ||
658 | m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); | ||
659 | } | ||
660 | return sog; | ||
661 | } | ||
662 | |||
663 | if (sog.m_rootPart.KeyframeMotion != null) | ||
664 | sog.m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
665 | |||
666 | if (entityTransfer == null) | ||
667 | return sog; | ||
668 | |||
669 | destination = entityTransfer.GetObjectDestination(sog, val, out newpos); | ||
670 | if (destination == null) | ||
671 | return sog; | ||
672 | |||
673 | if (sog.m_linkedAvatars.Count == 0) | ||
674 | { | ||
675 | entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true); | ||
676 | return sog; | ||
677 | } | ||
678 | |||
679 | string reason = String.Empty; | ||
680 | string version = String.Empty; | ||
681 | |||
682 | foreach (ScenePresence av in sog.m_linkedAvatars) | ||
683 | { | ||
684 | // We need to cross these agents. First, let's find | ||
685 | // out if any of them can't cross for some reason. | ||
686 | // We have to deny the crossing entirely if any | ||
687 | // of them are banned. Alternatively, we could | ||
688 | // unsit banned agents.... | ||
689 | |||
690 | // We set the avatar position as being the object | ||
691 | // position to get the region to send to | ||
692 | if(!entityTransfer.checkAgentAccessToRegion(av, destination, newpos, out version, out reason)) | ||
693 | { | ||
694 | return sog; | ||
695 | } | ||
696 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
697 | } | ||
698 | |||
699 | // We unparent the SP quietly so that it won't | ||
700 | // be made to stand up | ||
701 | |||
702 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
703 | |||
704 | foreach (ScenePresence av in sog.m_linkedAvatars) | ||
705 | { | ||
706 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
707 | SceneObjectPart parentPart = sogScene.GetSceneObjectPart(av.ParentID); | ||
708 | if (parentPart != null) | ||
709 | av.ParentUUID = parentPart.UUID; | ||
710 | |||
711 | avinfo.av = av; | ||
712 | avinfo.ParentID = av.ParentID; | ||
713 | avsToCross.Add(avinfo); | ||
714 | |||
715 | av.PrevSitOffset = av.OffsetPosition; | ||
716 | av.ParentID = 0; | ||
717 | } | ||
718 | |||
719 | if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true)) | ||
720 | { | ||
721 | foreach (avtocrossInfo avinfo in avsToCross) | ||
722 | { | ||
723 | ScenePresence av = avinfo.av; | ||
724 | if (!av.IsInTransit) // just in case... | ||
725 | { | ||
726 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
727 | |||
728 | av.IsInTransit = true; | ||
729 | |||
730 | // CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
731 | // d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
732 | entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, version); | ||
733 | if(av.IsChildAgent) | ||
734 | { | ||
735 | if (av.ParentUUID != UUID.Zero) | ||
594 | { | 736 | { |
595 | RootPart.PhysActor.CrossingFailure(); | 737 | av.ClearControls(); |
738 | av.ParentPart = null; | ||
596 | } | 739 | } |
597 | } | 740 | } |
741 | av.ParentUUID = UUID.Zero; | ||
742 | // In any case | ||
743 | av.IsInTransit = false; | ||
598 | 744 | ||
599 | Vector3 oldp = AbsolutePosition; | 745 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", av.Firstname, av.Lastname); |
600 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f); | ||
601 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f); | ||
602 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight); | ||
603 | } | 746 | } |
747 | else | ||
748 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val); | ||
604 | } | 749 | } |
605 | 750 | avsToCross.Clear(); | |
606 | if (RootPart.GetStatusSandbox()) | 751 | return sog; |
752 | } | ||
753 | else // cross failed, put avas back ?? | ||
754 | { | ||
755 | foreach (avtocrossInfo avinfo in avsToCross) | ||
607 | { | 756 | { |
608 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 757 | ScenePresence av = avinfo.av; |
609 | { | 758 | av.ParentUUID = UUID.Zero; |
610 | RootPart.ScriptSetPhysicsStatus(false); | 759 | av.ParentID = avinfo.ParentID; |
611 | |||
612 | if (Scene != null) | ||
613 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | ||
614 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | ||
615 | |||
616 | return; | ||
617 | } | ||
618 | } | 760 | } |
619 | |||
620 | // Restuff the new GroupPosition into each SOP of the linkset. | ||
621 | // This has the affect of resetting and tainting the physics actors. | ||
622 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
623 | for (int i = 0; i < parts.Length; i++) | ||
624 | parts[i].GroupPosition = val; | ||
625 | |||
626 | //if (m_rootPart.PhysActor != null) | ||
627 | //{ | ||
628 | //m_rootPart.PhysActor.Position = | ||
629 | //new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y, | ||
630 | //m_rootPart.GroupPosition.Z); | ||
631 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
632 | //} | ||
633 | |||
634 | if (Scene != null) | ||
635 | Scene.EventManager.TriggerParcelPrimCountTainted(); | ||
636 | } | 761 | } |
762 | avsToCross.Clear(); | ||
763 | |||
764 | return sog; | ||
637 | } | 765 | } |
638 | 766 | ||
639 | public override Vector3 Velocity | 767 | public void CrossAsyncCompleted(IAsyncResult iar) |
640 | { | 768 | { |
641 | get { return RootPart.Velocity; } | 769 | SOGCrossDelegate icon = (SOGCrossDelegate)iar.AsyncState; |
642 | set { RootPart.Velocity = value; } | 770 | SceneObjectGroup sog = icon.EndInvoke(iar); |
771 | |||
772 | if (!sog.IsDeleted) | ||
773 | { | ||
774 | SceneObjectPart rootp = sog.m_rootPart; | ||
775 | Vector3 oldp = rootp.GroupPosition; | ||
776 | oldp.X = Util.Clamp<float>(oldp.X, 0.5f, sog.m_scene.RegionInfo.RegionSizeX - 0.5f); | ||
777 | oldp.Y = Util.Clamp<float>(oldp.Y, 0.5f, sog.m_scene.RegionInfo.RegionSizeY - 0.5f); | ||
778 | rootp.GroupPosition = oldp; | ||
779 | |||
780 | SceneObjectPart[] parts = sog.m_parts.GetArray(); | ||
781 | |||
782 | foreach (SceneObjectPart part in parts) | ||
783 | { | ||
784 | if (part != rootp) | ||
785 | part.GroupPosition = oldp; | ||
786 | } | ||
787 | |||
788 | foreach (ScenePresence av in sog.m_linkedAvatars) | ||
789 | { | ||
790 | av.sitSOGmoved(); | ||
791 | } | ||
792 | |||
793 | sog.Velocity = Vector3.Zero; | ||
794 | |||
795 | if (sog.m_rootPart.KeyframeMotion != null) | ||
796 | sog.m_rootPart.KeyframeMotion.CrossingFailure(); | ||
797 | |||
798 | if (sog.RootPart.PhysActor != null) | ||
799 | { | ||
800 | sog.RootPart.PhysActor.CrossingFailure(); | ||
801 | } | ||
802 | |||
803 | sog.inTransit = false; | ||
804 | sog.ScheduleGroupForFullUpdate(); | ||
805 | } | ||
643 | } | 806 | } |
644 | 807 | ||
645 | private void CrossAgentToNewRegionCompleted(ScenePresence agent) | 808 | private void CrossAgentToNewRegionCompleted(ScenePresence agent) |
@@ -649,6 +812,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
649 | { | 812 | { |
650 | if (agent.ParentUUID != UUID.Zero) | 813 | if (agent.ParentUUID != UUID.Zero) |
651 | { | 814 | { |
815 | agent.HandleForceReleaseControls(agent.ControllingClient,agent.UUID); | ||
652 | agent.ParentPart = null; | 816 | agent.ParentPart = null; |
653 | // agent.ParentPosition = Vector3.Zero; | 817 | // agent.ParentPosition = Vector3.Zero; |
654 | // agent.ParentUUID = UUID.Zero; | 818 | // agent.ParentUUID = UUID.Zero; |
@@ -666,6 +830,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
666 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | 830 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); |
667 | } | 831 | } |
668 | 832 | ||
833 | public override Vector3 Velocity | ||
834 | { | ||
835 | get { return RootPart.Velocity; } | ||
836 | set { RootPart.Velocity = value; } | ||
837 | } | ||
838 | |||
669 | public override uint LocalId | 839 | public override uint LocalId |
670 | { | 840 | { |
671 | get { return m_rootPart.LocalId; } | 841 | get { return m_rootPart.LocalId; } |
@@ -740,6 +910,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | m_isSelected = value; | 910 | m_isSelected = value; |
741 | // Tell physics engine that group is selected | 911 | // Tell physics engine that group is selected |
742 | 912 | ||
913 | // this is not right | ||
914 | // but ode engines should only really need to know about root part | ||
915 | // so they can put entire object simulation on hold and not colliding | ||
916 | // keep as was for now | ||
917 | |||
743 | PhysicsActor pa = m_rootPart.PhysActor; | 918 | PhysicsActor pa = m_rootPart.PhysActor; |
744 | if (pa != null) | 919 | if (pa != null) |
745 | { | 920 | { |
@@ -761,13 +936,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
761 | } | 936 | } |
762 | } | 937 | } |
763 | 938 | ||
939 | public void PartSelectChanged(bool partSelect) | ||
940 | { | ||
941 | // any part selected makes group selected | ||
942 | if (m_isSelected == partSelect) | ||
943 | return; | ||
944 | |||
945 | if (partSelect) | ||
946 | { | ||
947 | IsSelected = partSelect; | ||
948 | // if (!IsAttachment) | ||
949 | // ScheduleGroupForFullUpdate(); | ||
950 | } | ||
951 | else | ||
952 | { | ||
953 | // bad bad bad 2 heavy for large linksets | ||
954 | // since viewer does send lot of (un)selects | ||
955 | // this needs to be replaced by a specific list or count ? | ||
956 | // but that will require extra code in several places | ||
957 | |||
958 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
959 | for (int i = 0; i < parts.Length; i++) | ||
960 | { | ||
961 | SceneObjectPart part = parts[i]; | ||
962 | if (part.IsSelected) | ||
963 | return; | ||
964 | } | ||
965 | IsSelected = partSelect; | ||
966 | // if (!IsAttachment) | ||
967 | // { | ||
968 | // ScheduleGroupForFullUpdate(); | ||
969 | // } | ||
970 | } | ||
971 | } | ||
972 | // PlaySoundMasterPrim no longer in use to remove | ||
764 | private SceneObjectPart m_PlaySoundMasterPrim = null; | 973 | private SceneObjectPart m_PlaySoundMasterPrim = null; |
765 | public SceneObjectPart PlaySoundMasterPrim | 974 | public SceneObjectPart PlaySoundMasterPrim |
766 | { | 975 | { |
767 | get { return m_PlaySoundMasterPrim; } | 976 | get { return m_PlaySoundMasterPrim; } |
768 | set { m_PlaySoundMasterPrim = value; } | 977 | set { m_PlaySoundMasterPrim = value; } |
769 | } | 978 | } |
770 | 979 | // PlaySoundSlavePrims no longer in use to remove | |
771 | private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>(); | 980 | private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>(); |
772 | public List<SceneObjectPart> PlaySoundSlavePrims | 981 | public List<SceneObjectPart> PlaySoundSlavePrims |
773 | { | 982 | { |
@@ -775,6 +984,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
775 | set { m_PlaySoundSlavePrims = value; } | 984 | set { m_PlaySoundSlavePrims = value; } |
776 | } | 985 | } |
777 | 986 | ||
987 | // LoopSoundMasterPrim no longer in use to remove | ||
778 | private SceneObjectPart m_LoopSoundMasterPrim = null; | 988 | private SceneObjectPart m_LoopSoundMasterPrim = null; |
779 | public SceneObjectPart LoopSoundMasterPrim | 989 | public SceneObjectPart LoopSoundMasterPrim |
780 | { | 990 | { |
@@ -782,6 +992,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
782 | set { m_LoopSoundMasterPrim = value; } | 992 | set { m_LoopSoundMasterPrim = value; } |
783 | } | 993 | } |
784 | 994 | ||
995 | // m_LoopSoundSlavePrims no longer in use to remove | ||
785 | private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>(); | 996 | private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>(); |
786 | public List<SceneObjectPart> LoopSoundSlavePrims | 997 | public List<SceneObjectPart> LoopSoundSlavePrims |
787 | { | 998 | { |
@@ -844,7 +1055,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
844 | /// No avatar should appear more than once in this list. | 1055 | /// No avatar should appear more than once in this list. |
845 | /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart. | 1056 | /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart. |
846 | /// </remarks> | 1057 | /// </remarks> |
847 | protected internal List<ScenePresence> m_sittingAvatars = new List<ScenePresence>(); | 1058 | protected internal List<UUID> m_sittingAvatars = new List<UUID>(); |
848 | 1059 | ||
849 | #endregion | 1060 | #endregion |
850 | 1061 | ||
@@ -861,6 +1072,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
861 | /// </summary> | 1072 | /// </summary> |
862 | public SceneObjectGroup() | 1073 | public SceneObjectGroup() |
863 | { | 1074 | { |
1075 | |||
864 | } | 1076 | } |
865 | 1077 | ||
866 | /// <summary> | 1078 | /// <summary> |
@@ -878,8 +1090,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
878 | /// Constructor. This object is added to the scene later via AttachToScene() | 1090 | /// Constructor. This object is added to the scene later via AttachToScene() |
879 | /// </summary> | 1091 | /// </summary> |
880 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 1092 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
881 | :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) | 1093 | { |
882 | { | 1094 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
883 | } | 1095 | } |
884 | 1096 | ||
885 | /// <summary> | 1097 | /// <summary> |
@@ -954,7 +1166,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
954 | /// </summary> | 1166 | /// </summary> |
955 | public virtual void AttachToBackup() | 1167 | public virtual void AttachToBackup() |
956 | { | 1168 | { |
957 | if (CanBeBackedUp) | 1169 | if (IsAttachment) return; |
1170 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
1171 | |||
1172 | // if (InSceneBackup) | ||
958 | { | 1173 | { |
959 | // m_log.DebugFormat( | 1174 | // m_log.DebugFormat( |
960 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); | 1175 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); |
@@ -1001,6 +1216,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1001 | 1216 | ||
1002 | ApplyPhysics(); | 1217 | ApplyPhysics(); |
1003 | 1218 | ||
1219 | if (RootPart.PhysActor != null) | ||
1220 | RootPart.Force = RootPart.Force; | ||
1221 | if (RootPart.PhysActor != null) | ||
1222 | RootPart.Torque = RootPart.Torque; | ||
1223 | if (RootPart.PhysActor != null) | ||
1224 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
1225 | |||
1004 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 1226 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
1005 | // for the same object with very different properties. The caller must schedule the update. | 1227 | // for the same object with very different properties. The caller must schedule the update. |
1006 | //ScheduleGroupForFullUpdate(); | 1228 | //ScheduleGroupForFullUpdate(); |
@@ -1016,6 +1238,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1016 | EntityIntersection result = new EntityIntersection(); | 1238 | EntityIntersection result = new EntityIntersection(); |
1017 | 1239 | ||
1018 | SceneObjectPart[] parts = m_parts.GetArray(); | 1240 | SceneObjectPart[] parts = m_parts.GetArray(); |
1241 | |||
1242 | // Find closest hit here | ||
1243 | float idist = float.MaxValue; | ||
1244 | |||
1019 | for (int i = 0; i < parts.Length; i++) | 1245 | for (int i = 0; i < parts.Length; i++) |
1020 | { | 1246 | { |
1021 | SceneObjectPart part = parts[i]; | 1247 | SceneObjectPart part = parts[i]; |
@@ -1030,11 +1256,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1030 | 1256 | ||
1031 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 1257 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
1032 | 1258 | ||
1033 | // This may need to be updated to the maximum draw distance possible.. | ||
1034 | // We might (and probably will) be checking for prim creation from other sims | ||
1035 | // when the camera crosses the border. | ||
1036 | float idist = Constants.RegionSize; | ||
1037 | |||
1038 | if (inter.HitTF) | 1259 | if (inter.HitTF) |
1039 | { | 1260 | { |
1040 | // We need to find the closest prim to return to the testcaller along the ray | 1261 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -1045,10 +1266,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1045 | result.obj = part; | 1266 | result.obj = part; |
1046 | result.normal = inter.normal; | 1267 | result.normal = inter.normal; |
1047 | result.distance = inter.distance; | 1268 | result.distance = inter.distance; |
1269 | |||
1270 | idist = inter.distance; | ||
1048 | } | 1271 | } |
1049 | } | 1272 | } |
1050 | } | 1273 | } |
1051 | |||
1052 | return result; | 1274 | return result; |
1053 | } | 1275 | } |
1054 | 1276 | ||
@@ -1060,25 +1282,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
1060 | /// <returns></returns> | 1282 | /// <returns></returns> |
1061 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1283 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
1062 | { | 1284 | { |
1063 | maxX = -256f; | 1285 | maxX = float.MinValue; |
1064 | maxY = -256f; | 1286 | maxY = float.MinValue; |
1065 | maxZ = -256f; | 1287 | maxZ = float.MinValue; |
1066 | minX = 10000f; | 1288 | minX = float.MaxValue; |
1067 | minY = 10000f; | 1289 | minY = float.MaxValue; |
1068 | minZ = 10000f; | 1290 | minZ = float.MaxValue; |
1069 | 1291 | ||
1070 | SceneObjectPart[] parts = m_parts.GetArray(); | 1292 | SceneObjectPart[] parts = m_parts.GetArray(); |
1071 | for (int i = 0; i < parts.Length; i++) | 1293 | foreach (SceneObjectPart part in parts) |
1072 | { | 1294 | { |
1073 | SceneObjectPart part = parts[i]; | ||
1074 | |||
1075 | Vector3 worldPos = part.GetWorldPosition(); | 1295 | Vector3 worldPos = part.GetWorldPosition(); |
1076 | Vector3 offset = worldPos - AbsolutePosition; | 1296 | Vector3 offset = worldPos - AbsolutePosition; |
1077 | Quaternion worldRot; | 1297 | Quaternion worldRot; |
1078 | if (part.ParentID == 0) | 1298 | if (part.ParentID == 0) |
1299 | { | ||
1079 | worldRot = part.RotationOffset; | 1300 | worldRot = part.RotationOffset; |
1301 | } | ||
1080 | else | 1302 | else |
1303 | { | ||
1081 | worldRot = part.GetWorldRotation(); | 1304 | worldRot = part.GetWorldRotation(); |
1305 | } | ||
1082 | 1306 | ||
1083 | Vector3 frontTopLeft; | 1307 | Vector3 frontTopLeft; |
1084 | Vector3 frontTopRight; | 1308 | Vector3 frontTopRight; |
@@ -1090,6 +1314,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1090 | Vector3 backBottomLeft; | 1314 | Vector3 backBottomLeft; |
1091 | Vector3 backBottomRight; | 1315 | Vector3 backBottomRight; |
1092 | 1316 | ||
1317 | // Vector3[] corners = new Vector3[8]; | ||
1318 | |||
1093 | Vector3 orig = Vector3.Zero; | 1319 | Vector3 orig = Vector3.Zero; |
1094 | 1320 | ||
1095 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1321 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -1124,6 +1350,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
1124 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1350 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
1125 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1351 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
1126 | 1352 | ||
1353 | |||
1354 | |||
1355 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1356 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1357 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1358 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1359 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1360 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1361 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1362 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1363 | |||
1364 | //for (int i = 0; i < 8; i++) | ||
1365 | //{ | ||
1366 | // corners[i] = corners[i] * worldRot; | ||
1367 | // corners[i] += offset; | ||
1368 | |||
1369 | // if (corners[i].X > maxX) | ||
1370 | // maxX = corners[i].X; | ||
1371 | // if (corners[i].X < minX) | ||
1372 | // minX = corners[i].X; | ||
1373 | |||
1374 | // if (corners[i].Y > maxY) | ||
1375 | // maxY = corners[i].Y; | ||
1376 | // if (corners[i].Y < minY) | ||
1377 | // minY = corners[i].Y; | ||
1378 | |||
1379 | // if (corners[i].Z > maxZ) | ||
1380 | // maxZ = corners[i].Y; | ||
1381 | // if (corners[i].Z < minZ) | ||
1382 | // minZ = corners[i].Z; | ||
1383 | //} | ||
1384 | |||
1127 | frontTopLeft = frontTopLeft * worldRot; | 1385 | frontTopLeft = frontTopLeft * worldRot; |
1128 | frontTopRight = frontTopRight * worldRot; | 1386 | frontTopRight = frontTopRight * worldRot; |
1129 | frontBottomLeft = frontBottomLeft * worldRot; | 1387 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -1145,6 +1403,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1145 | backTopLeft += offset; | 1403 | backTopLeft += offset; |
1146 | backTopRight += offset; | 1404 | backTopRight += offset; |
1147 | 1405 | ||
1406 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1407 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1408 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1409 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1410 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1411 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1412 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1413 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1414 | |||
1148 | if (frontTopRight.X > maxX) | 1415 | if (frontTopRight.X > maxX) |
1149 | maxX = frontTopRight.X; | 1416 | maxX = frontTopRight.X; |
1150 | if (frontTopLeft.X > maxX) | 1417 | if (frontTopLeft.X > maxX) |
@@ -1288,17 +1555,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
1288 | 1555 | ||
1289 | #endregion | 1556 | #endregion |
1290 | 1557 | ||
1558 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1559 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1560 | { | ||
1561 | // this information may need to be cached | ||
1562 | |||
1563 | float cost; | ||
1564 | float tmpcost; | ||
1565 | |||
1566 | bool ComplexCost = false; | ||
1567 | |||
1568 | SceneObjectPart p; | ||
1569 | SceneObjectPart[] parts; | ||
1570 | |||
1571 | lock (m_parts) | ||
1572 | { | ||
1573 | parts = m_parts.GetArray(); | ||
1574 | } | ||
1575 | |||
1576 | int nparts = parts.Length; | ||
1577 | |||
1578 | |||
1579 | for (int i = 0; i < nparts; i++) | ||
1580 | { | ||
1581 | p = parts[i]; | ||
1582 | |||
1583 | if (p.UsesComplexCost) | ||
1584 | { | ||
1585 | ComplexCost = true; | ||
1586 | break; | ||
1587 | } | ||
1588 | } | ||
1589 | |||
1590 | if (ComplexCost) | ||
1591 | { | ||
1592 | linksetResCost = 0; | ||
1593 | linksetPhysCost = 0; | ||
1594 | partCost = 0; | ||
1595 | partPhysCost = 0; | ||
1596 | |||
1597 | for (int i = 0; i < nparts; i++) | ||
1598 | { | ||
1599 | p = parts[i]; | ||
1600 | |||
1601 | cost = p.StreamingCost; | ||
1602 | tmpcost = p.SimulationCost; | ||
1603 | if (tmpcost > cost) | ||
1604 | cost = tmpcost; | ||
1605 | tmpcost = p.PhysicsCost; | ||
1606 | if (tmpcost > cost) | ||
1607 | cost = tmpcost; | ||
1608 | |||
1609 | linksetPhysCost += tmpcost; | ||
1610 | linksetResCost += cost; | ||
1611 | |||
1612 | if (p == apart) | ||
1613 | { | ||
1614 | partCost = cost; | ||
1615 | partPhysCost = tmpcost; | ||
1616 | } | ||
1617 | } | ||
1618 | } | ||
1619 | else | ||
1620 | { | ||
1621 | partPhysCost = 1.0f; | ||
1622 | partCost = 1.0f; | ||
1623 | linksetResCost = (float)nparts; | ||
1624 | linksetPhysCost = linksetResCost; | ||
1625 | } | ||
1626 | } | ||
1627 | |||
1628 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1629 | { | ||
1630 | SceneObjectPart p; | ||
1631 | SceneObjectPart[] parts; | ||
1632 | |||
1633 | lock (m_parts) | ||
1634 | { | ||
1635 | parts = m_parts.GetArray(); | ||
1636 | } | ||
1637 | |||
1638 | int nparts = parts.Length; | ||
1639 | |||
1640 | PhysCost = 0; | ||
1641 | StreamCost = 0; | ||
1642 | SimulCost = 0; | ||
1643 | |||
1644 | for (int i = 0; i < nparts; i++) | ||
1645 | { | ||
1646 | p = parts[i]; | ||
1647 | |||
1648 | StreamCost += p.StreamingCost; | ||
1649 | SimulCost += p.SimulationCost; | ||
1650 | PhysCost += p.PhysicsCost; | ||
1651 | } | ||
1652 | } | ||
1653 | |||
1291 | public void SaveScriptedState(XmlTextWriter writer) | 1654 | public void SaveScriptedState(XmlTextWriter writer) |
1292 | { | 1655 | { |
1656 | SaveScriptedState(writer, false); | ||
1657 | } | ||
1658 | |||
1659 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1660 | { | ||
1293 | XmlDocument doc = new XmlDocument(); | 1661 | XmlDocument doc = new XmlDocument(); |
1294 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1662 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1295 | 1663 | ||
1296 | SceneObjectPart[] parts = m_parts.GetArray(); | 1664 | SceneObjectPart[] parts = m_parts.GetArray(); |
1297 | for (int i = 0; i < parts.Length; i++) | 1665 | for (int i = 0; i < parts.Length; i++) |
1298 | { | 1666 | { |
1299 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1667 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1300 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1668 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1301 | states.Add(kvp.Key, kvp.Value); | 1669 | states[kvp.Key] = kvp.Value; |
1302 | } | 1670 | } |
1303 | 1671 | ||
1304 | if (states.Count > 0) | 1672 | if (states.Count > 0) |
@@ -1317,6 +1685,171 @@ namespace OpenSim.Region.Framework.Scenes | |||
1317 | } | 1685 | } |
1318 | } | 1686 | } |
1319 | 1687 | ||
1688 | /// <summary> | ||
1689 | /// Add the avatar to this linkset (avatar is sat). | ||
1690 | /// </summary> | ||
1691 | /// <param name="agentID"></param> | ||
1692 | public void AddAvatar(UUID agentID) | ||
1693 | { | ||
1694 | ScenePresence presence; | ||
1695 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1696 | { | ||
1697 | if (!m_linkedAvatars.Contains(presence)) | ||
1698 | { | ||
1699 | m_linkedAvatars.Add(presence); | ||
1700 | } | ||
1701 | } | ||
1702 | } | ||
1703 | |||
1704 | /// <summary> | ||
1705 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1706 | /// </summary> | ||
1707 | /// <param name="agentID"></param> | ||
1708 | public void DeleteAvatar(UUID agentID) | ||
1709 | { | ||
1710 | ScenePresence presence; | ||
1711 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1712 | { | ||
1713 | if (m_linkedAvatars.Contains(presence)) | ||
1714 | { | ||
1715 | m_linkedAvatars.Remove(presence); | ||
1716 | } | ||
1717 | } | ||
1718 | } | ||
1719 | |||
1720 | /// <summary> | ||
1721 | /// Returns the list of linked presences (avatars sat on this group) | ||
1722 | /// </summary> | ||
1723 | /// <param name="agentID"></param> | ||
1724 | public List<ScenePresence> GetLinkedAvatars() | ||
1725 | { | ||
1726 | return m_linkedAvatars; | ||
1727 | } | ||
1728 | |||
1729 | /// <summary> | ||
1730 | /// Attach this scene object to the given avatar. | ||
1731 | /// </summary> | ||
1732 | /// <param name="agentID"></param> | ||
1733 | /// <param name="attachmentpoint"></param> | ||
1734 | /// <param name="AttachOffset"></param> | ||
1735 | private void AttachToAgent( | ||
1736 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1737 | { | ||
1738 | if (avatar != null) | ||
1739 | { | ||
1740 | // don't attach attachments to child agents | ||
1741 | if (avatar.IsChildAgent) return; | ||
1742 | |||
1743 | // Remove from database and parcel prim count | ||
1744 | m_scene.DeleteFromStorage(so.UUID); | ||
1745 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1746 | |||
1747 | so.AttachedAvatar = avatar.UUID; | ||
1748 | |||
1749 | if (so.RootPart.PhysActor != null) | ||
1750 | { | ||
1751 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1752 | so.RootPart.PhysActor = null; | ||
1753 | } | ||
1754 | |||
1755 | so.AbsolutePosition = attachOffset; | ||
1756 | so.RootPart.AttachedPos = attachOffset; | ||
1757 | so.IsAttachment = true; | ||
1758 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1759 | so.AttachmentPoint = attachmentpoint; | ||
1760 | |||
1761 | avatar.AddAttachment(this); | ||
1762 | |||
1763 | if (!silent) | ||
1764 | { | ||
1765 | // Killing it here will cause the client to deselect it | ||
1766 | // It then reappears on the avatar, deselected | ||
1767 | // through the full update below | ||
1768 | // | ||
1769 | if (IsSelected) | ||
1770 | { | ||
1771 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1772 | } | ||
1773 | |||
1774 | IsSelected = false; // fudge.... | ||
1775 | ScheduleGroupForFullUpdate(); | ||
1776 | } | ||
1777 | } | ||
1778 | else | ||
1779 | { | ||
1780 | m_log.WarnFormat( | ||
1781 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1782 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1783 | } | ||
1784 | } | ||
1785 | |||
1786 | public byte GetAttachmentPoint() | ||
1787 | { | ||
1788 | return m_rootPart.Shape.State; | ||
1789 | } | ||
1790 | |||
1791 | public void DetachToGround() | ||
1792 | { | ||
1793 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1794 | if (avatar == null) | ||
1795 | return; | ||
1796 | m_rootPart.Shape.LastAttachPoint = m_rootPart.Shape.State; | ||
1797 | m_rootPart.AttachedPos = m_rootPart.OffsetPosition; | ||
1798 | avatar.RemoveAttachment(this); | ||
1799 | |||
1800 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1801 | if (avatar == null) | ||
1802 | return; | ||
1803 | |||
1804 | detachedpos = avatar.AbsolutePosition; | ||
1805 | FromItemID = UUID.Zero; | ||
1806 | |||
1807 | AbsolutePosition = detachedpos; | ||
1808 | AttachedAvatar = UUID.Zero; | ||
1809 | |||
1810 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1811 | //for (int i = 0; i < parts.Length; i++) | ||
1812 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1813 | |||
1814 | m_rootPart.SetParentLocalId(0); | ||
1815 | AttachmentPoint = (byte)0; | ||
1816 | // must check if buildind should be true or false here | ||
1817 | // m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1818 | ApplyPhysics(); | ||
1819 | |||
1820 | HasGroupChanged = true; | ||
1821 | RootPart.Rezzed = DateTime.Now; | ||
1822 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1823 | AttachToBackup(); | ||
1824 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1825 | m_rootPart.ScheduleFullUpdate(); | ||
1826 | m_rootPart.ClearUndoState(); | ||
1827 | } | ||
1828 | |||
1829 | public void DetachToInventoryPrep() | ||
1830 | { | ||
1831 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1832 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1833 | if (avatar != null) | ||
1834 | { | ||
1835 | //detachedpos = avatar.AbsolutePosition; | ||
1836 | avatar.RemoveAttachment(this); | ||
1837 | } | ||
1838 | |||
1839 | AttachedAvatar = UUID.Zero; | ||
1840 | |||
1841 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1842 | for (int i = 0; i < parts.Length; i++) | ||
1843 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1844 | |||
1845 | m_rootPart.SetParentLocalId(0); | ||
1846 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1847 | IsAttachment = false; | ||
1848 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1849 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1850 | //AttachToBackup(); | ||
1851 | //m_rootPart.ScheduleFullUpdate(); | ||
1852 | } | ||
1320 | 1853 | ||
1321 | /// <summary> | 1854 | /// <summary> |
1322 | /// | 1855 | /// |
@@ -1358,7 +1891,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1358 | public void AddPart(SceneObjectPart part) | 1891 | public void AddPart(SceneObjectPart part) |
1359 | { | 1892 | { |
1360 | part.SetParent(this); | 1893 | part.SetParent(this); |
1361 | part.LinkNum = m_parts.Add(part.UUID, part); | 1894 | m_parts.Add(part.UUID, part); |
1895 | |||
1896 | part.LinkNum = m_parts.Count; | ||
1897 | |||
1362 | if (part.LinkNum == 2) | 1898 | if (part.LinkNum == 2) |
1363 | RootPart.LinkNum = 1; | 1899 | RootPart.LinkNum = 1; |
1364 | } | 1900 | } |
@@ -1384,6 +1920,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1384 | parts[i].UUID = UUID.Random(); | 1920 | parts[i].UUID = UUID.Random(); |
1385 | } | 1921 | } |
1386 | 1922 | ||
1923 | // helper provided for parts. | ||
1924 | public int GetSceneMaxUndo() | ||
1925 | { | ||
1926 | if (m_scene != null) | ||
1927 | return m_scene.MaxUndoCount; | ||
1928 | return 5; | ||
1929 | } | ||
1930 | |||
1387 | // justincc: I don't believe this hack is needed any longer, especially since the physics | 1931 | // justincc: I don't believe this hack is needed any longer, especially since the physics |
1388 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | 1932 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false |
1389 | // this method was preventing proper reload of scene objects. | 1933 | // this method was preventing proper reload of scene objects. |
@@ -1405,11 +1949,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1405 | // Setting this SOG's absolute position also loops through and sets the positions | 1949 | // Setting this SOG's absolute position also loops through and sets the positions |
1406 | // of the SOP's in this SOG's linkset. This has the side affect of making sure | 1950 | // of the SOP's in this SOG's linkset. This has the side affect of making sure |
1407 | // the physics world matches the simulated world. | 1951 | // the physics world matches the simulated world. |
1408 | AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works? | 1952 | // AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works? |
1409 | 1953 | ||
1410 | // teravus: AbsolutePosition is NOT a normal property! | 1954 | // teravus: AbsolutePosition is NOT a normal property! |
1411 | // the code in the getter of AbsolutePosition is significantly different then the code in the setter! | 1955 | // the code in the getter of AbsolutePosition is significantly different then the code in the setter! |
1412 | // jhurliman: Then why is it a property instead of two methods? | 1956 | // jhurliman: Then why is it a property instead of two methods? |
1957 | |||
1958 | // do only what is supposed to do | ||
1959 | Vector3 groupPosition = m_rootPart.GroupPosition; | ||
1960 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
1961 | |||
1962 | foreach (SceneObjectPart part in parts) | ||
1963 | { | ||
1964 | if (part != m_rootPart) | ||
1965 | part.GroupPosition = groupPosition; | ||
1966 | } | ||
1413 | } | 1967 | } |
1414 | 1968 | ||
1415 | public UUID GetPartsFullID(uint localID) | 1969 | public UUID GetPartsFullID(uint localID) |
@@ -1441,7 +1995,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1441 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1995 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1442 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1996 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1443 | 1997 | ||
1444 | part.StoreUndoState(); | 1998 | // part.StoreUndoState(); |
1445 | part.OnGrab(offsetPos, remoteClient); | 1999 | part.OnGrab(offsetPos, remoteClient); |
1446 | } | 2000 | } |
1447 | 2001 | ||
@@ -1461,28 +2015,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
1461 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 2015 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1462 | public void DeleteGroupFromScene(bool silent) | 2016 | public void DeleteGroupFromScene(bool silent) |
1463 | { | 2017 | { |
2018 | // We need to keep track of this state in case this group is still queued for backup. | ||
2019 | IsDeleted = true; | ||
2020 | |||
2021 | DetachFromBackup(); | ||
2022 | |||
1464 | SceneObjectPart[] parts = m_parts.GetArray(); | 2023 | SceneObjectPart[] parts = m_parts.GetArray(); |
1465 | for (int i = 0; i < parts.Length; i++) | 2024 | for (int i = 0; i < parts.Length; i++) |
1466 | { | 2025 | { |
1467 | SceneObjectPart part = parts[i]; | 2026 | SceneObjectPart part = parts[i]; |
1468 | 2027 | ||
1469 | Scene.ForEachScenePresence(sp => | 2028 | if (Scene != null) |
1470 | { | 2029 | { |
1471 | if (!sp.IsChildAgent && sp.ParentID == part.LocalId) | 2030 | Scene.ForEachRootScenePresence(delegate(ScenePresence avatar) |
1472 | sp.StandUp(); | ||
1473 | |||
1474 | if (!silent) | ||
1475 | { | 2031 | { |
1476 | part.ClearUpdateSchedule(); | 2032 | if (avatar.ParentID == LocalId) |
1477 | if (part == m_rootPart) | 2033 | avatar.StandUp(); |
2034 | |||
2035 | if (!silent) | ||
1478 | { | 2036 | { |
1479 | if (!IsAttachment | 2037 | part.ClearUpdateSchedule(); |
1480 | || AttachedAvatar == sp.UUID | 2038 | if (part == m_rootPart) |
1481 | || !HasPrivateAttachmentPoint) | 2039 | { |
1482 | sp.ControllingClient.SendKillObject(new List<uint> { part.LocalId }); | 2040 | if (!IsAttachment |
2041 | || AttachedAvatar == avatar.ControllingClient.AgentId | ||
2042 | || !HasPrivateAttachmentPoint) | ||
2043 | avatar.ControllingClient.SendKillObject(new List<uint> { part.LocalId }); | ||
2044 | } | ||
1483 | } | 2045 | } |
1484 | } | 2046 | }); |
1485 | }); | 2047 | } |
1486 | } | 2048 | } |
1487 | } | 2049 | } |
1488 | 2050 | ||
@@ -1553,28 +2115,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1553 | /// </summary> | 2115 | /// </summary> |
1554 | public void ApplyPhysics() | 2116 | public void ApplyPhysics() |
1555 | { | 2117 | { |
1556 | // Apply physics to the root prim | ||
1557 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1558 | |||
1559 | // Apply physics to child prims | ||
1560 | SceneObjectPart[] parts = m_parts.GetArray(); | 2118 | SceneObjectPart[] parts = m_parts.GetArray(); |
1561 | if (parts.Length > 1) | 2119 | if (parts.Length > 1) |
1562 | { | 2120 | { |
2121 | ResetChildPrimPhysicsPositions(); | ||
2122 | |||
2123 | // Apply physics to the root prim | ||
2124 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
2125 | |||
2126 | |||
1563 | for (int i = 0; i < parts.Length; i++) | 2127 | for (int i = 0; i < parts.Length; i++) |
1564 | { | 2128 | { |
1565 | SceneObjectPart part = parts[i]; | 2129 | SceneObjectPart part = parts[i]; |
1566 | if (part.LocalId != m_rootPart.LocalId) | 2130 | if (part.LocalId != m_rootPart.LocalId) |
1567 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 2131 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1568 | } | 2132 | } |
1569 | |||
1570 | // Hack to get the physics scene geometries in the right spot | 2133 | // Hack to get the physics scene geometries in the right spot |
1571 | ResetChildPrimPhysicsPositions(); | 2134 | // ResetChildPrimPhysicsPositions(); |
2135 | if (m_rootPart.PhysActor != null) | ||
2136 | { | ||
2137 | m_rootPart.PhysActor.Building = false; | ||
2138 | } | ||
2139 | } | ||
2140 | else | ||
2141 | { | ||
2142 | // Apply physics to the root prim | ||
2143 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1572 | } | 2144 | } |
1573 | } | 2145 | } |
1574 | 2146 | ||
1575 | public void SetOwnerId(UUID userId) | 2147 | public void SetOwnerId(UUID userId) |
1576 | { | 2148 | { |
1577 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 2149 | ForEachPart(delegate(SceneObjectPart part) |
2150 | { | ||
2151 | |||
2152 | part.OwnerID = userId; | ||
2153 | |||
2154 | }); | ||
1578 | } | 2155 | } |
1579 | 2156 | ||
1580 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 2157 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1599,18 +2176,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1599 | return; | 2176 | return; |
1600 | } | 2177 | } |
1601 | 2178 | ||
1602 | if (IsDeleted || UUID == UUID.Zero) | 2179 | if (IsDeleted || inTransit || UUID == UUID.Zero) |
1603 | { | 2180 | { |
1604 | // m_log.DebugFormat( | 2181 | // m_log.DebugFormat( |
1605 | // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID); | 2182 | // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID); |
1606 | return; | 2183 | return; |
1607 | } | 2184 | } |
1608 | 2185 | ||
2186 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
2187 | return; | ||
2188 | |||
1609 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 2189 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1610 | // any exception propogate upwards. | 2190 | // any exception propogate upwards. |
1611 | try | 2191 | try |
1612 | { | 2192 | { |
1613 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 2193 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
2194 | !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things | ||
2195 | m_scene.LoadingPrims) // Land may not be valid yet | ||
2196 | |||
1614 | { | 2197 | { |
1615 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 2198 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1616 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 2199 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1637,6 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1637 | } | 2220 | } |
1638 | } | 2221 | } |
1639 | } | 2222 | } |
2223 | |||
1640 | } | 2224 | } |
1641 | 2225 | ||
1642 | if (m_scene.UseBackup && HasGroupChanged) | 2226 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1644,10 +2228,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
1644 | // don't backup while it's selected or you're asking for changes mid stream. | 2228 | // don't backup while it's selected or you're asking for changes mid stream. |
1645 | if (isTimeToPersist() || forcedBackup) | 2229 | if (isTimeToPersist() || forcedBackup) |
1646 | { | 2230 | { |
2231 | if (m_rootPart.PhysActor != null && | ||
2232 | (!m_rootPart.PhysActor.IsPhysical)) | ||
2233 | { | ||
2234 | // Possible ghost prim | ||
2235 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
2236 | { | ||
2237 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
2238 | { | ||
2239 | // Re-set physics actor positions and | ||
2240 | // orientations | ||
2241 | part.GroupPosition = m_rootPart.GroupPosition; | ||
2242 | } | ||
2243 | } | ||
2244 | } | ||
1647 | // m_log.DebugFormat( | 2245 | // m_log.DebugFormat( |
1648 | // "[SCENE]: Storing {0}, {1} in {2}", | 2246 | // "[SCENE]: Storing {0}, {1} in {2}", |
1649 | // Name, UUID, m_scene.RegionInfo.RegionName); | 2247 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1650 | 2248 | ||
2249 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
2250 | { | ||
2251 | RootPart.Shape.LastAttachPoint = RootPart.Shape.State; | ||
2252 | RootPart.Shape.State = 0; | ||
2253 | ScheduleGroupForFullUpdate(); | ||
2254 | } | ||
2255 | |||
1651 | SceneObjectGroup backup_group = Copy(false); | 2256 | SceneObjectGroup backup_group = Copy(false); |
1652 | backup_group.RootPart.Velocity = RootPart.Velocity; | 2257 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1653 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 2258 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1657,13 +2262,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1657 | GroupContainsForeignPrims = false; | 2262 | GroupContainsForeignPrims = false; |
1658 | 2263 | ||
1659 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 2264 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
2265 | |||
1660 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 2266 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
1661 | 2267 | ||
1662 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2268 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
1663 | { | 2269 | { |
1664 | part.Inventory.ProcessInventoryBackup(datastore); | 2270 | part.Inventory.ProcessInventoryBackup(datastore); |
2271 | |||
2272 | // take the change to delete things | ||
2273 | if(part.KeyframeMotion != null) | ||
2274 | { | ||
2275 | part.KeyframeMotion.Delete(); | ||
2276 | part.KeyframeMotion = null; | ||
2277 | } | ||
1665 | }); | 2278 | }); |
1666 | 2279 | ||
2280 | |||
1667 | backup_group = null; | 2281 | backup_group = null; |
1668 | } | 2282 | } |
1669 | // else | 2283 | // else |
@@ -1713,26 +2327,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
1713 | /// <returns></returns> | 2327 | /// <returns></returns> |
1714 | public SceneObjectGroup Copy(bool userExposed) | 2328 | public SceneObjectGroup Copy(bool userExposed) |
1715 | { | 2329 | { |
1716 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up | 2330 | m_dupeInProgress = true; |
1717 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator | ||
1718 | // but not between regions on different simulators). Really, all copying should be done explicitly. | ||
1719 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2331 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1720 | 2332 | dupe.m_isBackedUp = false; | |
1721 | dupe.Backup = false; | ||
1722 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2333 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1723 | dupe.m_sittingAvatars = new List<ScenePresence>(); | 2334 | |
2335 | dupe.inTransit = inTransit; // this shouldn't be needed TEST | ||
2336 | |||
2337 | // new group as no sitting avatars | ||
2338 | dupe.m_linkedAvatars = new List<ScenePresence>(); | ||
2339 | dupe.m_sittingAvatars = new List<UUID>(); | ||
2340 | |||
1724 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2341 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1725 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2342 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2343 | |||
1726 | 2344 | ||
1727 | if (userExposed) | 2345 | if (userExposed) |
1728 | dupe.m_rootPart.TrimPermissions(); | 2346 | dupe.m_rootPart.TrimPermissions(); |
1729 | 2347 | ||
1730 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2348 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1731 | 2349 | ||
1732 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2350 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1733 | { | 2351 | { |
1734 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2352 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1735 | } | 2353 | } |
1736 | ); | 2354 | ); |
1737 | 2355 | ||
1738 | foreach (SceneObjectPart part in partList) | 2356 | foreach (SceneObjectPart part in partList) |
@@ -1742,43 +2360,56 @@ namespace OpenSim.Region.Framework.Scenes | |||
1742 | { | 2360 | { |
1743 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2361 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1744 | newPart.LinkNum = part.LinkNum; | 2362 | newPart.LinkNum = part.LinkNum; |
1745 | } | 2363 | // if (userExposed) |
2364 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2365 | } | ||
1746 | else | 2366 | else |
1747 | { | 2367 | { |
1748 | newPart = dupe.m_rootPart; | 2368 | newPart = dupe.m_rootPart; |
1749 | } | 2369 | } |
2370 | /* | ||
2371 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2372 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1750 | 2373 | ||
1751 | // Need to duplicate the physics actor as well | 2374 | // Need to duplicate the physics actor as well |
1752 | PhysicsActor originalPartPa = part.PhysActor; | 2375 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1753 | if (originalPartPa != null && userExposed) | ||
1754 | { | 2376 | { |
1755 | PrimitiveBaseShape pbs = newPart.Shape; | 2377 | PrimitiveBaseShape pbs = newPart.Shape; |
1756 | |||
1757 | newPart.PhysActor | 2378 | newPart.PhysActor |
1758 | = m_scene.PhysicsScene.AddPrimShape( | 2379 | = m_scene.PhysicsScene.AddPrimShape( |
1759 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2380 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1760 | pbs, | 2381 | pbs, |
1761 | newPart.AbsolutePosition, | 2382 | newPart.AbsolutePosition, |
1762 | newPart.Scale, | 2383 | newPart.Scale, |
1763 | newPart.RotationOffset, | 2384 | newPart.GetWorldRotation(), |
1764 | originalPartPa.IsPhysical, | 2385 | isphys, |
2386 | isphan, | ||
1765 | newPart.LocalId); | 2387 | newPart.LocalId); |
1766 | 2388 | ||
1767 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2389 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1768 | } | 2390 | */ |
2391 | if (userExposed) | ||
2392 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2393 | // } | ||
2394 | // copy keyframemotion | ||
1769 | if (part.KeyframeMotion != null) | 2395 | if (part.KeyframeMotion != null) |
1770 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); | 2396 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); |
1771 | } | 2397 | } |
1772 | 2398 | ||
1773 | if (userExposed) | 2399 | if (userExposed) |
1774 | { | 2400 | { |
1775 | dupe.UpdateParentIDs(); | 2401 | // done above dupe.UpdateParentIDs(); |
2402 | |||
2403 | if (dupe.m_rootPart.PhysActor != null) | ||
2404 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2405 | |||
1776 | dupe.HasGroupChanged = true; | 2406 | dupe.HasGroupChanged = true; |
1777 | dupe.AttachToBackup(); | 2407 | dupe.AttachToBackup(); |
1778 | 2408 | ||
1779 | ScheduleGroupForFullUpdate(); | 2409 | ScheduleGroupForFullUpdate(); |
1780 | } | 2410 | } |
1781 | 2411 | ||
2412 | m_dupeInProgress = false; | ||
1782 | return dupe; | 2413 | return dupe; |
1783 | } | 2414 | } |
1784 | 2415 | ||
@@ -1790,7 +2421,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1790 | /// <param name="cGroupID"></param> | 2421 | /// <param name="cGroupID"></param> |
1791 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2422 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1792 | { | 2423 | { |
1793 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2424 | SceneObjectPart newpart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed); |
2425 | // SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2426 | // newpart.LocalId = m_scene.AllocateLocalId(); | ||
2427 | |||
2428 | SetRootPart(newpart); | ||
2429 | if (userExposed) | ||
2430 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1794 | } | 2431 | } |
1795 | 2432 | ||
1796 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2433 | public void ScriptSetPhysicsStatus(bool usePhysics) |
@@ -1848,13 +2485,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1848 | 2485 | ||
1849 | if (pa != null) | 2486 | if (pa != null) |
1850 | { | 2487 | { |
1851 | pa.AddForce(impulse, true); | 2488 | // false to be applied as a impulse |
2489 | pa.AddForce(impulse, false); | ||
1852 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2490 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1853 | } | 2491 | } |
1854 | } | 2492 | } |
1855 | } | 2493 | } |
1856 | 2494 | ||
1857 | public void applyAngularImpulse(Vector3 impulse) | 2495 | public void ApplyAngularImpulse(Vector3 impulse) |
1858 | { | 2496 | { |
1859 | PhysicsActor pa = RootPart.PhysActor; | 2497 | PhysicsActor pa = RootPart.PhysActor; |
1860 | 2498 | ||
@@ -1862,21 +2500,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1862 | { | 2500 | { |
1863 | if (!IsAttachment) | 2501 | if (!IsAttachment) |
1864 | { | 2502 | { |
1865 | pa.AddAngularForce(impulse, true); | 2503 | // false to be applied as a impulse |
1866 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2504 | pa.AddAngularForce(impulse, false); |
1867 | } | ||
1868 | } | ||
1869 | } | ||
1870 | |||
1871 | public void setAngularImpulse(Vector3 impulse) | ||
1872 | { | ||
1873 | PhysicsActor pa = RootPart.PhysActor; | ||
1874 | |||
1875 | if (pa != null) | ||
1876 | { | ||
1877 | if (!IsAttachment) | ||
1878 | { | ||
1879 | pa.Torque = impulse; | ||
1880 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2505 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1881 | } | 2506 | } |
1882 | } | 2507 | } |
@@ -1884,20 +2509,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1884 | 2509 | ||
1885 | public Vector3 GetTorque() | 2510 | public Vector3 GetTorque() |
1886 | { | 2511 | { |
1887 | PhysicsActor pa = RootPart.PhysActor; | 2512 | return RootPart.Torque; |
1888 | |||
1889 | if (pa != null) | ||
1890 | { | ||
1891 | if (!IsAttachment) | ||
1892 | { | ||
1893 | Vector3 torque = pa.Torque; | ||
1894 | return torque; | ||
1895 | } | ||
1896 | } | ||
1897 | |||
1898 | return Vector3.Zero; | ||
1899 | } | 2513 | } |
1900 | 2514 | ||
2515 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1901 | public void MoveToTarget(Vector3 target, float tau) | 2516 | public void MoveToTarget(Vector3 target, float tau) |
1902 | { | 2517 | { |
1903 | if (IsAttachment) | 2518 | if (IsAttachment) |
@@ -1927,21 +2542,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1927 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | 2542 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); |
1928 | 2543 | ||
1929 | if (avatar != null) | 2544 | if (avatar != null) |
2545 | { | ||
1930 | avatar.ResetMoveToTarget(); | 2546 | avatar.ResetMoveToTarget(); |
2547 | } | ||
1931 | } | 2548 | } |
1932 | else | 2549 | else |
1933 | { | 2550 | { |
1934 | PhysicsActor pa = RootPart.PhysActor; | 2551 | PhysicsActor pa = RootPart.PhysActor; |
1935 | 2552 | ||
1936 | if (pa != null && pa.PIDActive) | 2553 | if (pa != null) |
1937 | { | ||
1938 | pa.PIDActive = false; | 2554 | pa.PIDActive = false; |
1939 | 2555 | ||
1940 | ScheduleGroupForTerseUpdate(); | 2556 | RootPart.ScheduleTerseUpdate(); // send a stop information |
2557 | } | ||
2558 | } | ||
2559 | |||
2560 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2561 | { | ||
2562 | SceneObjectPart rootpart = m_rootPart; | ||
2563 | if (rootpart != null) | ||
2564 | { | ||
2565 | if (IsAttachment) | ||
2566 | { | ||
2567 | /* | ||
2568 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2569 | if (avatar != null) | ||
2570 | { | ||
2571 | Rotate the Av? | ||
2572 | } */ | ||
2573 | } | ||
2574 | else | ||
2575 | { | ||
2576 | if (rootpart.PhysActor != null) | ||
2577 | { // APID must be implemented in your physics system for this to function. | ||
2578 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2579 | rootpart.PhysActor.APIDStrength = strength; | ||
2580 | rootpart.PhysActor.APIDDamping = damping; | ||
2581 | rootpart.PhysActor.APIDActive = true; | ||
2582 | } | ||
1941 | } | 2583 | } |
1942 | } | 2584 | } |
1943 | } | 2585 | } |
2586 | |||
2587 | public void stopLookAt() | ||
2588 | { | ||
2589 | SceneObjectPart rootpart = m_rootPart; | ||
2590 | if (rootpart != null) | ||
2591 | { | ||
2592 | if (rootpart.PhysActor != null) | ||
2593 | { // APID must be implemented in your physics system for this to function. | ||
2594 | rootpart.PhysActor.APIDActive = false; | ||
2595 | } | ||
2596 | } | ||
1944 | 2597 | ||
2598 | } | ||
2599 | |||
1945 | /// <summary> | 2600 | /// <summary> |
1946 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2601 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1947 | /// </summary> | 2602 | /// </summary> |
@@ -1958,7 +2613,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1958 | { | 2613 | { |
1959 | pa.PIDHoverHeight = height; | 2614 | pa.PIDHoverHeight = height; |
1960 | pa.PIDHoverType = hoverType; | 2615 | pa.PIDHoverType = hoverType; |
1961 | pa.PIDTau = tau; | 2616 | pa.PIDHoverTau = tau; |
1962 | pa.PIDHoverActive = true; | 2617 | pa.PIDHoverActive = true; |
1963 | } | 2618 | } |
1964 | else | 2619 | else |
@@ -1999,6 +2654,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1999 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2654 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
2000 | { | 2655 | { |
2001 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2656 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2657 | // SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2658 | // newPart.LocalId = m_scene.AllocateLocalId(); | ||
2659 | |||
2002 | AddPart(newPart); | 2660 | AddPart(newPart); |
2003 | 2661 | ||
2004 | SetPartAsNonRoot(newPart); | 2662 | SetPartAsNonRoot(newPart); |
@@ -2048,6 +2706,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2048 | 2706 | ||
2049 | #endregion | 2707 | #endregion |
2050 | 2708 | ||
2709 | |||
2051 | public override void Update() | 2710 | public override void Update() |
2052 | { | 2711 | { |
2053 | // Check that the group was not deleted before the scheduled update | 2712 | // Check that the group was not deleted before the scheduled update |
@@ -2055,7 +2714,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2055 | // an object has been deleted from a scene before update was processed. | 2714 | // an object has been deleted from a scene before update was processed. |
2056 | // A more fundamental overhaul of the update mechanism is required to eliminate all | 2715 | // A more fundamental overhaul of the update mechanism is required to eliminate all |
2057 | // the race conditions. | 2716 | // the race conditions. |
2058 | if (IsDeleted) | 2717 | if (IsDeleted || inTransit) |
2059 | return; | 2718 | return; |
2060 | 2719 | ||
2061 | // Even temporary objects take part in physics (e.g. temp-on-rez bullets) | 2720 | // Even temporary objects take part in physics (e.g. temp-on-rez bullets) |
@@ -2066,18 +2725,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2066 | // check to see if the physical position or rotation warrant an update. | 2725 | // check to see if the physical position or rotation warrant an update. |
2067 | if (m_rootPart.UpdateFlag == UpdateRequired.NONE) | 2726 | if (m_rootPart.UpdateFlag == UpdateRequired.NONE) |
2068 | { | 2727 | { |
2069 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | 2728 | // rootpart SendScheduledUpdates will check if a update is needed |
2070 | 2729 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | |
2071 | if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) | 2730 | } |
2072 | { | ||
2073 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | ||
2074 | lastPhysGroupPos = AbsolutePosition; | ||
2075 | } | ||
2076 | 2731 | ||
2077 | if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f)) | 2732 | if (IsAttachment) |
2733 | { | ||
2734 | ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar); | ||
2735 | if (sp != null) | ||
2078 | { | 2736 | { |
2079 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | 2737 | sp.SendAttachmentScheduleUpdate(this); |
2080 | lastPhysGroupRot = GroupRotation; | 2738 | return; |
2081 | } | 2739 | } |
2082 | } | 2740 | } |
2083 | 2741 | ||
@@ -2137,20 +2795,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
2137 | /// Immediately send a full update for this scene object. | 2795 | /// Immediately send a full update for this scene object. |
2138 | /// </summary> | 2796 | /// </summary> |
2139 | public void SendGroupFullUpdate() | 2797 | public void SendGroupFullUpdate() |
2140 | { | 2798 | { |
2141 | if (IsDeleted) | 2799 | if (IsDeleted) |
2142 | return; | 2800 | return; |
2143 | 2801 | ||
2144 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2802 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
2145 | 2803 | ||
2146 | RootPart.SendFullUpdateToAllClients(); | 2804 | if (IsAttachment) |
2805 | { | ||
2806 | ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar); | ||
2807 | if (sp != null) | ||
2808 | { | ||
2809 | sp.SendAttachmentUpdate(this,UpdateRequired.FULL); | ||
2810 | return; | ||
2811 | } | ||
2812 | } | ||
2813 | |||
2814 | RootPart.SendFullUpdateToAllClientsInternal(); | ||
2147 | 2815 | ||
2148 | SceneObjectPart[] parts = m_parts.GetArray(); | 2816 | SceneObjectPart[] parts = m_parts.GetArray(); |
2149 | for (int i = 0; i < parts.Length; i++) | 2817 | for (int i = 0; i < parts.Length; i++) |
2150 | { | 2818 | { |
2151 | SceneObjectPart part = parts[i]; | 2819 | SceneObjectPart part = parts[i]; |
2152 | if (part != RootPart) | 2820 | if (part != RootPart) |
2153 | part.SendFullUpdateToAllClients(); | 2821 | part.SendFullUpdateToAllClientsInternal(); |
2154 | } | 2822 | } |
2155 | } | 2823 | } |
2156 | 2824 | ||
@@ -2162,7 +2830,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2162 | /// </summary> | 2830 | /// </summary> |
2163 | public void SendGroupRootTerseUpdate() | 2831 | public void SendGroupRootTerseUpdate() |
2164 | { | 2832 | { |
2165 | if (IsDeleted) | 2833 | if (IsDeleted || inTransit) |
2166 | return; | 2834 | return; |
2167 | 2835 | ||
2168 | RootPart.SendTerseUpdateToAllClients(); | 2836 | RootPart.SendTerseUpdateToAllClients(); |
@@ -2181,12 +2849,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2181 | /// </summary> | 2849 | /// </summary> |
2182 | public void SendGroupTerseUpdate() | 2850 | public void SendGroupTerseUpdate() |
2183 | { | 2851 | { |
2184 | if (IsDeleted) | 2852 | if (IsDeleted || inTransit) |
2185 | return; | 2853 | return; |
2186 | 2854 | ||
2855 | if (IsAttachment) | ||
2856 | { | ||
2857 | ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar); | ||
2858 | if (sp != null) | ||
2859 | { | ||
2860 | sp.SendAttachmentUpdate(this, UpdateRequired.TERSE); | ||
2861 | return; | ||
2862 | } | ||
2863 | } | ||
2864 | |||
2187 | SceneObjectPart[] parts = m_parts.GetArray(); | 2865 | SceneObjectPart[] parts = m_parts.GetArray(); |
2188 | for (int i = 0; i < parts.Length; i++) | 2866 | for (int i = 0; i < parts.Length; i++) |
2189 | parts[i].SendTerseUpdateToAllClients(); | 2867 | parts[i].SendTerseUpdateToAllClientsInternal(); |
2190 | } | 2868 | } |
2191 | 2869 | ||
2192 | /// <summary> | 2870 | /// <summary> |
@@ -2294,9 +2972,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
2294 | return; | 2972 | return; |
2295 | } | 2973 | } |
2296 | 2974 | ||
2975 | // physical prims count limit | ||
2976 | // not very eficient :( | ||
2977 | |||
2978 | if (UsesPhysics && m_scene.m_linksetPhysCapacity > 0 && (PrimCount + objectGroup.PrimCount) > | ||
2979 | m_scene.m_linksetPhysCapacity) | ||
2980 | { | ||
2981 | int cntr = 0; | ||
2982 | foreach (SceneObjectPart part in Parts) | ||
2983 | { | ||
2984 | if (part.PhysicsShapeType != (byte)PhysicsShapeType.None) | ||
2985 | cntr++; | ||
2986 | } | ||
2987 | foreach (SceneObjectPart part in objectGroup.Parts) | ||
2988 | { | ||
2989 | if (part.PhysicsShapeType != (byte)PhysicsShapeType.None) | ||
2990 | cntr++; | ||
2991 | } | ||
2992 | |||
2993 | if (cntr > m_scene.m_linksetPhysCapacity) | ||
2994 | { | ||
2995 | // cancel physics | ||
2996 | RootPart.Flags &= ~PrimFlags.Physics; | ||
2997 | ApplyPhysics(); | ||
2998 | } | ||
2999 | } | ||
3000 | |||
3001 | |||
2297 | // 'linkPart' == the root of the group being linked into this group | 3002 | // 'linkPart' == the root of the group being linked into this group |
2298 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 3003 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2299 | 3004 | ||
3005 | if (m_rootPart.PhysActor != null) | ||
3006 | m_rootPart.PhysActor.Building = true; | ||
3007 | if (linkPart.PhysActor != null) | ||
3008 | linkPart.PhysActor.Building = true; | ||
3009 | |||
2300 | // physics flags from group to be applied to linked parts | 3010 | // physics flags from group to be applied to linked parts |
2301 | bool grpusephys = UsesPhysics; | 3011 | bool grpusephys = UsesPhysics; |
2302 | bool grptemporary = IsTemporary; | 3012 | bool grptemporary = IsTemporary; |
@@ -2313,22 +3023,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2313 | // First move the new group's root SOP's position to be relative to ours | 3023 | // First move the new group's root SOP's position to be relative to ours |
2314 | // (radams1: Not sure if the multiple setting of OffsetPosition is required. If not, | 3024 | // (radams1: Not sure if the multiple setting of OffsetPosition is required. If not, |
2315 | // this code can be reordered to have a more logical flow.) | 3025 | // this code can be reordered to have a more logical flow.) |
2316 | linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; | 3026 | linkPart.setOffsetPosition(linkPart.GroupPosition - AbsolutePosition); |
2317 | // Assign the new parent to the root of the old group | 3027 | // Assign the new parent to the root of the old group |
2318 | linkPart.ParentID = m_rootPart.LocalId; | 3028 | linkPart.ParentID = m_rootPart.LocalId; |
2319 | // Now that it's a child, it's group position is our root position | 3029 | // Now that it's a child, it's group position is our root position |
2320 | linkPart.GroupPosition = AbsolutePosition; | 3030 | linkPart.setGroupPosition(AbsolutePosition); |
2321 | 3031 | ||
2322 | Vector3 axPos = linkPart.OffsetPosition; | ||
2323 | // Rotate the linking root SOP's position to be relative to the new root prim | 3032 | // Rotate the linking root SOP's position to be relative to the new root prim |
2324 | Quaternion parentRot = m_rootPart.RotationOffset; | 3033 | Quaternion parentRot = m_rootPart.RotationOffset; |
2325 | axPos *= Quaternion.Inverse(parentRot); | ||
2326 | linkPart.OffsetPosition = axPos; | ||
2327 | 3034 | ||
2328 | // Make the linking root SOP's rotation relative to the new root prim | 3035 | // Make the linking root SOP's rotation relative to the new root prim |
2329 | Quaternion oldRot = linkPart.RotationOffset; | 3036 | Quaternion oldRot = linkPart.RotationOffset; |
2330 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3037 | Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; |
2331 | linkPart.RotationOffset = newRot; | 3038 | linkPart.setRotationOffset(newRot); |
3039 | |||
3040 | Vector3 axPos = linkPart.OffsetPosition; | ||
3041 | axPos *= Quaternion.Conjugate(parentRot); | ||
3042 | linkPart.OffsetPosition = axPos; | ||
3043 | |||
2332 | 3044 | ||
2333 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. | 3045 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. |
2334 | // Now that we know this SOG has at least two SOPs in it, the new root | 3046 | // Now that we know this SOG has at least two SOPs in it, the new root |
@@ -2358,10 +3070,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2358 | m_parts.Add(linkPart.UUID, linkPart); | 3070 | m_parts.Add(linkPart.UUID, linkPart); |
2359 | 3071 | ||
2360 | linkPart.SetParent(this); | 3072 | linkPart.SetParent(this); |
3073 | m_scene.updateScenePartGroup(linkPart, this); | ||
3074 | |||
2361 | linkPart.CreateSelected = true; | 3075 | linkPart.CreateSelected = true; |
2362 | 3076 | ||
2363 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | 3077 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now |
2364 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); | 3078 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); |
2365 | 3079 | ||
2366 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 3080 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2367 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 3081 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2371,6 +3085,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2371 | } | 3085 | } |
2372 | 3086 | ||
2373 | linkPart.LinkNum = linkNum++; | 3087 | linkPart.LinkNum = linkNum++; |
3088 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2374 | 3089 | ||
2375 | // Get a list of the SOP's in the old group in order of their linknum's. | 3090 | // Get a list of the SOP's in the old group in order of their linknum's. |
2376 | SceneObjectPart[] ogParts = objectGroup.Parts; | 3091 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2389,7 +3104,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2389 | 3104 | ||
2390 | // Update the physics flags for the newly added SOP | 3105 | // Update the physics flags for the newly added SOP |
2391 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) | 3106 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) |
2392 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); | 3107 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); |
2393 | 3108 | ||
2394 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 3109 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2395 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 3110 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2407,7 +3122,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2407 | objectGroup.IsDeleted = true; | 3122 | objectGroup.IsDeleted = true; |
2408 | 3123 | ||
2409 | objectGroup.m_parts.Clear(); | 3124 | objectGroup.m_parts.Clear(); |
2410 | 3125 | ||
2411 | // Can't do this yet since backup still makes use of the root part without any synchronization | 3126 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2412 | // objectGroup.m_rootPart = null; | 3127 | // objectGroup.m_rootPart = null; |
2413 | 3128 | ||
@@ -2423,6 +3138,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2423 | // unmoved prims! | 3138 | // unmoved prims! |
2424 | ResetChildPrimPhysicsPositions(); | 3139 | ResetChildPrimPhysicsPositions(); |
2425 | 3140 | ||
3141 | if (m_rootPart.PhysActor != null) | ||
3142 | m_rootPart.PhysActor.Building = false; | ||
3143 | |||
2426 | //HasGroupChanged = true; | 3144 | //HasGroupChanged = true; |
2427 | //ScheduleGroupForFullUpdate(); | 3145 | //ScheduleGroupForFullUpdate(); |
2428 | } | 3146 | } |
@@ -2490,7 +3208,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2490 | // m_log.DebugFormat( | 3208 | // m_log.DebugFormat( |
2491 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 3209 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2492 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 3210 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2493 | 3211 | ||
3212 | if (m_rootPart.PhysActor != null) | ||
3213 | m_rootPart.PhysActor.Building = true; | ||
3214 | |||
2494 | linkPart.ClearUndoState(); | 3215 | linkPart.ClearUndoState(); |
2495 | 3216 | ||
2496 | Vector3 worldPos = linkPart.GetWorldPosition(); | 3217 | Vector3 worldPos = linkPart.GetWorldPosition(); |
@@ -2545,30 +3266,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
2545 | linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition; | 3266 | linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition; |
2546 | linkPart.OffsetPosition = new Vector3(0, 0, 0); | 3267 | linkPart.OffsetPosition = new Vector3(0, 0, 0); |
2547 | */ | 3268 | */ |
2548 | linkPart.GroupPosition = worldPos; | 3269 | linkPart.setGroupPosition(worldPos); |
2549 | linkPart.OffsetPosition = Vector3.Zero; | 3270 | linkPart.setOffsetPosition(Vector3.Zero); |
2550 | linkPart.RotationOffset = worldRot; | 3271 | linkPart.setRotationOffset(worldRot); |
2551 | 3272 | ||
2552 | // Create a new SOG to go around this unlinked and unattached SOP | 3273 | // Create a new SOG to go around this unlinked and unattached SOP |
2553 | SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); | 3274 | SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); |
2554 | 3275 | ||
2555 | m_scene.AddNewSceneObject(objectGroup, true); | 3276 | m_scene.AddNewSceneObject(objectGroup, true); |
2556 | 3277 | ||
2557 | if (sendEvents) | ||
2558 | linkPart.TriggerScriptChangedEvent(Changed.LINK); | ||
2559 | |||
2560 | linkPart.Rezzed = RootPart.Rezzed; | 3278 | linkPart.Rezzed = RootPart.Rezzed; |
2561 | 3279 | ||
2562 | // We must persist the delinked group to the database immediately, for safety. The problem | 3280 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2563 | // is that although in memory the new group has a new SceneGroupID, in the database it | 3281 | // (since delete works by deleting all rows which have a given object id) |
2564 | // still has the parent group's SceneGroupID (until the next backup). This means that if the | 3282 | |
2565 | // parent group is deleted then the delinked group will also be deleted from the database. | 3283 | // this is as it seems to be in sl now |
2566 | // This problem will disappear if the region remains alive long enough for another backup, | 3284 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) |
2567 | // since at that time the delinked group's new SceneGroupID will be written to the database. | 3285 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now |
2568 | // But if the region crashes before that then the prims will be permanently gone, and this must | 3286 | |
2569 | // not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case | 3287 | if (m_rootPart.PhysActor != null) |
2570 | // because the delinked group doesn't know when the source group is deleted.) | 3288 | m_rootPart.PhysActor.Building = false; |
2571 | m_scene.ForceSceneObjectBackup(objectGroup); | 3289 | |
3290 | objectGroup.HasGroupChangedDueToDelink = true; | ||
3291 | |||
3292 | if (sendEvents) | ||
3293 | linkPart.TriggerScriptChangedEvent(Changed.LINK); | ||
2572 | 3294 | ||
2573 | return objectGroup; | 3295 | return objectGroup; |
2574 | } | 3296 | } |
@@ -2579,7 +3301,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2579 | /// <param name="objectGroup"></param> | 3301 | /// <param name="objectGroup"></param> |
2580 | public virtual void DetachFromBackup() | 3302 | public virtual void DetachFromBackup() |
2581 | { | 3303 | { |
2582 | if (Backup && Scene != null) | 3304 | if (m_scene != null) |
3305 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
3306 | if (m_isBackedUp && Scene != null) | ||
2583 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3307 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2584 | 3308 | ||
2585 | Backup = false; | 3309 | Backup = false; |
@@ -2595,14 +3319,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2595 | Quaternion parentRot = oldGroupRotation; | 3319 | Quaternion parentRot = oldGroupRotation; |
2596 | Quaternion oldRot = part.RotationOffset; | 3320 | Quaternion oldRot = part.RotationOffset; |
2597 | 3321 | ||
2598 | // Move our position to not be relative to the old parent | 3322 | // Move our position in world |
2599 | Vector3 axPos = part.OffsetPosition; | 3323 | Vector3 axPos = part.OffsetPosition; |
2600 | axPos *= parentRot; | 3324 | axPos *= parentRot; |
2601 | part.OffsetPosition = axPos; | 3325 | Vector3 newPos = oldGroupPosition + axPos; |
2602 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 3326 | part.setGroupPosition(newPos); |
2603 | part.OffsetPosition = Vector3.Zero; | 3327 | part.setOffsetPosition(Vector3.Zero); |
2604 | 3328 | ||
2605 | // Compution our rotation to be not relative to the old parent | 3329 | // Compution our rotation in world |
2606 | Quaternion worldRot = parentRot * oldRot; | 3330 | Quaternion worldRot = parentRot * oldRot; |
2607 | part.RotationOffset = worldRot; | 3331 | part.RotationOffset = worldRot; |
2608 | 3332 | ||
@@ -2613,29 +3337,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
2613 | 3337 | ||
2614 | part.LinkNum = linkNum; | 3338 | part.LinkNum = linkNum; |
2615 | 3339 | ||
3340 | m_scene.updateScenePartGroup(part, this); | ||
3341 | |||
2616 | // Compute the new position of this SOP relative to the group position | 3342 | // Compute the new position of this SOP relative to the group position |
2617 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 3343 | part.setOffsetPosition(newPos - AbsolutePosition); |
2618 | 3344 | ||
2619 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. | 3345 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. |
2620 | // It would have the affect of setting the physics engine position multiple | 3346 | // It would have the affect of setting the physics engine position multiple |
2621 | // times. In theory, that is not necessary but I don't have a good linkset | 3347 | // times. In theory, that is not necessary but I don't have a good linkset |
2622 | // test to know that cleaning up this code wouldn't break things.) | 3348 | // test to know that cleaning up this code wouldn't break things.) |
2623 | 3349 | ||
2624 | // Rotate the relative position by the rotation of the group | ||
2625 | Quaternion rootRotation = m_rootPart.RotationOffset; | ||
2626 | Vector3 pos = part.OffsetPosition; | ||
2627 | pos *= Quaternion.Inverse(rootRotation); | ||
2628 | part.OffsetPosition = pos; | ||
2629 | |||
2630 | // Compute the SOP's rotation relative to the rotation of the group. | 3350 | // Compute the SOP's rotation relative to the rotation of the group. |
2631 | parentRot = m_rootPart.RotationOffset; | 3351 | parentRot = m_rootPart.RotationOffset; |
3352 | |||
2632 | oldRot = part.RotationOffset; | 3353 | oldRot = part.RotationOffset; |
2633 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3354 | Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; |
2634 | part.RotationOffset = newRot; | 3355 | part.setRotationOffset(newRot); |
3356 | |||
3357 | Vector3 pos = part.OffsetPosition; | ||
3358 | pos *= Quaternion.Conjugate(parentRot); | ||
3359 | |||
3360 | part.OffsetPosition = pos; // update position and orientation on physics also | ||
2635 | 3361 | ||
2636 | // Since this SOP's state has changed, push those changes into the physics engine | 3362 | // Since this SOP's state has changed, push those changes into the physics engine |
2637 | // and the simulator. | 3363 | // and the simulator. |
2638 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3364 | // done on caller |
3365 | // part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2639 | } | 3366 | } |
2640 | 3367 | ||
2641 | /// <summary> | 3368 | /// <summary> |
@@ -2663,10 +3390,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2663 | { | 3390 | { |
2664 | if (!BlockGrabOverride && !part.BlockGrab) | 3391 | if (!BlockGrabOverride && !part.BlockGrab) |
2665 | { | 3392 | { |
2666 | Vector3 llmoveforce = pos - AbsolutePosition; | 3393 | /* Vector3 llmoveforce = pos - AbsolutePosition; |
2667 | Vector3 grabforce = llmoveforce; | 3394 | Vector3 grabforce = llmoveforce; |
2668 | grabforce = (grabforce / 10) * pa.Mass; | 3395 | grabforce = (grabforce / 10) * pa.Mass; |
2669 | pa.AddForce(grabforce, true); | 3396 | */ |
3397 | // empirically convert distance diference to a impulse | ||
3398 | Vector3 grabforce = pos - AbsolutePosition; | ||
3399 | grabforce = grabforce * (pa.Mass/ 10.0f); | ||
3400 | pa.AddForce(grabforce, false); | ||
2670 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3401 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
2671 | } | 3402 | } |
2672 | } | 3403 | } |
@@ -2880,6 +3611,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2880 | /// <param name="SetVolumeDetect"></param> | 3611 | /// <param name="SetVolumeDetect"></param> |
2881 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) | 3612 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) |
2882 | { | 3613 | { |
3614 | HasGroupChanged = true; | ||
3615 | |||
2883 | SceneObjectPart selectionPart = GetPart(localID); | 3616 | SceneObjectPart selectionPart = GetPart(localID); |
2884 | 3617 | ||
2885 | if (Scene != null) | 3618 | if (Scene != null) |
@@ -2905,8 +3638,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2905 | { | 3638 | { |
2906 | SceneObjectPart[] parts = m_parts.GetArray(); | 3639 | SceneObjectPart[] parts = m_parts.GetArray(); |
2907 | 3640 | ||
2908 | if (Scene != null) | 3641 | if (Scene != null && UsePhysics) |
2909 | { | 3642 | { |
3643 | int maxprims = m_scene.m_linksetPhysCapacity; | ||
3644 | bool checkShape = (maxprims > 0 && | ||
3645 | parts.Length > maxprims); | ||
3646 | |||
2910 | for (int i = 0; i < parts.Length; i++) | 3647 | for (int i = 0; i < parts.Length; i++) |
2911 | { | 3648 | { |
2912 | SceneObjectPart part = parts[i]; | 3649 | SceneObjectPart part = parts[i]; |
@@ -2917,11 +3654,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
2917 | UsePhysics = false; // Reset physics | 3654 | UsePhysics = false; // Reset physics |
2918 | break; | 3655 | break; |
2919 | } | 3656 | } |
3657 | |||
3658 | if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None) | ||
3659 | { | ||
3660 | if (--maxprims < 0) | ||
3661 | { | ||
3662 | UsePhysics = false; | ||
3663 | break; | ||
3664 | } | ||
3665 | } | ||
2920 | } | 3666 | } |
2921 | } | 3667 | } |
2922 | 3668 | ||
2923 | for (int i = 0; i < parts.Length; i++) | 3669 | if (parts.Length > 1) |
2924 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3670 | { |
3671 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3672 | |||
3673 | for (int i = 0; i < parts.Length; i++) | ||
3674 | { | ||
3675 | |||
3676 | if (parts[i].UUID != m_rootPart.UUID) | ||
3677 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3678 | } | ||
3679 | |||
3680 | if (m_rootPart.PhysActor != null) | ||
3681 | m_rootPart.PhysActor.Building = false; | ||
3682 | } | ||
3683 | else | ||
3684 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2925 | } | 3685 | } |
2926 | } | 3686 | } |
2927 | 3687 | ||
@@ -2934,6 +3694,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2934 | } | 3694 | } |
2935 | } | 3695 | } |
2936 | 3696 | ||
3697 | |||
3698 | |||
3699 | /// <summary> | ||
3700 | /// Gets the number of parts | ||
3701 | /// </summary> | ||
3702 | /// <returns></returns> | ||
3703 | public int GetPartCount() | ||
3704 | { | ||
3705 | return Parts.Count(); | ||
3706 | } | ||
3707 | |||
2937 | /// <summary> | 3708 | /// <summary> |
2938 | /// Update the texture entry for this part | 3709 | /// Update the texture entry for this part |
2939 | /// </summary> | 3710 | /// </summary> |
@@ -2978,7 +3749,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
2978 | { | 3749 | { |
2979 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3750 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
2980 | 3751 | ||
2981 | AdjustChildPrimPermissions(Scene.Permissions.IsGod(AgentID)); | 3752 | bool god = Scene.Permissions.IsGod(AgentID); |
3753 | |||
3754 | if (field == 1 && god) | ||
3755 | { | ||
3756 | ForEachPart(part => | ||
3757 | { | ||
3758 | part.BaseMask = RootPart.BaseMask; | ||
3759 | }); | ||
3760 | } | ||
3761 | |||
3762 | AdjustChildPrimPermissions(false); | ||
3763 | |||
3764 | if (field == 1 && god) // Base mask was set. Update all child part inventories | ||
3765 | { | ||
3766 | foreach (SceneObjectPart part in Parts) | ||
3767 | part.Inventory.ApplyGodPermissions(RootPart.BaseMask); | ||
3768 | } | ||
2982 | 3769 | ||
2983 | HasGroupChanged = true; | 3770 | HasGroupChanged = true; |
2984 | 3771 | ||
@@ -3025,8 +3812,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3025 | 3812 | ||
3026 | PhysicsActor pa = m_rootPart.PhysActor; | 3813 | PhysicsActor pa = m_rootPart.PhysActor; |
3027 | 3814 | ||
3028 | RootPart.StoreUndoState(true); | ||
3029 | |||
3030 | if (Scene != null) | 3815 | if (Scene != null) |
3031 | { | 3816 | { |
3032 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); | 3817 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
@@ -3054,7 +3839,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3054 | SceneObjectPart obPart = parts[i]; | 3839 | SceneObjectPart obPart = parts[i]; |
3055 | if (obPart.UUID != m_rootPart.UUID) | 3840 | if (obPart.UUID != m_rootPart.UUID) |
3056 | { | 3841 | { |
3057 | // obPart.IgnoreUndoUpdate = true; | ||
3058 | Vector3 oldSize = new Vector3(obPart.Scale); | 3842 | Vector3 oldSize = new Vector3(obPart.Scale); |
3059 | 3843 | ||
3060 | float f = 1.0f; | 3844 | float f = 1.0f; |
@@ -3166,8 +3950,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3166 | z *= a; | 3950 | z *= a; |
3167 | } | 3951 | } |
3168 | } | 3952 | } |
3169 | |||
3170 | // obPart.IgnoreUndoUpdate = false; | ||
3171 | } | 3953 | } |
3172 | } | 3954 | } |
3173 | } | 3955 | } |
@@ -3177,9 +3959,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3177 | prevScale.Y *= y; | 3959 | prevScale.Y *= y; |
3178 | prevScale.Z *= z; | 3960 | prevScale.Z *= z; |
3179 | 3961 | ||
3180 | // RootPart.IgnoreUndoUpdate = true; | ||
3181 | RootPart.Resize(prevScale); | 3962 | RootPart.Resize(prevScale); |
3182 | // RootPart.IgnoreUndoUpdate = false; | ||
3183 | 3963 | ||
3184 | for (int i = 0; i < parts.Length; i++) | 3964 | for (int i = 0; i < parts.Length; i++) |
3185 | { | 3965 | { |
@@ -3187,8 +3967,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3187 | 3967 | ||
3188 | if (obPart.UUID != m_rootPart.UUID) | 3968 | if (obPart.UUID != m_rootPart.UUID) |
3189 | { | 3969 | { |
3190 | obPart.IgnoreUndoUpdate = true; | ||
3191 | |||
3192 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3970 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
3193 | currentpos.X *= x; | 3971 | currentpos.X *= x; |
3194 | currentpos.Y *= y; | 3972 | currentpos.Y *= y; |
@@ -3201,16 +3979,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3201 | 3979 | ||
3202 | obPart.Resize(newSize); | 3980 | obPart.Resize(newSize); |
3203 | obPart.UpdateOffSet(currentpos); | 3981 | obPart.UpdateOffSet(currentpos); |
3204 | |||
3205 | obPart.IgnoreUndoUpdate = false; | ||
3206 | } | 3982 | } |
3207 | 3983 | ||
3208 | // obPart.IgnoreUndoUpdate = false; | 3984 | HasGroupChanged = true; |
3209 | // obPart.StoreUndoState(); | 3985 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3986 | ScheduleGroupForTerseUpdate(); | ||
3210 | } | 3987 | } |
3211 | |||
3212 | // m_log.DebugFormat( | ||
3213 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
3214 | } | 3988 | } |
3215 | 3989 | ||
3216 | #endregion | 3990 | #endregion |
@@ -3223,14 +3997,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3223 | /// <param name="pos"></param> | 3997 | /// <param name="pos"></param> |
3224 | public void UpdateGroupPosition(Vector3 pos) | 3998 | public void UpdateGroupPosition(Vector3 pos) |
3225 | { | 3999 | { |
3226 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
3227 | |||
3228 | RootPart.StoreUndoState(true); | ||
3229 | |||
3230 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3231 | // for (int i = 0; i < parts.Length; i++) | ||
3232 | // parts[i].StoreUndoState(); | ||
3233 | |||
3234 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 4000 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
3235 | { | 4001 | { |
3236 | if (IsAttachment) | 4002 | if (IsAttachment) |
@@ -3263,21 +4029,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3263 | /// </summary> | 4029 | /// </summary> |
3264 | /// <param name="pos"></param> | 4030 | /// <param name="pos"></param> |
3265 | /// <param name="localID"></param> | 4031 | /// <param name="localID"></param> |
4032 | /// | ||
4033 | |||
3266 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 4034 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
3267 | { | 4035 | { |
3268 | SceneObjectPart part = GetPart(localID); | 4036 | SceneObjectPart part = GetPart(localID); |
3269 | 4037 | ||
3270 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3271 | // for (int i = 0; i < parts.Length; i++) | ||
3272 | // parts[i].StoreUndoState(); | ||
3273 | |||
3274 | if (part != null) | 4038 | if (part != null) |
3275 | { | 4039 | { |
3276 | // m_log.DebugFormat( | 4040 | // unlock parts position change |
3277 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 4041 | if (m_rootPart.PhysActor != null) |
3278 | 4042 | m_rootPart.PhysActor.Building = true; | |
3279 | part.StoreUndoState(false); | ||
3280 | part.IgnoreUndoUpdate = true; | ||
3281 | 4043 | ||
3282 | if (part.UUID == m_rootPart.UUID) | 4044 | if (part.UUID == m_rootPart.UUID) |
3283 | { | 4045 | { |
@@ -3288,8 +4050,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3288 | part.UpdateOffSet(pos); | 4050 | part.UpdateOffSet(pos); |
3289 | } | 4051 | } |
3290 | 4052 | ||
4053 | if (m_rootPart.PhysActor != null) | ||
4054 | m_rootPart.PhysActor.Building = false; | ||
4055 | |||
3291 | HasGroupChanged = true; | 4056 | HasGroupChanged = true; |
3292 | part.IgnoreUndoUpdate = false; | ||
3293 | } | 4057 | } |
3294 | } | 4058 | } |
3295 | 4059 | ||
@@ -3299,13 +4063,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3299 | /// <param name="newPos"></param> | 4063 | /// <param name="newPos"></param> |
3300 | public void UpdateRootPosition(Vector3 newPos) | 4064 | public void UpdateRootPosition(Vector3 newPos) |
3301 | { | 4065 | { |
3302 | // m_log.DebugFormat( | 4066 | // needs to be called with phys building true |
3303 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
3304 | |||
3305 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3306 | // for (int i = 0; i < parts.Length; i++) | ||
3307 | // parts[i].StoreUndoState(); | ||
3308 | |||
3309 | Vector3 oldPos; | 4067 | Vector3 oldPos; |
3310 | 4068 | ||
3311 | if (IsAttachment) | 4069 | if (IsAttachment) |
@@ -3326,12 +4084,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
3326 | } | 4084 | } |
3327 | 4085 | ||
3328 | AbsolutePosition = newPos; | 4086 | AbsolutePosition = newPos; |
3329 | 4087 | ||
3330 | if (IsAttachment) | 4088 | if (IsAttachment) |
3331 | m_rootPart.AttachedPos = newPos; | 4089 | m_rootPart.AttachedPos = newPos; |
3332 | 4090 | ||
3333 | HasGroupChanged = true; | 4091 | HasGroupChanged = true; |
3334 | ScheduleGroupForTerseUpdate(); | 4092 | if (m_rootPart.Undoing) |
4093 | { | ||
4094 | ScheduleGroupForFullUpdate(); | ||
4095 | } | ||
4096 | else | ||
4097 | { | ||
4098 | ScheduleGroupForTerseUpdate(); | ||
4099 | } | ||
3335 | } | 4100 | } |
3336 | 4101 | ||
3337 | #endregion | 4102 | #endregion |
@@ -3344,24 +4109,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3344 | /// <param name="rot"></param> | 4109 | /// <param name="rot"></param> |
3345 | public void UpdateGroupRotationR(Quaternion rot) | 4110 | public void UpdateGroupRotationR(Quaternion rot) |
3346 | { | 4111 | { |
3347 | // m_log.DebugFormat( | ||
3348 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
3349 | |||
3350 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3351 | // for (int i = 0; i < parts.Length; i++) | ||
3352 | // parts[i].StoreUndoState(); | ||
3353 | |||
3354 | m_rootPart.StoreUndoState(true); | ||
3355 | |||
3356 | m_rootPart.UpdateRotation(rot); | 4112 | m_rootPart.UpdateRotation(rot); |
3357 | 4113 | ||
4114 | /* this is done by rootpart RotationOffset set called by UpdateRotation | ||
3358 | PhysicsActor actor = m_rootPart.PhysActor; | 4115 | PhysicsActor actor = m_rootPart.PhysActor; |
3359 | if (actor != null) | 4116 | if (actor != null) |
3360 | { | 4117 | { |
3361 | actor.Orientation = m_rootPart.RotationOffset; | 4118 | actor.Orientation = m_rootPart.RotationOffset; |
3362 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); | 4119 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); |
3363 | } | 4120 | } |
3364 | 4121 | */ | |
3365 | HasGroupChanged = true; | 4122 | HasGroupChanged = true; |
3366 | ScheduleGroupForTerseUpdate(); | 4123 | ScheduleGroupForTerseUpdate(); |
3367 | } | 4124 | } |
@@ -3373,16 +4130,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3373 | /// <param name="rot"></param> | 4130 | /// <param name="rot"></param> |
3374 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 4131 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3375 | { | 4132 | { |
3376 | // m_log.DebugFormat( | ||
3377 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
3378 | |||
3379 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3380 | // for (int i = 0; i < parts.Length; i++) | ||
3381 | // parts[i].StoreUndoState(); | ||
3382 | |||
3383 | RootPart.StoreUndoState(true); | ||
3384 | RootPart.IgnoreUndoUpdate = true; | ||
3385 | |||
3386 | m_rootPart.UpdateRotation(rot); | 4133 | m_rootPart.UpdateRotation(rot); |
3387 | 4134 | ||
3388 | PhysicsActor actor = m_rootPart.PhysActor; | 4135 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3401,8 +4148,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3401 | 4148 | ||
3402 | HasGroupChanged = true; | 4149 | HasGroupChanged = true; |
3403 | ScheduleGroupForTerseUpdate(); | 4150 | ScheduleGroupForTerseUpdate(); |
3404 | |||
3405 | RootPart.IgnoreUndoUpdate = false; | ||
3406 | } | 4151 | } |
3407 | 4152 | ||
3408 | /// <summary> | 4153 | /// <summary> |
@@ -3415,13 +4160,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3415 | SceneObjectPart part = GetPart(localID); | 4160 | SceneObjectPart part = GetPart(localID); |
3416 | 4161 | ||
3417 | SceneObjectPart[] parts = m_parts.GetArray(); | 4162 | SceneObjectPart[] parts = m_parts.GetArray(); |
3418 | for (int i = 0; i < parts.Length; i++) | ||
3419 | parts[i].StoreUndoState(); | ||
3420 | 4163 | ||
3421 | if (part != null) | 4164 | if (part != null) |
3422 | { | 4165 | { |
3423 | // m_log.DebugFormat( | 4166 | if (m_rootPart.PhysActor != null) |
3424 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 4167 | m_rootPart.PhysActor.Building = true; |
3425 | 4168 | ||
3426 | if (part.UUID == m_rootPart.UUID) | 4169 | if (part.UUID == m_rootPart.UUID) |
3427 | { | 4170 | { |
@@ -3431,6 +4174,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3431 | { | 4174 | { |
3432 | part.UpdateRotation(rot); | 4175 | part.UpdateRotation(rot); |
3433 | } | 4176 | } |
4177 | |||
4178 | if (m_rootPart.PhysActor != null) | ||
4179 | m_rootPart.PhysActor.Building = false; | ||
3434 | } | 4180 | } |
3435 | } | 4181 | } |
3436 | 4182 | ||
@@ -3444,12 +4190,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3444 | SceneObjectPart part = GetPart(localID); | 4190 | SceneObjectPart part = GetPart(localID); |
3445 | if (part != null) | 4191 | if (part != null) |
3446 | { | 4192 | { |
3447 | // m_log.DebugFormat( | 4193 | if (m_rootPart.PhysActor != null) |
3448 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 4194 | m_rootPart.PhysActor.Building = true; |
3449 | // part.Name, part.LocalId, rot); | ||
3450 | |||
3451 | part.StoreUndoState(); | ||
3452 | part.IgnoreUndoUpdate = true; | ||
3453 | 4195 | ||
3454 | if (part.UUID == m_rootPart.UUID) | 4196 | if (part.UUID == m_rootPart.UUID) |
3455 | { | 4197 | { |
@@ -3462,7 +4204,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3462 | part.OffsetPosition = pos; | 4204 | part.OffsetPosition = pos; |
3463 | } | 4205 | } |
3464 | 4206 | ||
3465 | part.IgnoreUndoUpdate = false; | 4207 | if (m_rootPart.PhysActor != null) |
4208 | m_rootPart.PhysActor.Building = false; | ||
3466 | } | 4209 | } |
3467 | } | 4210 | } |
3468 | 4211 | ||
@@ -3472,15 +4215,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3472 | /// <param name="rot"></param> | 4215 | /// <param name="rot"></param> |
3473 | public void UpdateRootRotation(Quaternion rot) | 4216 | public void UpdateRootRotation(Quaternion rot) |
3474 | { | 4217 | { |
3475 | // m_log.DebugFormat( | 4218 | // needs to be called with phys building true |
3476 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
3477 | // Name, LocalId, rot); | ||
3478 | |||
3479 | Quaternion axRot = rot; | 4219 | Quaternion axRot = rot; |
3480 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 4220 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3481 | 4221 | ||
3482 | m_rootPart.StoreUndoState(); | 4222 | //Don't use UpdateRotation because it schedules an update prematurely |
3483 | m_rootPart.UpdateRotation(rot); | 4223 | m_rootPart.RotationOffset = rot; |
3484 | 4224 | ||
3485 | PhysicsActor pa = m_rootPart.PhysActor; | 4225 | PhysicsActor pa = m_rootPart.PhysActor; |
3486 | 4226 | ||
@@ -3496,35 +4236,145 @@ namespace OpenSim.Region.Framework.Scenes | |||
3496 | SceneObjectPart prim = parts[i]; | 4236 | SceneObjectPart prim = parts[i]; |
3497 | if (prim.UUID != m_rootPart.UUID) | 4237 | if (prim.UUID != m_rootPart.UUID) |
3498 | { | 4238 | { |
3499 | prim.IgnoreUndoUpdate = true; | 4239 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
4240 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
4241 | prim.RotationOffset = NewRot; | ||
4242 | |||
3500 | Vector3 axPos = prim.OffsetPosition; | 4243 | Vector3 axPos = prim.OffsetPosition; |
4244 | |||
3501 | axPos *= oldParentRot; | 4245 | axPos *= oldParentRot; |
3502 | axPos *= Quaternion.Inverse(axRot); | 4246 | axPos *= Quaternion.Inverse(axRot); |
3503 | prim.OffsetPosition = axPos; | 4247 | prim.OffsetPosition = axPos; |
3504 | Quaternion primsRot = prim.RotationOffset; | ||
3505 | Quaternion newRot = oldParentRot * primsRot; | ||
3506 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
3507 | prim.RotationOffset = newRot; | ||
3508 | prim.ScheduleTerseUpdate(); | ||
3509 | prim.IgnoreUndoUpdate = false; | ||
3510 | } | 4248 | } |
3511 | } | 4249 | } |
3512 | 4250 | ||
3513 | // for (int i = 0; i < parts.Length; i++) | 4251 | HasGroupChanged = true; |
3514 | // { | 4252 | ScheduleGroupForFullUpdate(); |
3515 | // SceneObjectPart childpart = parts[i]; | 4253 | } |
3516 | // if (childpart != m_rootPart) | ||
3517 | // { | ||
3518 | //// childpart.IgnoreUndoUpdate = false; | ||
3519 | //// childpart.StoreUndoState(); | ||
3520 | // } | ||
3521 | // } | ||
3522 | 4254 | ||
3523 | m_rootPart.ScheduleTerseUpdate(); | 4255 | private enum updatetype :int |
4256 | { | ||
4257 | none = 0, | ||
4258 | partterse = 1, | ||
4259 | partfull = 2, | ||
4260 | groupterse = 3, | ||
4261 | groupfull = 4 | ||
4262 | } | ||
3524 | 4263 | ||
3525 | // m_log.DebugFormat( | 4264 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) |
3526 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 4265 | { |
3527 | // Name, LocalId, rot); | 4266 | // TODO this still as excessive *.Schedule*Update()s |
4267 | |||
4268 | if (part != null && part.ParentGroup != null) | ||
4269 | { | ||
4270 | ObjectChangeType change = data.change; | ||
4271 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
4272 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
4273 | |||
4274 | SceneObjectGroup group = part.ParentGroup; | ||
4275 | PhysicsActor pha = group.RootPart.PhysActor; | ||
4276 | |||
4277 | updatetype updateType = updatetype.none; | ||
4278 | |||
4279 | if (togroup) | ||
4280 | { | ||
4281 | // related to group | ||
4282 | if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0) | ||
4283 | { | ||
4284 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4285 | { | ||
4286 | group.RootPart.UpdateRotation(data.rotation); | ||
4287 | updateType = updatetype.none; | ||
4288 | } | ||
4289 | if ((change & ObjectChangeType.Position) != 0) | ||
4290 | { | ||
4291 | if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position)) | ||
4292 | UpdateGroupPosition(data.position); | ||
4293 | updateType = updatetype.groupterse; | ||
4294 | } | ||
4295 | else | ||
4296 | // ugly rotation update of all parts | ||
4297 | { | ||
4298 | group.ResetChildPrimPhysicsPositions(); | ||
4299 | } | ||
4300 | |||
4301 | } | ||
4302 | if ((change & ObjectChangeType.Scale) != 0) | ||
4303 | { | ||
4304 | if (pha != null) | ||
4305 | pha.Building = true; | ||
4306 | |||
4307 | group.GroupResize(data.scale); | ||
4308 | updateType = updatetype.none; | ||
4309 | |||
4310 | if (pha != null) | ||
4311 | pha.Building = false; | ||
4312 | } | ||
4313 | } | ||
4314 | else | ||
4315 | { | ||
4316 | // related to single prim in a link-set ( ie group) | ||
4317 | if (pha != null) | ||
4318 | pha.Building = true; | ||
4319 | |||
4320 | // root part is special | ||
4321 | // parts offset positions or rotations need to change also | ||
4322 | |||
4323 | if (part == group.RootPart) | ||
4324 | { | ||
4325 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4326 | group.UpdateRootRotation(data.rotation); | ||
4327 | if ((change & ObjectChangeType.Position) != 0) | ||
4328 | group.UpdateRootPosition(data.position); | ||
4329 | if ((change & ObjectChangeType.Scale) != 0) | ||
4330 | part.Resize(data.scale); | ||
4331 | } | ||
4332 | else | ||
4333 | { | ||
4334 | if ((change & ObjectChangeType.Position) != 0) | ||
4335 | { | ||
4336 | part.OffsetPosition = data.position; | ||
4337 | updateType = updatetype.partterse; | ||
4338 | } | ||
4339 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4340 | { | ||
4341 | part.UpdateRotation(data.rotation); | ||
4342 | updateType = updatetype.none; | ||
4343 | } | ||
4344 | if ((change & ObjectChangeType.Scale) != 0) | ||
4345 | { | ||
4346 | part.Resize(data.scale); | ||
4347 | updateType = updatetype.none; | ||
4348 | } | ||
4349 | } | ||
4350 | |||
4351 | if (pha != null) | ||
4352 | pha.Building = false; | ||
4353 | } | ||
4354 | |||
4355 | if (updateType != updatetype.none) | ||
4356 | { | ||
4357 | group.HasGroupChanged = true; | ||
4358 | |||
4359 | switch (updateType) | ||
4360 | { | ||
4361 | case updatetype.partterse: | ||
4362 | part.ScheduleTerseUpdate(); | ||
4363 | break; | ||
4364 | case updatetype.partfull: | ||
4365 | part.ScheduleFullUpdate(); | ||
4366 | break; | ||
4367 | case updatetype.groupterse: | ||
4368 | group.ScheduleGroupForTerseUpdate(); | ||
4369 | break; | ||
4370 | case updatetype.groupfull: | ||
4371 | group.ScheduleGroupForFullUpdate(); | ||
4372 | break; | ||
4373 | default: | ||
4374 | break; | ||
4375 | } | ||
4376 | } | ||
4377 | } | ||
3528 | } | 4378 | } |
3529 | 4379 | ||
3530 | #endregion | 4380 | #endregion |
@@ -3565,6 +4415,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3565 | waypoint.handle = handle; | 4415 | waypoint.handle = handle; |
3566 | lock (m_rotTargets) | 4416 | lock (m_rotTargets) |
3567 | { | 4417 | { |
4418 | if (m_rotTargets.Count >= 8) | ||
4419 | m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key); | ||
3568 | m_rotTargets.Add(handle, waypoint); | 4420 | m_rotTargets.Add(handle, waypoint); |
3569 | } | 4421 | } |
3570 | m_scene.AddGroupTarget(this); | 4422 | m_scene.AddGroupTarget(this); |
@@ -3590,6 +4442,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3590 | waypoint.handle = handle; | 4442 | waypoint.handle = handle; |
3591 | lock (m_targets) | 4443 | lock (m_targets) |
3592 | { | 4444 | { |
4445 | if (m_targets.Count >= 8) | ||
4446 | m_targets.Remove(m_targets.ElementAt(0).Key); | ||
3593 | m_targets.Add(handle, waypoint); | 4447 | m_targets.Add(handle, waypoint); |
3594 | } | 4448 | } |
3595 | m_scene.AddGroupTarget(this); | 4449 | m_scene.AddGroupTarget(this); |
@@ -3623,10 +4477,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3623 | scriptPosTarget target = m_targets[idx]; | 4477 | scriptPosTarget target = m_targets[idx]; |
3624 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) | 4478 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) |
3625 | { | 4479 | { |
4480 | at_target = true; | ||
4481 | |||
3626 | // trigger at_target | 4482 | // trigger at_target |
3627 | if (m_scriptListens_atTarget) | 4483 | if (m_scriptListens_atTarget) |
3628 | { | 4484 | { |
3629 | at_target = true; | ||
3630 | scriptPosTarget att = new scriptPosTarget(); | 4485 | scriptPosTarget att = new scriptPosTarget(); |
3631 | att.targetPos = target.targetPos; | 4486 | att.targetPos = target.targetPos; |
3632 | att.tolerance = target.tolerance; | 4487 | att.tolerance = target.tolerance; |
@@ -3744,11 +4599,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
3744 | } | 4599 | } |
3745 | } | 4600 | } |
3746 | } | 4601 | } |
3747 | 4602 | ||
4603 | public Vector3 GetGeometricCenter() | ||
4604 | { | ||
4605 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4606 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4607 | // ignoring tortured prims details since sl also seems to ignore | ||
4608 | // so no real use in doing it on physics | ||
4609 | |||
4610 | Vector3 gc = Vector3.Zero; | ||
4611 | |||
4612 | int nparts = m_parts.Count; | ||
4613 | if (nparts <= 1) | ||
4614 | return gc; | ||
4615 | |||
4616 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4617 | nparts = parts.Length; // just in case it changed | ||
4618 | if (nparts <= 1) | ||
4619 | return gc; | ||
4620 | |||
4621 | Quaternion parentRot = RootPart.RotationOffset; | ||
4622 | Vector3 pPos; | ||
4623 | |||
4624 | // average all parts positions | ||
4625 | for (int i = 0; i < nparts; i++) | ||
4626 | { | ||
4627 | // do it directly | ||
4628 | // gc += parts[i].GetWorldPosition(); | ||
4629 | if (parts[i] != RootPart) | ||
4630 | { | ||
4631 | pPos = parts[i].OffsetPosition; | ||
4632 | gc += pPos; | ||
4633 | } | ||
4634 | |||
4635 | } | ||
4636 | gc /= nparts; | ||
4637 | |||
4638 | // relative to root: | ||
4639 | // gc -= AbsolutePosition; | ||
4640 | return gc; | ||
4641 | } | ||
4642 | |||
3748 | public float GetMass() | 4643 | public float GetMass() |
3749 | { | 4644 | { |
3750 | float retmass = 0f; | 4645 | float retmass = 0f; |
3751 | |||
3752 | SceneObjectPart[] parts = m_parts.GetArray(); | 4646 | SceneObjectPart[] parts = m_parts.GetArray(); |
3753 | for (int i = 0; i < parts.Length; i++) | 4647 | for (int i = 0; i < parts.Length; i++) |
3754 | retmass += parts[i].GetMass(); | 4648 | retmass += parts[i].GetMass(); |
@@ -3756,6 +4650,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3756 | return retmass; | 4650 | return retmass; |
3757 | } | 4651 | } |
3758 | 4652 | ||
4653 | // center of mass of full object | ||
4654 | public Vector3 GetCenterOfMass() | ||
4655 | { | ||
4656 | PhysicsActor pa = RootPart.PhysActor; | ||
4657 | |||
4658 | if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) | ||
4659 | { | ||
4660 | // physics knows better about center of mass of physical prims | ||
4661 | Vector3 tmp = pa.CenterOfMass; | ||
4662 | return tmp; | ||
4663 | } | ||
4664 | |||
4665 | Vector3 Ptot = Vector3.Zero; | ||
4666 | float totmass = 0f; | ||
4667 | float m; | ||
4668 | |||
4669 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4670 | for (int i = 0; i < parts.Length; i++) | ||
4671 | { | ||
4672 | m = parts[i].GetMass(); | ||
4673 | Ptot += parts[i].GetPartCenterOfMass() * m; | ||
4674 | totmass += m; | ||
4675 | } | ||
4676 | |||
4677 | if (totmass == 0) | ||
4678 | totmass = 0; | ||
4679 | else | ||
4680 | totmass = 1 / totmass; | ||
4681 | Ptot *= totmass; | ||
4682 | |||
4683 | return Ptot; | ||
4684 | } | ||
4685 | |||
3759 | /// <summary> | 4686 | /// <summary> |
3760 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | 4687 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that |
3761 | /// the physics engine can use it. | 4688 | /// the physics engine can use it. |
@@ -3882,10 +4809,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3882 | /// down after it move one place down the list. | 4809 | /// down after it move one place down the list. |
3883 | /// </remarks> | 4810 | /// </remarks> |
3884 | /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns> | 4811 | /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns> |
3885 | public List<ScenePresence> GetSittingAvatars() | 4812 | public List<UUID> GetSittingAvatars() |
3886 | { | 4813 | { |
3887 | lock (m_sittingAvatars) | 4814 | lock (m_sittingAvatars) |
3888 | return new List<ScenePresence>(m_sittingAvatars); | 4815 | return new List<UUID>(m_sittingAvatars); |
3889 | } | 4816 | } |
3890 | 4817 | ||
3891 | /// <summary> | 4818 | /// <summary> |
@@ -3935,6 +4862,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3935 | FromItemID = uuid; | 4862 | FromItemID = uuid; |
3936 | } | 4863 | } |
3937 | 4864 | ||
4865 | public void ResetOwnerChangeFlag() | ||
4866 | { | ||
4867 | ForEachPart(delegate(SceneObjectPart part) | ||
4868 | { | ||
4869 | part.ResetOwnerChangeFlag(); | ||
4870 | }); | ||
4871 | } | ||
4872 | |||
3938 | #endregion | 4873 | #endregion |
3939 | } | 4874 | } |
3940 | } | 4875 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 25aa83f..ea96d9e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
64 | TELEPORT = 512, | 64 | TELEPORT = 512, |
65 | REGION_RESTART = 1024, | 65 | REGION_RESTART = 1024, |
66 | MEDIA = 2048, | 66 | MEDIA = 2048, |
67 | ANIMATION = 16384 | 67 | ANIMATION = 16384, |
68 | POSITION = 32768 | ||
68 | } | 69 | } |
69 | 70 | ||
70 | // I don't really know where to put this except here. | 71 | // I don't really know where to put this except here. |
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | /// Denote all sides of the prim | 124 | /// Denote all sides of the prim |
124 | /// </value> | 125 | /// </value> |
125 | public const int ALL_SIDES = -1; | 126 | public const int ALL_SIDES = -1; |
126 | 127 | ||
128 | private const scriptEvents PhysicsNeededSubsEvents = ( | ||
129 | scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | | ||
130 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
131 | ); | ||
132 | private const scriptEvents PhyscicsPhantonSubsEvents = ( | ||
133 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
134 | ); | ||
135 | private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( | ||
136 | scriptEvents.collision_start | scriptEvents.collision_end | ||
137 | ); | ||
138 | |||
127 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 139 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
128 | 140 | ||
129 | /// <summary> | 141 | /// <summary> |
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
160 | /// </remarks> | 172 | /// </remarks> |
161 | public bool IsRoot | 173 | public bool IsRoot |
162 | { | 174 | { |
163 | get { return ParentGroup.RootPart == this; } | 175 | get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } |
164 | } | 176 | } |
165 | 177 | ||
166 | /// <summary> | 178 | /// <summary> |
@@ -233,6 +245,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | 245 | ||
234 | public uint TimeStampTerse; | 246 | public uint TimeStampTerse; |
235 | 247 | ||
248 | // The following two are to hold the attachment data | ||
249 | // while an object is inworld | ||
250 | [XmlIgnore] | ||
251 | public byte AttachPoint = 0; | ||
252 | |||
253 | [XmlIgnore] | ||
254 | public Quaternion AttachRotation = Quaternion.Identity; | ||
255 | |||
256 | [XmlIgnore] | ||
236 | public int STATUS_ROTATE_X; | 257 | public int STATUS_ROTATE_X; |
237 | 258 | ||
238 | public int STATUS_ROTATE_Y; | 259 | public int STATUS_ROTATE_Y; |
@@ -259,8 +280,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
259 | 280 | ||
260 | public Vector3 RotationAxis = Vector3.One; | 281 | public Vector3 RotationAxis = Vector3.One; |
261 | 282 | ||
262 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 283 | public bool VolumeDetectActive; |
263 | // Certainly this must be a persistant setting finally | ||
264 | 284 | ||
265 | public bool IsWaitingForFirstSpinUpdatePacket; | 285 | public bool IsWaitingForFirstSpinUpdatePacket; |
266 | 286 | ||
@@ -300,10 +320,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
300 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 320 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
301 | private Vector3 m_sitTargetPosition; | 321 | private Vector3 m_sitTargetPosition; |
302 | private string m_sitAnimation = "SIT"; | 322 | private string m_sitAnimation = "SIT"; |
323 | private bool m_occupied; // KF if any av is sitting on this prim | ||
303 | private string m_text = String.Empty; | 324 | private string m_text = String.Empty; |
304 | private string m_touchName = String.Empty; | 325 | private string m_touchName = String.Empty; |
305 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 326 | private UndoRedoState m_UndoRedo = null; |
306 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
307 | 327 | ||
308 | private bool m_passTouches = false; | 328 | private bool m_passTouches = false; |
309 | private bool m_passCollisions = false; | 329 | private bool m_passCollisions = false; |
@@ -331,14 +351,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
331 | protected Vector3 m_lastVelocity; | 351 | protected Vector3 m_lastVelocity; |
332 | protected Vector3 m_lastAcceleration; | 352 | protected Vector3 m_lastAcceleration; |
333 | protected Vector3 m_lastAngularVelocity; | 353 | protected Vector3 m_lastAngularVelocity; |
334 | protected int m_lastTerseSent; | 354 | protected int m_lastUpdateSentTime; |
355 | protected float m_buoyancy = 0.0f; | ||
356 | protected Vector3 m_force; | ||
357 | protected Vector3 m_torque; | ||
335 | 358 | ||
336 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | 359 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; |
337 | protected float m_density = 1000.0f; // in kg/m^3 | 360 | protected float m_density = 1000.0f; // in kg/m^3 |
338 | protected float m_gravitymod = 1.0f; | 361 | protected float m_gravitymod = 1.0f; |
339 | protected float m_friction = 0.6f; // wood | 362 | protected float m_friction = 0.6f; // wood |
340 | protected float m_bounce = 0.5f; // wood | 363 | protected float m_bounce = 0.5f; // wood |
341 | 364 | ||
365 | |||
366 | protected bool m_isSelected = false; | ||
367 | |||
342 | /// <summary> | 368 | /// <summary> |
343 | /// Stores media texture data | 369 | /// Stores media texture data |
344 | /// </summary> | 370 | /// </summary> |
@@ -350,15 +376,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | private Vector3 m_cameraAtOffset; | 376 | private Vector3 m_cameraAtOffset; |
351 | private bool m_forceMouselook; | 377 | private bool m_forceMouselook; |
352 | 378 | ||
353 | // TODO: Collision sound should have default. | 379 | |
380 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
381 | private sbyte m_collisionSoundType; | ||
354 | private UUID m_collisionSound; | 382 | private UUID m_collisionSound; |
355 | private float m_collisionSoundVolume; | 383 | private float m_collisionSoundVolume; |
356 | 384 | ||
385 | private int LastColSoundSentTime; | ||
386 | |||
387 | |||
388 | private SOPVehicle m_vehicleParams = null; | ||
389 | |||
357 | public KeyframeMotion KeyframeMotion | 390 | public KeyframeMotion KeyframeMotion |
358 | { | 391 | { |
359 | get; set; | 392 | get; set; |
360 | } | 393 | } |
361 | 394 | ||
395 | |||
362 | #endregion Fields | 396 | #endregion Fields |
363 | 397 | ||
364 | // ~SceneObjectPart() | 398 | // ~SceneObjectPart() |
@@ -388,6 +422,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 422 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
389 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 423 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
390 | m_inventory = new SceneObjectPartInventory(this); | 424 | m_inventory = new SceneObjectPartInventory(this); |
425 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
391 | } | 426 | } |
392 | 427 | ||
393 | /// <summary> | 428 | /// <summary> |
@@ -402,7 +437,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
402 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 437 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
403 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 438 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
404 | { | 439 | { |
405 | m_name = "Primitive"; | 440 | m_name = "Object"; |
406 | 441 | ||
407 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 442 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
408 | LastOwnerID = CreatorID = OwnerID = ownerID; | 443 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -441,7 +476,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
441 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); | 476 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); |
442 | private uint _groupMask = (uint)PermissionMask.None; | 477 | private uint _groupMask = (uint)PermissionMask.None; |
443 | private uint _everyoneMask = (uint)PermissionMask.None; | 478 | private uint _everyoneMask = (uint)PermissionMask.None; |
444 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 479 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
445 | private PrimFlags _flags = PrimFlags.None; | 480 | private PrimFlags _flags = PrimFlags.None; |
446 | private DateTime m_expires; | 481 | private DateTime m_expires; |
447 | private DateTime m_rezzed; | 482 | private DateTime m_rezzed; |
@@ -539,12 +574,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
539 | } | 574 | } |
540 | 575 | ||
541 | /// <value> | 576 | /// <value> |
542 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 577 | /// Get the inventory list |
543 | /// </value> | 578 | /// </value> |
544 | public TaskInventoryDictionary TaskInventory | 579 | public TaskInventoryDictionary TaskInventory |
545 | { | 580 | { |
546 | get { return m_inventory.Items; } | 581 | get { |
547 | set { m_inventory.Items = value; } | 582 | return m_inventory.Items; |
583 | } | ||
584 | set { | ||
585 | m_inventory.Items = value; | ||
586 | } | ||
548 | } | 587 | } |
549 | 588 | ||
550 | /// <summary> | 589 | /// <summary> |
@@ -594,20 +633,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
594 | } | 633 | } |
595 | } | 634 | } |
596 | 635 | ||
597 | public byte Material | ||
598 | { | ||
599 | get { return (byte) m_material; } | ||
600 | set | ||
601 | { | ||
602 | m_material = (Material)value; | ||
603 | |||
604 | PhysicsActor pa = PhysActor; | ||
605 | |||
606 | if (pa != null) | ||
607 | pa.SetMaterial((int)value); | ||
608 | } | ||
609 | } | ||
610 | |||
611 | [XmlIgnore] | 636 | [XmlIgnore] |
612 | public bool PassTouches | 637 | public bool PassTouches |
613 | { | 638 | { |
@@ -633,6 +658,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
633 | } | 658 | } |
634 | } | 659 | } |
635 | 660 | ||
661 | public bool IsSelected | ||
662 | { | ||
663 | get { return m_isSelected; } | ||
664 | set | ||
665 | { | ||
666 | m_isSelected = value; | ||
667 | if (ParentGroup != null) | ||
668 | ParentGroup.PartSelectChanged(value); | ||
669 | |||
670 | } | ||
671 | } | ||
672 | |||
673 | |||
636 | public Dictionary<int, string> CollisionFilter | 674 | public Dictionary<int, string> CollisionFilter |
637 | { | 675 | { |
638 | get { return m_CollisionFilter; } | 676 | get { return m_CollisionFilter; } |
@@ -707,14 +745,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
707 | set { m_LoopSoundSlavePrims = value; } | 745 | set { m_LoopSoundSlavePrims = value; } |
708 | } | 746 | } |
709 | 747 | ||
710 | |||
711 | public Byte[] TextureAnimation | 748 | public Byte[] TextureAnimation |
712 | { | 749 | { |
713 | get { return m_TextureAnimation; } | 750 | get { return m_TextureAnimation; } |
714 | set { m_TextureAnimation = value; } | 751 | set { m_TextureAnimation = value; } |
715 | } | 752 | } |
716 | 753 | ||
717 | |||
718 | public Byte[] ParticleSystem | 754 | public Byte[] ParticleSystem |
719 | { | 755 | { |
720 | get { return m_particleSystem; } | 756 | get { return m_particleSystem; } |
@@ -742,18 +778,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
742 | set { m_damage = value; } | 778 | set { m_damage = value; } |
743 | } | 779 | } |
744 | 780 | ||
781 | |||
782 | |||
783 | |||
784 | public void setGroupPosition(Vector3 pos) | ||
785 | { | ||
786 | m_groupPosition = pos; | ||
787 | } | ||
788 | |||
745 | /// <summary> | 789 | /// <summary> |
746 | /// The position of the entire group that this prim belongs to. | 790 | /// The position of the entire group that this prim belongs to. |
747 | /// </summary> | 791 | /// </summary> |
792 | /// | ||
793 | |||
794 | |||
748 | public Vector3 GroupPosition | 795 | public Vector3 GroupPosition |
749 | { | 796 | { |
750 | get | 797 | get |
751 | { | 798 | { |
752 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 799 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
753 | PhysicsActor actor = PhysActor; | 800 | PhysicsActor actor = PhysActor; |
754 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 801 | if (ParentID == 0) |
755 | if (actor != null && ParentID == 0) | 802 | { |
756 | m_groupPosition = actor.Position; | 803 | if (actor != null) |
804 | m_groupPosition = actor.Position; | ||
805 | return m_groupPosition; | ||
806 | } | ||
757 | 807 | ||
758 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 808 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
759 | if (ParentGroup.IsAttachment) | 809 | if (ParentGroup.IsAttachment) |
@@ -763,21 +813,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
763 | return sp.AbsolutePosition; | 813 | return sp.AbsolutePosition; |
764 | } | 814 | } |
765 | 815 | ||
816 | // use root prim's group position. Physics may have updated it | ||
817 | if (ParentGroup.RootPart != this) | ||
818 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
766 | return m_groupPosition; | 819 | return m_groupPosition; |
767 | } | 820 | } |
768 | set | 821 | set |
769 | { | 822 | { |
770 | m_groupPosition = value; | 823 | m_groupPosition = value; |
771 | |||
772 | PhysicsActor actor = PhysActor; | 824 | PhysicsActor actor = PhysActor; |
773 | if (actor != null) | 825 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
774 | { | 826 | { |
775 | try | 827 | try |
776 | { | 828 | { |
777 | // Root prim actually goes at Position | 829 | // Root prim actually goes at Position |
778 | if (ParentID == 0) | 830 | if (ParentID == 0) |
779 | { | 831 | { |
780 | actor.Position = value; | 832 | actor.Position = value; |
781 | } | 833 | } |
782 | else | 834 | else |
783 | { | 835 | { |
@@ -798,12 +850,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
798 | } | 850 | } |
799 | } | 851 | } |
800 | 852 | ||
853 | public void setOffsetPosition(Vector3 pos) | ||
854 | { | ||
855 | m_offsetPosition = pos; | ||
856 | } | ||
857 | |||
801 | public Vector3 OffsetPosition | 858 | public Vector3 OffsetPosition |
802 | { | 859 | { |
803 | get { return m_offsetPosition; } | 860 | get { return m_offsetPosition; } |
804 | set | 861 | set |
805 | { | 862 | { |
806 | // StoreUndoState(); | 863 | Vector3 oldpos = m_offsetPosition; |
807 | m_offsetPosition = value; | 864 | m_offsetPosition = value; |
808 | 865 | ||
809 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 866 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -815,10 +872,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
815 | actor.Orientation = GetWorldRotation(); | 872 | actor.Orientation = GetWorldRotation(); |
816 | 873 | ||
817 | // Tell the physics engines that this prim changed. | 874 | // Tell the physics engines that this prim changed. |
818 | if (ParentGroup.Scene != null) | 875 | if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
819 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 876 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
820 | } | 877 | } |
878 | |||
879 | if (!m_parentGroup.m_dupeInProgress) | ||
880 | { | ||
881 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
882 | foreach (ScenePresence av in avs) | ||
883 | { | ||
884 | if (av.ParentID == m_localId) | ||
885 | { | ||
886 | Vector3 offset = (m_offsetPosition - oldpos); | ||
887 | av.AbsolutePosition += offset; | ||
888 | // av.SendAvatarDataToAllAgents(); | ||
889 | av.SendTerseUpdateToAllClients(); | ||
890 | } | ||
891 | } | ||
892 | } | ||
821 | } | 893 | } |
894 | TriggerScriptChangedEvent(Changed.POSITION); | ||
822 | } | 895 | } |
823 | } | 896 | } |
824 | 897 | ||
@@ -840,6 +913,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
840 | } | 913 | } |
841 | } | 914 | } |
842 | 915 | ||
916 | public void setRotationOffset(Quaternion q) | ||
917 | { | ||
918 | m_rotationOffset = q; | ||
919 | } | ||
920 | |||
843 | public Quaternion RotationOffset | 921 | public Quaternion RotationOffset |
844 | { | 922 | { |
845 | get | 923 | get |
@@ -869,7 +947,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
869 | 947 | ||
870 | set | 948 | set |
871 | { | 949 | { |
872 | StoreUndoState(); | 950 | // StoreUndoState(); |
873 | m_rotationOffset = value; | 951 | m_rotationOffset = value; |
874 | 952 | ||
875 | PhysicsActor actor = PhysActor; | 953 | PhysicsActor actor = PhysActor; |
@@ -960,7 +1038,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | get | 1038 | get |
961 | { | 1039 | { |
962 | PhysicsActor actor = PhysActor; | 1040 | PhysicsActor actor = PhysActor; |
963 | if ((actor != null) && actor.IsPhysical) | 1041 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
964 | { | 1042 | { |
965 | m_angularVelocity = actor.RotationalVelocity; | 1043 | m_angularVelocity = actor.RotationalVelocity; |
966 | } | 1044 | } |
@@ -974,15 +1052,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
974 | m_angularVelocity = value; | 1052 | m_angularVelocity = value; |
975 | 1053 | ||
976 | PhysicsActor actor = PhysActor; | 1054 | PhysicsActor actor = PhysActor; |
977 | if ((actor != null) && actor.IsPhysical) | 1055 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) |
1056 | { | ||
978 | actor.RotationalVelocity = m_angularVelocity; | 1057 | actor.RotationalVelocity = m_angularVelocity; |
1058 | } | ||
979 | } | 1059 | } |
980 | } | 1060 | } |
981 | 1061 | ||
982 | /// <summary></summary> | 1062 | /// <summary></summary> |
983 | public Vector3 Acceleration | 1063 | public Vector3 Acceleration |
984 | { | 1064 | { |
985 | get { return m_acceleration; } | 1065 | get |
1066 | { | ||
1067 | PhysicsActor actor = PhysActor; | ||
1068 | if (actor != null) | ||
1069 | { | ||
1070 | m_acceleration = actor.Acceleration; | ||
1071 | } | ||
1072 | return m_acceleration; | ||
1073 | } | ||
1074 | |||
986 | set | 1075 | set |
987 | { | 1076 | { |
988 | if (Util.IsNanOrInfinity(value)) | 1077 | if (Util.IsNanOrInfinity(value)) |
@@ -1056,7 +1145,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1056 | public PrimitiveBaseShape Shape | 1145 | public PrimitiveBaseShape Shape |
1057 | { | 1146 | { |
1058 | get { return m_shape; } | 1147 | get { return m_shape; } |
1059 | set { m_shape = value;} | 1148 | set |
1149 | { | ||
1150 | m_shape = value; | ||
1151 | } | ||
1060 | } | 1152 | } |
1061 | 1153 | ||
1062 | /// <summary> | 1154 | /// <summary> |
@@ -1069,7 +1161,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1069 | { | 1161 | { |
1070 | if (m_shape != null) | 1162 | if (m_shape != null) |
1071 | { | 1163 | { |
1072 | StoreUndoState(); | ||
1073 | 1164 | ||
1074 | m_shape.Scale = value; | 1165 | m_shape.Scale = value; |
1075 | 1166 | ||
@@ -1137,10 +1228,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1137 | { | 1228 | { |
1138 | get | 1229 | get |
1139 | { | 1230 | { |
1140 | if (ParentGroup.IsAttachment) | 1231 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1141 | return GroupPosition; | ||
1142 | |||
1143 | return m_offsetPosition + m_groupPosition; | ||
1144 | } | 1232 | } |
1145 | } | 1233 | } |
1146 | 1234 | ||
@@ -1309,6 +1397,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1309 | _flags = value; | 1397 | _flags = value; |
1310 | } | 1398 | } |
1311 | } | 1399 | } |
1400 | |||
1401 | [XmlIgnore] | ||
1402 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1403 | { | ||
1404 | get { return m_occupied; } | ||
1405 | set { m_occupied = value; } | ||
1406 | } | ||
1312 | 1407 | ||
1313 | /// <summary> | 1408 | /// <summary> |
1314 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero | 1409 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero |
@@ -1324,7 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1324 | /// <value> | 1419 | /// <value> |
1325 | /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene. | 1420 | /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene. |
1326 | /// </value> | 1421 | /// </value> |
1327 | private HashSet<ScenePresence> m_sittingAvatars; | 1422 | private HashSet<UUID> m_sittingAvatars; |
1328 | 1423 | ||
1329 | public virtual UUID RegionID | 1424 | public virtual UUID RegionID |
1330 | { | 1425 | { |
@@ -1359,12 +1454,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1359 | set { m_sitAnimation = value; } | 1454 | set { m_sitAnimation = value; } |
1360 | } | 1455 | } |
1361 | 1456 | ||
1457 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1458 | |||
1459 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1460 | // runtime thing.. do not persist | ||
1461 | [XmlIgnore] | ||
1462 | public sbyte CollisionSoundType | ||
1463 | { | ||
1464 | get | ||
1465 | { | ||
1466 | return m_collisionSoundType; | ||
1467 | } | ||
1468 | set | ||
1469 | { | ||
1470 | m_collisionSoundType = value; | ||
1471 | if (value == -1) | ||
1472 | m_collisionSound = invalidCollisionSoundUUID; | ||
1473 | else if (value == 0) | ||
1474 | m_collisionSound = UUID.Zero; | ||
1475 | } | ||
1476 | } | ||
1477 | |||
1362 | public UUID CollisionSound | 1478 | public UUID CollisionSound |
1363 | { | 1479 | { |
1364 | get { return m_collisionSound; } | 1480 | get { return m_collisionSound; } |
1365 | set | 1481 | set |
1366 | { | 1482 | { |
1367 | m_collisionSound = value; | 1483 | m_collisionSound = value; |
1484 | |||
1485 | if (value == invalidCollisionSoundUUID) | ||
1486 | m_collisionSoundType = -1; | ||
1487 | else if (value == UUID.Zero) | ||
1488 | m_collisionSoundType = 0; | ||
1489 | else | ||
1490 | m_collisionSoundType = 1; | ||
1491 | |||
1368 | aggregateScriptEvents(); | 1492 | aggregateScriptEvents(); |
1369 | } | 1493 | } |
1370 | } | 1494 | } |
@@ -1375,6 +1499,125 @@ namespace OpenSim.Region.Framework.Scenes | |||
1375 | set { m_collisionSoundVolume = value; } | 1499 | set { m_collisionSoundVolume = value; } |
1376 | } | 1500 | } |
1377 | 1501 | ||
1502 | public float Buoyancy | ||
1503 | { | ||
1504 | get | ||
1505 | { | ||
1506 | if (ParentGroup.RootPart == this) | ||
1507 | return m_buoyancy; | ||
1508 | |||
1509 | return ParentGroup.RootPart.Buoyancy; | ||
1510 | } | ||
1511 | set | ||
1512 | { | ||
1513 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1514 | { | ||
1515 | ParentGroup.RootPart.Buoyancy = value; | ||
1516 | return; | ||
1517 | } | ||
1518 | m_buoyancy = value; | ||
1519 | if (PhysActor != null) | ||
1520 | PhysActor.Buoyancy = value; | ||
1521 | } | ||
1522 | } | ||
1523 | |||
1524 | public Vector3 Force | ||
1525 | { | ||
1526 | get | ||
1527 | { | ||
1528 | if (ParentGroup.RootPart == this) | ||
1529 | return m_force; | ||
1530 | |||
1531 | return ParentGroup.RootPart.Force; | ||
1532 | } | ||
1533 | |||
1534 | set | ||
1535 | { | ||
1536 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1537 | { | ||
1538 | ParentGroup.RootPart.Force = value; | ||
1539 | return; | ||
1540 | } | ||
1541 | m_force = value; | ||
1542 | if (PhysActor != null) | ||
1543 | PhysActor.Force = value; | ||
1544 | } | ||
1545 | } | ||
1546 | |||
1547 | public Vector3 Torque | ||
1548 | { | ||
1549 | get | ||
1550 | { | ||
1551 | if (ParentGroup.RootPart == this) | ||
1552 | return m_torque; | ||
1553 | |||
1554 | return ParentGroup.RootPart.Torque; | ||
1555 | } | ||
1556 | |||
1557 | set | ||
1558 | { | ||
1559 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1560 | { | ||
1561 | ParentGroup.RootPart.Torque = value; | ||
1562 | return; | ||
1563 | } | ||
1564 | m_torque = value; | ||
1565 | if (PhysActor != null) | ||
1566 | PhysActor.Torque = value; | ||
1567 | } | ||
1568 | } | ||
1569 | |||
1570 | public byte Material | ||
1571 | { | ||
1572 | get { return (byte)m_material; } | ||
1573 | set | ||
1574 | { | ||
1575 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1576 | { | ||
1577 | bool update = false; | ||
1578 | |||
1579 | if (m_material != (Material)value) | ||
1580 | { | ||
1581 | update = true; | ||
1582 | m_material = (Material)value; | ||
1583 | } | ||
1584 | |||
1585 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1586 | { | ||
1587 | update = true; | ||
1588 | m_friction = SOPMaterialData.friction(m_material); | ||
1589 | } | ||
1590 | |||
1591 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1592 | { | ||
1593 | update = true; | ||
1594 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1595 | } | ||
1596 | |||
1597 | if (update) | ||
1598 | { | ||
1599 | if (PhysActor != null) | ||
1600 | { | ||
1601 | PhysActor.SetMaterial((int)value); | ||
1602 | } | ||
1603 | if(ParentGroup != null) | ||
1604 | ParentGroup.HasGroupChanged = true; | ||
1605 | ScheduleFullUpdateIfNone(); | ||
1606 | UpdatePhysRequired = true; | ||
1607 | } | ||
1608 | } | ||
1609 | } | ||
1610 | } | ||
1611 | |||
1612 | // not a propriety to move to methods place later | ||
1613 | private bool HasMesh() | ||
1614 | { | ||
1615 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1616 | return true; | ||
1617 | return false; | ||
1618 | } | ||
1619 | |||
1620 | // not a propriety to move to methods place later | ||
1378 | public byte DefaultPhysicsShapeType() | 1621 | public byte DefaultPhysicsShapeType() |
1379 | { | 1622 | { |
1380 | byte type; | 1623 | byte type; |
@@ -1387,6 +1630,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
1387 | return type; | 1630 | return type; |
1388 | } | 1631 | } |
1389 | 1632 | ||
1633 | [XmlIgnore] | ||
1634 | public bool UsesComplexCost | ||
1635 | { | ||
1636 | get | ||
1637 | { | ||
1638 | byte pst = PhysicsShapeType; | ||
1639 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1640 | return true; | ||
1641 | return false; | ||
1642 | } | ||
1643 | } | ||
1644 | |||
1645 | [XmlIgnore] | ||
1646 | public float PhysicsCost | ||
1647 | { | ||
1648 | get | ||
1649 | { | ||
1650 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1651 | return 0; | ||
1652 | |||
1653 | float cost = 0.1f; | ||
1654 | if (PhysActor != null) | ||
1655 | cost = PhysActor.PhysicsCost; | ||
1656 | else | ||
1657 | cost = 0.1f; | ||
1658 | |||
1659 | if ((Flags & PrimFlags.Physics) != 0) | ||
1660 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1661 | return cost; | ||
1662 | } | ||
1663 | } | ||
1664 | |||
1665 | [XmlIgnore] | ||
1666 | public float StreamingCost | ||
1667 | { | ||
1668 | get | ||
1669 | { | ||
1670 | float cost; | ||
1671 | if (PhysActor != null) | ||
1672 | cost = PhysActor.StreamCost; | ||
1673 | else | ||
1674 | cost = 1.0f; | ||
1675 | return 1.0f; | ||
1676 | } | ||
1677 | } | ||
1678 | |||
1679 | [XmlIgnore] | ||
1680 | public float SimulationCost | ||
1681 | { | ||
1682 | get | ||
1683 | { | ||
1684 | // ignoring scripts. Don't like considering them for this | ||
1685 | if((Flags & PrimFlags.Physics) != 0) | ||
1686 | return 1.0f; | ||
1687 | |||
1688 | return 0.5f; | ||
1689 | } | ||
1690 | } | ||
1691 | |||
1390 | public byte PhysicsShapeType | 1692 | public byte PhysicsShapeType |
1391 | { | 1693 | { |
1392 | get { return m_physicsShapeType; } | 1694 | get { return m_physicsShapeType; } |
@@ -1420,11 +1722,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1420 | } | 1722 | } |
1421 | else if (PhysActor == null) | 1723 | else if (PhysActor == null) |
1422 | { | 1724 | { |
1423 | ApplyPhysics((uint)Flags, VolumeDetectActive); | 1725 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); |
1726 | UpdatePhysicsSubscribedEvents(); | ||
1424 | } | 1727 | } |
1425 | else | 1728 | else |
1426 | { | 1729 | { |
1427 | PhysActor.PhysicsShapeType = m_physicsShapeType; | 1730 | PhysActor.PhysicsShapeType = m_physicsShapeType; |
1731 | // if (Shape.SculptEntry) | ||
1732 | // CheckSculptAndLoad(); | ||
1428 | } | 1733 | } |
1429 | 1734 | ||
1430 | if (ParentGroup != null) | 1735 | if (ParentGroup != null) |
@@ -1526,6 +1831,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1526 | } | 1831 | } |
1527 | } | 1832 | } |
1528 | 1833 | ||
1834 | |||
1529 | #endregion Public Properties with only Get | 1835 | #endregion Public Properties with only Get |
1530 | 1836 | ||
1531 | private uint ApplyMask(uint val, bool set, uint mask) | 1837 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1636,8 +1942,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1636 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); | 1942 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); |
1637 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); | 1943 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); |
1638 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); | 1944 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); |
1945 | |||
1639 | } | 1946 | } |
1640 | |||
1641 | m_TextureAnimation = data; | 1947 | m_TextureAnimation = data; |
1642 | } | 1948 | } |
1643 | 1949 | ||
@@ -1680,6 +1986,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1680 | } | 1986 | } |
1681 | } | 1987 | } |
1682 | 1988 | ||
1989 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1990 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1991 | { | ||
1992 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1993 | return; | ||
1994 | |||
1995 | if (ParentGroup.IsAttachment) | ||
1996 | return; // don't work on attachments (for now ??) | ||
1997 | |||
1998 | SceneObjectPart root = ParentGroup.RootPart; | ||
1999 | |||
2000 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
2001 | return; | ||
2002 | |||
2003 | PhysicsActor pa = root.PhysActor; | ||
2004 | |||
2005 | if (pa == null || !pa.IsPhysical) | ||
2006 | return; | ||
2007 | |||
2008 | if (localGlobalTF) | ||
2009 | { | ||
2010 | pVel = pVel * GetWorldRotation(); | ||
2011 | } | ||
2012 | |||
2013 | ParentGroup.Velocity = pVel; | ||
2014 | } | ||
2015 | |||
2016 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
2017 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
2018 | { | ||
2019 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
2020 | return; | ||
2021 | |||
2022 | if (ParentGroup.IsAttachment) | ||
2023 | return; // don't work on attachments (for now ??) | ||
2024 | |||
2025 | SceneObjectPart root = ParentGroup.RootPart; | ||
2026 | |||
2027 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
2028 | return; | ||
2029 | |||
2030 | PhysicsActor pa = root.PhysActor; | ||
2031 | |||
2032 | if (pa == null || !pa.IsPhysical) | ||
2033 | return; | ||
2034 | |||
2035 | if (localGlobalTF) | ||
2036 | { | ||
2037 | pAngVel = pAngVel * GetWorldRotation(); | ||
2038 | } | ||
2039 | |||
2040 | root.AngularVelocity = pAngVel; | ||
2041 | } | ||
2042 | |||
2043 | |||
1683 | /// <summary> | 2044 | /// <summary> |
1684 | /// hook to the physics scene to apply angular impulse | 2045 | /// hook to the physics scene to apply angular impulse |
1685 | /// This is sent up to the group, which then finds the root prim | 2046 | /// This is sent up to the group, which then finds the root prim |
@@ -1700,7 +2061,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1700 | impulse = newimpulse; | 2061 | impulse = newimpulse; |
1701 | } | 2062 | } |
1702 | 2063 | ||
1703 | ParentGroup.applyAngularImpulse(impulse); | 2064 | ParentGroup.ApplyAngularImpulse(impulse); |
1704 | } | 2065 | } |
1705 | 2066 | ||
1706 | /// <summary> | 2067 | /// <summary> |
@@ -1710,20 +2071,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | /// </summary> | 2071 | /// </summary> |
1711 | /// <param name="impulsei">Vector force</param> | 2072 | /// <param name="impulsei">Vector force</param> |
1712 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2073 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1713 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2074 | |
2075 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
2076 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1714 | { | 2077 | { |
1715 | Vector3 impulse = impulsei; | 2078 | Vector3 torque = torquei; |
1716 | 2079 | ||
1717 | if (localGlobalTF) | 2080 | if (localGlobalTF) |
1718 | { | 2081 | { |
2082 | /* | ||
1719 | Quaternion grot = GetWorldRotation(); | 2083 | Quaternion grot = GetWorldRotation(); |
1720 | Quaternion AXgrot = grot; | 2084 | Quaternion AXgrot = grot; |
1721 | Vector3 AXimpulsei = impulsei; | 2085 | Vector3 AXimpulsei = impulsei; |
1722 | Vector3 newimpulse = AXimpulsei * AXgrot; | 2086 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1723 | impulse = newimpulse; | 2087 | */ |
2088 | torque *= GetWorldRotation(); | ||
1724 | } | 2089 | } |
1725 | 2090 | ||
1726 | ParentGroup.setAngularImpulse(impulse); | 2091 | Torque = torque; |
1727 | } | 2092 | } |
1728 | 2093 | ||
1729 | /// <summary> | 2094 | /// <summary> |
@@ -1731,7 +2096,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1731 | /// </summary> | 2096 | /// </summary> |
1732 | /// <param name="rootObjectFlags"></param> | 2097 | /// <param name="rootObjectFlags"></param> |
1733 | /// <param name="VolumeDetectActive"></param> | 2098 | /// <param name="VolumeDetectActive"></param> |
1734 | public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) | 2099 | /// <param name="building"></param> |
2100 | |||
2101 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1735 | { | 2102 | { |
1736 | VolumeDetectActive = _VolumeDetectActive; | 2103 | VolumeDetectActive = _VolumeDetectActive; |
1737 | 2104 | ||
@@ -1741,8 +2108,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1741 | if (PhysicsShapeType == (byte)PhysShapeType.none) | 2108 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1742 | return; | 2109 | return; |
1743 | 2110 | ||
1744 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2111 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1745 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2112 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; |
1746 | 2113 | ||
1747 | if (_VolumeDetectActive) | 2114 | if (_VolumeDetectActive) |
1748 | isPhantom = true; | 2115 | isPhantom = true; |
@@ -1756,7 +2123,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1756 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment | 2123 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1757 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 2124 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1758 | { | 2125 | { |
1759 | AddToPhysics(isPhysical, isPhantom, isPhysical); | 2126 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
2127 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here | ||
1760 | } | 2128 | } |
1761 | else | 2129 | else |
1762 | PhysActor = null; // just to be sure | 2130 | PhysActor = null; // just to be sure |
@@ -1785,7 +2153,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1785 | /// <param name="linkNum"></param> | 2153 | /// <param name="linkNum"></param> |
1786 | /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> | 2154 | /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> |
1787 | /// <returns></returns> | 2155 | /// <returns></returns> |
1788 | public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) | 2156 | public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) |
1789 | { | 2157 | { |
1790 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up | 2158 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up |
1791 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator | 2159 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator |
@@ -1815,6 +2183,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1815 | dupe.Category = Category; | 2183 | dupe.Category = Category; |
1816 | dupe.m_rezzed = m_rezzed; | 2184 | dupe.m_rezzed = m_rezzed; |
1817 | 2185 | ||
2186 | dupe.m_UndoRedo = null; | ||
2187 | dupe.m_isSelected = false; | ||
2188 | |||
2189 | dupe.IgnoreUndoUpdate = false; | ||
2190 | dupe.Undoing = false; | ||
2191 | |||
1818 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2192 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1819 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2193 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1820 | 2194 | ||
@@ -1829,7 +2203,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1829 | } | 2203 | } |
1830 | 2204 | ||
1831 | // Move afterwards ResetIDs as it clears the localID | 2205 | // Move afterwards ResetIDs as it clears the localID |
1832 | dupe.LocalId = localID; | 2206 | dupe.LocalId = plocalID; |
2207 | |||
1833 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2208 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1834 | dupe.LastOwnerID = OwnerID; | 2209 | dupe.LastOwnerID = OwnerID; |
1835 | 2210 | ||
@@ -1837,7 +2212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1837 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2212 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
1838 | dupe.Shape.ExtraParams = extraP; | 2213 | dupe.Shape.ExtraParams = extraP; |
1839 | 2214 | ||
1840 | dupe.m_sittingAvatars = new HashSet<ScenePresence>(); | 2215 | dupe.m_sittingAvatars = new HashSet<UUID>(); |
1841 | 2216 | ||
1842 | // safeguard actual copy is done in sog.copy | 2217 | // safeguard actual copy is done in sog.copy |
1843 | dupe.KeyframeMotion = null; | 2218 | dupe.KeyframeMotion = null; |
@@ -1856,8 +2231,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1856 | */ | 2231 | */ |
1857 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2232 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1858 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2233 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2234 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1859 | } | 2235 | } |
1860 | 2236 | ||
2237 | if (dupe.PhysActor != null) | ||
2238 | dupe.PhysActor.LocalID = plocalID; | ||
2239 | |||
1861 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2240 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1862 | 2241 | ||
1863 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2242 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1876,10 +2255,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1876 | { | 2255 | { |
1877 | if (asset != null) | 2256 | if (asset != null) |
1878 | SculptTextureCallback(asset); | 2257 | SculptTextureCallback(asset); |
1879 | else | 2258 | // else |
1880 | m_log.WarnFormat( | 2259 | // m_log.WarnFormat( |
1881 | "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", | 2260 | // "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", |
1882 | Name, UUID, id); | 2261 | // Name, UUID, id); |
1883 | } | 2262 | } |
1884 | */ | 2263 | */ |
1885 | /// <summary> | 2264 | /// <summary> |
@@ -1978,6 +2357,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1978 | 2357 | ||
1979 | /// <summary> | 2358 | /// <summary> |
1980 | /// Do a physics propery update for this part. | 2359 | /// Do a physics propery update for this part. |
2360 | /// now also updates phantom and volume detector | ||
1981 | /// </summary> | 2361 | /// </summary> |
1982 | /// <param name="UsePhysics"></param> | 2362 | /// <param name="UsePhysics"></param> |
1983 | /// <param name="isNew"></param> | 2363 | /// <param name="isNew"></param> |
@@ -2003,64 +2383,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
2003 | { | 2383 | { |
2004 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2384 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
2005 | { | 2385 | { |
2006 | if (!isNew) | 2386 | if (!isNew) // implies UsePhysics==false for this block |
2387 | { | ||
2007 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2388 | ParentGroup.Scene.RemovePhysicalPrim(1); |
2008 | 2389 | ||
2009 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2390 | Velocity = new Vector3(0, 0, 0); |
2010 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2391 | Acceleration = new Vector3(0, 0, 0); |
2011 | pa.delink(); | 2392 | if (ParentGroup.RootPart == this) |
2393 | AngularVelocity = new Vector3(0, 0, 0); | ||
2012 | 2394 | ||
2013 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2395 | if (pa.Phantom && !VolumeDetectActive) |
2014 | { | 2396 | { |
2015 | // destroy all joints connected to this now deactivated body | 2397 | RemoveFromPhysics(); |
2016 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2398 | return; |
2017 | } | 2399 | } |
2018 | 2400 | ||
2019 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2401 | pa.IsPhysical = UsePhysics; |
2020 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2402 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
2021 | // which stops client-side interpolation of deactivated joint proxy objects. | 2403 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2404 | pa.delink(); | ||
2405 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2406 | { | ||
2407 | // destroy all joints connected to this now deactivated body | ||
2408 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2409 | } | ||
2410 | } | ||
2022 | } | 2411 | } |
2023 | 2412 | ||
2024 | if (!UsePhysics && !isNew) | 2413 | if (pa.IsPhysical != UsePhysics) |
2025 | { | 2414 | pa.IsPhysical = UsePhysics; |
2026 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
2027 | // prim still has velocity and continues to interpolate its position along the old | ||
2028 | // velocity-vector. | ||
2029 | Velocity = new Vector3(0, 0, 0); | ||
2030 | Acceleration = new Vector3(0, 0, 0); | ||
2031 | AngularVelocity = new Vector3(0, 0, 0); | ||
2032 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
2033 | } | ||
2034 | 2415 | ||
2035 | pa.IsPhysical = UsePhysics; | 2416 | if (UsePhysics) |
2417 | { | ||
2418 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2419 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2420 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2421 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
2036 | 2422 | ||
2037 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2423 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
2038 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2424 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
2039 | /// that's not wholesome. Had to make Scene public | ||
2040 | //PhysActor = null; | ||
2041 | 2425 | ||
2042 | if ((Flags & PrimFlags.Phantom) == 0) | 2426 | if (ParentID != 0 && ParentID != LocalId) |
2043 | { | ||
2044 | if (UsePhysics) | ||
2045 | { | 2427 | { |
2046 | if (ParentGroup.RootPart.KeyframeMotion != null) | 2428 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
2047 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2048 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2049 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
2050 | |||
2051 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | ||
2052 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
2053 | if (ParentID != 0 && ParentID != LocalId) | ||
2054 | { | ||
2055 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | ||
2056 | 2429 | ||
2057 | if (parentPa != null) | 2430 | if (parentPa != null) |
2058 | { | 2431 | { |
2059 | pa.link(parentPa); | 2432 | pa.link(parentPa); |
2060 | } | ||
2061 | } | 2433 | } |
2062 | } | 2434 | } |
2063 | } | 2435 | } |
2436 | } | ||
2437 | |||
2438 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2439 | if (pa.Phantom != phan) | ||
2440 | pa.Phantom = phan; | ||
2441 | |||
2442 | // some engines dont' have this check still | ||
2443 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2444 | { | ||
2445 | if (VolumeDetectActive) | ||
2446 | pa.SetVolumeDetect(1); | ||
2447 | else | ||
2448 | pa.SetVolumeDetect(0); | ||
2064 | } | 2449 | } |
2065 | 2450 | ||
2066 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2451 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -2163,42 +2548,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2163 | 2548 | ||
2164 | public Vector3 GetGeometricCenter() | 2549 | public Vector3 GetGeometricCenter() |
2165 | { | 2550 | { |
2551 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
2552 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
2553 | // ignoring tortured prims details since sl also seems to ignore | ||
2554 | // so no real use in doing it on physics | ||
2555 | if (ParentGroup.IsDeleted) | ||
2556 | return new Vector3(0, 0, 0); | ||
2557 | |||
2558 | return ParentGroup.GetGeometricCenter(); | ||
2559 | } | ||
2560 | |||
2561 | public float GetMass() | ||
2562 | { | ||
2166 | PhysicsActor pa = PhysActor; | 2563 | PhysicsActor pa = PhysActor; |
2167 | 2564 | ||
2168 | if (pa != null) | 2565 | if (pa != null) |
2169 | return pa.GeometricCenter; | 2566 | return pa.Mass; |
2170 | else | 2567 | else |
2171 | return Vector3.Zero; | 2568 | return 0; |
2172 | } | 2569 | } |
2173 | 2570 | ||
2174 | public Vector3 GetCenterOfMass() | 2571 | public Vector3 GetCenterOfMass() |
2175 | { | 2572 | { |
2573 | if (ParentGroup.RootPart == this) | ||
2574 | { | ||
2575 | if (ParentGroup.IsDeleted) | ||
2576 | return AbsolutePosition; | ||
2577 | return ParentGroup.GetCenterOfMass(); | ||
2578 | } | ||
2579 | |||
2176 | PhysicsActor pa = PhysActor; | 2580 | PhysicsActor pa = PhysActor; |
2177 | 2581 | ||
2178 | if (pa != null) | 2582 | if (pa != null) |
2179 | return pa.CenterOfMass; | 2583 | { |
2584 | Vector3 tmp = pa.CenterOfMass; | ||
2585 | return tmp; | ||
2586 | } | ||
2180 | else | 2587 | else |
2181 | return Vector3.Zero; | 2588 | return AbsolutePosition; |
2182 | } | 2589 | } |
2183 | 2590 | ||
2184 | public float GetMass() | 2591 | public Vector3 GetPartCenterOfMass() |
2185 | { | 2592 | { |
2186 | PhysicsActor pa = PhysActor; | 2593 | PhysicsActor pa = PhysActor; |
2187 | 2594 | ||
2188 | if (pa != null) | 2595 | if (pa != null) |
2189 | return pa.Mass; | 2596 | { |
2597 | Vector3 tmp = pa.CenterOfMass; | ||
2598 | return tmp; | ||
2599 | } | ||
2190 | else | 2600 | else |
2191 | return 0; | 2601 | return AbsolutePosition; |
2192 | } | 2602 | } |
2193 | 2603 | ||
2604 | |||
2194 | public Vector3 GetForce() | 2605 | public Vector3 GetForce() |
2195 | { | 2606 | { |
2196 | PhysicsActor pa = PhysActor; | 2607 | return Force; |
2197 | |||
2198 | if (pa != null) | ||
2199 | return pa.Force; | ||
2200 | else | ||
2201 | return Vector3.Zero; | ||
2202 | } | 2608 | } |
2203 | 2609 | ||
2204 | /// <summary> | 2610 | /// <summary> |
@@ -2313,6 +2719,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2313 | detobj.velVector = obj.Velocity; | 2719 | detobj.velVector = obj.Velocity; |
2314 | detobj.colliderType = 0; | 2720 | detobj.colliderType = 0; |
2315 | detobj.groupUUID = obj.GroupID; | 2721 | detobj.groupUUID = obj.GroupID; |
2722 | detobj.linkNumber = LinkNum; // pass my link number | ||
2316 | 2723 | ||
2317 | return detobj; | 2724 | return detobj; |
2318 | } | 2725 | } |
@@ -2328,6 +2735,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2328 | detobj.velVector = av.Velocity; | 2735 | detobj.velVector = av.Velocity; |
2329 | detobj.colliderType = 0; | 2736 | detobj.colliderType = 0; |
2330 | detobj.groupUUID = av.ControllingClient.ActiveGroupId; | 2737 | detobj.groupUUID = av.ControllingClient.ActiveGroupId; |
2738 | detobj.linkNumber = LinkNum; // pass my link number | ||
2331 | 2739 | ||
2332 | return detobj; | 2740 | return detobj; |
2333 | } | 2741 | } |
@@ -2343,6 +2751,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2343 | detobj.velVector = Vector3.Zero; | 2751 | detobj.velVector = Vector3.Zero; |
2344 | detobj.colliderType = 0; | 2752 | detobj.colliderType = 0; |
2345 | detobj.groupUUID = UUID.Zero; | 2753 | detobj.groupUUID = UUID.Zero; |
2754 | detobj.linkNumber = LinkNum; // pass my link number not sure needed.. but no harm | ||
2346 | 2755 | ||
2347 | return detobj; | 2756 | return detobj; |
2348 | } | 2757 | } |
@@ -2392,7 +2801,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2392 | CollidingMessage = CreateColliderArgs(this, colliders); | 2801 | CollidingMessage = CreateColliderArgs(this, colliders); |
2393 | 2802 | ||
2394 | if (CollidingMessage.Colliders.Count > 0) | 2803 | if (CollidingMessage.Colliders.Count > 0) |
2395 | DoNotify(notify, LocalId, CollidingMessage); | 2804 | notify(LocalId, CollidingMessage); |
2396 | 2805 | ||
2397 | if (PassCollisions) | 2806 | if (PassCollisions) |
2398 | sendToRoot = true; | 2807 | sendToRoot = true; |
@@ -2406,48 +2815,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
2406 | { | 2815 | { |
2407 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); | 2816 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); |
2408 | if (CollidingMessage.Colliders.Count > 0) | 2817 | if (CollidingMessage.Colliders.Count > 0) |
2409 | DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage); | 2818 | notify(ParentGroup.RootPart.LocalId, CollidingMessage); |
2410 | } | 2819 | } |
2411 | } | 2820 | } |
2412 | } | 2821 | } |
2413 | 2822 | ||
2414 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2823 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2415 | { | 2824 | { |
2416 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2825 | bool sendToRoot = true; |
2417 | { | ||
2418 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | ||
2419 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
2420 | |||
2421 | colliding.Add(CreateDetObjectForGround()); | ||
2422 | LandCollidingMessage.Colliders = colliding; | ||
2423 | 2826 | ||
2424 | DoNotify(notify, LocalId, LandCollidingMessage); | 2827 | ColliderArgs LandCollidingMessage = new ColliderArgs(); |
2425 | } | 2828 | List<DetectedObject> colliding = new List<DetectedObject>(); |
2426 | } | 2829 | |
2830 | colliding.Add(CreateDetObjectForGround()); | ||
2831 | LandCollidingMessage.Colliders = colliding; | ||
2427 | 2832 | ||
2428 | private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs) | 2833 | if (Inventory.ContainsScripts()) |
2429 | { | ||
2430 | if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions) | ||
2431 | { | 2834 | { |
2432 | // For those learning C#, FireAndForget takes a function, an object to pass | 2835 | if (!PassCollisions) |
2433 | // to that function and an ID string. The "oo => {}" construct is a lambda expression | 2836 | sendToRoot = false; |
2434 | // for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object | ||
2435 | // that is an object array and initializes it with three items (the parameters | ||
2436 | // being passed). The parameters passed are the function to call ('notify') and | ||
2437 | // its two arguements. Finally, once in the function (called later by the FireAndForget | ||
2438 | // thread scheduler), the passed object is cast to an object array and then each | ||
2439 | // of its items (aoo[0] to aoo[2]) are individually cast to what they are and | ||
2440 | // then used in a call of the passed ScriptCollidingNotification function. | ||
2441 | Util.FireAndForget(oo => | ||
2442 | { | ||
2443 | Object[] aoo = (Object[])oo; | ||
2444 | ((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]); | ||
2445 | |||
2446 | }, new Object[] { notify, id, collargs }, "SOP.Collision"); | ||
2447 | } | 2837 | } |
2448 | else | 2838 | if ((ScriptEvents & ev) != 0) |
2839 | notify(LocalId, LandCollidingMessage); | ||
2840 | |||
2841 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2449 | { | 2842 | { |
2450 | notify(id, collargs); | 2843 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); |
2451 | } | 2844 | } |
2452 | } | 2845 | } |
2453 | 2846 | ||
@@ -2463,44 +2856,81 @@ namespace OpenSim.Region.Framework.Scenes | |||
2463 | List<uint> endedColliders = new List<uint>(); | 2856 | List<uint> endedColliders = new List<uint>(); |
2464 | List<uint> startedColliders = new List<uint>(); | 2857 | List<uint> startedColliders = new List<uint>(); |
2465 | 2858 | ||
2466 | // calculate things that started colliding this time | 2859 | if (collissionswith.Count == 0) |
2467 | // and build up list of colliders this time | ||
2468 | foreach (uint localid in collissionswith.Keys) | ||
2469 | { | 2860 | { |
2470 | thisHitColliders.Add(localid); | 2861 | if (m_lastColliders.Count == 0) |
2471 | if (!m_lastColliders.Contains(localid)) | 2862 | return; // nothing to do |
2472 | startedColliders.Add(localid); | ||
2473 | } | ||
2474 | 2863 | ||
2475 | // calculate things that ended colliding | 2864 | foreach (uint localID in m_lastColliders) |
2476 | foreach (uint localID in m_lastColliders) | 2865 | { |
2477 | { | ||
2478 | if (!thisHitColliders.Contains(localID)) | ||
2479 | endedColliders.Add(localID); | 2866 | endedColliders.Add(localID); |
2867 | } | ||
2868 | m_lastColliders.Clear(); | ||
2480 | } | 2869 | } |
2481 | 2870 | ||
2482 | //add the items that started colliding this time to the last colliders list. | 2871 | else |
2483 | foreach (uint localID in startedColliders) | 2872 | { |
2484 | m_lastColliders.Add(localID); | 2873 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2485 | 2874 | ||
2486 | // remove things that ended colliding from the last colliders list | 2875 | // calculate things that started colliding this time |
2487 | foreach (uint localID in endedColliders) | 2876 | // and build up list of colliders this time |
2488 | m_lastColliders.Remove(localID); | 2877 | if (!VolumeDetectActive && CollisionSoundType >= 0) |
2878 | { | ||
2879 | CollisionForSoundInfo soundinfo; | ||
2880 | ContactPoint curcontact; | ||
2489 | 2881 | ||
2490 | // play the sound. | 2882 | foreach (uint id in collissionswith.Keys) |
2491 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2883 | { |
2492 | { | 2884 | thisHitColliders.Add(id); |
2493 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | 2885 | if (!m_lastColliders.Contains(id)) |
2494 | if (soundModule != null) | 2886 | { |
2887 | startedColliders.Add(id); | ||
2888 | |||
2889 | curcontact = collissionswith[id]; | ||
2890 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
2891 | { | ||
2892 | soundinfo = new CollisionForSoundInfo(); | ||
2893 | soundinfo.colliderID = id; | ||
2894 | soundinfo.position = curcontact.Position; | ||
2895 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2896 | soundinfolist.Add(soundinfo); | ||
2897 | } | ||
2898 | } | ||
2899 | } | ||
2900 | } | ||
2901 | else | ||
2495 | { | 2902 | { |
2496 | soundModule.SendSound(UUID, CollisionSound, | 2903 | foreach (uint id in collissionswith.Keys) |
2497 | CollisionSoundVolume, true, 0, 0, false, | 2904 | { |
2498 | false); | 2905 | thisHitColliders.Add(id); |
2906 | if (!m_lastColliders.Contains(id)) | ||
2907 | startedColliders.Add(id); | ||
2908 | } | ||
2499 | } | 2909 | } |
2910 | |||
2911 | // calculate things that ended colliding | ||
2912 | foreach (uint localID in m_lastColliders) | ||
2913 | { | ||
2914 | if (!thisHitColliders.Contains(localID)) | ||
2915 | endedColliders.Add(localID); | ||
2916 | } | ||
2917 | |||
2918 | //add the items that started colliding this time to the last colliders list. | ||
2919 | foreach (uint localID in startedColliders) | ||
2920 | m_lastColliders.Add(localID); | ||
2921 | |||
2922 | // remove things that ended colliding from the last colliders list | ||
2923 | foreach (uint localID in endedColliders) | ||
2924 | m_lastColliders.Remove(localID); | ||
2925 | |||
2926 | // play sounds. | ||
2927 | if (soundinfolist.Count > 0) | ||
2928 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2500 | } | 2929 | } |
2501 | 2930 | ||
2502 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2931 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2503 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2932 | if (!VolumeDetectActive) |
2933 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2504 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2934 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2505 | 2935 | ||
2506 | if (startedColliders.Contains(0)) | 2936 | if (startedColliders.Contains(0)) |
@@ -2511,6 +2941,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
2511 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2941 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2512 | } | 2942 | } |
2513 | 2943 | ||
2944 | // The Collision sounds code calls this | ||
2945 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
2946 | { | ||
2947 | if (soundID == UUID.Zero) | ||
2948 | return; | ||
2949 | |||
2950 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
2951 | if (soundModule == null) | ||
2952 | return; | ||
2953 | |||
2954 | if (volume > 1) | ||
2955 | volume = 1; | ||
2956 | if (volume < 0) | ||
2957 | volume = 0; | ||
2958 | |||
2959 | int now = Util.EnvironmentTickCount(); | ||
2960 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
2961 | return; | ||
2962 | |||
2963 | LastColSoundSentTime = now; | ||
2964 | |||
2965 | UUID ownerID = OwnerID; | ||
2966 | UUID objectID = ParentGroup.RootPart.UUID; | ||
2967 | UUID parentID = ParentGroup.UUID; | ||
2968 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
2969 | |||
2970 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
2971 | } | ||
2972 | |||
2514 | public void PhysicsOutOfBounds(Vector3 pos) | 2973 | public void PhysicsOutOfBounds(Vector3 pos) |
2515 | { | 2974 | { |
2516 | // Note: This is only being called on the root prim at this time. | 2975 | // Note: This is only being called on the root prim at this time. |
@@ -2538,7 +2997,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2538 | } | 2997 | } |
2539 | //ParentGroup.RootPart.m_groupPosition = newpos; | 2998 | //ParentGroup.RootPart.m_groupPosition = newpos; |
2540 | } | 2999 | } |
2541 | 3000 | /* ubit: there are no flexible links | |
2542 | if (pa != null && ParentID != 0 && ParentGroup != null) | 3001 | if (pa != null && ParentID != 0 && ParentGroup != null) |
2543 | { | 3002 | { |
2544 | // Special case where a child object is requesting property updates. | 3003 | // Special case where a child object is requesting property updates. |
@@ -2558,7 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2558 | // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", | 3017 | // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", |
2559 | // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); | 3018 | // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); |
2560 | } | 3019 | } |
2561 | 3020 | */ | |
2562 | ScheduleTerseUpdate(); | 3021 | ScheduleTerseUpdate(); |
2563 | } | 3022 | } |
2564 | 3023 | ||
@@ -2811,7 +3270,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2811 | 3270 | ||
2812 | // m_log.DebugFormat( | 3271 | // m_log.DebugFormat( |
2813 | // "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); | 3272 | // "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); |
2814 | 3273 | ||
3274 | |||
3275 | if (ParentGroup.IsAttachment) | ||
3276 | { | ||
3277 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | ||
3278 | if (sp != null) | ||
3279 | { | ||
3280 | sp.SendAttachmentUpdate(this, UpdateRequired.FULL); | ||
3281 | } | ||
3282 | } | ||
3283 | |||
3284 | /* this does nothing | ||
3285 | SendFullUpdateToClient(remoteClient, Position) ignores position parameter | ||
2815 | if (IsRoot) | 3286 | if (IsRoot) |
2816 | { | 3287 | { |
2817 | if (ParentGroup.IsAttachment) | 3288 | if (ParentGroup.IsAttachment) |
@@ -2823,6 +3294,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2823 | SendFullUpdateToClient(remoteClient, AbsolutePosition); | 3294 | SendFullUpdateToClient(remoteClient, AbsolutePosition); |
2824 | } | 3295 | } |
2825 | } | 3296 | } |
3297 | */ | ||
2826 | else | 3298 | else |
2827 | { | 3299 | { |
2828 | SendFullUpdateToClient(remoteClient); | 3300 | SendFullUpdateToClient(remoteClient); |
@@ -2832,17 +3304,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
2832 | /// <summary> | 3304 | /// <summary> |
2833 | /// Send a full update for this part to all clients. | 3305 | /// Send a full update for this part to all clients. |
2834 | /// </summary> | 3306 | /// </summary> |
2835 | public void SendFullUpdateToAllClients() | 3307 | public void SendFullUpdateToAllClientsInternal() |
2836 | { | 3308 | { |
2837 | if (ParentGroup == null) | 3309 | if (ParentGroup == null) |
2838 | return; | 3310 | return; |
2839 | 3311 | ||
3312 | // Update the "last" values | ||
3313 | m_lastPosition = OffsetPosition; | ||
3314 | m_lastRotation = RotationOffset; | ||
3315 | m_lastVelocity = Velocity; | ||
3316 | m_lastAcceleration = Acceleration; | ||
3317 | m_lastAngularVelocity = AngularVelocity; | ||
3318 | m_lastUpdateSentTime = Environment.TickCount; | ||
3319 | |||
2840 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 3320 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2841 | { | 3321 | { |
2842 | SendFullUpdate(avatar.ControllingClient); | 3322 | SendFullUpdate(avatar.ControllingClient); |
2843 | }); | 3323 | }); |
2844 | } | 3324 | } |
2845 | 3325 | ||
3326 | public void SendFullUpdateToAllClients() | ||
3327 | { | ||
3328 | if (ParentGroup == null) | ||
3329 | return; | ||
3330 | |||
3331 | // Update the "last" values | ||
3332 | m_lastPosition = OffsetPosition; | ||
3333 | m_lastRotation = RotationOffset; | ||
3334 | m_lastVelocity = Velocity; | ||
3335 | m_lastAcceleration = Acceleration; | ||
3336 | m_lastAngularVelocity = AngularVelocity; | ||
3337 | m_lastUpdateSentTime = Environment.TickCount; | ||
3338 | |||
3339 | if (ParentGroup.IsAttachment) | ||
3340 | { | ||
3341 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | ||
3342 | if (sp != null) | ||
3343 | { | ||
3344 | sp.SendAttachmentUpdate(this, UpdateRequired.FULL); | ||
3345 | } | ||
3346 | } | ||
3347 | else | ||
3348 | { | ||
3349 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | ||
3350 | { | ||
3351 | SendFullUpdate(avatar.ControllingClient); | ||
3352 | }); | ||
3353 | } | ||
3354 | } | ||
3355 | |||
2846 | /// <summary> | 3356 | /// <summary> |
2847 | /// Sends a full update to the client | 3357 | /// Sends a full update to the client |
2848 | /// </summary> | 3358 | /// </summary> |
@@ -2863,9 +3373,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2863 | return; | 3373 | return; |
2864 | 3374 | ||
2865 | // Suppress full updates during attachment editing | 3375 | // Suppress full updates during attachment editing |
2866 | // | 3376 | // sl Does send them |
2867 | if (ParentGroup.IsSelected && ParentGroup.IsAttachment) | 3377 | // if (ParentGroup.IsSelected && ParentGroup.IsAttachment) |
2868 | return; | 3378 | // return; |
2869 | 3379 | ||
2870 | if (ParentGroup.IsDeleted) | 3380 | if (ParentGroup.IsDeleted) |
2871 | return; | 3381 | return; |
@@ -2895,8 +3405,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2895 | { | 3405 | { |
2896 | const float ROTATION_TOLERANCE = 0.01f; | 3406 | const float ROTATION_TOLERANCE = 0.01f; |
2897 | const float VELOCITY_TOLERANCE = 0.001f; | 3407 | const float VELOCITY_TOLERANCE = 0.001f; |
2898 | const float POSITION_TOLERANCE = 0.05f; | 3408 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2899 | const int TIME_MS_TOLERANCE = 3000; | 3409 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2900 | 3410 | ||
2901 | switch (UpdateFlag) | 3411 | switch (UpdateFlag) |
2902 | { | 3412 | { |
@@ -2910,40 +3420,74 @@ namespace OpenSim.Region.Framework.Scenes | |||
2910 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | 3420 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || |
2911 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 3421 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2912 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 3422 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2913 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3423 | Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) |
2914 | { | 3424 | { |
2915 | SendTerseUpdateToAllClients(); | 3425 | SendTerseUpdateToAllClientsInternal(); |
2916 | |||
2917 | // Update the "last" values | ||
2918 | m_lastPosition = OffsetPosition; | ||
2919 | m_lastRotation = RotationOffset; | ||
2920 | m_lastVelocity = Velocity; | ||
2921 | m_lastAcceleration = Acceleration; | ||
2922 | m_lastAngularVelocity = AngularVelocity; | ||
2923 | m_lastTerseSent = Environment.TickCount; | ||
2924 | } | 3426 | } |
2925 | break; | 3427 | break; |
2926 | } | 3428 | } |
2927 | case UpdateRequired.FULL: | 3429 | case UpdateRequired.FULL: |
2928 | { | 3430 | { |
2929 | ClearUpdateSchedule(); | 3431 | ClearUpdateSchedule(); |
2930 | SendFullUpdateToAllClients(); | 3432 | SendFullUpdateToAllClientsInternal(); |
2931 | break; | 3433 | break; |
2932 | } | 3434 | } |
2933 | } | 3435 | } |
2934 | } | 3436 | } |
2935 | 3437 | ||
3438 | |||
2936 | /// <summary> | 3439 | /// <summary> |
2937 | /// Send a terse update to all clients | 3440 | /// Send a terse update to all clients |
2938 | /// </summary> | 3441 | /// </summary> |
2939 | public void SendTerseUpdateToAllClients() | 3442 | public void SendTerseUpdateToAllClientsInternal() |
2940 | { | 3443 | { |
3444 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3445 | return; | ||
3446 | |||
3447 | // Update the "last" values | ||
3448 | m_lastPosition = OffsetPosition; | ||
3449 | m_lastRotation = RotationOffset; | ||
3450 | m_lastVelocity = Velocity; | ||
3451 | m_lastAcceleration = Acceleration; | ||
3452 | m_lastAngularVelocity = AngularVelocity; | ||
3453 | m_lastUpdateSentTime = Environment.TickCount; | ||
3454 | |||
2941 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3455 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2942 | { | 3456 | { |
2943 | SendTerseUpdateToClient(client); | 3457 | SendTerseUpdateToClient(client); |
2944 | }); | 3458 | }); |
2945 | } | 3459 | } |
2946 | 3460 | ||
3461 | public void SendTerseUpdateToAllClients() | ||
3462 | { | ||
3463 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3464 | return; | ||
3465 | |||
3466 | // Update the "last" values | ||
3467 | m_lastPosition = OffsetPosition; | ||
3468 | m_lastRotation = RotationOffset; | ||
3469 | m_lastVelocity = Velocity; | ||
3470 | m_lastAcceleration = Acceleration; | ||
3471 | m_lastAngularVelocity = AngularVelocity; | ||
3472 | m_lastUpdateSentTime = Environment.TickCount; | ||
3473 | |||
3474 | if (ParentGroup.IsAttachment) | ||
3475 | { | ||
3476 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | ||
3477 | if (sp != null) | ||
3478 | { | ||
3479 | sp.SendAttachmentUpdate(this, UpdateRequired.TERSE); | ||
3480 | } | ||
3481 | } | ||
3482 | else | ||
3483 | { | ||
3484 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | ||
3485 | { | ||
3486 | SendTerseUpdateToClient(client); | ||
3487 | }); | ||
3488 | } | ||
3489 | } | ||
3490 | |||
2947 | public void SetAxisRotation(int axis, int rotate) | 3491 | public void SetAxisRotation(int axis, int rotate) |
2948 | { | 3492 | { |
2949 | ParentGroup.SetAxisRotation(axis, rotate); | 3493 | ParentGroup.SetAxisRotation(axis, rotate); |
@@ -2961,10 +3505,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2961 | 3505 | ||
2962 | public void SetBuoyancy(float fvalue) | 3506 | public void SetBuoyancy(float fvalue) |
2963 | { | 3507 | { |
2964 | PhysicsActor pa = PhysActor; | 3508 | Buoyancy = fvalue; |
2965 | 3509 | /* | |
2966 | if (pa != null) | 3510 | if (PhysActor != null) |
2967 | pa.Buoyancy = fvalue; | 3511 | { |
3512 | PhysActor.Buoyancy = fvalue; | ||
3513 | } | ||
3514 | */ | ||
2968 | } | 3515 | } |
2969 | 3516 | ||
2970 | public void SetDieAtEdge(bool p) | 3517 | public void SetDieAtEdge(bool p) |
@@ -2980,47 +3527,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2980 | PhysicsActor pa = PhysActor; | 3527 | PhysicsActor pa = PhysActor; |
2981 | 3528 | ||
2982 | if (pa != null) | 3529 | if (pa != null) |
2983 | pa.FloatOnWater = floatYN == 1; | 3530 | pa.FloatOnWater = (floatYN == 1); |
2984 | } | 3531 | } |
2985 | 3532 | ||
2986 | public void SetForce(Vector3 force) | 3533 | public void SetForce(Vector3 force) |
2987 | { | 3534 | { |
2988 | PhysicsActor pa = PhysActor; | 3535 | Force = force; |
3536 | } | ||
2989 | 3537 | ||
2990 | if (pa != null) | 3538 | public SOPVehicle VehicleParams |
2991 | pa.Force = force; | 3539 | { |
3540 | get | ||
3541 | { | ||
3542 | return m_vehicleParams; | ||
3543 | } | ||
3544 | set | ||
3545 | { | ||
3546 | m_vehicleParams = value; | ||
3547 | } | ||
3548 | } | ||
3549 | |||
3550 | |||
3551 | public int VehicleType | ||
3552 | { | ||
3553 | get | ||
3554 | { | ||
3555 | if (m_vehicleParams == null) | ||
3556 | return (int)Vehicle.TYPE_NONE; | ||
3557 | else | ||
3558 | return (int)m_vehicleParams.Type; | ||
3559 | } | ||
3560 | set | ||
3561 | { | ||
3562 | SetVehicleType(value); | ||
3563 | } | ||
2992 | } | 3564 | } |
2993 | 3565 | ||
2994 | public void SetVehicleType(int type) | 3566 | public void SetVehicleType(int type) |
2995 | { | 3567 | { |
2996 | PhysicsActor pa = PhysActor; | 3568 | m_vehicleParams = null; |
3569 | |||
3570 | if (type == (int)Vehicle.TYPE_NONE) | ||
3571 | { | ||
3572 | if (_parentID ==0 && PhysActor != null) | ||
3573 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3574 | return; | ||
3575 | } | ||
3576 | m_vehicleParams = new SOPVehicle(); | ||
3577 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3578 | { | ||
3579 | if (_parentID ==0 && PhysActor != null) | ||
3580 | PhysActor.VehicleType = type; | ||
3581 | return; | ||
3582 | } | ||
3583 | } | ||
2997 | 3584 | ||
2998 | if (pa != null) | 3585 | public void SetVehicleFlags(int param, bool remove) |
2999 | pa.VehicleType = type; | 3586 | { |
3587 | if (m_vehicleParams == null) | ||
3588 | return; | ||
3589 | |||
3590 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3591 | |||
3592 | if (_parentID ==0 && PhysActor != null) | ||
3593 | { | ||
3594 | PhysActor.VehicleFlags(param, remove); | ||
3595 | } | ||
3000 | } | 3596 | } |
3001 | 3597 | ||
3002 | public void SetVehicleFloatParam(int param, float value) | 3598 | public void SetVehicleFloatParam(int param, float value) |
3003 | { | 3599 | { |
3004 | PhysicsActor pa = PhysActor; | 3600 | if (m_vehicleParams == null) |
3601 | return; | ||
3005 | 3602 | ||
3006 | if (pa != null) | 3603 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
3007 | pa.VehicleFloatParam(param, value); | 3604 | |
3605 | if (_parentID == 0 && PhysActor != null) | ||
3606 | { | ||
3607 | PhysActor.VehicleFloatParam(param, value); | ||
3608 | } | ||
3008 | } | 3609 | } |
3009 | 3610 | ||
3010 | public void SetVehicleVectorParam(int param, Vector3 value) | 3611 | public void SetVehicleVectorParam(int param, Vector3 value) |
3011 | { | 3612 | { |
3012 | PhysicsActor pa = PhysActor; | 3613 | if (m_vehicleParams == null) |
3614 | return; | ||
3013 | 3615 | ||
3014 | if (pa != null) | 3616 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
3015 | pa.VehicleVectorParam(param, value); | 3617 | |
3618 | if (_parentID == 0 && PhysActor != null) | ||
3619 | { | ||
3620 | PhysActor.VehicleVectorParam(param, value); | ||
3621 | } | ||
3016 | } | 3622 | } |
3017 | 3623 | ||
3018 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3624 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
3019 | { | 3625 | { |
3020 | PhysicsActor pa = PhysActor; | 3626 | if (m_vehicleParams == null) |
3627 | return; | ||
3021 | 3628 | ||
3022 | if (pa != null) | 3629 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
3023 | pa.VehicleRotationParam(param, rotation); | 3630 | |
3631 | if (_parentID == 0 && PhysActor != null) | ||
3632 | { | ||
3633 | PhysActor.VehicleRotationParam(param, rotation); | ||
3634 | } | ||
3024 | } | 3635 | } |
3025 | 3636 | ||
3026 | /// <summary> | 3637 | /// <summary> |
@@ -3221,14 +3832,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3221 | hasProfileCut = hasDimple; // is it the same thing? | 3832 | hasProfileCut = hasDimple; // is it the same thing? |
3222 | } | 3833 | } |
3223 | 3834 | ||
3224 | public void SetVehicleFlags(int param, bool remove) | ||
3225 | { | ||
3226 | PhysicsActor pa = PhysActor; | ||
3227 | |||
3228 | if (pa != null) | ||
3229 | pa.VehicleFlags(param, remove); | ||
3230 | } | ||
3231 | |||
3232 | public void SetGroup(UUID groupID, IClientAPI client) | 3835 | public void SetGroup(UUID groupID, IClientAPI client) |
3233 | { | 3836 | { |
3234 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3837 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3237,8 +3840,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3237 | // Name, groupID, OwnerID); | 3840 | // Name, groupID, OwnerID); |
3238 | 3841 | ||
3239 | GroupID = groupID; | 3842 | GroupID = groupID; |
3240 | if (client != null) | 3843 | // if (client != null) |
3241 | SendPropertiesToClient(client); | 3844 | // SendPropertiesToClient(client); |
3242 | UpdateFlag = UpdateRequired.FULL; | 3845 | UpdateFlag = UpdateRequired.FULL; |
3243 | } | 3846 | } |
3244 | 3847 | ||
@@ -3333,67 +3936,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3333 | ParentGroup.StopMoveToTarget(); | 3936 | ParentGroup.StopMoveToTarget(); |
3334 | } | 3937 | } |
3335 | 3938 | ||
3336 | public void StoreUndoState() | 3939 | public void StoreUndoState(ObjectChangeType change) |
3337 | { | ||
3338 | StoreUndoState(false); | ||
3339 | } | ||
3340 | |||
3341 | public void StoreUndoState(bool forGroup) | ||
3342 | { | 3940 | { |
3343 | if (ParentGroup == null || ParentGroup.Scene == null) | 3941 | if (m_UndoRedo == null) |
3344 | return; | 3942 | m_UndoRedo = new UndoRedoState(5); |
3345 | |||
3346 | if (Undoing) | ||
3347 | { | ||
3348 | // m_log.DebugFormat( | ||
3349 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3350 | return; | ||
3351 | } | ||
3352 | |||
3353 | if (IgnoreUndoUpdate) | ||
3354 | { | ||
3355 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3356 | return; | ||
3357 | } | ||
3358 | 3943 | ||
3359 | lock (m_undo) | 3944 | lock (m_UndoRedo) |
3360 | { | 3945 | { |
3361 | if (m_undo.Count > 0) | 3946 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3362 | { | 3947 | { |
3363 | UndoState last = m_undo[m_undo.Count - 1]; | 3948 | m_UndoRedo.StoreUndo(this, change); |
3364 | if (last != null) | ||
3365 | { | ||
3366 | // TODO: May need to fix for group comparison | ||
3367 | if (last.Compare(this)) | ||
3368 | { | ||
3369 | // m_log.DebugFormat( | ||
3370 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3371 | // Name, LocalId, m_undo.Count); | ||
3372 | |||
3373 | return; | ||
3374 | } | ||
3375 | } | ||
3376 | } | ||
3377 | |||
3378 | // m_log.DebugFormat( | ||
3379 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3380 | // Name, LocalId, forGroup, m_undo.Count); | ||
3381 | |||
3382 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3383 | { | ||
3384 | UndoState nUndo = new UndoState(this, forGroup); | ||
3385 | |||
3386 | m_undo.Add(nUndo); | ||
3387 | |||
3388 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3389 | m_undo.RemoveAt(0); | ||
3390 | |||
3391 | if (m_redo.Count > 0) | ||
3392 | m_redo.Clear(); | ||
3393 | |||
3394 | // m_log.DebugFormat( | ||
3395 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3396 | // Name, LocalId, forGroup, m_undo.Count); | ||
3397 | } | 3949 | } |
3398 | } | 3950 | } |
3399 | } | 3951 | } |
@@ -3405,88 +3957,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3405 | { | 3957 | { |
3406 | get | 3958 | get |
3407 | { | 3959 | { |
3408 | lock (m_undo) | 3960 | if (m_UndoRedo == null) |
3409 | return m_undo.Count; | 3961 | return 0; |
3962 | return m_UndoRedo.Count; | ||
3410 | } | 3963 | } |
3411 | } | 3964 | } |
3412 | 3965 | ||
3413 | public void Undo() | 3966 | public void Undo() |
3414 | { | 3967 | { |
3415 | lock (m_undo) | 3968 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3416 | { | 3969 | return; |
3417 | // m_log.DebugFormat( | ||
3418 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3419 | // Name, LocalId, m_undo.Count); | ||
3420 | |||
3421 | if (m_undo.Count > 0) | ||
3422 | { | ||
3423 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3424 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3425 | |||
3426 | UndoState nUndo = null; | ||
3427 | |||
3428 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3429 | { | ||
3430 | nUndo = new UndoState(this, goback.ForGroup); | ||
3431 | } | ||
3432 | |||
3433 | goback.PlaybackState(this); | ||
3434 | |||
3435 | if (nUndo != null) | ||
3436 | { | ||
3437 | m_redo.Add(nUndo); | ||
3438 | |||
3439 | if (m_redo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3440 | m_redo.RemoveAt(0); | ||
3441 | } | ||
3442 | } | ||
3443 | 3970 | ||
3444 | // m_log.DebugFormat( | 3971 | lock (m_UndoRedo) |
3445 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3972 | { |
3446 | // Name, LocalId, m_undo.Count); | 3973 | Undoing = true; |
3974 | m_UndoRedo.Undo(this); | ||
3975 | Undoing = false; | ||
3447 | } | 3976 | } |
3448 | } | 3977 | } |
3449 | 3978 | ||
3450 | public void Redo() | 3979 | public void Redo() |
3451 | { | 3980 | { |
3452 | lock (m_undo) | 3981 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3453 | { | 3982 | return; |
3454 | // m_log.DebugFormat( | ||
3455 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3456 | // Name, LocalId, m_redo.Count); | ||
3457 | |||
3458 | if (m_redo.Count > 0) | ||
3459 | { | ||
3460 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3461 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3462 | |||
3463 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3464 | { | ||
3465 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3466 | |||
3467 | m_undo.Add(nUndo); | ||
3468 | |||
3469 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3470 | m_undo.RemoveAt(0); | ||
3471 | } | ||
3472 | |||
3473 | gofwd.PlayfwdState(this); | ||
3474 | 3983 | ||
3475 | // m_log.DebugFormat( | 3984 | lock (m_UndoRedo) |
3476 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3985 | { |
3477 | // Name, LocalId, m_redo.Count); | 3986 | Undoing = true; |
3478 | } | 3987 | m_UndoRedo.Redo(this); |
3988 | Undoing = false; | ||
3479 | } | 3989 | } |
3480 | } | 3990 | } |
3481 | 3991 | ||
3482 | public void ClearUndoState() | 3992 | public void ClearUndoState() |
3483 | { | 3993 | { |
3484 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3994 | if (m_UndoRedo == null || Undoing) |
3995 | return; | ||
3485 | 3996 | ||
3486 | lock (m_undo) | 3997 | lock (m_UndoRedo) |
3487 | { | 3998 | { |
3488 | m_undo.Clear(); | 3999 | m_UndoRedo.Clear(); |
3489 | m_redo.Clear(); | ||
3490 | } | 4000 | } |
3491 | } | 4001 | } |
3492 | 4002 | ||
@@ -4038,7 +4548,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4038 | if (god) | 4548 | if (god) |
4039 | { | 4549 | { |
4040 | BaseMask = ApplyMask(BaseMask, set, mask); | 4550 | BaseMask = ApplyMask(BaseMask, set, mask); |
4041 | Inventory.ApplyGodPermissions(_baseMask); | 4551 | Inventory.ApplyGodPermissions(BaseMask); |
4042 | } | 4552 | } |
4043 | 4553 | ||
4044 | break; | 4554 | break; |
@@ -4069,7 +4579,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4069 | } | 4579 | } |
4070 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & | 4580 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & |
4071 | baseMask; | 4581 | baseMask; |
4072 | // Prevent the client from creating no mod, no copy | 4582 | // Prevent the client from creating no copy, no transfer |
4073 | // objects | 4583 | // objects |
4074 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 4584 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) |
4075 | NextOwnerMask |= (uint)PermissionMask.Transfer; | 4585 | NextOwnerMask |= (uint)PermissionMask.Transfer; |
@@ -4085,22 +4595,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
4085 | 4595 | ||
4086 | public void ClonePermissions(SceneObjectPart source) | 4596 | public void ClonePermissions(SceneObjectPart source) |
4087 | { | 4597 | { |
4088 | bool update = false; | 4598 | uint prevOwnerMask = OwnerMask; |
4599 | uint prevGroupMask = GroupMask; | ||
4600 | uint prevEveryoneMask = EveryoneMask; | ||
4601 | uint prevNextOwnerMask = NextOwnerMask; | ||
4089 | 4602 | ||
4090 | if (BaseMask != source.BaseMask || | 4603 | OwnerMask = source.OwnerMask & BaseMask; |
4091 | OwnerMask != source.OwnerMask || | 4604 | GroupMask = source.GroupMask & BaseMask; |
4092 | GroupMask != source.GroupMask || | 4605 | EveryoneMask = source.EveryoneMask & BaseMask; |
4093 | EveryoneMask != source.EveryoneMask || | 4606 | NextOwnerMask = source.NextOwnerMask & BaseMask; |
4094 | NextOwnerMask != source.NextOwnerMask) | ||
4095 | update = true; | ||
4096 | 4607 | ||
4097 | BaseMask = source.BaseMask; | 4608 | if (OwnerMask != prevOwnerMask || |
4098 | OwnerMask = source.OwnerMask; | 4609 | GroupMask != prevGroupMask || |
4099 | GroupMask = source.GroupMask; | 4610 | EveryoneMask != prevEveryoneMask || |
4100 | EveryoneMask = source.EveryoneMask; | 4611 | NextOwnerMask != prevNextOwnerMask) |
4101 | NextOwnerMask = source.NextOwnerMask; | ||
4102 | |||
4103 | if (update) | ||
4104 | SendFullUpdateToAllClients(); | 4612 | SendFullUpdateToAllClients(); |
4105 | } | 4613 | } |
4106 | 4614 | ||
@@ -4151,6 +4659,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4151 | } | 4659 | } |
4152 | } | 4660 | } |
4153 | 4661 | ||
4662 | |||
4154 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | 4663 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) |
4155 | { | 4664 | { |
4156 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | 4665 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) |
@@ -4178,7 +4687,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4178 | /// <param name="SetTemporary"></param> | 4687 | /// <param name="SetTemporary"></param> |
4179 | /// <param name="SetPhantom"></param> | 4688 | /// <param name="SetPhantom"></param> |
4180 | /// <param name="SetVD"></param> | 4689 | /// <param name="SetVD"></param> |
4181 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4690 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4182 | { | 4691 | { |
4183 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4692 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4184 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4693 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4188,99 +4697,104 @@ namespace OpenSim.Region.Framework.Scenes | |||
4188 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4697 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4189 | return; | 4698 | return; |
4190 | 4699 | ||
4191 | PhysicsActor pa = PhysActor; | 4700 | VolumeDetectActive = SetVD; |
4192 | |||
4193 | // Special cases for VD. VD can only be called from a script | ||
4194 | // and can't be combined with changes to other states. So we can rely | ||
4195 | // that... | ||
4196 | // ... if VD is changed, all others are not. | ||
4197 | // ... if one of the others is changed, VD is not. | ||
4198 | if (SetVD) // VD is active, special logic applies | ||
4199 | { | ||
4200 | // State machine logic for VolumeDetect | ||
4201 | // More logic below | ||
4202 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4203 | |||
4204 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
4205 | { | ||
4206 | SetVD = false; // Switch it of for the course of this routine | ||
4207 | VolumeDetectActive = false; // and also permanently | ||
4208 | |||
4209 | if (pa != null) | ||
4210 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4211 | } | ||
4212 | else | ||
4213 | { | ||
4214 | // If volumedetect is active we don't want phantom to be applied. | ||
4215 | // If this is a new call to VD out of the state "phantom" | ||
4216 | // this will also cause the prim to be visible to physics | ||
4217 | SetPhantom = false; | ||
4218 | } | ||
4219 | } | ||
4220 | 4701 | ||
4221 | if (UsePhysics && IsJoint()) | 4702 | // volume detector implies phantom |
4222 | { | 4703 | if (VolumeDetectActive) |
4223 | SetPhantom = true; | 4704 | SetPhantom = true; |
4224 | } | ||
4225 | 4705 | ||
4226 | if (UsePhysics) | 4706 | if (UsePhysics) |
4227 | { | ||
4228 | AddFlag(PrimFlags.Physics); | 4707 | AddFlag(PrimFlags.Physics); |
4229 | if (!wasUsingPhysics) | ||
4230 | { | ||
4231 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4232 | } | ||
4233 | } | ||
4234 | else | 4708 | else |
4235 | { | ||
4236 | RemFlag(PrimFlags.Physics); | 4709 | RemFlag(PrimFlags.Physics); |
4237 | if (wasUsingPhysics) | ||
4238 | { | ||
4239 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4240 | } | ||
4241 | } | ||
4242 | 4710 | ||
4243 | if (SetPhantom | 4711 | if (SetPhantom) |
4244 | || ParentGroup.IsAttachment | ||
4245 | || PhysicsShapeType == (byte)PhysShapeType.none | ||
4246 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4247 | { | ||
4248 | AddFlag(PrimFlags.Phantom); | 4712 | AddFlag(PrimFlags.Phantom); |
4713 | else | ||
4714 | RemFlag(PrimFlags.Phantom); | ||
4249 | 4715 | ||
4250 | if (PhysActor != null) | 4716 | if (SetTemporary) |
4717 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4718 | else | ||
4719 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4720 | |||
4721 | |||
4722 | if (ParentGroup.Scene == null) | ||
4723 | return; | ||
4724 | |||
4725 | PhysicsActor pa = PhysActor; | ||
4726 | |||
4727 | if (pa != null && building && pa.Building != building) | ||
4728 | pa.Building = building; | ||
4729 | |||
4730 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4731 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4732 | { | ||
4733 | if (pa != null) | ||
4251 | { | 4734 | { |
4735 | if(wasUsingPhysics) | ||
4736 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4252 | RemoveFromPhysics(); | 4737 | RemoveFromPhysics(); |
4253 | pa = null; | ||
4254 | } | 4738 | } |
4739 | |||
4740 | Velocity = new Vector3(0, 0, 0); | ||
4741 | Acceleration = new Vector3(0, 0, 0); | ||
4742 | if (ParentGroup.RootPart == this) | ||
4743 | AngularVelocity = new Vector3(0, 0, 0); | ||
4255 | } | 4744 | } |
4256 | else // Not phantom | 4745 | |
4746 | else | ||
4257 | { | 4747 | { |
4258 | RemFlag(PrimFlags.Phantom); | 4748 | if (ParentGroup.Scene.CollidablePrims) |
4259 | |||
4260 | if (ParentGroup.Scene == null) | ||
4261 | return; | ||
4262 | |||
4263 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4264 | { | 4749 | { |
4265 | AddToPhysics(UsePhysics, SetPhantom, false); | 4750 | if (pa == null) |
4266 | pa = PhysActor; | 4751 | { |
4267 | 4752 | AddToPhysics(UsePhysics, SetPhantom, building, false); | |
4268 | if (pa != null) | 4753 | pa = PhysActor; |
4754 | /* | ||
4755 | if (pa != null) | ||
4756 | { | ||
4757 | if ( | ||
4758 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4759 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4760 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4761 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4762 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4763 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4764 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4765 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4766 | (CollisionSound != UUID.Zero) | ||
4767 | ) | ||
4768 | { | ||
4769 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4770 | pa.SubscribeEvents(1000); | ||
4771 | } | ||
4772 | } | ||
4773 | */ | ||
4774 | if (pa != null) | ||
4775 | { | ||
4776 | pa.SetMaterial(Material); | ||
4777 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
4778 | } | ||
4779 | } | ||
4780 | else // it already has a physical representation | ||
4269 | { | 4781 | { |
4270 | pa.SetMaterial(Material); | ||
4271 | pa.Position = GetWorldPosition(); | ||
4272 | pa.Orientation = GetWorldRotation(); | ||
4273 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
4274 | 4782 | ||
4275 | SubscribeForCollisionEvents(); | 4783 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4784 | /* moved into DoPhysicsPropertyUpdate | ||
4785 | if(VolumeDetectActive) | ||
4786 | pa.SetVolumeDetect(1); | ||
4787 | else | ||
4788 | pa.SetVolumeDetect(0); | ||
4789 | */ | ||
4790 | |||
4791 | if (pa.Building != building) | ||
4792 | pa.Building = building; | ||
4276 | } | 4793 | } |
4277 | } | ||
4278 | else // it already has a physical representation | ||
4279 | { | ||
4280 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4281 | } | ||
4282 | } | ||
4283 | 4794 | ||
4795 | UpdatePhysicsSubscribedEvents(); | ||
4796 | } | ||
4797 | } | ||
4284 | if (SetVD) | 4798 | if (SetVD) |
4285 | { | 4799 | { |
4286 | // If the above logic worked (this is urgent candidate to unit tests!) | 4800 | // If the above logic worked (this is urgent candidate to unit tests!) |
@@ -4294,6 +4808,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4294 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4808 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4295 | VolumeDetectActive = true; | 4809 | VolumeDetectActive = true; |
4296 | } | 4810 | } |
4811 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4297 | } | 4812 | } |
4298 | else if (SetVD != wasVD) | 4813 | else if (SetVD != wasVD) |
4299 | { | 4814 | { |
@@ -4305,105 +4820,51 @@ namespace OpenSim.Region.Framework.Scenes | |||
4305 | RemFlag(PrimFlags.Phantom); | 4820 | RemFlag(PrimFlags.Phantom); |
4306 | VolumeDetectActive = false; | 4821 | VolumeDetectActive = false; |
4307 | } | 4822 | } |
4308 | 4823 | // and last in case we have a new actor and not building | |
4309 | if (SetTemporary) | ||
4310 | { | ||
4311 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4312 | } | ||
4313 | else | ||
4314 | { | ||
4315 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4316 | } | ||
4317 | |||
4318 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4319 | 4824 | ||
4320 | if (ParentGroup != null) | 4825 | if (ParentGroup != null) |
4321 | { | 4826 | { |
4322 | ParentGroup.HasGroupChanged = true; | 4827 | ParentGroup.HasGroupChanged = true; |
4323 | ScheduleFullUpdate(); | 4828 | ScheduleFullUpdate(); |
4324 | } | 4829 | } |
4325 | 4830 | ||
4326 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4831 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4327 | } | 4832 | } |
4328 | 4833 | ||
4329 | /// <summary> | 4834 | /// <summary> |
4330 | /// Subscribe for physics collision events if needed for scripts and sounds | ||
4331 | /// </summary> | ||
4332 | public void SubscribeForCollisionEvents() | ||
4333 | { | ||
4334 | PhysicsActor pa = PhysActor; | ||
4335 | |||
4336 | if (pa != null) | ||
4337 | { | ||
4338 | if ( | ||
4339 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4340 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4341 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4342 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4343 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4344 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4345 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4346 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4347 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4348 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4349 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4350 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4351 | (CollisionSound != UUID.Zero) | ||
4352 | ) | ||
4353 | { | ||
4354 | if (!pa.SubscribedEvents()) | ||
4355 | { | ||
4356 | // If not already subscribed for event, set up for a collision event. | ||
4357 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4358 | pa.SubscribeEvents(1000); | ||
4359 | } | ||
4360 | } | ||
4361 | else | ||
4362 | { | ||
4363 | // There is no need to be subscribed to collisions so, if subscribed, remove subscription | ||
4364 | if (pa.SubscribedEvents()) | ||
4365 | { | ||
4366 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4367 | pa.UnSubscribeEvents(); | ||
4368 | } | ||
4369 | } | ||
4370 | } | ||
4371 | } | ||
4372 | |||
4373 | /// <summary> | ||
4374 | /// Adds this part to the physics scene. | 4835 | /// Adds this part to the physics scene. |
4836 | /// and sets the PhysActor property | ||
4375 | /// </summary> | 4837 | /// </summary> |
4376 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4838 | /// <param name="isPhysical">Add this prim as physical.</param> |
4377 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4839 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4378 | /// <returns> | 4840 | /// <param name="building">tells physics to delay full construction of object</param> |
4379 | /// The physics actor. null if there was a failure. | 4841 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4380 | /// </returns> | 4842 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4381 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) | 4843 | { |
4382 | { | ||
4383 | PhysicsActor pa; | 4844 | PhysicsActor pa; |
4384 | 4845 | ||
4385 | Vector3 velocity = Velocity; | 4846 | Vector3 velocity = Velocity; |
4386 | Vector3 rotationalVelocity = AngularVelocity;; | 4847 | Vector3 rotationalVelocity = AngularVelocity;; |
4387 | 4848 | ||
4388 | try | 4849 | try |
4389 | { | 4850 | { |
4390 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4851 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4391 | string.Format("{0}/{1}", Name, UUID), | 4852 | string.Format("{0}/{1}", Name, UUID), |
4392 | Shape, | 4853 | Shape, |
4393 | AbsolutePosition, | 4854 | AbsolutePosition, |
4394 | Scale, | 4855 | Scale, |
4395 | GetWorldRotation(), | 4856 | GetWorldRotation(), |
4396 | isPhysical, | 4857 | isPhysical, |
4397 | isPhantom, | 4858 | isPhantom, |
4398 | PhysicsShapeType, | 4859 | PhysicsShapeType, |
4399 | m_localId); | 4860 | m_localId); |
4400 | } | 4861 | } |
4401 | catch (Exception e) | 4862 | catch (Exception e) |
4402 | { | 4863 | { |
4403 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); | 4864 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); |
4404 | pa = null; | 4865 | pa = null; |
4405 | } | 4866 | } |
4406 | 4867 | ||
4407 | if (pa != null) | 4868 | if (pa != null) |
4408 | { | 4869 | { |
4409 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4870 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
@@ -4416,9 +4877,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
4416 | 4877 | ||
4417 | if (VolumeDetectActive) // change if not the default only | 4878 | if (VolumeDetectActive) // change if not the default only |
4418 | pa.SetVolumeDetect(1); | 4879 | pa.SetVolumeDetect(1); |
4880 | |||
4881 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4882 | m_vehicleParams.SetVehicle(pa); | ||
4883 | |||
4419 | // we are going to tell rest of code about physics so better have this here | 4884 | // we are going to tell rest of code about physics so better have this here |
4420 | PhysActor = pa; | 4885 | PhysActor = pa; |
4421 | 4886 | ||
4887 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4888 | // lets expand it here just with what it really needs to do | ||
4889 | |||
4422 | if (isPhysical) | 4890 | if (isPhysical) |
4423 | { | 4891 | { |
4424 | if (ParentGroup.RootPart.KeyframeMotion != null) | 4892 | if (ParentGroup.RootPart.KeyframeMotion != null) |
@@ -4440,19 +4908,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
4440 | } | 4908 | } |
4441 | } | 4909 | } |
4442 | 4910 | ||
4443 | if (applyDynamics) | 4911 | if (applyDynamics) |
4444 | // do independent of isphysical so parameters get setted (at least some) | 4912 | // do independent of isphysical so parameters get setted (at least some) |
4445 | { | 4913 | { |
4446 | Velocity = velocity; | 4914 | Velocity = velocity; |
4447 | AngularVelocity = rotationalVelocity; | 4915 | AngularVelocity = rotationalVelocity; |
4448 | // pa.Velocity = velocity; | 4916 | // pa.Velocity = velocity; |
4449 | pa.RotationalVelocity = rotationalVelocity; | 4917 | pa.RotationalVelocity = rotationalVelocity; |
4918 | |||
4919 | // if not vehicle and root part apply force and torque | ||
4920 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4921 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4922 | { | ||
4923 | pa.Force = Force; | ||
4924 | pa.Torque = Torque; | ||
4925 | } | ||
4450 | } | 4926 | } |
4451 | 4927 | ||
4452 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 4928 | // if (Shape.SculptEntry) |
4929 | // CheckSculptAndLoad(); | ||
4930 | // else | ||
4931 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4932 | |||
4933 | if (!building) | ||
4934 | pa.Building = false; | ||
4453 | } | 4935 | } |
4454 | 4936 | ||
4455 | PhysActor = pa; | 4937 | PhysActor = pa; |
4938 | |||
4456 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); | 4939 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); |
4457 | } | 4940 | } |
4458 | 4941 | ||
@@ -4461,14 +4944,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4461 | /// </summary> | 4944 | /// </summary> |
4462 | /// <remarks> | 4945 | /// <remarks> |
4463 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4946 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4464 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4947 | /// representation for collision detection. |
4465 | /// phantom. | ||
4466 | /// </remarks> | 4948 | /// </remarks> |
4467 | public void RemoveFromPhysics() | 4949 | public void RemoveFromPhysics() |
4468 | { | 4950 | { |
4469 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | 4951 | PhysicsActor pa = PhysActor; |
4470 | if (ParentGroup.Scene.PhysicsScene != null) | 4952 | if (pa != null) |
4471 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4953 | { |
4954 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4955 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4956 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4957 | |||
4958 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4959 | |||
4960 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | ||
4961 | } | ||
4472 | PhysActor = null; | 4962 | PhysActor = null; |
4473 | } | 4963 | } |
4474 | 4964 | ||
@@ -4600,6 +5090,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4600 | { | 5090 | { |
4601 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 5091 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
4602 | 5092 | ||
5093 | return; | ||
5094 | |||
4603 | if (ParentGroup.IsDeleted) | 5095 | if (ParentGroup.IsDeleted) |
4604 | return; | 5096 | return; |
4605 | 5097 | ||
@@ -4723,6 +5215,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4723 | } | 5215 | } |
4724 | } | 5216 | } |
4725 | 5217 | ||
5218 | |||
5219 | private void UpdatePhysicsSubscribedEvents() | ||
5220 | { | ||
5221 | PhysicsActor pa = PhysActor; | ||
5222 | if (pa == null) | ||
5223 | return; | ||
5224 | |||
5225 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5226 | |||
5227 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5228 | |||
5229 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5230 | |||
5231 | // merge with root part | ||
5232 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5233 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5234 | |||
5235 | // submit to this part case | ||
5236 | if (VolumeDetectActive) | ||
5237 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5238 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5239 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5240 | else | ||
5241 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5242 | |||
5243 | if (hassound || CombinedEvents != 0) | ||
5244 | { | ||
5245 | // subscribe to physics updates. | ||
5246 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5247 | pa.SubscribeEvents(50); // 20 reports per second | ||
5248 | } | ||
5249 | else | ||
5250 | { | ||
5251 | pa.UnSubscribeEvents(); | ||
5252 | } | ||
5253 | } | ||
5254 | |||
5255 | |||
4726 | public void aggregateScriptEvents() | 5256 | public void aggregateScriptEvents() |
4727 | { | 5257 | { |
4728 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5258 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4759,8 +5289,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4759 | { | 5289 | { |
4760 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5290 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4761 | } | 5291 | } |
4762 | 5292 | /* | |
4763 | SubscribeForCollisionEvents(); | 5293 | PhysicsActor pa = PhysActor; |
5294 | if (pa != null) | ||
5295 | { | ||
5296 | if ( | ||
5297 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
5298 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5299 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5300 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5301 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5302 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5303 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5304 | ) | ||
5305 | { | ||
5306 | // subscribe to physics updates. | ||
5307 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5308 | pa.SubscribeEvents(1000); | ||
5309 | } | ||
5310 | else | ||
5311 | { | ||
5312 | pa.UnSubscribeEvents(); | ||
5313 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5314 | } | ||
5315 | } | ||
5316 | */ | ||
5317 | UpdatePhysicsSubscribedEvents(); | ||
4764 | 5318 | ||
4765 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5319 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4766 | //{ | 5320 | //{ |
@@ -4969,6 +5523,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4969 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5523 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4970 | } | 5524 | } |
4971 | 5525 | ||
5526 | public void ResetOwnerChangeFlag() | ||
5527 | { | ||
5528 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5529 | |||
5530 | foreach (UUID itemID in inv) | ||
5531 | { | ||
5532 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5533 | item.OwnerChanged = false; | ||
5534 | Inventory.UpdateInventoryItem(item, false, false); | ||
5535 | } | ||
5536 | } | ||
5537 | |||
4972 | /// <summary> | 5538 | /// <summary> |
4973 | /// Record an avatar sitting on this part. | 5539 | /// Record an avatar sitting on this part. |
4974 | /// </summary> | 5540 | /// </summary> |
@@ -4977,19 +5543,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
4977 | /// true if the avatar was not already recorded, false otherwise. | 5543 | /// true if the avatar was not already recorded, false otherwise. |
4978 | /// </returns> | 5544 | /// </returns> |
4979 | /// <param name='avatarId'></param> | 5545 | /// <param name='avatarId'></param> |
4980 | protected internal bool AddSittingAvatar(ScenePresence sp) | 5546 | protected internal bool AddSittingAvatar(UUID id) |
4981 | { | 5547 | { |
4982 | lock (ParentGroup.m_sittingAvatars) | 5548 | lock (ParentGroup.m_sittingAvatars) |
4983 | { | 5549 | { |
4984 | if (IsSitTargetSet && SitTargetAvatar == UUID.Zero) | 5550 | if (IsSitTargetSet && SitTargetAvatar == UUID.Zero) |
4985 | SitTargetAvatar = sp.UUID; | 5551 | SitTargetAvatar = id; |
4986 | 5552 | ||
4987 | if (m_sittingAvatars == null) | 5553 | if (m_sittingAvatars == null) |
4988 | m_sittingAvatars = new HashSet<ScenePresence>(); | 5554 | m_sittingAvatars = new HashSet<UUID>(); |
4989 | 5555 | ||
4990 | if (m_sittingAvatars.Add(sp)) | 5556 | if (m_sittingAvatars.Add(id)) |
4991 | { | 5557 | { |
4992 | ParentGroup.m_sittingAvatars.Add(sp); | 5558 | ParentGroup.m_sittingAvatars.Add(id); |
4993 | 5559 | ||
4994 | return true; | 5560 | return true; |
4995 | } | 5561 | } |
@@ -5006,22 +5572,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
5006 | /// true if the avatar was present and removed, false if it was not present. | 5572 | /// true if the avatar was present and removed, false if it was not present. |
5007 | /// </returns> | 5573 | /// </returns> |
5008 | /// <param name='avatarId'></param> | 5574 | /// <param name='avatarId'></param> |
5009 | protected internal bool RemoveSittingAvatar(ScenePresence sp) | 5575 | protected internal bool RemoveSittingAvatar(UUID id) |
5010 | { | 5576 | { |
5011 | lock (ParentGroup.m_sittingAvatars) | 5577 | lock (ParentGroup.m_sittingAvatars) |
5012 | { | 5578 | { |
5013 | if (SitTargetAvatar == sp.UUID) | 5579 | if (SitTargetAvatar == id) |
5014 | SitTargetAvatar = UUID.Zero; | 5580 | SitTargetAvatar = UUID.Zero; |
5015 | 5581 | ||
5016 | if (m_sittingAvatars == null) | 5582 | if (m_sittingAvatars == null) |
5017 | return false; | 5583 | return false; |
5018 | 5584 | ||
5019 | if (m_sittingAvatars.Remove(sp)) | 5585 | if (m_sittingAvatars.Remove(id)) |
5020 | { | 5586 | { |
5021 | if (m_sittingAvatars.Count == 0) | 5587 | if (m_sittingAvatars.Count == 0) |
5022 | m_sittingAvatars = null; | 5588 | m_sittingAvatars = null; |
5023 | 5589 | ||
5024 | ParentGroup.m_sittingAvatars.Remove(sp); | 5590 | ParentGroup.m_sittingAvatars.Remove(id); |
5025 | 5591 | ||
5026 | return true; | 5592 | return true; |
5027 | } | 5593 | } |
@@ -5035,14 +5601,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
5035 | /// </summary> | 5601 | /// </summary> |
5036 | /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks> | 5602 | /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks> |
5037 | /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns> | 5603 | /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns> |
5038 | public HashSet<ScenePresence> GetSittingAvatars() | 5604 | public HashSet<UUID> GetSittingAvatars() |
5039 | { | 5605 | { |
5040 | lock (ParentGroup.m_sittingAvatars) | 5606 | lock (ParentGroup.m_sittingAvatars) |
5041 | { | 5607 | { |
5042 | if (m_sittingAvatars == null) | 5608 | if (m_sittingAvatars == null) |
5043 | return null; | 5609 | return null; |
5044 | else | 5610 | else |
5045 | return new HashSet<ScenePresence>(m_sittingAvatars); | 5611 | return new HashSet<UUID>(m_sittingAvatars); |
5046 | } | 5612 | } |
5047 | } | 5613 | } |
5048 | 5614 | ||
@@ -5062,4 +5628,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
5062 | } | 5628 | } |
5063 | } | 5629 | } |
5064 | } | 5630 | } |
5065 | } \ No newline at end of file | 5631 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index ec39726..5811ed9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -46,9 +46,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
46 | { | 46 | { |
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
48 | 48 | ||
49 | private string m_inventoryFileName = String.Empty; | ||
50 | private byte[] m_inventoryFileData = new byte[0]; | 49 | private byte[] m_inventoryFileData = new byte[0]; |
51 | private uint m_inventoryFileNameSerial = 0; | 50 | private uint m_inventoryFileNameSerial = 0; |
51 | private bool m_inventoryPrivileged = false; | ||
52 | private object m_inventoryFileLock = new object(); | ||
53 | |||
54 | private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>(); | ||
52 | 55 | ||
53 | /// <value> | 56 | /// <value> |
54 | /// The part to which the inventory belongs. | 57 | /// The part to which the inventory belongs. |
@@ -85,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
85 | /// </value> | 88 | /// </value> |
86 | protected internal TaskInventoryDictionary Items | 89 | protected internal TaskInventoryDictionary Items |
87 | { | 90 | { |
88 | get { return m_items; } | 91 | get { |
92 | return m_items; | ||
93 | } | ||
89 | set | 94 | set |
90 | { | 95 | { |
91 | m_items = value; | 96 | m_items = value; |
@@ -134,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | public void ResetInventoryIDs() | 139 | public void ResetInventoryIDs() |
135 | { | 140 | { |
136 | if (null == m_part) | 141 | if (null == m_part) |
137 | return; | 142 | m_items.LockItemsForWrite(true); |
138 | 143 | ||
139 | lock (m_items) | 144 | if (Items.Count == 0) |
140 | { | 145 | { |
141 | if (0 == m_items.Count) | 146 | m_items.LockItemsForWrite(false); |
142 | return; | 147 | return; |
148 | } | ||
143 | 149 | ||
144 | IList<TaskInventoryItem> items = GetInventoryItems(); | 150 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
145 | m_items.Clear(); | 151 | Items.Clear(); |
146 | 152 | ||
147 | foreach (TaskInventoryItem item in items) | 153 | foreach (TaskInventoryItem item in items) |
148 | { | 154 | { |
149 | item.ResetIDs(m_part.UUID); | 155 | item.ResetIDs(m_part.UUID); |
150 | m_items.Add(item.ItemID, item); | 156 | Items.Add(item.ItemID, item); |
151 | } | ||
152 | } | 157 | } |
158 | m_items.LockItemsForWrite(false); | ||
153 | } | 159 | } |
154 | 160 | ||
155 | public void ResetObjectID() | 161 | public void ResetObjectID() |
156 | { | 162 | { |
157 | lock (Items) | 163 | m_items.LockItemsForWrite(true); |
164 | |||
165 | if (Items.Count == 0) | ||
158 | { | 166 | { |
159 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 167 | m_items.LockItemsForWrite(false); |
160 | Items.Clear(); | 168 | return; |
161 | |||
162 | foreach (TaskInventoryItem item in items) | ||
163 | { | ||
164 | item.ParentPartID = m_part.UUID; | ||
165 | item.ParentID = m_part.UUID; | ||
166 | Items.Add(item.ItemID, item); | ||
167 | } | ||
168 | } | 169 | } |
170 | |||
171 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | ||
172 | Items.Clear(); | ||
173 | |||
174 | foreach (TaskInventoryItem item in items) | ||
175 | { | ||
176 | item.ParentPartID = m_part.UUID; | ||
177 | item.ParentID = m_part.UUID; | ||
178 | Items.Add(item.ItemID, item); | ||
179 | } | ||
180 | m_items.LockItemsForWrite(false); | ||
169 | } | 181 | } |
170 | 182 | ||
171 | /// <summary> | 183 | /// <summary> |
@@ -174,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
174 | /// <param name="ownerId"></param> | 186 | /// <param name="ownerId"></param> |
175 | public void ChangeInventoryOwner(UUID ownerId) | 187 | public void ChangeInventoryOwner(UUID ownerId) |
176 | { | 188 | { |
177 | lock (Items) | 189 | List<TaskInventoryItem> items = GetInventoryItems(); |
178 | { | ||
179 | if (0 == Items.Count) | ||
180 | { | ||
181 | return; | ||
182 | } | ||
183 | } | ||
184 | 190 | ||
191 | if (items.Count == 0) | ||
192 | return; | ||
193 | |||
194 | m_items.LockItemsForWrite(true); | ||
185 | HasInventoryChanged = true; | 195 | HasInventoryChanged = true; |
186 | m_part.ParentGroup.HasGroupChanged = true; | 196 | m_part.ParentGroup.HasGroupChanged = true; |
187 | List<TaskInventoryItem> items = GetInventoryItems(); | ||
188 | foreach (TaskInventoryItem item in items) | 197 | foreach (TaskInventoryItem item in items) |
189 | { | 198 | { |
190 | if (ownerId != item.OwnerID) | 199 | if (ownerId != item.OwnerID) |
@@ -195,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
195 | item.PermsGranter = UUID.Zero; | 204 | item.PermsGranter = UUID.Zero; |
196 | item.OwnerChanged = true; | 205 | item.OwnerChanged = true; |
197 | } | 206 | } |
207 | m_items.LockItemsForWrite(false); | ||
198 | } | 208 | } |
199 | 209 | ||
200 | /// <summary> | 210 | /// <summary> |
@@ -203,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
203 | /// <param name="groupID"></param> | 213 | /// <param name="groupID"></param> |
204 | public void ChangeInventoryGroup(UUID groupID) | 214 | public void ChangeInventoryGroup(UUID groupID) |
205 | { | 215 | { |
206 | lock (Items) | 216 | m_items.LockItemsForWrite(true); |
217 | if (0 == Items.Count) | ||
207 | { | 218 | { |
208 | if (0 == Items.Count) | 219 | m_items.LockItemsForWrite(false); |
209 | { | 220 | return; |
210 | return; | ||
211 | } | ||
212 | } | 221 | } |
213 | 222 | ||
214 | // Don't let this set the HasGroupChanged flag for attachments | 223 | // Don't let this set the HasGroupChanged flag for attachments |
@@ -220,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
220 | m_part.ParentGroup.HasGroupChanged = true; | 229 | m_part.ParentGroup.HasGroupChanged = true; |
221 | } | 230 | } |
222 | 231 | ||
223 | List<TaskInventoryItem> items = GetInventoryItems(); | 232 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
224 | foreach (TaskInventoryItem item in items) | 233 | foreach (TaskInventoryItem item in items) |
225 | { | 234 | { |
226 | if (groupID != item.GroupID) | 235 | if (groupID != item.GroupID) |
236 | { | ||
227 | item.GroupID = groupID; | 237 | item.GroupID = groupID; |
238 | } | ||
228 | } | 239 | } |
240 | m_items.LockItemsForWrite(false); | ||
229 | } | 241 | } |
230 | 242 | ||
231 | private void QueryScriptStates() | 243 | private void QueryScriptStates() |
@@ -233,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) | 245 | if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) |
234 | return; | 246 | return; |
235 | 247 | ||
236 | lock (Items) | 248 | Items.LockItemsForRead(true); |
249 | foreach (TaskInventoryItem item in Items.Values) | ||
237 | { | 250 | { |
238 | foreach (TaskInventoryItem item in Items.Values) | 251 | if (item.InvType == (int)InventoryType.LSL) |
239 | { | 252 | { |
240 | bool running; | 253 | bool running; |
241 | if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) | 254 | if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) |
242 | item.ScriptRunning = running; | 255 | item.ScriptRunning = running; |
243 | } | 256 | } |
244 | } | 257 | } |
258 | |||
259 | Items.LockItemsForRead(false); | ||
245 | } | 260 | } |
246 | 261 | ||
247 | public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) | 262 | public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) |
@@ -318,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
318 | { | 333 | { |
319 | List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); | 334 | List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); |
320 | foreach (TaskInventoryItem item in scripts) | 335 | foreach (TaskInventoryItem item in scripts) |
336 | { | ||
321 | RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); | 337 | RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); |
338 | m_part.RemoveScriptEvents(item.ItemID); | ||
339 | } | ||
322 | } | 340 | } |
323 | 341 | ||
324 | /// <summary> | 342 | /// <summary> |
@@ -340,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
340 | // item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); | 358 | // item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); |
341 | 359 | ||
342 | if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) | 360 | if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) |
361 | { | ||
362 | StoreScriptError(item.ItemID, "no permission"); | ||
343 | return false; | 363 | return false; |
364 | } | ||
344 | 365 | ||
345 | m_part.AddFlag(PrimFlags.Scripted); | 366 | m_part.AddFlag(PrimFlags.Scripted); |
346 | 367 | ||
@@ -350,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | if (stateSource == 2 && // Prim crossing | 371 | if (stateSource == 2 && // Prim crossing |
351 | m_part.ParentGroup.Scene.m_trustBinaries) | 372 | m_part.ParentGroup.Scene.m_trustBinaries) |
352 | { | 373 | { |
353 | lock (m_items) | 374 | m_items.LockItemsForWrite(true); |
354 | { | 375 | m_items[item.ItemID].PermsMask = 0; |
355 | m_items[item.ItemID].PermsMask = 0; | 376 | m_items[item.ItemID].PermsGranter = UUID.Zero; |
356 | m_items[item.ItemID].PermsGranter = UUID.Zero; | 377 | m_items.LockItemsForWrite(false); |
357 | } | ||
358 | |||
359 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( | 378 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( |
360 | m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); | 379 | m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); |
380 | StoreScriptErrors(item.ItemID, null); | ||
361 | m_part.ParentGroup.AddActiveScriptCount(1); | 381 | m_part.ParentGroup.AddActiveScriptCount(1); |
362 | m_part.ScheduleFullUpdate(); | 382 | m_part.ScheduleFullUpdate(); |
363 | return true; | 383 | return true; |
@@ -366,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
366 | AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); | 386 | AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); |
367 | if (null == asset) | 387 | if (null == asset) |
368 | { | 388 | { |
389 | string msg = String.Format("asset ID {0} could not be found", item.AssetID); | ||
390 | StoreScriptError(item.ItemID, msg); | ||
369 | m_log.ErrorFormat( | 391 | m_log.ErrorFormat( |
370 | "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", | 392 | "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", |
371 | item.Name, item.ItemID, m_part.AbsolutePosition, | 393 | item.Name, item.ItemID, m_part.AbsolutePosition, |
@@ -378,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
378 | if (m_part.ParentGroup.m_savedScriptState != null) | 400 | if (m_part.ParentGroup.m_savedScriptState != null) |
379 | item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); | 401 | item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); |
380 | 402 | ||
381 | lock (m_items) | 403 | m_items.LockItemsForWrite(true); |
382 | { | ||
383 | m_items[item.ItemID].OldItemID = item.OldItemID; | ||
384 | m_items[item.ItemID].PermsMask = 0; | ||
385 | m_items[item.ItemID].PermsGranter = UUID.Zero; | ||
386 | } | ||
387 | 404 | ||
405 | m_items[item.ItemID].OldItemID = item.OldItemID; | ||
406 | m_items[item.ItemID].PermsMask = 0; | ||
407 | m_items[item.ItemID].PermsGranter = UUID.Zero; | ||
408 | |||
409 | m_items.LockItemsForWrite(false); | ||
410 | |||
388 | string script = Utils.BytesToString(asset.Data); | 411 | string script = Utils.BytesToString(asset.Data); |
389 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( | 412 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( |
390 | m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); | 413 | m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); |
414 | StoreScriptErrors(item.ItemID, null); | ||
391 | if (!item.ScriptRunning) | 415 | if (!item.ScriptRunning) |
392 | m_part.ParentGroup.Scene.EventManager.TriggerStopScript( | 416 | m_part.ParentGroup.Scene.EventManager.TriggerStopScript( |
393 | m_part.LocalId, item.ItemID); | 417 | m_part.LocalId, item.ItemID); |
@@ -466,22 +490,138 @@ namespace OpenSim.Region.Framework.Scenes | |||
466 | return stateID; | 490 | return stateID; |
467 | } | 491 | } |
468 | 492 | ||
493 | /// <summary> | ||
494 | /// Start a script which is in this prim's inventory. | ||
495 | /// Some processing may occur in the background, but this routine returns asap. | ||
496 | /// </summary> | ||
497 | /// <param name="itemId"> | ||
498 | /// A <see cref="UUID"/> | ||
499 | /// </param> | ||
469 | public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) | 500 | public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) |
470 | { | 501 | { |
471 | TaskInventoryItem item = GetInventoryItem(itemId); | 502 | lock (m_scriptErrors) |
472 | if (item != null) | 503 | { |
504 | // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion | ||
505 | m_scriptErrors.Remove(itemId); | ||
506 | } | ||
507 | CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource); | ||
508 | return true; | ||
509 | } | ||
510 | |||
511 | private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) | ||
512 | { | ||
513 | m_items.LockItemsForRead(true); | ||
514 | |||
515 | if (m_items.ContainsKey(itemId)) | ||
473 | { | 516 | { |
474 | return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); | 517 | TaskInventoryItem it = m_items[itemId]; |
518 | m_items.LockItemsForRead(false); | ||
519 | |||
520 | CreateScriptInstance(it, startParam, postOnRez, engine, stateSource); | ||
475 | } | 521 | } |
476 | else | 522 | else |
477 | { | 523 | { |
478 | m_log.ErrorFormat( | 524 | m_items.LockItemsForRead(false); |
479 | "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", | 525 | string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID, |
480 | itemId, m_part.Name, m_part.UUID, | ||
481 | m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); | 526 | m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); |
527 | StoreScriptError(itemId, msg); | ||
528 | m_log.ErrorFormat( | ||
529 | "[PRIM INVENTORY]: " + | ||
530 | "Couldn't start script with ID {0} since it {1}", itemId, msg); | ||
531 | } | ||
532 | } | ||
482 | 533 | ||
483 | return false; | 534 | /// <summary> |
535 | /// Start a script which is in this prim's inventory and return any compilation error messages. | ||
536 | /// </summary> | ||
537 | /// <param name="itemId"> | ||
538 | /// A <see cref="UUID"/> | ||
539 | /// </param> | ||
540 | public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) | ||
541 | { | ||
542 | ArrayList errors; | ||
543 | |||
544 | // Indicate to CreateScriptInstanceInternal() we want it to | ||
545 | // post any compilation/loading error messages | ||
546 | lock (m_scriptErrors) | ||
547 | { | ||
548 | m_scriptErrors[itemId] = null; | ||
484 | } | 549 | } |
550 | |||
551 | // Perform compilation/loading | ||
552 | CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource); | ||
553 | |||
554 | // Wait for and retrieve any errors | ||
555 | lock (m_scriptErrors) | ||
556 | { | ||
557 | while ((errors = m_scriptErrors[itemId]) == null) | ||
558 | { | ||
559 | if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000)) | ||
560 | { | ||
561 | m_log.ErrorFormat( | ||
562 | "[PRIM INVENTORY]: " + | ||
563 | "timedout waiting for script {0} errors", itemId); | ||
564 | errors = m_scriptErrors[itemId]; | ||
565 | if (errors == null) | ||
566 | { | ||
567 | errors = new ArrayList(1); | ||
568 | errors.Add("timedout waiting for errors"); | ||
569 | } | ||
570 | break; | ||
571 | } | ||
572 | } | ||
573 | m_scriptErrors.Remove(itemId); | ||
574 | } | ||
575 | return errors; | ||
576 | } | ||
577 | |||
578 | // Signal to CreateScriptInstanceEr() that compilation/loading is complete | ||
579 | private void StoreScriptErrors(UUID itemId, ArrayList errors) | ||
580 | { | ||
581 | lock (m_scriptErrors) | ||
582 | { | ||
583 | // If compilation/loading initiated via CreateScriptInstance(), | ||
584 | // it does not want the errors, so just get out | ||
585 | if (!m_scriptErrors.ContainsKey(itemId)) | ||
586 | { | ||
587 | return; | ||
588 | } | ||
589 | |||
590 | // Initiated via CreateScriptInstanceEr(), if we know what the | ||
591 | // errors are, save them and wake CreateScriptInstanceEr(). | ||
592 | if (errors != null) | ||
593 | { | ||
594 | m_scriptErrors[itemId] = errors; | ||
595 | System.Threading.Monitor.PulseAll(m_scriptErrors); | ||
596 | return; | ||
597 | } | ||
598 | } | ||
599 | |||
600 | // Initiated via CreateScriptInstanceEr() but we don't know what | ||
601 | // the errors are yet, so retrieve them from the script engine. | ||
602 | // This may involve some waiting internal to GetScriptErrors(). | ||
603 | errors = GetScriptErrors(itemId); | ||
604 | |||
605 | // Get a default non-null value to indicate success. | ||
606 | if (errors == null) | ||
607 | { | ||
608 | errors = new ArrayList(); | ||
609 | } | ||
610 | |||
611 | // Post to CreateScriptInstanceEr() and wake it up | ||
612 | lock (m_scriptErrors) | ||
613 | { | ||
614 | m_scriptErrors[itemId] = errors; | ||
615 | System.Threading.Monitor.PulseAll(m_scriptErrors); | ||
616 | } | ||
617 | } | ||
618 | |||
619 | // Like StoreScriptErrors(), but just posts a single string message | ||
620 | private void StoreScriptError(UUID itemId, string message) | ||
621 | { | ||
622 | ArrayList errors = new ArrayList(1); | ||
623 | errors.Add(message); | ||
624 | StoreScriptErrors(itemId, errors); | ||
485 | } | 625 | } |
486 | 626 | ||
487 | /// <summary> | 627 | /// <summary> |
@@ -494,15 +634,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
494 | /// </param> | 634 | /// </param> |
495 | public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) | 635 | public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) |
496 | { | 636 | { |
497 | bool scriptPresent = false; | 637 | if (m_items.ContainsKey(itemId)) |
498 | |||
499 | lock (m_items) | ||
500 | { | ||
501 | if (m_items.ContainsKey(itemId)) | ||
502 | scriptPresent = true; | ||
503 | } | ||
504 | |||
505 | if (scriptPresent) | ||
506 | { | 638 | { |
507 | if (!sceneObjectBeingDeleted) | 639 | if (!sceneObjectBeingDeleted) |
508 | m_part.RemoveScriptEvents(itemId); | 640 | m_part.RemoveScriptEvents(itemId); |
@@ -573,14 +705,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
573 | /// <returns></returns> | 705 | /// <returns></returns> |
574 | private bool InventoryContainsName(string name) | 706 | private bool InventoryContainsName(string name) |
575 | { | 707 | { |
576 | lock (m_items) | 708 | m_items.LockItemsForRead(true); |
709 | foreach (TaskInventoryItem item in m_items.Values) | ||
577 | { | 710 | { |
578 | foreach (TaskInventoryItem item in m_items.Values) | 711 | if (item.Name == name) |
579 | { | 712 | { |
580 | if (item.Name == name) | 713 | m_items.LockItemsForRead(false); |
581 | return true; | 714 | return true; |
582 | } | 715 | } |
583 | } | 716 | } |
717 | m_items.LockItemsForRead(false); | ||
584 | return false; | 718 | return false; |
585 | } | 719 | } |
586 | 720 | ||
@@ -622,8 +756,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
622 | /// <param name="item"></param> | 756 | /// <param name="item"></param> |
623 | public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) | 757 | public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) |
624 | { | 758 | { |
625 | List<TaskInventoryItem> il = GetInventoryItems(); | 759 | m_items.LockItemsForRead(true); |
626 | 760 | List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); | |
761 | m_items.LockItemsForRead(false); | ||
627 | foreach (TaskInventoryItem i in il) | 762 | foreach (TaskInventoryItem i in il) |
628 | { | 763 | { |
629 | if (i.Name == item.Name) | 764 | if (i.Name == item.Name) |
@@ -661,14 +796,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
661 | item.Name = name; | 796 | item.Name = name; |
662 | item.GroupID = m_part.GroupID; | 797 | item.GroupID = m_part.GroupID; |
663 | 798 | ||
664 | lock (m_items) | 799 | m_items.LockItemsForWrite(true); |
665 | m_items.Add(item.ItemID, item); | 800 | m_items.Add(item.ItemID, item); |
666 | 801 | m_items.LockItemsForWrite(false); | |
667 | if (allowedDrop) | 802 | if (allowedDrop) |
668 | m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); | 803 | m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); |
669 | else | 804 | else |
670 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 805 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
671 | 806 | ||
672 | m_inventorySerial++; | 807 | m_inventorySerial++; |
673 | //m_inventorySerial += 2; | 808 | //m_inventorySerial += 2; |
674 | HasInventoryChanged = true; | 809 | HasInventoryChanged = true; |
@@ -684,15 +819,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
684 | /// <param name="items"></param> | 819 | /// <param name="items"></param> |
685 | public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) | 820 | public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) |
686 | { | 821 | { |
687 | lock (m_items) | 822 | m_items.LockItemsForWrite(true); |
823 | foreach (TaskInventoryItem item in items) | ||
688 | { | 824 | { |
689 | foreach (TaskInventoryItem item in items) | 825 | m_items.Add(item.ItemID, item); |
690 | { | 826 | // m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
691 | m_items.Add(item.ItemID, item); | ||
692 | // m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | ||
693 | } | ||
694 | m_inventorySerial++; | ||
695 | } | 827 | } |
828 | m_items.LockItemsForWrite(false); | ||
829 | |||
830 | m_inventorySerial++; | ||
696 | } | 831 | } |
697 | 832 | ||
698 | /// <summary> | 833 | /// <summary> |
@@ -703,23 +838,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
703 | public TaskInventoryItem GetInventoryItem(UUID itemId) | 838 | public TaskInventoryItem GetInventoryItem(UUID itemId) |
704 | { | 839 | { |
705 | TaskInventoryItem item; | 840 | TaskInventoryItem item; |
706 | 841 | m_items.LockItemsForRead(true); | |
707 | lock (m_items) | 842 | m_items.TryGetValue(itemId, out item); |
708 | m_items.TryGetValue(itemId, out item); | 843 | m_items.LockItemsForRead(false); |
709 | |||
710 | return item; | 844 | return item; |
711 | } | 845 | } |
712 | 846 | ||
713 | public TaskInventoryItem GetInventoryItem(string name) | 847 | public TaskInventoryItem GetInventoryItem(string name) |
714 | { | 848 | { |
715 | lock (m_items) | 849 | m_items.LockItemsForRead(true); |
850 | foreach (TaskInventoryItem item in m_items.Values) | ||
716 | { | 851 | { |
717 | foreach (TaskInventoryItem item in m_items.Values) | 852 | if (item.Name == name) |
718 | { | 853 | { |
719 | if (item.Name == name) | 854 | m_items.LockItemsForRead(false); |
720 | return item; | 855 | return item; |
721 | } | 856 | } |
722 | } | 857 | } |
858 | m_items.LockItemsForRead(false); | ||
723 | 859 | ||
724 | return null; | 860 | return null; |
725 | } | 861 | } |
@@ -728,19 +864,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
728 | { | 864 | { |
729 | List<TaskInventoryItem> items = new List<TaskInventoryItem>(); | 865 | List<TaskInventoryItem> items = new List<TaskInventoryItem>(); |
730 | 866 | ||
731 | lock (m_items) | 867 | m_items.LockItemsForRead(true); |
868 | |||
869 | foreach (TaskInventoryItem item in m_items.Values) | ||
732 | { | 870 | { |
733 | foreach (TaskInventoryItem item in m_items.Values) | 871 | if (item.Name == name) |
734 | { | 872 | items.Add(item); |
735 | if (item.Name == name) | ||
736 | items.Add(item); | ||
737 | } | ||
738 | } | 873 | } |
739 | 874 | ||
875 | m_items.LockItemsForRead(false); | ||
876 | |||
740 | return items; | 877 | return items; |
741 | } | 878 | } |
742 | 879 | ||
743 | public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist) | 880 | public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight) |
744 | { | 881 | { |
745 | AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); | 882 | AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); |
746 | 883 | ||
@@ -751,18 +888,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
751 | item.AssetID, item.Name, m_part.Name); | 888 | item.AssetID, item.Name, m_part.Name); |
752 | objlist = null; | 889 | objlist = null; |
753 | veclist = null; | 890 | veclist = null; |
891 | bbox = Vector3.Zero; | ||
892 | offsetHeight = 0; | ||
754 | return false; | 893 | return false; |
755 | } | 894 | } |
756 | 895 | ||
757 | Vector3 bbox; | 896 | bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); |
758 | float offsetHeight; | ||
759 | |||
760 | m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); | ||
761 | 897 | ||
762 | for (int i = 0; i < objlist.Count; i++) | 898 | for (int i = 0; i < objlist.Count; i++) |
763 | { | 899 | { |
764 | SceneObjectGroup group = objlist[i]; | 900 | SceneObjectGroup group = objlist[i]; |
765 | 901 | /* | |
902 | group.RootPart.AttachPoint = group.RootPart.Shape.State; | ||
903 | group.RootPart.AttachedPos = group.AbsolutePosition; | ||
904 | group.RootPart.AttachRotation = group.GroupRotation; | ||
905 | */ | ||
766 | group.ResetIDs(); | 906 | group.ResetIDs(); |
767 | 907 | ||
768 | SceneObjectPart rootPart = group.GetPart(group.UUID); | 908 | SceneObjectPart rootPart = group.GetPart(group.UUID); |
@@ -771,12 +911,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
771 | // in the serialization, transfer the correct name from the inventory to the | 911 | // in the serialization, transfer the correct name from the inventory to the |
772 | // object itself before we rez. | 912 | // object itself before we rez. |
773 | // Only do these for the first object if we are rezzing a coalescence. | 913 | // Only do these for the first object if we are rezzing a coalescence. |
774 | if (i == 0) | 914 | // nahh dont mess with coalescence objects, |
915 | // the name in inventory can be change for inventory purpuses only | ||
916 | if (objlist.Count == 1) | ||
775 | { | 917 | { |
776 | rootPart.Name = item.Name; | 918 | rootPart.Name = item.Name; |
777 | rootPart.Description = item.Description; | 919 | rootPart.Description = item.Description; |
778 | } | 920 | } |
779 | 921 | /* reverted to old code till part.ApplyPermissionsOnRez is better reviewed/fixed | |
780 | group.SetGroup(m_part.GroupID, null); | 922 | group.SetGroup(m_part.GroupID, null); |
781 | 923 | ||
782 | foreach (SceneObjectPart part in group.Parts) | 924 | foreach (SceneObjectPart part in group.Parts) |
@@ -792,7 +934,49 @@ namespace OpenSim.Region.Framework.Scenes | |||
792 | 934 | ||
793 | part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene); | 935 | part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene); |
794 | } | 936 | } |
937 | */ | ||
938 | // old code start | ||
939 | SceneObjectPart[] partList = group.Parts; | ||
940 | |||
941 | group.SetGroup(m_part.GroupID, null); | ||
942 | |||
943 | // TODO: Remove magic number badness | ||
944 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
945 | { | ||
946 | if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) | ||
947 | { | ||
948 | foreach (SceneObjectPart part in partList) | ||
949 | { | ||
950 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | ||
951 | part.EveryoneMask = item.EveryonePermissions; | ||
952 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | ||
953 | part.NextOwnerMask = item.NextPermissions; | ||
954 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
955 | part.GroupMask = item.GroupPermissions; | ||
956 | } | ||
957 | |||
958 | group.ApplyNextOwnerPermissions(); | ||
959 | } | ||
960 | } | ||
961 | |||
962 | foreach (SceneObjectPart part in partList) | ||
963 | { | ||
964 | // TODO: Remove magic number badness | ||
965 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
966 | { | ||
967 | part.LastOwnerID = part.OwnerID; | ||
968 | part.OwnerID = item.OwnerID; | ||
969 | part.Inventory.ChangeInventoryOwner(item.OwnerID); | ||
970 | } | ||
795 | 971 | ||
972 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | ||
973 | part.EveryoneMask = item.EveryonePermissions; | ||
974 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | ||
975 | part.NextOwnerMask = item.NextPermissions; | ||
976 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
977 | part.GroupMask = item.GroupPermissions; | ||
978 | } | ||
979 | // old code end | ||
796 | rootPart.TrimPermissions(); | 980 | rootPart.TrimPermissions(); |
797 | } | 981 | } |
798 | 982 | ||
@@ -817,8 +1001,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
817 | 1001 | ||
818 | public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) | 1002 | public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) |
819 | { | 1003 | { |
820 | TaskInventoryItem it = GetInventoryItem(item.ItemID); | 1004 | m_items.LockItemsForWrite(true); |
821 | if (it != null) | 1005 | |
1006 | if (m_items.ContainsKey(item.ItemID)) | ||
822 | { | 1007 | { |
823 | // m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); | 1008 | // m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); |
824 | 1009 | ||
@@ -831,14 +1016,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
831 | item.GroupID = m_part.GroupID; | 1016 | item.GroupID = m_part.GroupID; |
832 | 1017 | ||
833 | if (item.AssetID == UUID.Zero) | 1018 | if (item.AssetID == UUID.Zero) |
834 | item.AssetID = it.AssetID; | 1019 | item.AssetID = m_items[item.ItemID].AssetID; |
835 | 1020 | ||
836 | lock (m_items) | 1021 | m_items[item.ItemID] = item; |
837 | { | 1022 | m_inventorySerial++; |
838 | m_items[item.ItemID] = item; | ||
839 | m_inventorySerial++; | ||
840 | } | ||
841 | |||
842 | if (fireScriptEvents) | 1023 | if (fireScriptEvents) |
843 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 1024 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
844 | 1025 | ||
@@ -847,7 +1028,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
847 | HasInventoryChanged = true; | 1028 | HasInventoryChanged = true; |
848 | m_part.ParentGroup.HasGroupChanged = true; | 1029 | m_part.ParentGroup.HasGroupChanged = true; |
849 | } | 1030 | } |
850 | 1031 | m_items.LockItemsForWrite(false); | |
851 | return true; | 1032 | return true; |
852 | } | 1033 | } |
853 | else | 1034 | else |
@@ -858,8 +1039,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
858 | item.ItemID, m_part.Name, m_part.UUID, | 1039 | item.ItemID, m_part.Name, m_part.UUID, |
859 | m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); | 1040 | m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); |
860 | } | 1041 | } |
861 | return false; | 1042 | m_items.LockItemsForWrite(false); |
862 | 1043 | ||
1044 | return false; | ||
863 | } | 1045 | } |
864 | 1046 | ||
865 | /// <summary> | 1047 | /// <summary> |
@@ -870,160 +1052,182 @@ namespace OpenSim.Region.Framework.Scenes | |||
870 | /// in this prim's inventory.</returns> | 1052 | /// in this prim's inventory.</returns> |
871 | public int RemoveInventoryItem(UUID itemID) | 1053 | public int RemoveInventoryItem(UUID itemID) |
872 | { | 1054 | { |
873 | TaskInventoryItem item = GetInventoryItem(itemID); | 1055 | m_items.LockItemsForRead(true); |
874 | if (item != null) | 1056 | |
1057 | if (m_items.ContainsKey(itemID)) | ||
875 | { | 1058 | { |
876 | int type = m_items[itemID].InvType; | 1059 | int type = m_items[itemID].InvType; |
1060 | m_items.LockItemsForRead(false); | ||
877 | if (type == 10) // Script | 1061 | if (type == 10) // Script |
878 | { | 1062 | { |
879 | // route it through here, to handle script cleanup tasks | 1063 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); |
880 | RemoveScriptInstance(itemID, false); | ||
881 | } | 1064 | } |
1065 | m_items.LockItemsForWrite(true); | ||
882 | m_items.Remove(itemID); | 1066 | m_items.Remove(itemID); |
1067 | m_items.LockItemsForWrite(false); | ||
883 | m_inventorySerial++; | 1068 | m_inventorySerial++; |
884 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 1069 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
885 | 1070 | ||
886 | HasInventoryChanged = true; | 1071 | HasInventoryChanged = true; |
887 | m_part.ParentGroup.HasGroupChanged = true; | 1072 | m_part.ParentGroup.HasGroupChanged = true; |
888 | 1073 | ||
889 | if (!ContainsScripts()) | 1074 | int scriptcount = 0; |
1075 | m_items.LockItemsForRead(true); | ||
1076 | foreach (TaskInventoryItem item in m_items.Values) | ||
1077 | { | ||
1078 | if (item.Type == 10) | ||
1079 | { | ||
1080 | scriptcount++; | ||
1081 | } | ||
1082 | } | ||
1083 | m_items.LockItemsForRead(false); | ||
1084 | |||
1085 | |||
1086 | if (scriptcount <= 0) | ||
1087 | { | ||
890 | m_part.RemFlag(PrimFlags.Scripted); | 1088 | m_part.RemFlag(PrimFlags.Scripted); |
1089 | } | ||
891 | 1090 | ||
892 | m_part.ScheduleFullUpdate(); | 1091 | m_part.ScheduleFullUpdate(); |
893 | 1092 | ||
894 | return type; | 1093 | return type; |
895 | |||
896 | } | 1094 | } |
897 | else | 1095 | else |
898 | { | 1096 | { |
1097 | m_items.LockItemsForRead(false); | ||
899 | m_log.ErrorFormat( | 1098 | m_log.ErrorFormat( |
900 | "[PRIM INVENTORY]: " + | 1099 | "[PRIM INVENTORY]: " + |
901 | "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", | 1100 | "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory", |
902 | itemID, m_part.Name, m_part.UUID, | 1101 | itemID, m_part.Name, m_part.UUID); |
903 | m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); | ||
904 | } | 1102 | } |
905 | 1103 | ||
906 | return -1; | 1104 | return -1; |
907 | } | 1105 | } |
908 | 1106 | ||
909 | private bool CreateInventoryFile() | 1107 | |
1108 | /// <summary> | ||
1109 | /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client | ||
1110 | /// </summary> | ||
1111 | /// <param name="xferManager"></param> | ||
1112 | public void RequestInventoryFile(IClientAPI client, IXfer xferManager) | ||
910 | { | 1113 | { |
911 | // m_log.DebugFormat( | ||
912 | // "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", | ||
913 | // m_part.Name, m_part.UUID, m_part.LocalId, m_inventorySerial); | ||
914 | 1114 | ||
915 | if (m_inventoryFileName == String.Empty || | 1115 | lock (m_inventoryFileLock) |
916 | m_inventoryFileNameSerial < m_inventorySerial) | ||
917 | { | 1116 | { |
918 | // Something changed, we need to create a new file | 1117 | string filename = "inventory_" + UUID.Random().ToString() + ".tmp"; |
919 | m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; | ||
920 | m_inventoryFileNameSerial = m_inventorySerial; | ||
921 | |||
922 | InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); | ||
923 | 1118 | ||
924 | lock (m_items) | 1119 | bool changed = false; |
1120 | if (m_inventoryFileNameSerial < m_inventorySerial) | ||
925 | { | 1121 | { |
926 | foreach (TaskInventoryItem item in m_items.Values) | 1122 | m_inventoryFileNameSerial = m_inventorySerial; |
927 | { | 1123 | changed = true; |
928 | // m_log.DebugFormat( | 1124 | } |
929 | // "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", | ||
930 | // item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId); | ||
931 | |||
932 | UUID ownerID = item.OwnerID; | ||
933 | uint everyoneMask = 0; | ||
934 | uint baseMask = item.BasePermissions; | ||
935 | uint ownerMask = item.CurrentPermissions; | ||
936 | uint groupMask = item.GroupPermissions; | ||
937 | 1125 | ||
938 | invString.AddItemStart(); | 1126 | if (m_inventoryFileData.Length < 2) |
939 | invString.AddNameValueLine("item_id", item.ItemID.ToString()); | 1127 | changed = true; |
940 | invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); | ||
941 | 1128 | ||
942 | invString.AddPermissionsStart(); | 1129 | bool includeAssets = false; |
1130 | if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId)) | ||
1131 | includeAssets = true; | ||
943 | 1132 | ||
944 | invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); | 1133 | if (m_inventoryPrivileged != includeAssets) |
945 | invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); | 1134 | changed = true; |
946 | invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); | ||
947 | invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); | ||
948 | invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); | ||
949 | 1135 | ||
950 | invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); | ||
951 | invString.AddNameValueLine("owner_id", ownerID.ToString()); | ||
952 | 1136 | ||
953 | invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); | 1137 | Items.LockItemsForRead(true); |
954 | 1138 | ||
955 | invString.AddNameValueLine("group_id", item.GroupID.ToString()); | 1139 | if (m_inventorySerial == 0) // No inventory |
956 | invString.AddSectionEnd(); | 1140 | { |
1141 | Items.LockItemsForRead(false); | ||
1142 | client.SendTaskInventory(m_part.UUID, 0, new byte[0]); | ||
1143 | |||
1144 | return; | ||
1145 | } | ||
957 | 1146 | ||
958 | invString.AddNameValueLine("asset_id", item.AssetID.ToString()); | 1147 | if (m_items.Count == 0) // No inventory |
959 | invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type)); | 1148 | { |
960 | invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType)); | 1149 | Items.LockItemsForRead(false); |
961 | invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); | 1150 | client.SendTaskInventory(m_part.UUID, 0, new byte[0]); |
1151 | return; | ||
1152 | } | ||
962 | 1153 | ||
963 | invString.AddSaleStart(); | 1154 | if (!changed) |
964 | invString.AddNameValueLine("sale_type", "not"); | 1155 | { |
965 | invString.AddNameValueLine("sale_price", "0"); | 1156 | Items.LockItemsForRead(false); |
966 | invString.AddSectionEnd(); | ||
967 | 1157 | ||
968 | invString.AddNameValueLine("name", item.Name + "|"); | 1158 | xferManager.AddNewFile(filename, |
969 | invString.AddNameValueLine("desc", item.Description + "|"); | 1159 | m_inventoryFileData); |
1160 | client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial, | ||
1161 | Util.StringToBytes256(filename)); | ||
970 | 1162 | ||
971 | invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); | 1163 | return; |
972 | invString.AddSectionEnd(); | ||
973 | } | ||
974 | } | 1164 | } |
975 | 1165 | ||
976 | m_inventoryFileData = Utils.StringToBytes(invString.BuildString); | 1166 | m_inventoryPrivileged = includeAssets; |
977 | 1167 | ||
978 | return true; | 1168 | InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); |
979 | } | ||
980 | |||
981 | // No need to recreate, the existing file is fine | ||
982 | return false; | ||
983 | } | ||
984 | 1169 | ||
985 | /// <summary> | 1170 | foreach (TaskInventoryItem item in m_items.Values) |
986 | /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client | ||
987 | /// </summary> | ||
988 | /// <param name="xferManager"></param> | ||
989 | public void RequestInventoryFile(IClientAPI client, IXfer xferManager) | ||
990 | { | ||
991 | lock (m_items) | ||
992 | { | ||
993 | // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing | ||
994 | // a new script if any previous deletion has left the prim inventory empty. | ||
995 | if (m_items.Count == 0) // No inventory | ||
996 | { | 1171 | { |
997 | // m_log.DebugFormat( | 1172 | UUID ownerID = item.OwnerID; |
998 | // "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items", | 1173 | uint everyoneMask = 0; |
999 | // m_part.Name, m_part.LocalId, m_part.UUID, client.Name); | 1174 | uint baseMask = item.BasePermissions; |
1175 | uint ownerMask = item.CurrentPermissions; | ||
1176 | uint groupMask = item.GroupPermissions; | ||
1000 | 1177 | ||
1001 | client.SendTaskInventory(m_part.UUID, 0, new byte[0]); | 1178 | invString.AddItemStart(); |
1002 | return; | 1179 | invString.AddNameValueLine("item_id", item.ItemID.ToString()); |
1180 | invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); | ||
1181 | |||
1182 | invString.AddPermissionsStart(); | ||
1183 | |||
1184 | invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); | ||
1185 | invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); | ||
1186 | invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); | ||
1187 | invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); | ||
1188 | invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); | ||
1189 | |||
1190 | invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); | ||
1191 | invString.AddNameValueLine("owner_id", ownerID.ToString()); | ||
1192 | |||
1193 | invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); | ||
1194 | |||
1195 | invString.AddNameValueLine("group_id", item.GroupID.ToString()); | ||
1196 | invString.AddSectionEnd(); | ||
1197 | |||
1198 | if (includeAssets) | ||
1199 | invString.AddNameValueLine("asset_id", item.AssetID.ToString()); | ||
1200 | else | ||
1201 | invString.AddNameValueLine("asset_id", UUID.Zero.ToString()); | ||
1202 | invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type)); | ||
1203 | invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType)); | ||
1204 | invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); | ||
1205 | |||
1206 | invString.AddSaleStart(); | ||
1207 | invString.AddNameValueLine("sale_type", "not"); | ||
1208 | invString.AddNameValueLine("sale_price", "0"); | ||
1209 | invString.AddSectionEnd(); | ||
1210 | |||
1211 | invString.AddNameValueLine("name", item.Name + "|"); | ||
1212 | invString.AddNameValueLine("desc", item.Description + "|"); | ||
1213 | |||
1214 | invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); | ||
1215 | invString.AddSectionEnd(); | ||
1003 | } | 1216 | } |
1004 | 1217 | ||
1005 | CreateInventoryFile(); | 1218 | Items.LockItemsForRead(false); |
1006 | 1219 | ||
1007 | // In principle, we should only do the rest if the inventory changed; | 1220 | m_inventoryFileData = Utils.StringToBytes(invString.BuildString); |
1008 | // by sending m_inventorySerial to the client, it ought to know | 1221 | |
1009 | // that nothing changed and that it doesn't need to request the file. | ||
1010 | // Unfortunately, it doesn't look like the client optimizes this; | ||
1011 | // the client seems to always come back and request the Xfer, | ||
1012 | // no matter what value m_inventorySerial has. | ||
1013 | // FIXME: Could probably be > 0 here rather than > 2 | ||
1014 | if (m_inventoryFileData.Length > 2) | 1222 | if (m_inventoryFileData.Length > 2) |
1015 | { | 1223 | { |
1016 | // Add the file for Xfer | 1224 | xferManager.AddNewFile(filename, m_inventoryFileData); |
1017 | // m_log.DebugFormat( | 1225 | client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial, |
1018 | // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", | 1226 | Util.StringToBytes256(filename)); |
1019 | // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); | 1227 | return; |
1020 | |||
1021 | xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); | ||
1022 | } | 1228 | } |
1023 | 1229 | ||
1024 | // Tell the client we're ready to Xfer the file | 1230 | client.SendTaskInventory(m_part.UUID, 0, new byte[0]); |
1025 | client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, | ||
1026 | Util.StringToBytes256(m_inventoryFileName)); | ||
1027 | } | 1231 | } |
1028 | } | 1232 | } |
1029 | 1233 | ||
@@ -1033,13 +1237,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1033 | /// <param name="datastore"></param> | 1237 | /// <param name="datastore"></param> |
1034 | public void ProcessInventoryBackup(ISimulationDataService datastore) | 1238 | public void ProcessInventoryBackup(ISimulationDataService datastore) |
1035 | { | 1239 | { |
1036 | if (HasInventoryChanged) | 1240 | // Removed this because linking will cause an immediate delete of the new |
1037 | { | 1241 | // child prim from the database and the subsequent storing of the prim sees |
1242 | // the inventory of it as unchanged and doesn't store it at all. The overhead | ||
1243 | // of storing prim inventory needlessly is much less than the aggravation | ||
1244 | // of prim inventory loss. | ||
1245 | // if (HasInventoryChanged) | ||
1246 | // { | ||
1247 | Items.LockItemsForRead(true); | ||
1248 | try | ||
1249 | { | ||
1250 | datastore.StorePrimInventory(m_part.UUID, Items.Values); | ||
1251 | } | ||
1252 | catch {} | ||
1253 | |||
1038 | HasInventoryChanged = false; | 1254 | HasInventoryChanged = false; |
1039 | List<TaskInventoryItem> items = GetInventoryItems(); | ||
1040 | datastore.StorePrimInventory(m_part.UUID, items); | ||
1041 | 1255 | ||
1042 | } | 1256 | Items.LockItemsForRead(false); |
1257 | |||
1258 | |||
1259 | // } | ||
1043 | } | 1260 | } |
1044 | 1261 | ||
1045 | public class InventoryStringBuilder | 1262 | public class InventoryStringBuilder |
@@ -1105,65 +1322,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
1105 | { | 1322 | { |
1106 | uint mask=0x7fffffff; | 1323 | uint mask=0x7fffffff; |
1107 | 1324 | ||
1108 | lock (m_items) | 1325 | foreach (TaskInventoryItem item in m_items.Values) |
1109 | { | 1326 | { |
1110 | foreach (TaskInventoryItem item in m_items.Values) | 1327 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) |
1328 | mask &= ~((uint)PermissionMask.Copy >> 13); | ||
1329 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) | ||
1330 | mask &= ~((uint)PermissionMask.Transfer >> 13); | ||
1331 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) | ||
1332 | mask &= ~((uint)PermissionMask.Modify >> 13); | ||
1333 | |||
1334 | if (item.InvType == (int)InventoryType.Object) | ||
1111 | { | 1335 | { |
1112 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) | 1336 | if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) |
1113 | mask &= ~((uint)PermissionMask.Copy >> 13); | 1337 | mask &= ~((uint)PermissionMask.Copy >> 13); |
1114 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) | 1338 | if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) |
1115 | mask &= ~((uint)PermissionMask.Transfer >> 13); | 1339 | mask &= ~((uint)PermissionMask.Transfer >> 13); |
1116 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) | 1340 | if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) |
1117 | mask &= ~((uint)PermissionMask.Modify >> 13); | 1341 | mask &= ~((uint)PermissionMask.Modify >> 13); |
1118 | |||
1119 | if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) | ||
1120 | mask &= ~(uint)PermissionMask.Copy; | ||
1121 | if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) | ||
1122 | mask &= ~(uint)PermissionMask.Transfer; | ||
1123 | if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0) | ||
1124 | mask &= ~(uint)PermissionMask.Modify; | ||
1125 | } | 1342 | } |
1343 | |||
1344 | if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) | ||
1345 | mask &= ~(uint)PermissionMask.Copy; | ||
1346 | if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) | ||
1347 | mask &= ~(uint)PermissionMask.Transfer; | ||
1348 | if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0) | ||
1349 | mask &= ~(uint)PermissionMask.Modify; | ||
1126 | } | 1350 | } |
1127 | |||
1128 | return mask; | 1351 | return mask; |
1129 | } | 1352 | } |
1130 | 1353 | ||
1131 | public void ApplyNextOwnerPermissions() | 1354 | public void ApplyNextOwnerPermissions() |
1132 | { | 1355 | { |
1133 | lock (m_items) | 1356 | foreach (TaskInventoryItem item in m_items.Values) |
1134 | { | 1357 | { |
1135 | foreach (TaskInventoryItem item in m_items.Values) | 1358 | if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) |
1136 | { | 1359 | { |
1137 | // m_log.DebugFormat ( | 1360 | if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) |
1138 | // "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", | 1361 | item.CurrentPermissions &= ~(uint)PermissionMask.Copy; |
1139 | // item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); | 1362 | if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) |
1140 | 1363 | item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; | |
1141 | if (item.InvType == (int)InventoryType.Object) | 1364 | if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) |
1142 | { | 1365 | item.CurrentPermissions &= ~(uint)PermissionMask.Modify; |
1143 | uint perms = item.CurrentPermissions; | ||
1144 | PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); | ||
1145 | item.CurrentPermissions = perms; | ||
1146 | } | ||
1147 | |||
1148 | item.CurrentPermissions &= item.NextPermissions; | ||
1149 | item.BasePermissions &= item.NextPermissions; | ||
1150 | item.EveryonePermissions &= item.NextPermissions; | ||
1151 | item.OwnerChanged = true; | ||
1152 | item.PermsMask = 0; | ||
1153 | item.PermsGranter = UUID.Zero; | ||
1154 | } | 1366 | } |
1367 | item.CurrentPermissions &= item.NextPermissions; | ||
1368 | item.BasePermissions &= item.NextPermissions; | ||
1369 | item.EveryonePermissions &= item.NextPermissions; | ||
1370 | item.OwnerChanged = true; | ||
1371 | item.PermsMask = 0; | ||
1372 | item.PermsGranter = UUID.Zero; | ||
1155 | } | 1373 | } |
1156 | } | 1374 | } |
1157 | 1375 | ||
1158 | public void ApplyGodPermissions(uint perms) | 1376 | public void ApplyGodPermissions(uint perms) |
1159 | { | 1377 | { |
1160 | lock (m_items) | 1378 | foreach (TaskInventoryItem item in m_items.Values) |
1161 | { | 1379 | { |
1162 | foreach (TaskInventoryItem item in m_items.Values) | 1380 | item.CurrentPermissions = perms; |
1163 | { | 1381 | item.BasePermissions = perms; |
1164 | item.CurrentPermissions = perms; | ||
1165 | item.BasePermissions = perms; | ||
1166 | } | ||
1167 | } | 1382 | } |
1168 | 1383 | ||
1169 | m_inventorySerial++; | 1384 | m_inventorySerial++; |
@@ -1176,14 +1391,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1176 | /// <returns></returns> | 1391 | /// <returns></returns> |
1177 | public bool ContainsScripts() | 1392 | public bool ContainsScripts() |
1178 | { | 1393 | { |
1179 | lock (m_items) | 1394 | foreach (TaskInventoryItem item in m_items.Values) |
1180 | { | 1395 | { |
1181 | foreach (TaskInventoryItem item in m_items.Values) | 1396 | if (item.InvType == (int)InventoryType.LSL) |
1182 | { | 1397 | { |
1183 | if (item.InvType == (int)InventoryType.LSL) | 1398 | return true; |
1184 | { | ||
1185 | return true; | ||
1186 | } | ||
1187 | } | 1399 | } |
1188 | } | 1400 | } |
1189 | 1401 | ||
@@ -1197,17 +1409,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1197 | public int ScriptCount() | 1409 | public int ScriptCount() |
1198 | { | 1410 | { |
1199 | int count = 0; | 1411 | int count = 0; |
1200 | lock (m_items) | 1412 | Items.LockItemsForRead(true); |
1413 | foreach (TaskInventoryItem item in m_items.Values) | ||
1201 | { | 1414 | { |
1202 | foreach (TaskInventoryItem item in m_items.Values) | 1415 | if (item.InvType == (int)InventoryType.LSL) |
1203 | { | 1416 | { |
1204 | if (item.InvType == (int)InventoryType.LSL) | 1417 | count++; |
1205 | { | ||
1206 | count++; | ||
1207 | } | ||
1208 | } | 1418 | } |
1209 | } | 1419 | } |
1210 | 1420 | Items.LockItemsForRead(false); | |
1211 | return count; | 1421 | return count; |
1212 | } | 1422 | } |
1213 | /// <summary> | 1423 | /// <summary> |
@@ -1243,11 +1453,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1243 | { | 1453 | { |
1244 | List<UUID> ret = new List<UUID>(); | 1454 | List<UUID> ret = new List<UUID>(); |
1245 | 1455 | ||
1246 | lock (m_items) | 1456 | foreach (TaskInventoryItem item in m_items.Values) |
1247 | { | 1457 | ret.Add(item.ItemID); |
1248 | foreach (TaskInventoryItem item in m_items.Values) | ||
1249 | ret.Add(item.ItemID); | ||
1250 | } | ||
1251 | 1458 | ||
1252 | return ret; | 1459 | return ret; |
1253 | } | 1460 | } |
@@ -1256,8 +1463,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1256 | { | 1463 | { |
1257 | List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); | 1464 | List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); |
1258 | 1465 | ||
1259 | lock (m_items) | 1466 | Items.LockItemsForRead(true); |
1260 | ret = new List<TaskInventoryItem>(m_items.Values); | 1467 | ret = new List<TaskInventoryItem>(m_items.Values); |
1468 | Items.LockItemsForRead(false); | ||
1261 | 1469 | ||
1262 | return ret; | 1470 | return ret; |
1263 | } | 1471 | } |
@@ -1266,18 +1474,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1266 | { | 1474 | { |
1267 | List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); | 1475 | List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); |
1268 | 1476 | ||
1269 | lock (m_items) | 1477 | Items.LockItemsForRead(true); |
1270 | { | 1478 | |
1271 | foreach (TaskInventoryItem item in m_items.Values) | 1479 | foreach (TaskInventoryItem item in m_items.Values) |
1272 | if (item.InvType == (int)type) | 1480 | if (item.InvType == (int)type) |
1273 | ret.Add(item); | 1481 | ret.Add(item); |
1274 | } | 1482 | |
1483 | Items.LockItemsForRead(false); | ||
1275 | 1484 | ||
1276 | return ret; | 1485 | return ret; |
1277 | } | 1486 | } |
1278 | 1487 | ||
1279 | public Dictionary<UUID, string> GetScriptStates() | 1488 | public Dictionary<UUID, string> GetScriptStates() |
1280 | { | 1489 | { |
1490 | return GetScriptStates(false); | ||
1491 | } | ||
1492 | |||
1493 | public Dictionary<UUID, string> GetScriptStates(bool oldIDs) | ||
1494 | { | ||
1281 | Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); | 1495 | Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); |
1282 | 1496 | ||
1283 | if (m_part.ParentGroup.Scene == null) // Group not in a scene | 1497 | if (m_part.ParentGroup.Scene == null) // Group not in a scene |
@@ -1303,14 +1517,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | string n = e.GetXMLState(item.ItemID); | 1517 | string n = e.GetXMLState(item.ItemID); |
1304 | if (n != String.Empty) | 1518 | if (n != String.Empty) |
1305 | { | 1519 | { |
1306 | if (!ret.ContainsKey(item.ItemID)) | 1520 | if (oldIDs) |
1307 | ret[item.ItemID] = n; | 1521 | { |
1522 | if (!ret.ContainsKey(item.OldItemID)) | ||
1523 | ret[item.OldItemID] = n; | ||
1524 | } | ||
1525 | else | ||
1526 | { | ||
1527 | if (!ret.ContainsKey(item.ItemID)) | ||
1528 | ret[item.ItemID] = n; | ||
1529 | } | ||
1308 | break; | 1530 | break; |
1309 | } | 1531 | } |
1310 | } | 1532 | } |
1311 | } | 1533 | } |
1312 | } | 1534 | } |
1313 | |||
1314 | return ret; | 1535 | return ret; |
1315 | } | 1536 | } |
1316 | 1537 | ||
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1fddd91..29362d7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -90,7 +90,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
90 | m_scene.EventManager.TriggerScenePresenceUpdated(this); | 90 | m_scene.EventManager.TriggerScenePresenceUpdated(this); |
91 | } | 91 | } |
92 | 92 | ||
93 | public PresenceType PresenceType { get; private set; } | 93 | public bool isNPC { get; private set; } |
94 | |||
95 | private PresenceType m_presenceType; | ||
96 | public PresenceType PresenceType { | ||
97 | get {return m_presenceType;} | ||
98 | private set | ||
99 | { | ||
100 | m_presenceType = value; | ||
101 | isNPC = (m_presenceType == PresenceType.Npc); | ||
102 | } | ||
103 | } | ||
94 | 104 | ||
95 | private ScenePresenceStateMachine m_stateMachine; | 105 | private ScenePresenceStateMachine m_stateMachine; |
96 | 106 | ||
@@ -142,13 +152,100 @@ namespace OpenSim.Region.Framework.Scenes | |||
142 | /// </summary> | 152 | /// </summary> |
143 | public static readonly float SIGNIFICANT_MOVEMENT = 2.0f; | 153 | public static readonly float SIGNIFICANT_MOVEMENT = 2.0f; |
144 | 154 | ||
145 | public UUID currentParcelUUID = UUID.Zero; | 155 | private UUID m_previusParcelUUID = UUID.Zero; |
156 | private UUID m_currentParcelUUID = UUID.Zero; | ||
157 | private bool m_previusParcelHide = false; | ||
158 | private bool m_currentParcelHide = false; | ||
159 | private object parcelLock = new Object(); | ||
160 | |||
161 | public UUID currentParcelUUID | ||
162 | { | ||
163 | get { return m_currentParcelUUID; } | ||
164 | set | ||
165 | { | ||
166 | lock (parcelLock) | ||
167 | { | ||
168 | bool oldhide = m_currentParcelHide; | ||
169 | bool checksame = true; | ||
170 | if (value != m_currentParcelUUID) | ||
171 | { | ||
172 | m_previusParcelHide = m_currentParcelHide; | ||
173 | m_previusParcelUUID = m_currentParcelUUID; | ||
174 | checksame = false; | ||
175 | } | ||
176 | m_currentParcelUUID = value; | ||
177 | m_currentParcelHide = false; | ||
178 | |||
179 | ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); | ||
180 | if (land != null && !land.LandData.SeeAVs) | ||
181 | m_currentParcelHide = true; | ||
182 | |||
183 | if (m_previusParcelUUID != UUID.Zero || checksame) | ||
184 | ParcelCrossCheck(m_currentParcelUUID,m_previusParcelUUID,m_currentParcelHide, m_previusParcelHide, oldhide,checksame); | ||
185 | } | ||
186 | } | ||
187 | } | ||
188 | |||
189 | public void sitSOGmoved() | ||
190 | { | ||
191 | if (IsDeleted || !IsSatOnObject) | ||
192 | //what me? nahh | ||
193 | return; | ||
194 | if (IsInTransit) | ||
195 | return; | ||
196 | |||
197 | ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); | ||
198 | if (land == null) | ||
199 | return; //?? | ||
200 | UUID parcelID = land.LandData.GlobalID; | ||
201 | if (m_currentParcelUUID != parcelID) | ||
202 | currentParcelUUID = parcelID; | ||
203 | } | ||
204 | |||
205 | |||
206 | public bool ParcelAllowThisAvatarSounds | ||
207 | { | ||
208 | get | ||
209 | { | ||
210 | try | ||
211 | { | ||
212 | lock (parcelLock) | ||
213 | { | ||
214 | ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); | ||
215 | if (land == null) | ||
216 | return true; | ||
217 | if (land.LandData.AnyAVSounds) | ||
218 | return true; | ||
219 | if (!land.LandData.GroupAVSounds) | ||
220 | return false; | ||
221 | return land.LandData.GroupID == ControllingClient.ActiveGroupId; | ||
222 | } | ||
223 | } | ||
224 | catch | ||
225 | { | ||
226 | return true; | ||
227 | } | ||
228 | } | ||
229 | } | ||
146 | 230 | ||
231 | public bool ParcelHideThisAvatar | ||
232 | { | ||
233 | get | ||
234 | { | ||
235 | return m_currentParcelHide; | ||
236 | } | ||
237 | } | ||
238 | |||
147 | /// <value> | 239 | /// <value> |
148 | /// The animator for this avatar | 240 | /// The animator for this avatar |
149 | /// </value> | 241 | /// </value> |
150 | public ScenePresenceAnimator Animator { get; private set; } | 242 | public ScenePresenceAnimator Animator { get; private set; } |
151 | 243 | ||
244 | /// <value> | ||
245 | /// Server Side Animation Override | ||
246 | /// </value> | ||
247 | public MovementAnimationOverrides Overrides { get; private set; } | ||
248 | public String sitAnimation = "SIT"; | ||
152 | /// <summary> | 249 | /// <summary> |
153 | /// Attachments recorded on this avatar. | 250 | /// Attachments recorded on this avatar. |
154 | /// </summary> | 251 | /// </summary> |
@@ -192,14 +289,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
192 | set { PhysicsActor.Flying = value; } | 289 | set { PhysicsActor.Flying = value; } |
193 | } | 290 | } |
194 | 291 | ||
195 | // add for fly velocity control | 292 | public bool IsColliding |
196 | private bool FlyingOld {get; set;} | ||
197 | public bool WasFlying | ||
198 | { | ||
199 | get; private set; | ||
200 | } | ||
201 | |||
202 | public bool IsColliding | ||
203 | { | 293 | { |
204 | get { return PhysicsActor != null && PhysicsActor.IsColliding; } | 294 | get { return PhysicsActor != null && PhysicsActor.IsColliding; } |
205 | // We would expect setting IsColliding to be private but it's used by a hack in Scene | 295 | // We would expect setting IsColliding to be private but it's used by a hack in Scene |
@@ -209,6 +299,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
209 | // private int m_lastColCount = -1; //KF: Look for Collision chnages | 299 | // private int m_lastColCount = -1; //KF: Look for Collision chnages |
210 | // private int m_updateCount = 0; //KF: Update Anims for a while | 300 | // private int m_updateCount = 0; //KF: Update Anims for a while |
211 | // private static readonly int UPDATE_COUNT = 10; // how many frames to update for | 301 | // private static readonly int UPDATE_COUNT = 10; // how many frames to update for |
302 | private List<uint> m_lastColliders = new List<uint>(); | ||
212 | 303 | ||
213 | private TeleportFlags m_teleportFlags; | 304 | private TeleportFlags m_teleportFlags; |
214 | public TeleportFlags TeleportFlags | 305 | public TeleportFlags TeleportFlags |
@@ -247,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | 338 | ||
248 | protected ulong crossingFromRegion; | 339 | protected ulong crossingFromRegion; |
249 | 340 | ||
250 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; | 341 | private readonly Vector3[] Dir_Vectors = new Vector3[12]; |
251 | 342 | ||
252 | protected Timer m_reprioritization_timer; | 343 | protected Timer m_reprioritization_timer; |
253 | protected bool m_reprioritizing; | 344 | protected bool m_reprioritizing; |
@@ -271,6 +362,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
271 | //private int m_moveToPositionStateStatus; | 362 | //private int m_moveToPositionStateStatus; |
272 | //***************************************************** | 363 | //***************************************************** |
273 | 364 | ||
365 | private bool m_collisionEventFlag = false; | ||
366 | private object m_collisionEventLock = new Object(); | ||
367 | |||
274 | private int m_movementAnimationUpdateCounter = 0; | 368 | private int m_movementAnimationUpdateCounter = 0; |
275 | 369 | ||
276 | public Vector3 PrevSitOffset { get; set; } | 370 | public Vector3 PrevSitOffset { get; set; } |
@@ -287,7 +381,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
287 | } | 381 | } |
288 | } | 382 | } |
289 | 383 | ||
290 | public bool SentInitialDataToClient { get; private set; } | ||
291 | 384 | ||
292 | /// <summary> | 385 | /// <summary> |
293 | /// Copy of the script states while the agent is in transit. This state may | 386 | /// Copy of the script states while the agent is in transit. This state may |
@@ -303,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
303 | /// <summary> | 396 | /// <summary> |
304 | /// Implemented Control Flags | 397 | /// Implemented Control Flags |
305 | /// </summary> | 398 | /// </summary> |
306 | private enum Dir_ControlFlags | 399 | private enum Dir_ControlFlags:uint |
307 | { | 400 | { |
308 | DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, | 401 | DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, |
309 | DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, | 402 | DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, |
@@ -315,6 +408,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
315 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 408 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
316 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | 409 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, |
317 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | 410 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, |
411 | DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, | ||
318 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 412 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
319 | } | 413 | } |
320 | 414 | ||
@@ -347,12 +441,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
347 | private object m_originRegionIDAccessLock = new object(); | 441 | private object m_originRegionIDAccessLock = new object(); |
348 | 442 | ||
349 | /// <summary> | 443 | /// <summary> |
350 | /// Triggered on entity transfer after to allow CompleteMovement() to proceed after we have received an | ||
351 | /// UpdateAgent from the originating region.ddkjjkj | ||
352 | /// </summary> | ||
353 | private AutoResetEvent m_updateAgentReceivedAfterTransferEvent = new AutoResetEvent(false); | ||
354 | |||
355 | /// <summary> | ||
356 | /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent | 444 | /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent |
357 | /// teleport is reusing the connection. | 445 | /// teleport is reusing the connection. |
358 | /// </summary> | 446 | /// </summary> |
@@ -379,11 +467,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
379 | public uint MovementFlag { get; private set; } | 467 | public uint MovementFlag { get; private set; } |
380 | 468 | ||
381 | /// <summary> | 469 | /// <summary> |
382 | /// Set this if we need to force a movement update on the next received AgentUpdate from the viewer. | ||
383 | /// </summary> | ||
384 | private const uint ForceUpdateMovementFlagValue = uint.MaxValue; | ||
385 | |||
386 | /// <summary> | ||
387 | /// Is the agent stop control flag currently active? | 470 | /// Is the agent stop control flag currently active? |
388 | /// </summary> | 471 | /// </summary> |
389 | public bool AgentControlStopActive { get; private set; } | 472 | public bool AgentControlStopActive { get; private set; } |
@@ -413,11 +496,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
413 | } | 496 | } |
414 | 497 | ||
415 | private ulong m_rootRegionHandle; | 498 | private ulong m_rootRegionHandle; |
499 | private Vector3 m_rootRegionPosition = new Vector3(); | ||
416 | 500 | ||
417 | public ulong RegionHandle | 501 | public ulong RegionHandle |
418 | { | 502 | { |
419 | get { return m_rootRegionHandle; } | 503 | get { return m_rootRegionHandle; } |
420 | private set { m_rootRegionHandle = value; } | 504 | private set |
505 | { | ||
506 | m_rootRegionHandle = value; | ||
507 | // position rounded to lower multiple of 256m | ||
508 | m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00); | ||
509 | m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00); | ||
510 | } | ||
421 | } | 511 | } |
422 | 512 | ||
423 | #region Client Camera | 513 | #region Client Camera |
@@ -449,11 +539,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
449 | get | 539 | get |
450 | { | 540 | { |
451 | Vector3 a = new Vector3(CameraAtAxis.X, CameraAtAxis.Y, 0); | 541 | Vector3 a = new Vector3(CameraAtAxis.X, CameraAtAxis.Y, 0); |
452 | 542 | a.Normalize(); | |
453 | if (a == Vector3.Zero) | 543 | return a; |
454 | return a; | ||
455 | |||
456 | return Util.GetNormalizedVector(a); | ||
457 | } | 544 | } |
458 | } | 545 | } |
459 | #endregion | 546 | #endregion |
@@ -505,6 +592,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
505 | } | 592 | } |
506 | } | 593 | } |
507 | 594 | ||
595 | |||
508 | public byte State { get; set; } | 596 | public byte State { get; set; } |
509 | 597 | ||
510 | private AgentManager.ControlFlags m_AgentControlFlags; | 598 | private AgentManager.ControlFlags m_AgentControlFlags; |
@@ -557,10 +645,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
557 | // in the sim unless the avatar is on a sit target. While | 645 | // in the sim unless the avatar is on a sit target. While |
558 | // on a sit target, m_pos will contain the desired offset | 646 | // on a sit target, m_pos will contain the desired offset |
559 | // without the parent rotation applied. | 647 | // without the parent rotation applied. |
560 | SceneObjectPart sitPart = ParentPart; | 648 | if (ParentPart != null) |
561 | 649 | { | |
562 | if (sitPart != null) | 650 | SceneObjectPart rootPart = ParentPart.ParentGroup.RootPart; |
563 | return sitPart.ParentGroup.AbsolutePosition + (m_pos * sitPart.GetWorldRotation()); | 651 | // if (sitPart != null) |
652 | // return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation()); | ||
653 | if (rootPart != null) | ||
654 | return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); | ||
655 | } | ||
564 | } | 656 | } |
565 | 657 | ||
566 | return m_pos; | 658 | return m_pos; |
@@ -614,11 +706,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
614 | } | 706 | } |
615 | 707 | ||
616 | /// <summary> | 708 | /// <summary> |
617 | /// Velocity of the avatar with respect to its local reference frame. | 709 | /// Current velocity of the avatar. |
618 | /// </summary> | 710 | /// </summary> |
619 | /// <remarks> | ||
620 | /// So when sat on a vehicle this will be 0. To get velocity with respect to the world use GetWorldVelocity() | ||
621 | /// </remarks> | ||
622 | public override Vector3 Velocity | 711 | public override Vector3 Velocity |
623 | { | 712 | { |
624 | get | 713 | get |
@@ -631,21 +720,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
631 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | 720 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", |
632 | // m_velocity, Name, Scene.RegionInfo.RegionName); | 721 | // m_velocity, Name, Scene.RegionInfo.RegionName); |
633 | } | 722 | } |
634 | // else if (ParentPart != null) | ||
635 | // { | ||
636 | // return ParentPart.ParentGroup.Velocity; | ||
637 | // } | ||
638 | 723 | ||
639 | return m_velocity; | 724 | return m_velocity; |
640 | } | 725 | } |
641 | 726 | ||
642 | set | 727 | set |
643 | { | 728 | { |
644 | // Util.PrintCallStack(); | ||
645 | // m_log.DebugFormat( | ||
646 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", | ||
647 | // Scene.RegionInfo.RegionName, Name, value); | ||
648 | |||
649 | if (PhysicsActor != null) | 729 | if (PhysicsActor != null) |
650 | { | 730 | { |
651 | try | 731 | try |
@@ -658,27 +738,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
658 | } | 738 | } |
659 | } | 739 | } |
660 | 740 | ||
661 | m_velocity = value; | 741 | m_velocity = value; |
662 | } | ||
663 | } | ||
664 | /* | ||
665 | public override Vector3 AngularVelocity | ||
666 | { | ||
667 | get | ||
668 | { | ||
669 | if (PhysicsActor != null) | ||
670 | { | ||
671 | m_rotationalvelocity = PhysicsActor.RotationalVelocity; | ||
672 | |||
673 | // m_log.DebugFormat( | ||
674 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | ||
675 | // m_velocity, Name, Scene.RegionInfo.RegionName); | ||
676 | } | ||
677 | 742 | ||
678 | return m_rotationalvelocity; | 743 | // m_log.DebugFormat( |
744 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", | ||
745 | // Scene.RegionInfo.RegionName, Name, m_velocity); | ||
679 | } | 746 | } |
680 | } | 747 | } |
681 | */ | 748 | |
682 | private Quaternion m_bodyRot = Quaternion.Identity; | 749 | private Quaternion m_bodyRot = Quaternion.Identity; |
683 | 750 | ||
684 | /// <summary> | 751 | /// <summary> |
@@ -759,15 +826,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
759 | } | 826 | } |
760 | 827 | ||
761 | /// <summary> | 828 | /// <summary> |
762 | /// Get rotation relative to the world. | 829 | /// Gets the world rotation of this presence. |
763 | /// </summary> | 830 | /// </summary> |
831 | /// <remarks> | ||
832 | /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not. | ||
833 | /// </remarks> | ||
764 | /// <returns></returns> | 834 | /// <returns></returns> |
765 | public Quaternion GetWorldRotation() | 835 | public Quaternion GetWorldRotation() |
766 | { | 836 | { |
767 | SceneObjectPart sitPart = ParentPart; | 837 | if (IsSatOnObject) |
838 | { | ||
839 | SceneObjectPart sitPart = ParentPart; | ||
768 | 840 | ||
769 | if (sitPart != null) | 841 | if (sitPart != null) |
770 | return sitPart.GetWorldRotation() * Rotation; | 842 | return sitPart.GetWorldRotation() * Rotation; |
843 | } | ||
771 | 844 | ||
772 | return Rotation; | 845 | return Rotation; |
773 | } | 846 | } |
@@ -794,22 +867,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
794 | else | 867 | else |
795 | seeds = new Dictionary<ulong, string>(); | 868 | seeds = new Dictionary<ulong, string>(); |
796 | 869 | ||
870 | /* we can't do this anymore | ||
797 | List<ulong> old = new List<ulong>(); | 871 | List<ulong> old = new List<ulong>(); |
798 | foreach (ulong handle in seeds.Keys) | 872 | foreach (ulong handle in seeds.Keys) |
799 | { | 873 | { |
800 | uint x, y; | 874 | uint x, y; |
801 | Util.RegionHandleToRegionLoc(handle, out x, out y); | 875 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
802 | 876 | // if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY,)) | |
803 | if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) | ||
804 | { | 877 | { |
805 | old.Add(handle); | 878 | old.Add(handle); |
806 | } | 879 | } |
807 | } | 880 | } |
881 | |||
808 | DropOldNeighbours(old); | 882 | DropOldNeighbours(old); |
809 | 883 | ||
810 | if (Scene.CapsModule != null) | 884 | if (Scene.CapsModule != null) |
811 | Scene.CapsModule.SetChildrenSeed(UUID, seeds); | 885 | Scene.CapsModule.SetChildrenSeed(UUID, seeds); |
812 | 886 | */ | |
813 | KnownRegions = seeds; | 887 | KnownRegions = seeds; |
814 | //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); | 888 | //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); |
815 | //DumpKnownRegions(); | 889 | //DumpKnownRegions(); |
@@ -827,7 +901,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
827 | } | 901 | } |
828 | 902 | ||
829 | private bool m_mouseLook; | 903 | private bool m_mouseLook; |
830 | // private bool m_leftButtonDown; | 904 | private bool m_leftButtonDown; |
831 | 905 | ||
832 | private bool m_inTransit; | 906 | private bool m_inTransit; |
833 | 907 | ||
@@ -852,13 +926,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
852 | } | 926 | } |
853 | } | 927 | } |
854 | 928 | ||
855 | private float m_speedModifier = 1.0f; | ||
856 | |||
857 | public float SpeedModifier | ||
858 | { | ||
859 | get { return m_speedModifier; } | ||
860 | set { m_speedModifier = value; } | ||
861 | } | ||
862 | 929 | ||
863 | /// <summary> | 930 | /// <summary> |
864 | /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running | 931 | /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running |
@@ -866,7 +933,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
866 | /// <remarks> | 933 | /// <remarks> |
867 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. | 934 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. |
868 | /// </remarks> | 935 | /// </remarks> |
869 | private float AgentControlStopSlowWhilstMoving = 0.5f; | 936 | private const float AgentControlStopSlowVel = 0.2f; |
937 | // velocities | ||
938 | public const float AgentControlNudgeVel = 1.0f; // setting this diferent from normal as no effect currently | ||
939 | public const float AgentControlNormalVel = 1.0f; | ||
940 | |||
941 | // old normal speed was tuned to match sl normal plus Fast modifiers | ||
942 | // so we need to rescale it | ||
943 | private float m_speedModifier = 1.0f; | ||
944 | |||
945 | public float SpeedModifier | ||
946 | { | ||
947 | get { return m_speedModifier; } | ||
948 | set { m_speedModifier = value; } | ||
949 | } | ||
870 | 950 | ||
871 | private bool m_forceFly; | 951 | private bool m_forceFly; |
872 | 952 | ||
@@ -888,12 +968,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
888 | { | 968 | { |
889 | get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } | 969 | get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } |
890 | } | 970 | } |
891 | 971 | ||
892 | /// <summary> | ||
893 | /// Count of how many terse updates we have sent out. It doesn't matter if this overflows. | ||
894 | /// </summary> | ||
895 | private int m_terseUpdateCount; | ||
896 | |||
897 | #endregion | 972 | #endregion |
898 | 973 | ||
899 | #region Constructor(s) | 974 | #region Constructor(s) |
@@ -907,9 +982,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
907 | IsLoggingIn = false; | 982 | IsLoggingIn = false; |
908 | m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; | 983 | m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; |
909 | Animator = new ScenePresenceAnimator(this); | 984 | Animator = new ScenePresenceAnimator(this); |
985 | Overrides = new MovementAnimationOverrides(); | ||
910 | PresenceType = type; | 986 | PresenceType = type; |
911 | // DrawDistance = world.DefaultDrawDistance; | 987 | DrawDistance = world.DefaultDrawDistance; |
912 | DrawDistance = Constants.RegionSize; | ||
913 | RegionHandle = world.RegionInfo.RegionHandle; | 988 | RegionHandle = world.RegionInfo.RegionHandle; |
914 | ControllingClient = client; | 989 | ControllingClient = client; |
915 | Firstname = ControllingClient.FirstName; | 990 | Firstname = ControllingClient.FirstName; |
@@ -930,7 +1005,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
930 | 1005 | ||
931 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); | 1006 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); |
932 | if (gm != null) | 1007 | if (gm != null) |
933 | Grouptitle = gm.GetGroupTitle(m_uuid); | 1008 | Grouptitle = gm.GetGroupTitle(m_uuid); |
934 | 1009 | ||
935 | m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); | 1010 | m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); |
936 | 1011 | ||
@@ -988,8 +1063,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
988 | ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; | 1063 | ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; |
989 | ControllingClient.OnStartAnim += HandleStartAnim; | 1064 | ControllingClient.OnStartAnim += HandleStartAnim; |
990 | ControllingClient.OnStopAnim += HandleStopAnim; | 1065 | ControllingClient.OnStopAnim += HandleStopAnim; |
1066 | ControllingClient.OnChangeAnim += avnHandleChangeAnim; | ||
991 | ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; | 1067 | ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; |
992 | ControllingClient.OnAutoPilotGo += MoveToTarget; | 1068 | ControllingClient.OnAutoPilotGo += MoveToTarget; |
1069 | ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles; | ||
993 | 1070 | ||
994 | // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); | 1071 | // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); |
995 | // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); | 1072 | // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); |
@@ -997,19 +1074,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
997 | 1074 | ||
998 | private void SetDirectionVectors() | 1075 | private void SetDirectionVectors() |
999 | { | 1076 | { |
1000 | Dir_Vectors[0] = Vector3.UnitX; //FORWARD | 1077 | Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD |
1001 | Dir_Vectors[1] = -Vector3.UnitX; //BACK | 1078 | Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK |
1002 | Dir_Vectors[2] = Vector3.UnitY; //LEFT | 1079 | Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT |
1003 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 1080 | Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT |
1004 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 1081 | Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP |
1005 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 1082 | Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN |
1006 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE | 1083 | Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE |
1007 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | 1084 | Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE |
1008 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | 1085 | Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE |
1009 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | 1086 | Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE |
1010 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 1087 | Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge |
1088 | Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge | ||
1011 | } | 1089 | } |
1012 | |||
1013 | #endregion | 1090 | #endregion |
1014 | 1091 | ||
1015 | #region Status Methods | 1092 | #region Status Methods |
@@ -1026,18 +1103,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
1026 | /// This method is on the critical path for transferring an avatar from one region to another. Delay here | 1103 | /// This method is on the critical path for transferring an avatar from one region to another. Delay here |
1027 | /// delays that crossing. | 1104 | /// delays that crossing. |
1028 | /// </remarks> | 1105 | /// </remarks> |
1106 | |||
1107 | |||
1108 | // only in use as part of completemovement | ||
1109 | // other uses need fix | ||
1029 | private bool MakeRootAgent(Vector3 pos, bool isFlying) | 1110 | private bool MakeRootAgent(Vector3 pos, bool isFlying) |
1030 | { | 1111 | { |
1112 | int ts = Util.EnvironmentTickCount(); | ||
1113 | |||
1031 | lock (m_completeMovementLock) | 1114 | lock (m_completeMovementLock) |
1032 | { | 1115 | { |
1033 | if (!IsChildAgent) | 1116 | if (!IsChildAgent) |
1034 | return false; | 1117 | return false; |
1035 | 1118 | ||
1119 | m_log.DebugFormat("[MakeRootAgent] enter lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
1036 | //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); | 1120 | //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); |
1037 | 1121 | ||
1038 | // m_log.InfoFormat( | 1122 | // m_log.InfoFormat( |
1039 | // "[SCENE]: Upgrading child to root agent for {0} in {1}", | 1123 | // "[SCENE]: Upgrading child to root agent for {0} in {1}", |
1040 | // Name, m_scene.RegionInfo.RegionName); | 1124 | // Name, m_scene.RegionInfo.RegionName); |
1041 | 1125 | ||
1042 | if (ParentUUID != UUID.Zero) | 1126 | if (ParentUUID != UUID.Zero) |
1043 | { | 1127 | { |
@@ -1046,20 +1130,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
1046 | if (part == null) | 1130 | if (part == null) |
1047 | { | 1131 | { |
1048 | m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); | 1132 | m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); |
1133 | ParentID = 0; | ||
1134 | ParentPart = null; | ||
1135 | PrevSitOffset = Vector3.Zero; | ||
1136 | HandleForceReleaseControls(ControllingClient, UUID); // needs testing | ||
1137 | IsLoggingIn = false; | ||
1049 | } | 1138 | } |
1050 | else | 1139 | else |
1051 | { | 1140 | { |
1052 | part.AddSittingAvatar(this); | 1141 | part.ParentGroup.AddAvatar(UUID); |
1053 | // ParentPosition = part.GetWorldPosition(); | 1142 | if (part.SitTargetPosition != Vector3.Zero) |
1143 | part.SitTargetAvatar = UUID; | ||
1054 | ParentID = part.LocalId; | 1144 | ParentID = part.LocalId; |
1055 | ParentPart = part; | 1145 | ParentPart = part; |
1056 | m_pos = PrevSitOffset; | 1146 | m_pos = PrevSitOffset; |
1057 | // pos = ParentPosition; | ||
1058 | pos = part.GetWorldPosition(); | 1147 | pos = part.GetWorldPosition(); |
1059 | } | 1148 | } |
1060 | ParentUUID = UUID.Zero; | 1149 | ParentUUID = UUID.Zero; |
1061 | |||
1062 | // Animator.TrySetMovementAnimation("SIT"); | ||
1063 | } | 1150 | } |
1064 | else | 1151 | else |
1065 | { | 1152 | { |
@@ -1069,82 +1156,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
1069 | IsChildAgent = false; | 1156 | IsChildAgent = false; |
1070 | } | 1157 | } |
1071 | 1158 | ||
1159 | m_log.DebugFormat("[MakeRootAgent] out lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
1160 | |||
1072 | // Must reset this here so that a teleport to a region next to an existing region does not keep the flag | 1161 | // Must reset this here so that a teleport to a region next to an existing region does not keep the flag |
1073 | // set and prevent the close of the connection on a subsequent re-teleport. | 1162 | // set and prevent the close of the connection on a subsequent re-teleport. |
1074 | // Should not be needed if we are not trying to tell this region to close | 1163 | // Should not be needed if we are not trying to tell this region to close |
1075 | // DoNotCloseAfterTeleport = false; | 1164 | // DoNotCloseAfterTeleport = false; |
1076 | 1165 | ||
1077 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); | 1166 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); |
1078 | if (gm != null) | 1167 | if (gm != null) |
1079 | Grouptitle = gm.GetGroupTitle(m_uuid); | 1168 | Grouptitle = gm.GetGroupTitle(m_uuid); |
1080 | 1169 | ||
1081 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode); | 1170 | |
1082 | uint teleportFlags = (aCircuit == null) ? 0 : aCircuit.teleportFlags; | 1171 | if ((m_teleportFlags & TeleportFlags.ViaHGLogin) != 0) |
1083 | if ((teleportFlags & (uint)TeleportFlags.ViaHGLogin) != 0) | ||
1084 | { | 1172 | { |
1085 | // The avatar is arriving from another grid. This means that we may have changed the | 1173 | // The avatar is arriving from another grid. This means that we may have changed the |
1086 | // avatar's name to or from the special Hypergrid format ("First.Last @grid.example.com"). | 1174 | // avatar's name to or from the special Hypergrid format ("First.Last @grid.example.com"). |
1087 | // Unfortunately, due to a viewer bug, viewers don't always show the new name. | 1175 | // Unfortunately, due to a viewer bug, viewers don't always show the new name. |
1088 | // But we have a trick that can force them to update the name anyway. | 1176 | // But we have a trick that can force them to update the name anyway. |
1089 | ForceViewersUpdateName(); | 1177 | // ForceViewersUpdateName(); |
1090 | } | 1178 | } |
1091 | 1179 | ||
1180 | m_log.DebugFormat("[MakeRootAgent] Grouptitle: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
1181 | |||
1092 | RegionHandle = m_scene.RegionInfo.RegionHandle; | 1182 | RegionHandle = m_scene.RegionInfo.RegionHandle; |
1093 | 1183 | ||
1094 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); | 1184 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); |
1095 | 1185 | m_log.DebugFormat("[MakeRootAgent] TriggerSetRootAgentScene: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | |
1096 | UUID groupUUID = ControllingClient.ActiveGroupId; | ||
1097 | string groupName = string.Empty; | ||
1098 | ulong groupPowers = 0; | ||
1099 | |||
1100 | // ---------------------------------- | ||
1101 | // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status | ||
1102 | try | ||
1103 | { | ||
1104 | if (groupUUID != UUID.Zero && gm != null) | ||
1105 | { | ||
1106 | GroupRecord record = gm.GetGroupRecord(groupUUID); | ||
1107 | if (record != null) | ||
1108 | groupName = record.GroupName; | ||
1109 | |||
1110 | GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); | ||
1111 | |||
1112 | if (groupMembershipData != null) | ||
1113 | groupPowers = groupMembershipData.GroupPowers; | ||
1114 | } | ||
1115 | |||
1116 | ControllingClient.SendAgentDataUpdate( | ||
1117 | m_uuid, groupUUID, Firstname, Lastname, groupPowers, groupName, Grouptitle); | ||
1118 | } | ||
1119 | catch (Exception e) | ||
1120 | { | ||
1121 | m_log.Error("[AGENTUPDATE]: Error ", e); | ||
1122 | } | ||
1123 | // ------------------------------------ | ||
1124 | 1186 | ||
1125 | if (ParentID == 0) | 1187 | if (ParentID == 0) |
1126 | { | 1188 | { |
1127 | // Moved this from SendInitialData to ensure that Appearance is initialized | ||
1128 | // before the inventory is processed in MakeRootAgent. This fixes a race condition | ||
1129 | // related to the handling of attachments | ||
1130 | //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); | ||
1131 | |||
1132 | /* RA 20140111: Commented out these TestBorderCross's. | ||
1133 | * Not sure why this code is here. It is not checking all the borders | ||
1134 | * and 'in region' sanity checking is done in CheckAndAdjustLandingPoint and below. | ||
1135 | if (m_scene.TestBorderCross(pos, Cardinals.E)) | ||
1136 | { | ||
1137 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); | ||
1138 | pos.X = crossedBorder.BorderLine.Z - 1; | ||
1139 | } | ||
1140 | |||
1141 | if (m_scene.TestBorderCross(pos, Cardinals.N)) | ||
1142 | { | ||
1143 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | ||
1144 | pos.Y = crossedBorder.BorderLine.Z - 1; | ||
1145 | } | ||
1146 | */ | ||
1147 | |||
1148 | CheckAndAdjustLandingPoint(ref pos); | 1189 | CheckAndAdjustLandingPoint(ref pos); |
1149 | 1190 | ||
1150 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1191 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
@@ -1166,7 +1207,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1166 | 1207 | ||
1167 | if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY) | 1208 | if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY) |
1168 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; | 1209 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
1169 | 1210 | ||
1170 | float newPosZ = posZLimit + localAVHeight / 2; | 1211 | float newPosZ = posZLimit + localAVHeight / 2; |
1171 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) | 1212 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) |
1172 | { | 1213 | { |
@@ -1180,24 +1221,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
1180 | // | 1221 | // |
1181 | if (m_teleportFlags == TeleportFlags.Default) | 1222 | if (m_teleportFlags == TeleportFlags.Default) |
1182 | { | 1223 | { |
1224 | Vector3 vel = Velocity; | ||
1183 | AddToPhysicalScene(isFlying); | 1225 | AddToPhysicalScene(isFlying); |
1184 | // | 1226 | if (PhysicsActor != null) |
1185 | // Console.WriteLine( | 1227 | PhysicsActor.SetMomentum(vel); |
1186 | // "Set velocity of {0} in {1} to {2} from input velocity of {3} on MakeRootAgent", | ||
1187 | // Name, Scene.Name, PhysicsActor.Velocity, vel); | ||
1188 | // } | ||
1189 | } | 1228 | } |
1190 | else | 1229 | else |
1191 | { | 1230 | { |
1192 | AddToPhysicalScene(isFlying); | 1231 | AddToPhysicalScene(isFlying); |
1193 | } | ||
1194 | 1232 | ||
1195 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a | 1233 | // reset camera to avatar pos |
1196 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it | 1234 | CameraPosition = pos; |
1197 | // since it requires a physics actor to be present. If it is left any later, then physics appears to reset | 1235 | } |
1198 | // the value to a negative position which does not trigger the border cross. | ||
1199 | // This may not be the best location for this. | ||
1200 | CheckForBorderCrossing(); | ||
1201 | 1236 | ||
1202 | if (ForceFly) | 1237 | if (ForceFly) |
1203 | { | 1238 | { |
@@ -1207,55 +1242,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
1207 | { | 1242 | { |
1208 | Flying = false; | 1243 | Flying = false; |
1209 | } | 1244 | } |
1210 | } | ||
1211 | 1245 | ||
1212 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | 1246 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a |
1213 | // avatar to return to the standing position in mid-air. On login it looks like this is being sent | 1247 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it |
1214 | // elsewhere anyway | 1248 | // since it requires a physics actor to be present. If it is left any later, then physics appears to reset |
1215 | // Animator.SendAnimPack(); | 1249 | // the value to a negative position which does not trigger the border cross. |
1250 | // This may not be the best location for this. | ||
1216 | 1251 | ||
1217 | m_scene.SwapRootAgentCount(false); | ||
1218 | 1252 | ||
1219 | if (Scene.AttachmentsModule != null) | 1253 | // its not |
1220 | { | 1254 | // CheckForBorderCrossing(); |
1221 | // The initial login scene presence is already root when it gets here | ||
1222 | // and it has already rezzed the attachments and started their scripts. | ||
1223 | // We do the following only for non-login agents, because their scripts | ||
1224 | // haven't started yet. | ||
1225 | if (PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags)) | ||
1226 | { | ||
1227 | WorkManager.RunJob( | ||
1228 | "RezAttachments", | ||
1229 | o => Scene.AttachmentsModule.RezAttachments(this), | ||
1230 | null, | ||
1231 | string.Format("Rez attachments for {0} in {1}", Name, Scene.Name)); | ||
1232 | } | ||
1233 | else | ||
1234 | { | ||
1235 | WorkManager.RunJob( | ||
1236 | "StartAttachmentScripts", | ||
1237 | o => RestartAttachmentScripts(), | ||
1238 | null, | ||
1239 | string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), | ||
1240 | true); | ||
1241 | } | ||
1242 | } | 1255 | } |
1243 | 1256 | ||
1244 | SendAvatarDataToAllClients(); | 1257 | |
1245 | 1258 | m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | |
1246 | // send the animations of the other presences to me | 1259 | m_scene.SwapRootAgentCount(false); |
1247 | m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) | ||
1248 | { | ||
1249 | if (presence != this) | ||
1250 | presence.Animator.SendAnimPackToClient(ControllingClient); | ||
1251 | }); | ||
1252 | 1260 | ||
1253 | // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will | 1261 | // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will |
1254 | // stall on the border crossing since the existing child agent will still have the last movement | 1262 | // stall on the border crossing since the existing child agent will still have the last movement |
1255 | // recorded, which stops the input from being processed. | 1263 | // recorded, which stops the input from being processed. |
1256 | MovementFlag = ForceUpdateMovementFlagValue; | 1264 | MovementFlag = 0; |
1257 | 1265 | ||
1258 | m_scene.EventManager.TriggerOnMakeRootAgent(this); | 1266 | m_scene.EventManager.TriggerOnMakeRootAgent(this); |
1267 | m_log.DebugFormat("[MakeRootAgent] TriggerOnMakeRootAgent and done: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
1259 | 1268 | ||
1260 | return true; | 1269 | return true; |
1261 | } | 1270 | } |
@@ -1304,12 +1313,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1304 | /// Group Title. So the following trick makes viewers update the avatar's name by briefly changing | 1313 | /// Group Title. So the following trick makes viewers update the avatar's name by briefly changing |
1305 | /// the group title (to "(Loading)"), and then restoring it. | 1314 | /// the group title (to "(Loading)"), and then restoring it. |
1306 | /// </remarks> | 1315 | /// </remarks> |
1316 | /* | ||
1307 | public void ForceViewersUpdateName() | 1317 | public void ForceViewersUpdateName() |
1308 | { | 1318 | { |
1309 | m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); | 1319 | m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); |
1310 | 1320 | ||
1311 | UseFakeGroupTitle = true; | 1321 | UseFakeGroupTitle = true; |
1312 | SendAvatarDataToAllClients(false); | 1322 | |
1313 | 1323 | ||
1314 | Util.FireAndForget(o => | 1324 | Util.FireAndForget(o => |
1315 | { | 1325 | { |
@@ -1323,7 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1323 | SendAvatarDataToAllClients(false); | 1333 | SendAvatarDataToAllClients(false); |
1324 | }, null, "Scenepresence.ForceViewersUpdateName"); | 1334 | }, null, "Scenepresence.ForceViewersUpdateName"); |
1325 | } | 1335 | } |
1326 | 1336 | */ | |
1327 | public int GetStateSource() | 1337 | public int GetStateSource() |
1328 | { | 1338 | { |
1329 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(UUID); | 1339 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(UUID); |
@@ -1347,11 +1357,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1347 | /// It doesn't get called for a teleport. Reason being, an agent that | 1357 | /// It doesn't get called for a teleport. Reason being, an agent that |
1348 | /// teleports out may not end up anywhere near this region | 1358 | /// teleports out may not end up anywhere near this region |
1349 | /// </remarks> | 1359 | /// </remarks> |
1350 | public void MakeChildAgent() | 1360 | public void MakeChildAgent(ulong newRegionHandle) |
1351 | { | 1361 | { |
1352 | m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; | 1362 | m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; |
1353 | 1363 | ||
1354 | m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); | 1364 | RegionHandle = newRegionHandle; |
1365 | |||
1366 | m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1} from root region {2}", | ||
1367 | Name, Scene.RegionInfo.RegionName, newRegionHandle); | ||
1355 | 1368 | ||
1356 | // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating | 1369 | // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating |
1357 | // from the source simulator has completed on a V2 teleport. | 1370 | // from the source simulator has completed on a V2 teleport. |
@@ -1371,7 +1384,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1371 | else | 1384 | else |
1372 | Animator.ResetAnimations(); | 1385 | Animator.ResetAnimations(); |
1373 | 1386 | ||
1374 | 1387 | ||
1375 | // m_log.DebugFormat( | 1388 | // m_log.DebugFormat( |
1376 | // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", | 1389 | // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", |
1377 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1390 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1385,8 +1398,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1385 | RemoveFromPhysicalScene(); | 1398 | RemoveFromPhysicalScene(); |
1386 | ParentID = 0; // Child agents can't be sitting | 1399 | ParentID = 0; // Child agents can't be sitting |
1387 | 1400 | ||
1401 | // we dont have land information for child | ||
1402 | m_previusParcelHide = false; | ||
1403 | m_previusParcelUUID = UUID.Zero; | ||
1404 | m_currentParcelHide = false; | ||
1405 | m_currentParcelUUID = UUID.Zero; | ||
1388 | // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into | 1406 | // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into |
1389 | 1407 | ||
1408 | CollisionPlane = Vector4.UnitW; | ||
1409 | |||
1390 | m_scene.EventManager.TriggerOnMakeChildAgent(this); | 1410 | m_scene.EventManager.TriggerOnMakeChildAgent(this); |
1391 | } | 1411 | } |
1392 | 1412 | ||
@@ -1398,9 +1418,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1398 | if (PhysicsActor != null) | 1418 | if (PhysicsActor != null) |
1399 | { | 1419 | { |
1400 | // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1420 | // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1401 | PhysicsActor.UnSubscribeEvents(); | 1421 | |
1402 | PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1422 | PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1403 | PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1423 | PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1424 | PhysicsActor.UnSubscribeEvents(); | ||
1404 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1425 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1405 | PhysicsActor = null; | 1426 | PhysicsActor = null; |
1406 | } | 1427 | } |
@@ -1438,6 +1459,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1438 | else | 1459 | else |
1439 | PhysicsActor.SetMomentum(vel); | 1460 | PhysicsActor.SetMomentum(vel); |
1440 | } | 1461 | } |
1462 | |||
1463 | SendTerseUpdateToAllClients(); | ||
1441 | } | 1464 | } |
1442 | 1465 | ||
1443 | public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) | 1466 | public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) |
@@ -1469,10 +1492,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1469 | } | 1492 | } |
1470 | } | 1493 | } |
1471 | } | 1494 | } |
1495 | SendTerseUpdateToAllClients(); | ||
1472 | } | 1496 | } |
1473 | 1497 | ||
1474 | public void StopFlying() | 1498 | public void StopFlying() |
1475 | { | 1499 | { |
1500 | if (IsInTransit) | ||
1501 | return; | ||
1502 | |||
1476 | Vector3 pos = AbsolutePosition; | 1503 | Vector3 pos = AbsolutePosition; |
1477 | if (Appearance.AvatarHeight != 127.0f) | 1504 | if (Appearance.AvatarHeight != 127.0f) |
1478 | pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); | 1505 | pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); |
@@ -1492,7 +1519,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1492 | else | 1519 | else |
1493 | CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f / 6f)); | 1520 | CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f / 6f)); |
1494 | 1521 | ||
1495 | ControllingClient.SendAgentTerseUpdate(this); | 1522 | SendAgentTerseUpdate(this); |
1496 | } | 1523 | } |
1497 | 1524 | ||
1498 | /// <summary> | 1525 | /// <summary> |
@@ -1578,15 +1605,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1578 | // holds the seed cap for the child agent in that region | 1605 | // holds the seed cap for the child agent in that region |
1579 | private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); | 1606 | private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); |
1580 | 1607 | ||
1581 | public void AddNeighbourRegion(ulong regionHandle, string cap) | 1608 | struct spRegionSizeInfo |
1609 | { | ||
1610 | public int sizeX; | ||
1611 | public int sizeY; | ||
1612 | } | ||
1613 | |||
1614 | private Dictionary<ulong, spRegionSizeInfo> m_knownChildRegionsSizeInfo = new Dictionary<ulong, spRegionSizeInfo>(); | ||
1615 | |||
1616 | |||
1617 | public void AddNeighbourRegionSizeInfo(GridRegion region) | ||
1582 | { | 1618 | { |
1583 | lock (m_knownChildRegions) | 1619 | lock (m_knownChildRegions) |
1584 | { | 1620 | { |
1585 | if (!m_knownChildRegions.ContainsKey(regionHandle)) | 1621 | spRegionSizeInfo sizeInfo = new spRegionSizeInfo(); |
1622 | sizeInfo.sizeX = region.RegionSizeX; | ||
1623 | sizeInfo.sizeY = region.RegionSizeY; | ||
1624 | ulong regionHandle = region.RegionHandle; | ||
1625 | |||
1626 | if (!m_knownChildRegionsSizeInfo.ContainsKey(regionHandle)) | ||
1586 | { | 1627 | { |
1587 | uint x, y; | 1628 | m_knownChildRegionsSizeInfo.Add(regionHandle, sizeInfo); |
1588 | Utils.LongToUInts(regionHandle, out x, out y); | 1629 | |
1589 | m_knownChildRegions.Add(regionHandle, cap); | 1630 | } |
1631 | else | ||
1632 | m_knownChildRegionsSizeInfo[regionHandle] = sizeInfo; | ||
1633 | } | ||
1634 | } | ||
1635 | |||
1636 | public void SetNeighbourRegionSizeInfo(List<GridRegion> regionsList) | ||
1637 | { | ||
1638 | lock (m_knownChildRegions) | ||
1639 | { | ||
1640 | m_knownChildRegionsSizeInfo.Clear(); | ||
1641 | foreach (GridRegion region in regionsList) | ||
1642 | { | ||
1643 | spRegionSizeInfo sizeInfo = new spRegionSizeInfo(); | ||
1644 | sizeInfo.sizeX = region.RegionSizeX; | ||
1645 | sizeInfo.sizeY = region.RegionSizeY; | ||
1646 | ulong regionHandle = region.RegionHandle; | ||
1647 | m_knownChildRegionsSizeInfo.Add(regionHandle, sizeInfo); | ||
1590 | } | 1648 | } |
1591 | } | 1649 | } |
1592 | } | 1650 | } |
@@ -1600,6 +1658,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1600 | //if (m_knownChildRegions.ContainsKey(regionHandle)) | 1658 | //if (m_knownChildRegions.ContainsKey(regionHandle)) |
1601 | // m_log.DebugFormat(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); | 1659 | // m_log.DebugFormat(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); |
1602 | m_knownChildRegions.Remove(regionHandle); | 1660 | m_knownChildRegions.Remove(regionHandle); |
1661 | m_knownChildRegionsSizeInfo.Remove(regionHandle); | ||
1603 | } | 1662 | } |
1604 | } | 1663 | } |
1605 | 1664 | ||
@@ -1612,6 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1612 | } | 1671 | } |
1613 | } | 1672 | } |
1614 | 1673 | ||
1674 | public void DropThisRootRegionFromNeighbours() | ||
1675 | { | ||
1676 | ulong handle = m_scene.RegionInfo.RegionHandle; | ||
1677 | RemoveNeighbourRegion(handle); | ||
1678 | Scene.CapsModule.DropChildSeed(UUID, handle); | ||
1679 | } | ||
1680 | |||
1615 | public Dictionary<ulong, string> KnownRegions | 1681 | public Dictionary<ulong, string> KnownRegions |
1616 | { | 1682 | { |
1617 | get | 1683 | get |
@@ -1662,12 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1662 | public void SetSize(Vector3 size, float feetoffset) | 1728 | public void SetSize(Vector3 size, float feetoffset) |
1663 | { | 1729 | { |
1664 | if (PhysicsActor != null && !IsChildAgent) | 1730 | if (PhysicsActor != null && !IsChildAgent) |
1665 | { | 1731 | PhysicsActor.setAvatarSize(size, feetoffset); |
1666 | // Eventually there will be a physics call that sets avatar size that includes offset info. | ||
1667 | // For the moment, just set the size as passed. | ||
1668 | PhysicsActor.Size = size; | ||
1669 | // PhysicsActor.setAvatarSize(size, feetoffset); | ||
1670 | } | ||
1671 | } | 1732 | } |
1672 | 1733 | ||
1673 | private bool WaitForUpdateAgent(IClientAPI client) | 1734 | private bool WaitForUpdateAgent(IClientAPI client) |
@@ -1676,13 +1737,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
1676 | // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, | 1737 | // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, |
1677 | // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the | 1738 | // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the |
1678 | // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero | 1739 | // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero |
1679 | m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); | 1740 | // m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); |
1680 | 1741 | int count = 50; | |
1681 | UUID originID = UUID.Zero; | 1742 | UUID originID = UUID.Zero; |
1682 | 1743 | ||
1683 | lock (m_originRegionIDAccessLock) | 1744 | lock (m_originRegionIDAccessLock) |
1684 | originID = m_originRegionID; | 1745 | originID = m_originRegionID; |
1685 | 1746 | ||
1747 | |||
1748 | while (originID.Equals(UUID.Zero) && count-- > 0) | ||
1749 | { | ||
1750 | lock (m_originRegionIDAccessLock) | ||
1751 | originID = m_originRegionID; | ||
1752 | |||
1753 | m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name); | ||
1754 | Thread.Sleep(200); | ||
1755 | } | ||
1756 | |||
1686 | if (originID.Equals(UUID.Zero)) | 1757 | if (originID.Equals(UUID.Zero)) |
1687 | { | 1758 | { |
1688 | // Movement into region will fail | 1759 | // Movement into region will fail |
@@ -1704,62 +1775,70 @@ namespace OpenSim.Region.Framework.Scenes | |||
1704 | /// </param> | 1775 | /// </param> |
1705 | public void CompleteMovement(IClientAPI client, bool openChildAgents) | 1776 | public void CompleteMovement(IClientAPI client, bool openChildAgents) |
1706 | { | 1777 | { |
1707 | // DateTime startTime = DateTime.Now; | 1778 | int ts = Util.EnvironmentTickCount(); |
1708 | 1779 | ||
1709 | m_log.InfoFormat( | 1780 | m_log.InfoFormat( |
1710 | "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", | 1781 | "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", |
1711 | client.Name, Scene.Name, AbsolutePosition); | 1782 | client.Name, Scene.Name, AbsolutePosition); |
1783 | |||
1784 | m_inTransit = true; | ||
1712 | 1785 | ||
1713 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); // Get this ahead of time because IsInTransit modifies 'm_AgentControlFlags' | ||
1714 | |||
1715 | IsInTransit = true; | ||
1716 | try | 1786 | try |
1717 | { | 1787 | { |
1718 | // Make sure it's not a login agent. We don't want to wait for updates during login | 1788 | // Make sure it's not a login agent. We don't want to wait for updates during login |
1719 | if (!(PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags))) | 1789 | if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0) |
1720 | { | 1790 | { |
1791 | |||
1721 | // Let's wait until UpdateAgent (called by departing region) is done | 1792 | // Let's wait until UpdateAgent (called by departing region) is done |
1722 | if (!WaitForUpdateAgent(client)) | 1793 | if (!WaitForUpdateAgent(client)) |
1723 | // The sending region never sent the UpdateAgent data, we have to refuse | 1794 | // The sending region never sent the UpdateAgent data, we have to refuse |
1724 | return; | 1795 | return; |
1725 | } | 1796 | } |
1726 | 1797 | ||
1727 | Vector3 look = Velocity; | 1798 | m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1799 | |||
1800 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | ||
1728 | 1801 | ||
1729 | // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) | 1802 | if (!MakeRootAgent(AbsolutePosition, flying)) |
1730 | if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1)) | ||
1731 | { | 1803 | { |
1732 | look = new Vector3(0.99f, 0.042f, 0); | 1804 | m_log.DebugFormat( |
1805 | "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", | ||
1806 | Name, Scene.Name); | ||
1807 | |||
1808 | return; | ||
1733 | } | 1809 | } |
1734 | 1810 | ||
1735 | // Prevent teleporting to an underground location | 1811 | m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1736 | // (may crash client otherwise) | 1812 | |
1737 | // | 1813 | Vector3 look = Lookat; |
1738 | Vector3 pos = AbsolutePosition; | 1814 | if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01)) |
1739 | float ground = m_scene.GetGroundHeight(pos.X, pos.Y); | ||
1740 | if (pos.Z < ground + 1.5f) | ||
1741 | { | 1815 | { |
1742 | pos.Z = ground + 1.5f; | 1816 | look = Velocity; |
1743 | AbsolutePosition = pos; | 1817 | look.Z = 0; |
1818 | look.Normalize(); | ||
1819 | if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01) ) | ||
1820 | look = new Vector3(0.99f, 0.042f, 0); | ||
1744 | } | 1821 | } |
1745 | 1822 | ||
1746 | if (!MakeRootAgent(AbsolutePosition, flying)) | 1823 | // start sending terrain patchs |
1824 | if (!isNPC) | ||
1825 | Scene.SendLayerData(ControllingClient); | ||
1826 | |||
1827 | if (!IsChildAgent && !isNPC) | ||
1747 | { | 1828 | { |
1748 | m_log.DebugFormat( | 1829 | InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (FolderType)46); |
1749 | "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", | 1830 | if (cof == null) |
1750 | Name, Scene.Name); | 1831 | COF = UUID.Zero; |
1832 | else | ||
1833 | COF = cof.ID; | ||
1751 | 1834 | ||
1752 | return; | 1835 | m_log.DebugFormat("[ScenePresence]: CompleteMovement COF for {0} is {1}", client.AgentId, COF); |
1753 | } | 1836 | } |
1754 | 1837 | ||
1755 | // Tell the client that we're totally ready | 1838 | // Tell the client that we're totally ready |
1756 | ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); | 1839 | ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); |
1757 | 1840 | ||
1758 | // Child agents send initial data up in LLUDPServer.HandleUseCircuitCode() | 1841 | m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1759 | if (!SentInitialDataToClient) | ||
1760 | SendInitialDataToClient(); | ||
1761 | |||
1762 | // m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); | ||
1763 | 1842 | ||
1764 | if (!string.IsNullOrEmpty(m_callbackURI)) | 1843 | if (!string.IsNullOrEmpty(m_callbackURI)) |
1765 | { | 1844 | { |
@@ -1768,69 +1847,205 @@ namespace OpenSim.Region.Framework.Scenes | |||
1768 | // here until we know for sure that the agent is active in this region. Sending AgentMovementComplete | 1847 | // here until we know for sure that the agent is active in this region. Sending AgentMovementComplete |
1769 | // is not enough for Imprudence clients - there appears to be a small delay (<200ms, <500ms) until they regard this | 1848 | // is not enough for Imprudence clients - there appears to be a small delay (<200ms, <500ms) until they regard this |
1770 | // region as the current region, meaning that a close sent before then will fail the teleport. | 1849 | // region as the current region, meaning that a close sent before then will fail the teleport. |
1771 | // System.Threading.Thread.Sleep(2000); | 1850 | // System.Threading.Thread.Sleep(2000); |
1772 | 1851 | ||
1773 | m_log.DebugFormat( | 1852 | m_log.DebugFormat( |
1774 | "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}", | 1853 | "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}", |
1775 | client.Name, client.AgentId, m_callbackURI); | 1854 | client.Name, client.AgentId, m_callbackURI); |
1776 | 1855 | ||
1777 | Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); | 1856 | UUID originID; |
1857 | |||
1858 | lock (m_originRegionIDAccessLock) | ||
1859 | originID = m_originRegionID; | ||
1860 | |||
1861 | Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI); | ||
1778 | m_callbackURI = null; | 1862 | m_callbackURI = null; |
1779 | } | 1863 | } |
1780 | // else | 1864 | // else |
1781 | // { | 1865 | // { |
1782 | // m_log.DebugFormat( | 1866 | // m_log.DebugFormat( |
1783 | // "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}", | 1867 | // "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}", |
1784 | // client.Name, client.AgentId, m_scene.RegionInfo.RegionName); | 1868 | // client.Name, client.AgentId, m_scene.RegionInfo.RegionName); |
1785 | // } | 1869 | // } |
1870 | |||
1871 | m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
1786 | 1872 | ||
1787 | ValidateAndSendAppearanceAndAgentData(); | 1873 | m_previusParcelHide = false; |
1874 | m_previusParcelUUID = UUID.Zero; | ||
1875 | m_currentParcelHide = false; | ||
1876 | m_currentParcelUUID = UUID.Zero; | ||
1788 | 1877 | ||
1789 | // Create child agents in neighbouring regions | 1878 | // send initial land overlay and parcel |
1790 | if (openChildAgents && !IsChildAgent) | 1879 | ILandChannel landch = m_scene.LandChannel; |
1880 | if (landch != null) | ||
1881 | landch.sendClientInitialLandInfo(client); | ||
1882 | |||
1883 | if (!IsChildAgent) | ||
1791 | { | 1884 | { |
1792 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | 1885 | |
1793 | if (m_agentTransfer != null) | 1886 | // ValidateAndSendAppearanceAndAgentData(); |
1887 | |||
1888 | // do it here in line | ||
1889 | // so sequence is clear | ||
1890 | |||
1891 | // verify baked textures and cache | ||
1892 | bool cachedbaked = false; | ||
1893 | |||
1894 | if (isNPC) | ||
1895 | cachedbaked = true; | ||
1896 | else | ||
1794 | { | 1897 | { |
1795 | // Note: this call can take a while, because it notifies each of the simulator's neighbours. | 1898 | if (m_scene.AvatarFactory != null) |
1796 | // It's important that we don't allow the avatar to cross regions meanwhile, as that will | 1899 | cachedbaked = m_scene.AvatarFactory.ValidateBakedTextureCache(this); |
1797 | // cause serious errors. We've prevented that from happening by setting IsInTransit=true. | 1900 | |
1798 | m_agentTransfer.EnableChildAgents(this); | 1901 | // not sure we need this |
1902 | if (!cachedbaked) | ||
1903 | { | ||
1904 | if (m_scene.AvatarFactory != null) | ||
1905 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); | ||
1906 | } | ||
1799 | } | 1907 | } |
1800 | 1908 | ||
1801 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); | 1909 | List<ScenePresence> allpresences = m_scene.GetScenePresences(); |
1802 | if (friendsModule != null) | 1910 | |
1803 | friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); | 1911 | // send avatar object to all presences including us, so they cross it into region |
1912 | // then hide if necessary | ||
1913 | SendInitialAvatarDataToAllAgents(allpresences); | ||
1914 | |||
1915 | // send this look | ||
1916 | SendAppearanceToAgent(this); | ||
1917 | |||
1918 | // send this animations | ||
1919 | |||
1920 | UUID[] animIDs = null; | ||
1921 | int[] animseqs = null; | ||
1922 | UUID[] animsobjs = null; | ||
1923 | |||
1924 | if (Animator != null) | ||
1925 | Animator.GetArrays(out animIDs, out animseqs, out animsobjs); | ||
1926 | |||
1927 | bool haveAnims = (animIDs != null && animseqs != null && animsobjs != null); | ||
1928 | |||
1929 | if (haveAnims) | ||
1930 | SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); | ||
1931 | |||
1932 | // we should be able to receive updates, etc | ||
1933 | // so release them | ||
1934 | m_inTransit = false; | ||
1935 | |||
1936 | // send look and animations to others | ||
1937 | // if not cached we send greys | ||
1938 | // uncomented if will wait till avatar does baking | ||
1939 | //if (cachedbaked) | ||
1940 | { | ||
1941 | foreach (ScenePresence p in allpresences) | ||
1942 | { | ||
1943 | if (p == this) | ||
1944 | continue; | ||
1945 | |||
1946 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
1947 | continue; | ||
1948 | |||
1949 | SendAppearanceToAgentNF(p); | ||
1950 | if (haveAnims) | ||
1951 | SendAnimPackToAgentNF(p, animIDs, animseqs, animsobjs); | ||
1952 | } | ||
1953 | } // greys if | ||
1954 | |||
1955 | m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
1956 | |||
1957 | // attachments | ||
1958 | |||
1959 | if (isNPC || (TeleportFlags & TeleportFlags.ViaLogin) != 0) | ||
1960 | { | ||
1961 | if (Scene.AttachmentsModule != null) | ||
1962 | // Util.FireAndForget( | ||
1963 | // o => | ||
1964 | // { | ||
1965 | if (!isNPC) | ||
1966 | Scene.AttachmentsModule.RezAttachments(this); | ||
1967 | else | ||
1968 | Util.FireAndForget(x => | ||
1969 | { | ||
1970 | Scene.AttachmentsModule.RezAttachments(this); | ||
1971 | }); | ||
1972 | // }); | ||
1973 | } | ||
1974 | else | ||
1975 | { | ||
1976 | if (m_attachments.Count > 0) | ||
1977 | { | ||
1978 | m_log.DebugFormat( | ||
1979 | "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); | ||
1804 | 1980 | ||
1981 | foreach (SceneObjectGroup sog in m_attachments) | ||
1982 | { | ||
1983 | sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); | ||
1984 | sog.ResumeScripts(); | ||
1985 | } | ||
1986 | |||
1987 | foreach (ScenePresence p in allpresences) | ||
1988 | { | ||
1989 | if (p == this) | ||
1990 | { | ||
1991 | SendTerseUpdateToAgentNF(this); | ||
1992 | SendAttachmentsToAgentNF(this); | ||
1993 | continue; | ||
1994 | } | ||
1995 | |||
1996 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
1997 | continue; | ||
1998 | |||
1999 | SendTerseUpdateToAgentNF(p); | ||
2000 | SendAttachmentsToAgentNF(p); | ||
2001 | } | ||
2002 | } | ||
2003 | } | ||
2004 | |||
2005 | m_log.DebugFormat("[CompleteMovement] attachments: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
2006 | if (openChildAgents) | ||
2007 | { | ||
2008 | // Create child agents in neighbouring regions | ||
2009 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | ||
2010 | if (m_agentTransfer != null) | ||
2011 | { | ||
2012 | m_agentTransfer.EnableChildAgents(this); | ||
2013 | } | ||
2014 | } | ||
1805 | } | 2015 | } |
1806 | 2016 | ||
1807 | // XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region | 2017 | m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1808 | // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. | 2018 | |
1809 | // This may be due to viewer code or it may be something we're not doing properly simulator side. | 2019 | // send the rest of the world |
1810 | WorkManager.RunJob( | 2020 | if (m_teleportFlags > 0 && !isNPC || m_currentParcelHide) |
1811 | "ScheduleAttachmentsForFullUpdate", | 2021 | SendInitialDataToMe(); |
1812 | o => ScheduleAttachmentsForFullUpdate(), | 2022 | |
1813 | null, | 2023 | m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1814 | string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name), | ||
1815 | true); | ||
1816 | 2024 | ||
1817 | // m_log.DebugFormat( | 2025 | if (!IsChildAgent && openChildAgents) |
1818 | // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", | 2026 | { |
1819 | // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); | 2027 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); |
2028 | // if (friendsModule != null) | ||
2029 | // friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); | ||
2030 | |||
2031 | m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||
2032 | |||
2033 | } | ||
1820 | } | 2034 | } |
1821 | finally | 2035 | finally |
1822 | { | 2036 | { |
1823 | IsInTransit = false; | 2037 | m_inTransit = false; |
1824 | } | 2038 | } |
1825 | } | 2039 | // if hide force a check |
2040 | // if (!IsChildAgent && newhide) | ||
2041 | // { | ||
2042 | // ParcelLoginCheck(m_currentParcelUUID); | ||
2043 | // m_currentParcelHide = newhide; | ||
2044 | // } | ||
1826 | 2045 | ||
1827 | private void ScheduleAttachmentsForFullUpdate() | 2046 | m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; |
1828 | { | 2047 | |
1829 | lock (m_attachments) | 2048 | m_log.DebugFormat("[CompleteMovement] end: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1830 | { | ||
1831 | foreach (SceneObjectGroup sog in m_attachments) | ||
1832 | sog.ScheduleGroupForFullUpdate(); | ||
1833 | } | ||
1834 | } | 2049 | } |
1835 | 2050 | ||
1836 | /// <summary> | 2051 | /// <summary> |
@@ -1921,6 +2136,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1921 | return; | 2136 | return; |
1922 | } | 2137 | } |
1923 | 2138 | ||
2139 | if (IsInTransit) | ||
2140 | return; | ||
2141 | |||
1924 | #region Sanity Checking | 2142 | #region Sanity Checking |
1925 | 2143 | ||
1926 | // This is irritating. Really. | 2144 | // This is irritating. Really. |
@@ -1955,8 +2173,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1955 | // When we get to the point of re-computing neighbors everytime this | 2173 | // When we get to the point of re-computing neighbors everytime this |
1956 | // changes, then start using the agent's drawdistance rather than the | 2174 | // changes, then start using the agent's drawdistance rather than the |
1957 | // region's draw distance. | 2175 | // region's draw distance. |
1958 | DrawDistance = agentData.Far; | 2176 | |
1959 | // DrawDistance = Scene.DefaultDrawDistance; | 2177 | DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); |
1960 | 2178 | ||
1961 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; | 2179 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; |
1962 | 2180 | ||
@@ -1964,7 +2182,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1964 | // is first pressed, not whilst it is held down. If this is required in the future then need to look | 2182 | // is first pressed, not whilst it is held down. If this is required in the future then need to look |
1965 | // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not | 2183 | // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not |
1966 | // received (e.g. on holding LMB down on the avatar in a viewer). | 2184 | // received (e.g. on holding LMB down on the avatar in a viewer). |
1967 | // m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; | 2185 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; |
1968 | 2186 | ||
1969 | #endregion Inputs | 2187 | #endregion Inputs |
1970 | 2188 | ||
@@ -1977,6 +2195,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1977 | // (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) | 2195 | // (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) |
1978 | // m_updateCount = UPDATE_COUNT; | 2196 | // m_updateCount = UPDATE_COUNT; |
1979 | 2197 | ||
2198 | |||
1980 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) | 2199 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) |
1981 | { | 2200 | { |
1982 | StandUp(); | 2201 | StandUp(); |
@@ -2032,7 +2251,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2032 | 2251 | ||
2033 | // We need to send this back to the client in order to stop the edit beams | 2252 | // We need to send this back to the client in order to stop the edit beams |
2034 | if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None) | 2253 | if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None) |
2035 | ControllingClient.SendAgentTerseUpdate(this); | 2254 | SendAgentTerseUpdate(this); |
2036 | 2255 | ||
2037 | PhysicsActor actor = PhysicsActor; | 2256 | PhysicsActor actor = PhysicsActor; |
2038 | 2257 | ||
@@ -2045,10 +2264,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2045 | 2264 | ||
2046 | if (AllowMovement && !SitGround) | 2265 | if (AllowMovement && !SitGround) |
2047 | { | 2266 | { |
2048 | // m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); | 2267 | // m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); |
2049 | |||
2050 | bool update_rotation = false; | 2268 | bool update_rotation = false; |
2051 | |||
2052 | if (agentData.BodyRotation != Rotation) | 2269 | if (agentData.BodyRotation != Rotation) |
2053 | { | 2270 | { |
2054 | Rotation = agentData.BodyRotation; | 2271 | Rotation = agentData.BodyRotation; |
@@ -2057,14 +2274,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2057 | 2274 | ||
2058 | bool update_movementflag = false; | 2275 | bool update_movementflag = false; |
2059 | 2276 | ||
2060 | // If we were just made root agent then we must perform movement updates for the first AgentUpdate that | ||
2061 | // we get | ||
2062 | if (MovementFlag == ForceUpdateMovementFlagValue) | ||
2063 | { | ||
2064 | MovementFlag = 0; | ||
2065 | update_movementflag = true; | ||
2066 | } | ||
2067 | |||
2068 | if (agentData.UseClientAgentPosition) | 2277 | if (agentData.UseClientAgentPosition) |
2069 | { | 2278 | { |
2070 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; | 2279 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; |
@@ -2075,7 +2284,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2075 | bool DCFlagKeyPressed = false; | 2284 | bool DCFlagKeyPressed = false; |
2076 | Vector3 agent_control_v3 = Vector3.Zero; | 2285 | Vector3 agent_control_v3 = Vector3.Zero; |
2077 | 2286 | ||
2078 | bool newFlying = actor.Flying; | 2287 | bool newFlying = false; |
2079 | 2288 | ||
2080 | if (ForceFly) | 2289 | if (ForceFly) |
2081 | newFlying = true; | 2290 | newFlying = true; |
@@ -2096,6 +2305,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2096 | { | 2305 | { |
2097 | bool bAllowUpdateMoveToPosition = false; | 2306 | bool bAllowUpdateMoveToPosition = false; |
2098 | 2307 | ||
2308 | Vector3[] dirVectors; | ||
2309 | |||
2310 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying | ||
2311 | // this prevents 'jumping' in inappropriate situations. | ||
2312 | // if (!Flying && (m_mouseLook || m_leftButtonDown)) | ||
2313 | // dirVectors = GetWalkDirectionVectors(); | ||
2314 | // else | ||
2315 | dirVectors = Dir_Vectors; | ||
2316 | |||
2099 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. | 2317 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. |
2100 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 2318 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
2101 | { | 2319 | { |
@@ -2105,9 +2323,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2105 | 2323 | ||
2106 | try | 2324 | try |
2107 | { | 2325 | { |
2108 | // Don't slide against ground when crouching if camera is panned around avatar | 2326 | agent_control_v3 += Dir_Vectors[i]; |
2109 | if (Flying || DCF != Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN) | ||
2110 | agent_control_v3 += Dir_Vectors[i]; | ||
2111 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 2327 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); |
2112 | } | 2328 | } |
2113 | catch (IndexOutOfRangeException) | 2329 | catch (IndexOutOfRangeException) |
@@ -2115,10 +2331,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2115 | // Why did I get this? | 2331 | // Why did I get this? |
2116 | } | 2332 | } |
2117 | 2333 | ||
2118 | if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive) | 2334 | if (((MovementFlag & (uint)DCF) == 0)) |
2119 | { | 2335 | { |
2120 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); | 2336 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); |
2121 | MovementFlag += (uint)DCF; | 2337 | MovementFlag |= (uint)DCF; |
2122 | update_movementflag = true; | 2338 | update_movementflag = true; |
2123 | } | 2339 | } |
2124 | } | 2340 | } |
@@ -2127,7 +2343,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2127 | if ((MovementFlag & (uint)DCF) != 0) | 2343 | if ((MovementFlag & (uint)DCF) != 0) |
2128 | { | 2344 | { |
2129 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); | 2345 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); |
2130 | MovementFlag -= (uint)DCF; | 2346 | MovementFlag &= (uint)~DCF; |
2131 | update_movementflag = true; | 2347 | update_movementflag = true; |
2132 | 2348 | ||
2133 | /* | 2349 | /* |
@@ -2180,11 +2396,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2180 | if (Flying && !ForceFly) | 2396 | if (Flying && !ForceFly) |
2181 | { | 2397 | { |
2182 | // Need to stop in mid air if user holds down AGENT_CONTROL_STOP | 2398 | // Need to stop in mid air if user holds down AGENT_CONTROL_STOP |
2183 | if (AgentControlStopActive) | 2399 | // if (AgentControlStopActive) |
2184 | { | 2400 | // { |
2185 | agent_control_v3 = Vector3.Zero; | 2401 | // agent_control_v3 = Vector3.Zero; |
2186 | } | 2402 | // } |
2187 | else | 2403 | // else |
2188 | { | 2404 | { |
2189 | // Landing detection code | 2405 | // Landing detection code |
2190 | 2406 | ||
@@ -2192,38 +2408,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
2192 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 2408 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
2193 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2409 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2194 | 2410 | ||
2195 | //m_log.Debug("[CONTROL]: " +flags); | 2411 | //m_log.Debug("[CONTROL]: " +flags); |
2196 | // Applies a satisfying roll effect to the avatar when flying. | 2412 | // Applies a satisfying roll effect to the avatar when flying. |
2197 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) | 2413 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) |
2198 | { | 2414 | { |
2199 | ApplyFlyingRoll( | 2415 | ApplyFlyingRoll( |
2200 | FLY_ROLL_RADIANS_PER_UPDATE, | 2416 | FLY_ROLL_RADIANS_PER_UPDATE, |
2201 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | 2417 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, |
2202 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | 2418 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); |
2203 | } | 2419 | } |
2204 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && | 2420 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && |
2205 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) | 2421 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) |
2206 | { | 2422 | { |
2207 | ApplyFlyingRoll( | 2423 | ApplyFlyingRoll( |
2208 | -FLY_ROLL_RADIANS_PER_UPDATE, | 2424 | -FLY_ROLL_RADIANS_PER_UPDATE, |
2209 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | 2425 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, |
2210 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | 2426 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); |
2211 | } | 2427 | } |
2212 | else | 2428 | else |
2213 | { | 2429 | { |
2214 | if (m_AngularVelocity.Z != 0) | 2430 | if (m_AngularVelocity.Z != 0) |
2215 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | 2431 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); |
2216 | } | ||
2217 | |||
2218 | if (Flying && IsColliding && controlland) | ||
2219 | { | ||
2220 | // nesting this check because LengthSquared() is expensive and we don't | ||
2221 | // want to do it every step when flying. | ||
2222 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
2223 | StopFlying(); | ||
2224 | } | 2432 | } |
2433 | |||
2434 | /* | ||
2435 | if (Flying && IsColliding && controlland) | ||
2436 | { | ||
2437 | // nesting this check because LengthSquared() is expensive and we don't | ||
2438 | // want to do it every step when flying. | ||
2439 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
2440 | StopFlying(); | ||
2441 | } | ||
2442 | */ | ||
2225 | } | 2443 | } |
2226 | } | 2444 | } |
2445 | else if (IsColliding && agent_control_v3.Z < 0f) | ||
2446 | agent_control_v3.Z = 0; | ||
2447 | // else if(AgentControlStopActive %% Velocity.Z <0.01f) | ||
2448 | |||
2227 | 2449 | ||
2228 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); | 2450 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); |
2229 | 2451 | ||
@@ -2236,32 +2458,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
2236 | if (update_movementflag | 2458 | if (update_movementflag |
2237 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) | 2459 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) |
2238 | { | 2460 | { |
2239 | // if (update_movementflag || !AgentControlStopActive || MovementFlag != 0) | ||
2240 | // { | ||
2241 | // m_log.DebugFormat( | ||
2242 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}", | ||
2243 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, | ||
2244 | // update_movementflag, MovementFlag, update_rotation); | ||
2245 | |||
2246 | float speedModifier; | ||
2247 | 2461 | ||
2248 | if (AgentControlStopActive) | 2462 | if (AgentControlStopActive) |
2249 | speedModifier = AgentControlStopSlowWhilstMoving; | 2463 | { |
2464 | // if (MovementFlag == 0 && Animator.Falling) | ||
2465 | if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) | ||
2466 | { | ||
2467 | AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true); | ||
2468 | } | ||
2250 | else | 2469 | else |
2251 | speedModifier = 1; | 2470 | AddNewMovement(agent_control_v3, AgentControlStopSlowVel); |
2471 | } | ||
2472 | else | ||
2473 | { | ||
2474 | AddNewMovement(agent_control_v3); | ||
2475 | } | ||
2252 | 2476 | ||
2253 | AddNewMovement(agent_control_v3, speedModifier); | ||
2254 | // } | ||
2255 | } | 2477 | } |
2256 | // else | ||
2257 | // { | ||
2258 | // if (!update_movementflag) | ||
2259 | // { | ||
2260 | // m_log.DebugFormat( | ||
2261 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", | ||
2262 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); | ||
2263 | // } | ||
2264 | // } | ||
2265 | 2478 | ||
2266 | if (update_movementflag && ParentID == 0) | 2479 | if (update_movementflag && ParentID == 0) |
2267 | { | 2480 | { |
@@ -2274,7 +2487,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2274 | 2487 | ||
2275 | // We need to send this back to the client in order to see the edit beams | 2488 | // We need to send this back to the client in order to see the edit beams |
2276 | if ((State & (uint)AgentState.Editing) != 0) | 2489 | if ((State & (uint)AgentState.Editing) != 0) |
2277 | ControllingClient.SendAgentTerseUpdate(this); | 2490 | SendAgentTerseUpdate(this); |
2278 | 2491 | ||
2279 | m_scene.EventManager.TriggerOnClientMovement(this); | 2492 | m_scene.EventManager.TriggerOnClientMovement(this); |
2280 | } | 2493 | } |
@@ -2320,8 +2533,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2320 | // When we get to the point of re-computing neighbors everytime this | 2533 | // When we get to the point of re-computing neighbors everytime this |
2321 | // changes, then start using the agent's drawdistance rather than the | 2534 | // changes, then start using the agent's drawdistance rather than the |
2322 | // region's draw distance. | 2535 | // region's draw distance. |
2323 | DrawDistance = agentData.Far; | 2536 | |
2324 | // DrawDistance = Scene.DefaultDrawDistance; | 2537 | DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); |
2325 | 2538 | ||
2326 | // Check if Client has camera in 'follow cam' or 'build' mode. | 2539 | // Check if Client has camera in 'follow cam' or 'build' mode. |
2327 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); | 2540 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); |
@@ -2358,11 +2571,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2358 | 2571 | ||
2359 | bool updated = false; | 2572 | bool updated = false; |
2360 | 2573 | ||
2574 | Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; | ||
2575 | |||
2361 | // m_log.DebugFormat( | 2576 | // m_log.DebugFormat( |
2362 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", | 2577 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", |
2363 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); | 2578 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); |
2364 | 2579 | ||
2365 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); | 2580 | double distanceToTarget = LocalVectorToTarget3D.Length(); |
2366 | 2581 | ||
2367 | // m_log.DebugFormat( | 2582 | // m_log.DebugFormat( |
2368 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", | 2583 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
@@ -2385,11 +2600,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2385 | // Theoretically we might need a more complex PID approach here if other | 2600 | // Theoretically we might need a more complex PID approach here if other |
2386 | // unknown forces are acting on the avatar and we need to adaptively respond | 2601 | // unknown forces are acting on the avatar and we need to adaptively respond |
2387 | // to such forces, but the following simple approach seems to works fine. | 2602 | // to such forces, but the following simple approach seems to works fine. |
2388 | Vector3 LocalVectorToTarget3D = | 2603 | |
2389 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 2604 | LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords |
2390 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords | ||
2391 | // Ignore z component of vector | 2605 | // Ignore z component of vector |
2392 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 2606 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
2607 | |||
2393 | LocalVectorToTarget3D.Normalize(); | 2608 | LocalVectorToTarget3D.Normalize(); |
2394 | 2609 | ||
2395 | // update avatar movement flags. the avatar coordinate system is as follows: | 2610 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -2413,28 +2628,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
2413 | 2628 | ||
2414 | // based on the above avatar coordinate system, classify the movement into | 2629 | // based on the above avatar coordinate system, classify the movement into |
2415 | // one of left/right/back/forward. | 2630 | // one of left/right/back/forward. |
2631 | |||
2632 | const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK | | ||
2633 | Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT | | ||
2634 | Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP | | ||
2635 | Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN)); | ||
2636 | |||
2637 | MovementFlag &= noMovFlagsMask; | ||
2638 | AgentControlFlags &= noMovFlagsMask; | ||
2639 | |||
2416 | if (LocalVectorToTarget3D.X < 0) //MoveBack | 2640 | if (LocalVectorToTarget3D.X < 0) //MoveBack |
2417 | { | 2641 | { |
2418 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; | 2642 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; |
2419 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; | 2643 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; |
2420 | updated = true; | 2644 | updated = true; |
2421 | } | 2645 | } |
2422 | else if (LocalVectorToTarget3D.X > 0) //Move Forward | 2646 | else if (LocalVectorToTarget3D.X > 0) //Move Forward |
2423 | { | 2647 | { |
2424 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; | 2648 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; |
2425 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; | 2649 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; |
2426 | updated = true; | 2650 | updated = true; |
2427 | } | 2651 | } |
2428 | 2652 | ||
2429 | if (LocalVectorToTarget3D.Y > 0) //MoveLeft | 2653 | if (LocalVectorToTarget3D.Y > 0) //MoveLeft |
2430 | { | 2654 | { |
2431 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; | 2655 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; |
2432 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; | 2656 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; |
2433 | updated = true; | 2657 | updated = true; |
2434 | } | 2658 | } |
2435 | else if (LocalVectorToTarget3D.Y < 0) //MoveRight | 2659 | else if (LocalVectorToTarget3D.Y < 0) //MoveRight |
2436 | { | 2660 | { |
2437 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; | 2661 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; |
2438 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; | 2662 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; |
2439 | updated = true; | 2663 | updated = true; |
2440 | } | 2664 | } |
@@ -2504,37 +2728,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2504 | || pos.Y < 0 || pos.Y >= regionSize.Y | 2728 | || pos.Y < 0 || pos.Y >= regionSize.Y |
2505 | || pos.Z < 0) | 2729 | || pos.Z < 0) |
2506 | return; | 2730 | return; |
2507 | 2731 | ||
2508 | Scene targetScene = m_scene; | 2732 | Scene targetScene = m_scene; |
2509 | |||
2510 | // Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2); | ||
2511 | // pos += heightAdjust; | ||
2512 | // | ||
2513 | // // Anti duck-walking measure | ||
2514 | // if (Math.Abs(pos.Z - AbsolutePosition.Z) < 0.2f) | ||
2515 | // { | ||
2516 | //// m_log.DebugFormat("[SCENE PRESENCE]: Adjusting MoveToPosition from {0} to {1}", pos, AbsolutePosition); | ||
2517 | // pos.Z = AbsolutePosition.Z; | ||
2518 | // } | ||
2519 | |||
2520 | // Get terrain height for sub-region in a megaregion if necessary | 2733 | // Get terrain height for sub-region in a megaregion if necessary |
2521 | |||
2522 | //COMMENT: If its only nessesary in a megaregion, why do it on normal region's too? | ||
2523 | |||
2524 | if (regionCombinerModule != null) | 2734 | if (regionCombinerModule != null) |
2525 | { | 2735 | { |
2526 | int x = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); | 2736 | int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); |
2527 | int y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); | 2737 | int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); |
2528 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); | 2738 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); |
2529 | |||
2530 | // If X and Y is NaN, target_region will be null | 2739 | // If X and Y is NaN, target_region will be null |
2531 | if (target_region == null) | 2740 | if (target_region == null) |
2532 | return; | 2741 | return; |
2533 | 2742 | UUID target_regionID = target_region.RegionID; | |
2534 | SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene); | 2743 | SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene); |
2535 | } | 2744 | } |
2536 | 2745 | ||
2537 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; | 2746 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; |
2747 | // dont try to land underground | ||
2748 | terrainHeight += Appearance.AvatarHeight / 2; | ||
2749 | |||
2538 | pos.Z = Math.Max(terrainHeight, pos.Z); | 2750 | pos.Z = Math.Max(terrainHeight, pos.Z); |
2539 | 2751 | ||
2540 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is | 2752 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is |
@@ -2543,17 +2755,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2543 | if (pos.Z - terrainHeight < 0.2) | 2755 | if (pos.Z - terrainHeight < 0.2) |
2544 | pos.Z = terrainHeight; | 2756 | pos.Z = terrainHeight; |
2545 | 2757 | ||
2546 | if (noFly) | ||
2547 | Flying = false; | ||
2548 | else if (pos.Z > terrainHeight) | ||
2549 | Flying = true; | ||
2550 | |||
2551 | // m_log.DebugFormat( | 2758 | // m_log.DebugFormat( |
2552 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 2759 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
2553 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 2760 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
2554 | 2761 | ||
2555 | if (noFly) | 2762 | if (noFly) |
2556 | Flying = false; | 2763 | Flying = false; |
2764 | else if (pos.Z > terrainHeight + Appearance.AvatarHeight / 2 || Flying) | ||
2765 | Flying = true; | ||
2557 | 2766 | ||
2558 | LandAtTarget = landAtTarget; | 2767 | LandAtTarget = landAtTarget; |
2559 | MovingToTarget = true; | 2768 | MovingToTarget = true; |
@@ -2629,48 +2838,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
2629 | } | 2838 | } |
2630 | } | 2839 | } |
2631 | 2840 | ||
2841 | part.ParentGroup.DeleteAvatar(UUID); | ||
2842 | |||
2843 | Quaternion standRotation = part.ParentGroup.RootPart.RotationOffset; | ||
2844 | Vector3 sitPartWorldPosition = part.ParentGroup.AbsolutePosition + m_pos * standRotation; | ||
2632 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 2845 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
2633 | 2846 | ||
2634 | ParentID = 0; | 2847 | ParentID = 0; |
2635 | ParentPart = null; | 2848 | ParentPart = null; |
2636 | 2849 | ||
2637 | Quaternion standRotation; | ||
2638 | |||
2639 | if (part.SitTargetAvatar == UUID) | 2850 | if (part.SitTargetAvatar == UUID) |
2640 | { | 2851 | standRotation = standRotation * part.SitTargetOrientation; |
2641 | standRotation = part.GetWorldRotation(); | 2852 | else |
2853 | standRotation = standRotation * m_bodyRot; | ||
2642 | 2854 | ||
2643 | if (!part.IsRoot) | 2855 | m_bodyRot = standRotation; |
2644 | standRotation = standRotation * part.SitTargetOrientation; | 2856 | |
2645 | // standRotation = part.RotationOffset * part.SitTargetOrientation; | 2857 | Quaternion standRotationZ = new Quaternion(0,0,standRotation.Z,standRotation.W); |
2646 | // else | ||
2647 | // standRotation = part.SitTargetOrientation; | ||
2648 | 2858 | ||
2859 | float t = standRotationZ.W * standRotationZ.W + standRotationZ.Z * standRotationZ.Z; | ||
2860 | if (t > 0) | ||
2861 | { | ||
2862 | t = 1.0f / (float)Math.Sqrt(t); | ||
2863 | standRotationZ.W *= t; | ||
2864 | standRotationZ.Z *= t; | ||
2649 | } | 2865 | } |
2650 | else | 2866 | else |
2651 | { | 2867 | { |
2652 | standRotation = Rotation; | 2868 | standRotationZ.W = 1.0f; |
2869 | standRotationZ.Z = 0f; | ||
2653 | } | 2870 | } |
2654 | 2871 | ||
2655 | //Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); | 2872 | Vector3 adjustmentForSitPose = new Vector3(0.75f, 0, m_sitAvatarHeight + .3f) * standRotationZ; |
2656 | //Vector3 standPos = ParentPosition; | ||
2657 | |||
2658 | // Vector3 standPositionAdjustment | ||
2659 | // = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f); | ||
2660 | Vector3 adjustmentForSitPosition = OffsetPosition * part.ParentGroup.GroupRotation - SIT_TARGET_ADJUSTMENT * part.GetWorldRotation(); | ||
2661 | |||
2662 | // XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than | ||
2663 | // hardcoding here. | ||
2664 | Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation; | ||
2665 | |||
2666 | Vector3 standPos = part.ParentGroup.AbsolutePosition + adjustmentForSitPosition + adjustmentForSitPose; | ||
2667 | 2873 | ||
2668 | // m_log.DebugFormat( | 2874 | Vector3 standPos = sitPartWorldPosition + adjustmentForSitPose; |
2669 | // "[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}", | 2875 | m_pos = standPos; |
2670 | // standPos, adjustmentForSitPosition, adjustmentForSitPose, standRotation, Name, Scene.Name); | ||
2671 | |||
2672 | Rotation = standRotation; | ||
2673 | AbsolutePosition = standPos; | ||
2674 | } | 2876 | } |
2675 | 2877 | ||
2676 | // We need to wait until we have calculated proper stand positions before sitting up the physical | 2878 | // We need to wait until we have calculated proper stand positions before sitting up the physical |
@@ -2680,18 +2882,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
2680 | 2882 | ||
2681 | if (satOnObject) | 2883 | if (satOnObject) |
2682 | { | 2884 | { |
2683 | SendAvatarDataToAllClients(); | ||
2684 | m_requestedSitTargetID = 0; | ||
2685 | |||
2686 | part.RemoveSittingAvatar(this); | ||
2687 | 2885 | ||
2886 | m_requestedSitTargetID = 0; | ||
2887 | part.RemoveSittingAvatar(UUID); | ||
2688 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 2888 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); |
2889 | |||
2890 | SendAvatarDataToAllAgents(); | ||
2689 | } | 2891 | } |
2690 | 2892 | ||
2691 | else if (PhysicsActor == null) | 2893 | // reset to default sitAnimation |
2692 | AddToPhysicalScene(false); | 2894 | sitAnimation = "SIT"; |
2895 | |||
2896 | // Animator.TrySetMovementAnimation("STAND"); | ||
2897 | Animator.SetMovementAnimations("STAND"); | ||
2693 | 2898 | ||
2694 | Animator.TrySetMovementAnimation("STAND"); | ||
2695 | TriggerScenePresenceUpdated(); | 2899 | TriggerScenePresenceUpdated(); |
2696 | } | 2900 | } |
2697 | 2901 | ||
@@ -2739,6 +2943,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2739 | if (part == null) | 2943 | if (part == null) |
2740 | return; | 2944 | return; |
2741 | 2945 | ||
2946 | |||
2742 | if (PhysicsActor != null) | 2947 | if (PhysicsActor != null) |
2743 | m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f; | 2948 | m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f; |
2744 | 2949 | ||
@@ -2746,23 +2951,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2746 | 2951 | ||
2747 | if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) | 2952 | if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) |
2748 | { | 2953 | { |
2749 | // m_log.DebugFormat( | ||
2750 | // "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied", | ||
2751 | // Name, part.Name, part.LocalId); | ||
2752 | |||
2753 | offset = part.SitTargetPosition; | 2954 | offset = part.SitTargetPosition; |
2754 | sitOrientation = part.SitTargetOrientation; | 2955 | sitOrientation = part.SitTargetOrientation; |
2755 | 2956 | ||
2756 | if (!part.IsRoot) | ||
2757 | { | ||
2758 | // m_log.DebugFormat("Old sit orient {0}", sitOrientation); | ||
2759 | sitOrientation = part.RotationOffset * sitOrientation; | ||
2760 | // m_log.DebugFormat("New sit orient {0}", sitOrientation); | ||
2761 | // m_log.DebugFormat("Old sit offset {0}", offset); | ||
2762 | offset = offset * part.RotationOffset; | ||
2763 | // m_log.DebugFormat("New sit offset {0}", offset); | ||
2764 | } | ||
2765 | |||
2766 | canSit = true; | 2957 | canSit = true; |
2767 | } | 2958 | } |
2768 | else | 2959 | else |
@@ -2793,42 +2984,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
2793 | 2984 | ||
2794 | Velocity = Vector3.Zero; | 2985 | Velocity = Vector3.Zero; |
2795 | 2986 | ||
2796 | part.AddSittingAvatar(this); | 2987 | part.AddSittingAvatar(UUID); |
2797 | 2988 | ||
2798 | cameraAtOffset = part.GetCameraAtOffset(); | 2989 | cameraAtOffset = part.GetCameraAtOffset(); |
2799 | |||
2800 | if (!part.IsRoot && cameraAtOffset == Vector3.Zero) | ||
2801 | cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); | ||
2802 | |||
2803 | bool cameraEyeOffsetFromRootForChild = false; | ||
2804 | cameraEyeOffset = part.GetCameraEyeOffset(); | 2990 | cameraEyeOffset = part.GetCameraEyeOffset(); |
2991 | |||
2992 | forceMouselook = part.GetForceMouselook(); | ||
2805 | 2993 | ||
2806 | if (!part.IsRoot && cameraEyeOffset == Vector3.Zero) | 2994 | if (!part.IsRoot) |
2807 | { | ||
2808 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); | ||
2809 | cameraEyeOffsetFromRootForChild = true; | ||
2810 | } | ||
2811 | |||
2812 | if ((cameraEyeOffset != Vector3.Zero && !cameraEyeOffsetFromRootForChild) || cameraAtOffset != Vector3.Zero) | ||
2813 | { | 2995 | { |
2814 | if (!part.IsRoot) | 2996 | sitOrientation = part.RotationOffset * sitOrientation; |
2997 | offset = offset * part.RotationOffset; | ||
2998 | offset += part.OffsetPosition; | ||
2999 | |||
3000 | if (CameraAtAxis == Vector3.Zero && cameraEyeOffset == Vector3.Zero) | ||
2815 | { | 3001 | { |
2816 | cameraEyeOffset = cameraEyeOffset * part.RotationOffset; | 3002 | CameraAtAxis = part.ParentGroup.RootPart.GetCameraAtOffset(); |
3003 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); | ||
3004 | } | ||
3005 | else | ||
3006 | { | ||
3007 | cameraAtOffset = cameraAtOffset * part.RotationOffset; | ||
2817 | cameraAtOffset += part.OffsetPosition; | 3008 | cameraAtOffset += part.OffsetPosition; |
3009 | cameraEyeOffset = cameraEyeOffset * part.RotationOffset; | ||
3010 | cameraEyeOffset += part.OffsetPosition; | ||
2818 | } | 3011 | } |
2819 | |||
2820 | cameraEyeOffset += part.OffsetPosition; | ||
2821 | } | 3012 | } |
2822 | 3013 | ||
2823 | // m_log.DebugFormat( | ||
2824 | // "[SCENE PRESENCE]: Using cameraAtOffset {0}, cameraEyeOffset {1} for sit on {2} by {3} in {4}", | ||
2825 | // cameraAtOffset, cameraEyeOffset, part.Name, Name, Scene.Name); | ||
2826 | |||
2827 | forceMouselook = part.GetForceMouselook(); | ||
2828 | |||
2829 | // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is | ||
2830 | // being sat upon. | ||
2831 | offset += part.OffsetPosition; | ||
2832 | 3014 | ||
2833 | ControllingClient.SendSitResponse( | 3015 | ControllingClient.SendSitResponse( |
2834 | part.ParentGroup.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); | 3016 | part.ParentGroup.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); |
@@ -2875,9 +3057,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2875 | // returns false if does not suport so older sit can be tried | 3057 | // returns false if does not suport so older sit can be tried |
2876 | public bool PhysicsSit(SceneObjectPart part, Vector3 offset) | 3058 | public bool PhysicsSit(SceneObjectPart part, Vector3 offset) |
2877 | { | 3059 | { |
2878 | // TODO: Pull in these bits | ||
2879 | return false; | ||
2880 | /* | ||
2881 | if (part == null || part.ParentGroup.IsAttachment) | 3060 | if (part == null || part.ParentGroup.IsAttachment) |
2882 | { | 3061 | { |
2883 | return true; | 3062 | return true; |
@@ -2907,7 +3086,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2907 | return true; | 3086 | return true; |
2908 | 3087 | ||
2909 | return false; | 3088 | return false; |
2910 | */ | ||
2911 | } | 3089 | } |
2912 | 3090 | ||
2913 | 3091 | ||
@@ -2952,31 +3130,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2952 | ResetMoveToTarget(); | 3130 | ResetMoveToTarget(); |
2953 | 3131 | ||
2954 | Velocity = Vector3.Zero; | 3132 | Velocity = Vector3.Zero; |
3133 | m_AngularVelocity = Vector3.Zero; | ||
2955 | 3134 | ||
2956 | part.AddSittingAvatar(this); | 3135 | part.AddSittingAvatar(UUID); |
2957 | 3136 | ||
2958 | Vector3 cameraAtOffset = part.GetCameraAtOffset(); | 3137 | Vector3 cameraAtOffset = part.GetCameraAtOffset(); |
2959 | Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); | 3138 | Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); |
2960 | bool forceMouselook = part.GetForceMouselook(); | 3139 | bool forceMouselook = part.GetForceMouselook(); |
2961 | 3140 | ||
2962 | ControllingClient.SendSitResponse( | 3141 | m_bodyRot = Orientation; |
2963 | part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); | 3142 | |
3143 | if (!part.IsRoot) | ||
3144 | { | ||
3145 | Orientation = part.RotationOffset * Orientation; | ||
3146 | offset = offset * part.RotationOffset; | ||
3147 | offset += part.OffsetPosition; | ||
2964 | 3148 | ||
2965 | // not using autopilot | 3149 | if (CameraAtAxis == Vector3.Zero && cameraEyeOffset == Vector3.Zero) |
3150 | { | ||
3151 | CameraAtAxis = part.ParentGroup.RootPart.GetCameraAtOffset(); | ||
3152 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); | ||
3153 | } | ||
3154 | else | ||
3155 | { | ||
3156 | cameraAtOffset = cameraAtOffset * part.RotationOffset; | ||
3157 | cameraAtOffset += part.OffsetPosition; | ||
3158 | cameraEyeOffset = cameraEyeOffset * part.RotationOffset; | ||
3159 | cameraEyeOffset += part.OffsetPosition; | ||
3160 | } | ||
3161 | |||
3162 | } | ||
2966 | 3163 | ||
2967 | Rotation = Orientation; | ||
2968 | m_pos = offset; | 3164 | m_pos = offset; |
2969 | 3165 | ||
3166 | ControllingClient.SendSitResponse( | ||
3167 | part.ParentGroup.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
3168 | |||
3169 | |||
2970 | m_requestedSitTargetID = 0; | 3170 | m_requestedSitTargetID = 0; |
3171 | part.ParentGroup.AddAvatar(UUID); | ||
2971 | 3172 | ||
2972 | ParentPart = part; | 3173 | ParentPart = part; |
2973 | ParentID = part.LocalId; | 3174 | ParentID = part.LocalId; |
3175 | |||
3176 | SendAvatarDataToAllAgents(); | ||
3177 | |||
3178 | /* | ||
2974 | if(status == 3) | 3179 | if(status == 3) |
2975 | Animator.TrySetMovementAnimation("SIT_GROUND"); | 3180 | Animator.TrySetMovementAnimation("SIT_GROUND"); |
2976 | else | 3181 | else |
2977 | Animator.TrySetMovementAnimation("SIT"); | 3182 | Animator.TrySetMovementAnimation("SIT"); |
2978 | SendAvatarDataToAllClients(); | 3183 | */ |
3184 | if (status == 3) | ||
3185 | sitAnimation = "SIT_GROUND"; | ||
3186 | else | ||
3187 | sitAnimation = "SIT"; | ||
2979 | 3188 | ||
3189 | Animator.SetMovementAnimations("SIT"); | ||
2980 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 3190 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); |
2981 | } | 3191 | } |
2982 | 3192 | ||
@@ -3012,40 +3222,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
3012 | 3222 | ||
3013 | //Quaternion result = (sitTargetOrient * vq) * nq; | 3223 | //Quaternion result = (sitTargetOrient * vq) * nq; |
3014 | 3224 | ||
3015 | double x, y, z, m1, m2; | 3225 | double x, y, z, m; |
3016 | 3226 | ||
3017 | Quaternion r = sitTargetOrient; | 3227 | Quaternion r = sitTargetOrient; |
3018 | m1 = r.X * r.X + r.Y * r.Y; | 3228 | m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; |
3019 | m2 = r.Z * r.Z + r.W * r.W; | ||
3020 | 3229 | ||
3021 | // Rotate the vector <0, 0, 1> | 3230 | if (Math.Abs(1.0 - m) > 0.000001) |
3022 | x = 2 * (r.X * r.Z + r.Y * r.W); | ||
3023 | y = 2 * (-r.X * r.W + r.Y * r.Z); | ||
3024 | z = m2 - m1; | ||
3025 | |||
3026 | // Set m to be the square of the norm of r. | ||
3027 | double m = m1 + m2; | ||
3028 | |||
3029 | // This constant is emperically determined to be what is used in SL. | ||
3030 | // See also http://opensimulator.org/mantis/view.php?id=7096 | ||
3031 | double offset = 0.05; | ||
3032 | |||
3033 | // Normally m will be ~ 1, but if someone passed a handcrafted quaternion | ||
3034 | // to llSitTarget with values so small that squaring them is rounded off | ||
3035 | // to zero, then m could be zero. The result of this floating point | ||
3036 | // round off error (causing us to skip this impossible normalization) | ||
3037 | // is only 5 cm. | ||
3038 | if (m > 0.000001) | ||
3039 | { | 3231 | { |
3040 | offset /= m; | 3232 | m = 1.0 / Math.Sqrt(m); |
3233 | r.X *= (float)m; | ||
3234 | r.Y *= (float)m; | ||
3235 | r.Z *= (float)m; | ||
3236 | r.W *= (float)m; | ||
3041 | } | 3237 | } |
3042 | 3238 | ||
3239 | x = 2 * (r.X * r.Z + r.Y * r.W); | ||
3240 | y = 2 * (-r.X * r.W + r.Y * r.Z); | ||
3241 | z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; | ||
3043 | Vector3 up = new Vector3((float)x, (float)y, (float)z); | 3242 | Vector3 up = new Vector3((float)x, (float)y, (float)z); |
3044 | Vector3 sitOffset = up * (float)offset; | 3243 | Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; |
3045 | 3244 | ||
3046 | // sitOffset is in Avatar Center coordinates: from origin to 'sitTargetPos + SIT_TARGET_ADJUSTMENT'. | 3245 | Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; |
3047 | // So, we need to _substract_ it to get to the origin of the Avatar Center. | ||
3048 | Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; | ||
3049 | Quaternion newRot; | 3246 | Quaternion newRot; |
3050 | 3247 | ||
3051 | if (part.IsRoot) | 3248 | if (part.IsRoot) |
@@ -3078,19 +3275,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
3078 | // Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); | 3275 | // Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); |
3079 | } | 3276 | } |
3080 | 3277 | ||
3081 | ParentPart = part; | 3278 | part.ParentGroup.AddAvatar(UUID); |
3279 | ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); | ||
3082 | ParentID = m_requestedSitTargetID; | 3280 | ParentID = m_requestedSitTargetID; |
3083 | m_AngularVelocity = Vector3.Zero; | 3281 | m_AngularVelocity = Vector3.Zero; |
3084 | Velocity = Vector3.Zero; | 3282 | Velocity = Vector3.Zero; |
3085 | RemoveFromPhysicalScene(); | 3283 | RemoveFromPhysicalScene(); |
3086 | 3284 | ||
3087 | String sitAnimation = "SIT"; | 3285 | SendAvatarDataToAllAgents(); |
3286 | |||
3287 | sitAnimation = "SIT"; | ||
3088 | if (!String.IsNullOrEmpty(part.SitAnimation)) | 3288 | if (!String.IsNullOrEmpty(part.SitAnimation)) |
3089 | { | 3289 | { |
3090 | sitAnimation = part.SitAnimation; | 3290 | sitAnimation = part.SitAnimation; |
3091 | } | 3291 | } |
3092 | Animator.TrySetMovementAnimation(sitAnimation); | 3292 | // Animator.TrySetMovementAnimation(sitAnimation); |
3093 | SendAvatarDataToAllClients(); | 3293 | Animator.SetMovementAnimations("SIT"); |
3094 | TriggerScenePresenceUpdated(); | 3294 | TriggerScenePresenceUpdated(); |
3095 | } | 3295 | } |
3096 | } | 3296 | } |
@@ -3102,10 +3302,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3102 | 3302 | ||
3103 | // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. | 3303 | // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. |
3104 | m_AngularVelocity = Vector3.Zero; | 3304 | m_AngularVelocity = Vector3.Zero; |
3105 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 3305 | sitAnimation = "SIT_GROUND_CONSTRAINED"; |
3106 | TriggerScenePresenceUpdated(); | 3306 | // Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
3307 | // TriggerScenePresenceUpdated(); | ||
3107 | SitGround = true; | 3308 | SitGround = true; |
3108 | RemoveFromPhysicalScene(); | 3309 | RemoveFromPhysicalScene(); |
3310 | |||
3311 | Animator.SetMovementAnimations("SITGROUND"); | ||
3312 | TriggerScenePresenceUpdated(); | ||
3109 | } | 3313 | } |
3110 | 3314 | ||
3111 | /// <summary> | 3315 | /// <summary> |
@@ -3129,85 +3333,68 @@ namespace OpenSim.Region.Framework.Scenes | |||
3129 | TriggerScenePresenceUpdated(); | 3333 | TriggerScenePresenceUpdated(); |
3130 | } | 3334 | } |
3131 | 3335 | ||
3336 | public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack) | ||
3337 | { | ||
3338 | Animator.avnChangeAnim(animID, addRemove, sendPack); | ||
3339 | } | ||
3340 | |||
3341 | |||
3342 | |||
3132 | /// <summary> | 3343 | /// <summary> |
3133 | /// Rotate the avatar to the given rotation and apply a movement in the given relative vector | 3344 | /// Rotate the avatar to the given rotation and apply a movement in the given relative vector |
3134 | /// </summary> | 3345 | /// </summary> |
3135 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 3346 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
3136 | /// <param name="thisAddSpeedModifier"> | 3347 | /// <param name="thisAddSpeedModifier"> |
3137 | /// Optional additional speed modifier for this particular add. Default is 1</param> | 3348 | /// Optional additional speed modifier for this particular add. Default is 1</param> |
3138 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1) | 3349 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false) |
3139 | { | 3350 | { |
3140 | // m_log.DebugFormat( | 3351 | // m_log.DebugFormat( |
3141 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", | 3352 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", |
3142 | // vec, Rotation, thisAddSpeedModifier, Name); | 3353 | // vec, Rotation, thisAddSpeedModifier, Name); |
3143 | |||
3144 | Quaternion rot = Rotation; | ||
3145 | if (!Flying && PresenceType != PresenceType.Npc) | ||
3146 | { | ||
3147 | // The only situation in which we care about X and Y is avatar flying. The rest of the time | ||
3148 | // these parameters are not relevant for determining avatar movement direction and cause issues such | ||
3149 | // as wrong walk speed if the camera is rotated. | ||
3150 | rot.X = 0; | ||
3151 | rot.Y = 0; | ||
3152 | rot.Normalize(); | ||
3153 | } | ||
3154 | 3354 | ||
3155 | Vector3 direc = vec * rot; | 3355 | // rotate from avatar coord space to world |
3356 | // for now all controls assume this is only a rotation around Z | ||
3357 | // if not all checks below need to be done before this rotation | ||
3358 | Vector3 direc = vec * Rotation; | ||
3156 | direc.Normalize(); | 3359 | direc.Normalize(); |
3157 | 3360 | ||
3158 | if (Flying != FlyingOld) // add for fly velocity control | 3361 | // mouse look situation ? |
3159 | { | ||
3160 | FlyingOld = Flying; // add for fly velocity control | ||
3161 | if (!Flying) | ||
3162 | WasFlying = true; // add for fly velocity control | ||
3163 | } | ||
3164 | |||
3165 | if (IsColliding) | ||
3166 | WasFlying = false; // add for fly velocity control | ||
3167 | |||
3168 | if ((vec.Z == 0f) && !Flying) | 3362 | if ((vec.Z == 0f) && !Flying) |
3169 | direc.Z = 0f; // Prevent camera WASD up. | 3363 | direc.Z = 0f; // Prevent camera WASD up. |
3170 | 3364 | ||
3365 | // odd rescalings | ||
3171 | direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; | 3366 | direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; |
3172 | 3367 | ||
3173 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); | 3368 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); |
3174 | 3369 | ||
3175 | if (PhysicsActor != null) | 3370 | if (Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) |
3176 | { | 3371 | { |
3177 | if (Flying) | 3372 | if (breaking) |
3178 | { | 3373 | direc.Z = -9999f; //hack to tell physics to stop on Z |
3374 | else | ||
3375 | direc = Vector3.Zero; | ||
3376 | } | ||
3377 | else if (Flying) | ||
3378 | { | ||
3379 | if (IsColliding && direc.Z < 0) | ||
3380 | // landing situation, prevent avatar moving or it may fail to land | ||
3381 | // animator will handle this condition and do the land | ||
3382 | direc = Vector3.Zero; | ||
3383 | else | ||
3179 | direc *= 4.0f; | 3384 | direc *= 4.0f; |
3180 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 3385 | } |
3181 | //if (controlland) | 3386 | else if (IsColliding) |
3182 | // m_log.Info("[AGENT]: landCommand"); | 3387 | { |
3183 | //if (IsColliding) | 3388 | if (direc.Z > 2.0f) // reinforce jumps |
3184 | // m_log.Info("[AGENT]: colliding"); | ||
3185 | //if (Flying && IsColliding && controlland) | ||
3186 | //{ | ||
3187 | // StopFlying(); | ||
3188 | // m_log.Info("[AGENT]: Stop Flying"); | ||
3189 | //} | ||
3190 | } | ||
3191 | if (Animator.Falling && WasFlying) // if falling from flying, disable motion add | ||
3192 | { | 3389 | { |
3193 | direc *= 0.0f; | 3390 | direc.Z *= 2.6f; |
3194 | } | ||
3195 | else if (!Flying && IsColliding) | ||
3196 | { | ||
3197 | if (direc.Z > 2.0f) | ||
3198 | { | ||
3199 | direc.Z *= 2.6f; | ||
3200 | |||
3201 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | ||
3202 | // Animator.TrySetMovementAnimation("PREJUMP"); | ||
3203 | // Animator.TrySetMovementAnimation("JUMP"); | ||
3204 | } | ||
3205 | } | 3391 | } |
3392 | else if (direc.Z < 0) // on a surface moving down (pg down) only changes animation | ||
3393 | direc.Z = 0; | ||
3206 | } | 3394 | } |
3207 | 3395 | ||
3208 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); | 3396 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); |
3209 | 3397 | ||
3210 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | ||
3211 | m_forceToApply = direc; | 3398 | m_forceToApply = direc; |
3212 | Animator.UpdateMovementAnimations(); | 3399 | Animator.UpdateMovementAnimations(); |
3213 | } | 3400 | } |
@@ -3218,27 +3405,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3218 | 3405 | ||
3219 | public override void Update() | 3406 | public override void Update() |
3220 | { | 3407 | { |
3408 | const float ROTATION_TOLERANCE = 0.01f; | ||
3409 | const float VELOCITY_TOLERANCE = 0.001f; | ||
3410 | const float POSITION_TOLERANCE = 0.05f; | ||
3411 | |||
3221 | if (IsChildAgent == false) | 3412 | if (IsChildAgent == false) |
3222 | { | 3413 | { |
3414 | CheckForBorderCrossing(); | ||
3415 | |||
3416 | if (IsInTransit) | ||
3417 | return; | ||
3418 | |||
3223 | // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to | 3419 | // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to |
3224 | // grab the latest PhysicsActor velocity, whereas m_velocity is often | 3420 | // grab the latest PhysicsActor velocity, whereas m_velocity is often |
3225 | // storing a requested force instead of an actual traveling velocity | 3421 | // storing a requested force instead of an actual traveling velocity |
3226 | if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn) | 3422 | if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn) |
3227 | SendAvatarDataToAllClients(); | 3423 | SendAvatarDataToAllAgents(); |
3228 | 3424 | ||
3229 | // Allow any updates for sitting avatars to that llSetPrimitiveLinkParams() can work for very | 3425 | if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || |
3230 | // small increments (e.g. sit position adjusters). An alternative may be to eliminate the tolerance | 3426 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
3231 | // checks on all updates but the ramifications of this would need careful consideration. | 3427 | !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) |
3232 | bool updateClients | ||
3233 | = IsSatOnObject && (Rotation != m_lastRotation || Velocity != m_lastVelocity || m_pos != m_lastPosition); | ||
3234 | |||
3235 | if (!updateClients) | ||
3236 | updateClients | ||
3237 | = !Rotation.ApproxEquals(m_lastRotation, Scene.RootRotationUpdateTolerance) | ||
3238 | || !Velocity.ApproxEquals(m_lastVelocity, Scene.RootVelocityUpdateTolerance) | ||
3239 | || !m_pos.ApproxEquals(m_lastPosition, Scene.RootPositionUpdateTolerance); | ||
3240 | |||
3241 | if (updateClients) | ||
3242 | { | 3428 | { |
3243 | SendTerseUpdateToAllClients(); | 3429 | SendTerseUpdateToAllClients(); |
3244 | 3430 | ||
@@ -3248,9 +3434,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3248 | m_lastVelocity = Velocity; | 3434 | m_lastVelocity = Velocity; |
3249 | } | 3435 | } |
3250 | 3436 | ||
3251 | if (Scene.AllowAvatarCrossing) | ||
3252 | CheckForBorderCrossing(); | ||
3253 | |||
3254 | CheckForSignificantMovement(); // sends update to the modules. | 3437 | CheckForSignificantMovement(); // sends update to the modules. |
3255 | } | 3438 | } |
3256 | } | 3439 | } |
@@ -3259,8 +3442,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
3259 | 3442 | ||
3260 | #region Update Client(s) | 3443 | #region Update Client(s) |
3261 | 3444 | ||
3445 | public void SendUpdateToAgent(ScenePresence p) | ||
3446 | { | ||
3447 | IClientAPI remoteClient = p.ControllingClient; | ||
3448 | |||
3449 | if (remoteClient.IsActive) | ||
3450 | { | ||
3451 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); | ||
3452 | remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); | ||
3453 | m_scene.StatsReporter.AddAgentUpdates(1); | ||
3454 | } | ||
3455 | } | ||
3456 | |||
3457 | public void SendFullUpdateToClient(IClientAPI remoteClient) | ||
3458 | { | ||
3459 | if (remoteClient.IsActive) | ||
3460 | { | ||
3461 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); | ||
3462 | remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); | ||
3463 | m_scene.StatsReporter.AddAgentUpdates(1); | ||
3464 | } | ||
3465 | } | ||
3466 | |||
3467 | // this is diferente from SendTerseUpdateToClient | ||
3468 | // this sends bypassing entities updates | ||
3469 | public void SendAgentTerseUpdate(ISceneEntity p) | ||
3470 | { | ||
3471 | ControllingClient.SendAgentTerseUpdate(p); | ||
3472 | } | ||
3473 | |||
3262 | /// <summary> | 3474 | /// <summary> |
3263 | /// Sends a location update to the client connected to this scenePresence | 3475 | /// Sends a location update to the client connected to this scenePresence |
3476 | /// via entity updates | ||
3264 | /// </summary> | 3477 | /// </summary> |
3265 | /// <param name="remoteClient"></param> | 3478 | /// <param name="remoteClient"></param> |
3266 | public void SendTerseUpdateToClient(IClientAPI remoteClient) | 3479 | public void SendTerseUpdateToClient(IClientAPI remoteClient) |
@@ -3269,31 +3482,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3269 | // server. | 3482 | // server. |
3270 | if (remoteClient.IsActive) | 3483 | if (remoteClient.IsActive) |
3271 | { | 3484 | { |
3272 | if (Scene.RootTerseUpdatePeriod > 1) | ||
3273 | { | ||
3274 | // Console.WriteLine( | ||
3275 | // "{0} {1} {2} {3} {4} {5} for {6} to {7}", | ||
3276 | // remoteClient.AgentId, UUID, remoteClient.SceneAgent.IsChildAgent, m_terseUpdateCount, Scene.RootTerseUpdatePeriod, Velocity.ApproxEquals(Vector3.Zero, 0.001f), Name, remoteClient.Name); | ||
3277 | if (remoteClient.AgentId != UUID | ||
3278 | && !remoteClient.SceneAgent.IsChildAgent | ||
3279 | && m_terseUpdateCount % Scene.RootTerseUpdatePeriod != 0 | ||
3280 | && !Velocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
3281 | { | ||
3282 | // m_log.DebugFormat("[SCENE PRESENCE]: Discarded update from {0} to {1}, args {2} {3} {4} {5} {6} {7}", | ||
3283 | // Name, remoteClient.Name, remoteClient.AgentId, UUID, remoteClient.SceneAgent.IsChildAgent, m_terseUpdateCount, Scene.RootTerseUpdatePeriod, Velocity.ApproxEquals(Vector3.Zero, 0.001f)); | ||
3284 | |||
3285 | return; | ||
3286 | } | ||
3287 | } | ||
3288 | |||
3289 | if (Scene.ChildTerseUpdatePeriod > 1 | ||
3290 | && remoteClient.SceneAgent.IsChildAgent | ||
3291 | && m_terseUpdateCount % Scene.ChildTerseUpdatePeriod != 0 | ||
3292 | && !Velocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
3293 | return; | ||
3294 | |||
3295 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); | 3485 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); |
3296 | |||
3297 | remoteClient.SendEntityUpdate( | 3486 | remoteClient.SendEntityUpdate( |
3298 | this, | 3487 | this, |
3299 | PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | 3488 | PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity |
@@ -3303,6 +3492,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
3303 | } | 3492 | } |
3304 | } | 3493 | } |
3305 | 3494 | ||
3495 | public void SendTerseUpdateToAgent(ScenePresence p) | ||
3496 | { | ||
3497 | IClientAPI remoteClient = p.ControllingClient; | ||
3498 | |||
3499 | if (!remoteClient.IsActive) | ||
3500 | return; | ||
3501 | |||
3502 | if (ParcelHideThisAvatar && p.currentParcelUUID != currentParcelUUID && p.GodLevel < 200) | ||
3503 | return; | ||
3504 | |||
3505 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); | ||
3506 | remoteClient.SendEntityUpdate( | ||
3507 | this, | ||
3508 | PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
3509 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); | ||
3510 | |||
3511 | m_scene.StatsReporter.AddAgentUpdates(1); | ||
3512 | } | ||
3513 | |||
3514 | public void SendTerseUpdateToAgentNF(ScenePresence p) | ||
3515 | { | ||
3516 | IClientAPI remoteClient = p.ControllingClient; | ||
3517 | if (remoteClient.IsActive) | ||
3518 | { | ||
3519 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); | ||
3520 | remoteClient.SendEntityUpdate(this, | ||
3521 | PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
3522 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); | ||
3523 | m_scene.StatsReporter.AddAgentUpdates(1); | ||
3524 | } | ||
3525 | } | ||
3526 | |||
3306 | 3527 | ||
3307 | // vars to support reduced update frequency when velocity is unchanged | 3528 | // vars to support reduced update frequency when velocity is unchanged |
3308 | private Vector3 lastVelocitySentToAllClients = Vector3.Zero; | 3529 | private Vector3 lastVelocitySentToAllClients = Vector3.Zero; |
@@ -3331,10 +3552,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3331 | float speed = Velocity.Length(); | 3552 | float speed = Velocity.Length(); |
3332 | float velocityDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity); | 3553 | float velocityDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity); |
3333 | 3554 | ||
3334 | // m_log.DebugFormat( | ||
3335 | // "[SCENE PRESENCE]: Delta-v {0}, lastVelocity {1}, Velocity {2} for {3} in {4}", | ||
3336 | // velocidyDiff, lastVelocitySentToAllClients, Velocity, Name, Scene.Name); | ||
3337 | |||
3338 | // assuming 5 ms. worst case precision for timer, use 2x that | 3555 | // assuming 5 ms. worst case precision for timer, use 2x that |
3339 | // for distance error threshold | 3556 | // for distance error threshold |
3340 | float distanceErrorThreshold = speed * 0.01f; | 3557 | float distanceErrorThreshold = speed * 0.01f; |
@@ -3343,18 +3560,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3343 | || Math.Abs(distanceError) > distanceErrorThreshold | 3560 | || Math.Abs(distanceError) > distanceErrorThreshold |
3344 | || velocityDiff > 0.01f) // did velocity change from last update? | 3561 | || velocityDiff > 0.01f) // did velocity change from last update? |
3345 | { | 3562 | { |
3346 | // m_log.DebugFormat( | ||
3347 | // "[SCENE PRESENCE]: Update triggered with speed {0}, distanceError {1}, distanceThreshold {2}, delta-v {3} for {4} in {5}", | ||
3348 | // speed, distanceError, distanceErrorThreshold, velocidyDiff, Name, Scene.Name); | ||
3349 | |||
3350 | lastVelocitySentToAllClients = Velocity; | 3563 | lastVelocitySentToAllClients = Velocity; |
3351 | lastTerseUpdateToAllClientsTick = currentTick; | 3564 | lastTerseUpdateToAllClientsTick = currentTick; |
3352 | lastPositionSentToAllClients = OffsetPosition; | 3565 | lastPositionSentToAllClients = OffsetPosition; |
3353 | 3566 | ||
3354 | m_terseUpdateCount++; | 3567 | // Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); |
3355 | 3568 | // m_scene.ForEachClient(SendTerseUpdateToClient); | |
3356 | // Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); | 3569 | m_scene.ForEachScenePresence(SendTerseUpdateToAgent); |
3357 | m_scene.ForEachClient(SendTerseUpdateToClient); | ||
3358 | } | 3570 | } |
3359 | TriggerScenePresenceUpdated(); | 3571 | TriggerScenePresenceUpdated(); |
3360 | } | 3572 | } |
@@ -3379,36 +3591,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3379 | ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); | 3591 | ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); |
3380 | } | 3592 | } |
3381 | 3593 | ||
3382 | public void SendInitialDataToClient() | 3594 | public void SendInitialDataToMe() |
3383 | { | 3595 | { |
3384 | SentInitialDataToClient = true; | ||
3385 | |||
3386 | // Send all scene object to the new client | 3596 | // Send all scene object to the new client |
3387 | WorkManager.RunJob("SendInitialDataToClient", delegate | 3597 | Util.FireAndForget(delegate |
3388 | { | 3598 | { |
3389 | // m_log.DebugFormat( | ||
3390 | // "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}", | ||
3391 | // IsChildAgent ? "child" : "root", Name, Scene.Name, m_teleportFlags); | ||
3392 | |||
3393 | // we created a new ScenePresence (a new child agent) in a fresh region. | 3599 | // we created a new ScenePresence (a new child agent) in a fresh region. |
3394 | // Request info about all the (root) agents in this region | 3600 | // Request info about all the (root) agents in this region |
3395 | // Note: This won't send data *to* other clients in that region (children don't send) | 3601 | // Note: This won't send data *to* other clients in that region (children don't send) |
3396 | SendOtherAgentsAvatarDataToClient(); | 3602 | if (m_teleportFlags <= 0) |
3397 | SendOtherAgentsAppearanceToClient(); | 3603 | { |
3604 | ILandChannel landch = m_scene.LandChannel; | ||
3605 | if (landch != null) | ||
3606 | { | ||
3607 | landch.sendClientInitialLandInfo(ControllingClient); | ||
3608 | } | ||
3609 | } | ||
3398 | 3610 | ||
3611 | SendOtherAgentsAvatarFullToMe(); | ||
3399 | EntityBase[] entities = Scene.Entities.GetEntities(); | 3612 | EntityBase[] entities = Scene.Entities.GetEntities(); |
3400 | foreach (EntityBase e in entities) | 3613 | foreach (EntityBase e in entities) |
3401 | { | 3614 | { |
3402 | if (e != null && e is SceneObjectGroup) | 3615 | if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) |
3403 | ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); | 3616 | ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); |
3404 | } | 3617 | } |
3405 | }, null, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), false, true); | 3618 | }); |
3406 | } | 3619 | } |
3407 | 3620 | ||
3408 | /// <summary> | 3621 | /// <summary> |
3409 | /// Do everything required once a client completes its movement into a region and becomes | 3622 | /// Do everything required once a client completes its movement into a region and becomes |
3410 | /// a root agent. | 3623 | /// a root agent. |
3411 | /// </summary> | 3624 | /// </summary> |
3625 | /// | ||
3626 | /* only called from on place, do done inline there | ||
3412 | private void ValidateAndSendAppearanceAndAgentData() | 3627 | private void ValidateAndSendAppearanceAndAgentData() |
3413 | { | 3628 | { |
3414 | //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); | 3629 | //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); |
@@ -3422,46 +3637,70 @@ namespace OpenSim.Region.Framework.Scenes | |||
3422 | // to see if all the baked textures are already here. | 3637 | // to see if all the baked textures are already here. |
3423 | if (m_scene.AvatarFactory != null) | 3638 | if (m_scene.AvatarFactory != null) |
3424 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this); | 3639 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this); |
3425 | 3640 | ||
3426 | // If we aren't using a cached appearance, then clear out the baked textures | 3641 | // If we aren't using a cached appearance, then clear out the baked textures |
3427 | if (!cachedappearance) | 3642 | if (!cachedappearance) |
3428 | { | 3643 | { |
3429 | Appearance.ResetAppearance(); | ||
3430 | if (m_scene.AvatarFactory != null) | 3644 | if (m_scene.AvatarFactory != null) |
3431 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); | 3645 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); |
3432 | } | 3646 | } |
3433 | |||
3434 | // This agent just became root. We are going to tell everyone about it. The process of | ||
3435 | // getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it | ||
3436 | // again here... this comes after the cached appearance check because the avatars | ||
3437 | // appearance goes into the avatar update packet | ||
3438 | SendAvatarDataToAllClients(); | ||
3439 | 3647 | ||
3440 | // This invocation always shows up in the viewer logs as an error. Is it needed? | 3648 | // send avatar object to all viewers so they cross it into region |
3441 | SendAppearanceToClient(this); | 3649 | bool newhide = m_currentParcelHide; |
3650 | m_currentParcelHide = false; | ||
3442 | 3651 | ||
3443 | // If we are using the the cached appearance then send it out to everyone | 3652 | SendAvatarDataToAllAgents(); |
3444 | if (cachedappearance) | ||
3445 | { | ||
3446 | m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name); | ||
3447 | 3653 | ||
3448 | // If the avatars baked textures are all in the cache, then we have a | 3654 | // now hide |
3449 | // complete appearance... send it out, if not, then we'll send it when | 3655 | if (newhide) |
3450 | // the avatar finishes updating its appearance | 3656 | { |
3451 | SendAppearanceToAllOtherClients(); | 3657 | ParcelLoginCheck(m_currentParcelUUID); |
3658 | m_currentParcelHide = true; | ||
3452 | } | 3659 | } |
3453 | } | ||
3454 | 3660 | ||
3455 | public void SendAvatarDataToAllClients() | 3661 | SendAppearanceToAgent(this); |
3662 | |||
3663 | m_inTransit = false; | ||
3664 | |||
3665 | SendAppearanceToAllOtherAgents(); | ||
3666 | |||
3667 | if(Animator!= null) | ||
3668 | Animator.SendAnimPack(); | ||
3669 | } | ||
3670 | */ | ||
3671 | /// <summary> | ||
3672 | /// Send avatar full data appearance and animations for all other root agents to this agent, this agent | ||
3673 | /// can be either a child or root | ||
3674 | /// </summary> | ||
3675 | public void SendOtherAgentsAvatarFullToMe() | ||
3456 | { | 3676 | { |
3457 | SendAvatarDataToAllClients(true); | 3677 | int count = 0; |
3678 | m_scene.ForEachRootScenePresence(delegate(ScenePresence p) | ||
3679 | { | ||
3680 | // only send information about other root agents | ||
3681 | if (p.UUID == UUID) | ||
3682 | return; | ||
3683 | |||
3684 | // get the avatar, then a kill if can't see it | ||
3685 | p.SendInitialAvatarDataToAgent(this); | ||
3686 | |||
3687 | if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && GodLevel < 200) | ||
3688 | return; | ||
3689 | |||
3690 | p.SendAppearanceToAgentNF(this); | ||
3691 | p.SendAnimPackToAgentNF(this); | ||
3692 | p.SendAttachmentsToAgentNF(this); | ||
3693 | count++; | ||
3694 | }); | ||
3695 | |||
3696 | m_scene.StatsReporter.AddAgentUpdates(count); | ||
3458 | } | 3697 | } |
3459 | 3698 | ||
3460 | /// <summary> | 3699 | /// <summary> |
3461 | /// Send this agent's avatar data to all other root and child agents in the scene | 3700 | /// Send this agent's avatar data to all other root and child agents in the scene |
3462 | /// This agent must be root. This avatar will receive its own update. | 3701 | /// This agent must be root. This avatar will receive its own update. |
3463 | /// </summary> | 3702 | /// </summary> |
3464 | public void SendAvatarDataToAllClients(bool full) | 3703 | public void SendAvatarDataToAllAgents() |
3465 | { | 3704 | { |
3466 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); | 3705 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); |
3467 | // only send update from root agents to other clients; children are only "listening posts" | 3706 | // only send update from root agents to other clients; children are only "listening posts" |
@@ -3470,64 +3709,73 @@ namespace OpenSim.Region.Framework.Scenes | |||
3470 | m_log.WarnFormat( | 3709 | m_log.WarnFormat( |
3471 | "[SCENE PRESENCE]: Attempt to send avatar data from a child agent for {0} in {1}", | 3710 | "[SCENE PRESENCE]: Attempt to send avatar data from a child agent for {0} in {1}", |
3472 | Name, Scene.RegionInfo.RegionName); | 3711 | Name, Scene.RegionInfo.RegionName); |
3473 | |||
3474 | return; | 3712 | return; |
3475 | } | 3713 | } |
3476 | 3714 | ||
3477 | m_lastSize = Appearance.AvatarSize; | 3715 | m_lastSize = Appearance.AvatarSize; |
3478 | |||
3479 | int count = 0; | 3716 | int count = 0; |
3717 | |||
3480 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) | 3718 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) |
3481 | { | 3719 | { |
3482 | if (full) | 3720 | SendAvatarDataToAgent(scenePresence); |
3483 | SendAvatarDataToClient(scenePresence); | ||
3484 | else | ||
3485 | scenePresence.ControllingClient.SendAvatarDataImmediate(this); | ||
3486 | count++; | 3721 | count++; |
3487 | }); | 3722 | }); |
3488 | 3723 | ||
3489 | m_scene.StatsReporter.AddAgentUpdates(count); | 3724 | m_scene.StatsReporter.AddAgentUpdates(count); |
3490 | } | 3725 | } |
3491 | 3726 | // sends avatar object to all clients so they cross it into region | |
3492 | /// <summary> | 3727 | // then sends kills to hide |
3493 | /// Send avatar data for all other root agents to this agent, this agent | 3728 | public void SendInitialAvatarDataToAllAgents(List<ScenePresence> presences) |
3494 | /// can be either a child or root | ||
3495 | /// </summary> | ||
3496 | public void SendOtherAgentsAvatarDataToClient() | ||
3497 | { | 3729 | { |
3730 | m_lastSize = Appearance.AvatarSize; | ||
3498 | int count = 0; | 3731 | int count = 0; |
3499 | m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) | 3732 | foreach (ScenePresence p in presences) |
3500 | { | 3733 | { |
3501 | // only send information about other root agents | 3734 | p.ControllingClient.SendAvatarDataImmediate(this); |
3502 | if (scenePresence.UUID == UUID) | 3735 | if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) |
3503 | return; | 3736 | // either just kill the object |
3504 | 3737 | // p.ControllingClient.SendKillObject(new List<uint> {LocalId}); | |
3505 | scenePresence.SendAvatarDataToClient(this); | 3738 | // or also attachments viewer may still know about |
3506 | count++; | 3739 | SendKillTo(p); |
3507 | }); | 3740 | count++; |
3508 | 3741 | } | |
3509 | m_scene.StatsReporter.AddAgentUpdates(count); | 3742 | m_scene.StatsReporter.AddAgentUpdates(count); |
3510 | } | 3743 | } |
3511 | 3744 | ||
3745 | public void SendInitialAvatarDataToAgent(ScenePresence p) | ||
3746 | { | ||
3747 | p.ControllingClient.SendAvatarDataImmediate(this); | ||
3748 | if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
3749 | // either just kill the object | ||
3750 | // p.ControllingClient.SendKillObject(new List<uint> {LocalId}); | ||
3751 | // or also attachments viewer may still know about | ||
3752 | SendKillTo(p); | ||
3753 | } | ||
3754 | |||
3512 | /// <summary> | 3755 | /// <summary> |
3513 | /// Send avatar data to an agent. | 3756 | /// Send avatar data to an agent. |
3514 | /// </summary> | 3757 | /// </summary> |
3515 | /// <param name="avatar"></param> | 3758 | /// <param name="avatar"></param> |
3516 | public void SendAvatarDataToClient(ScenePresence avatar) | 3759 | public void SendAvatarDataToAgent(ScenePresence avatar) |
3517 | { | 3760 | { |
3518 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToClient from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); | 3761 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); |
3519 | 3762 | if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) | |
3763 | return; | ||
3520 | avatar.ControllingClient.SendAvatarDataImmediate(this); | 3764 | avatar.ControllingClient.SendAvatarDataImmediate(this); |
3521 | Animator.SendAnimPackToClient(avatar.ControllingClient); | 3765 | } |
3766 | |||
3767 | public void SendAvatarDataToAgentNF(ScenePresence avatar) | ||
3768 | { | ||
3769 | avatar.ControllingClient.SendAvatarDataImmediate(this); | ||
3522 | } | 3770 | } |
3523 | 3771 | ||
3524 | /// <summary> | 3772 | /// <summary> |
3525 | /// Send this agent's appearance to all other root and child agents in the scene | 3773 | /// Send this agent's appearance to all other root and child agents in the scene |
3526 | /// This agent must be root. | 3774 | /// This agent must be root. |
3527 | /// </summary> | 3775 | /// </summary> |
3528 | public void SendAppearanceToAllOtherClients() | 3776 | public void SendAppearanceToAllOtherAgents() |
3529 | { | 3777 | { |
3530 | // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherClients: {0} {1}", Name, UUID); | 3778 | // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID); |
3531 | 3779 | ||
3532 | // only send update from root agents to other clients; children are only "listening posts" | 3780 | // only send update from root agents to other clients; children are only "listening posts" |
3533 | if (IsChildAgent) | 3781 | if (IsChildAgent) |
@@ -3538,56 +3786,80 @@ namespace OpenSim.Region.Framework.Scenes | |||
3538 | 3786 | ||
3539 | return; | 3787 | return; |
3540 | } | 3788 | } |
3541 | 3789 | ||
3542 | int count = 0; | 3790 | int count = 0; |
3543 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) | 3791 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) |
3544 | { | 3792 | { |
3545 | // only send information to other root agents | 3793 | // only send information to other root agents |
3546 | if (scenePresence.UUID == UUID) | 3794 | if (scenePresence.UUID == UUID) |
3547 | return; | 3795 | return; |
3548 | |||
3549 | SendAppearanceToClient(scenePresence); | ||
3550 | count++; | ||
3551 | }); | ||
3552 | 3796 | ||
3797 | SendAppearanceToAgent(scenePresence); | ||
3798 | count++; | ||
3799 | }); | ||
3553 | m_scene.StatsReporter.AddAgentUpdates(count); | 3800 | m_scene.StatsReporter.AddAgentUpdates(count); |
3554 | } | 3801 | } |
3555 | 3802 | ||
3556 | /// <summary> | 3803 | public void SendAppearanceToAgent(ScenePresence avatar) |
3557 | /// Send appearance from all other root agents to this agent. this agent | ||
3558 | /// can be either root or child | ||
3559 | /// </summary> | ||
3560 | public void SendOtherAgentsAppearanceToClient() | ||
3561 | { | 3804 | { |
3562 | // m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToClient {0} {1}", Name, UUID); | 3805 | // m_log.DebugFormat( |
3806 | // "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); | ||
3807 | if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) | ||
3808 | return; | ||
3809 | SendAppearanceToAgentNF(avatar); | ||
3810 | } | ||
3563 | 3811 | ||
3564 | int count = 0; | 3812 | public void SendAppearanceToAgentNF(ScenePresence avatar) |
3565 | m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) | 3813 | { |
3566 | { | 3814 | avatar.ControllingClient.SendAppearance( |
3567 | // only send information about other root agents | 3815 | UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); |
3568 | if (scenePresence.UUID == UUID) | 3816 | } |
3569 | return; | ||
3570 | |||
3571 | scenePresence.SendAppearanceToClient(this); | ||
3572 | count++; | ||
3573 | }); | ||
3574 | 3817 | ||
3575 | m_scene.StatsReporter.AddAgentUpdates(count); | 3818 | public void SendAnimPackToAgent(ScenePresence p) |
3819 | { | ||
3820 | if (IsChildAgent || Animator == null) | ||
3821 | return; | ||
3822 | |||
3823 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
3824 | return; | ||
3825 | |||
3826 | Animator.SendAnimPackToClient(p.ControllingClient); | ||
3576 | } | 3827 | } |
3577 | 3828 | ||
3578 | /// <summary> | 3829 | public void SendAnimPackToAgent(ScenePresence p, UUID[] animations, int[] seqs, UUID[] objectIDs) |
3579 | /// Send appearance data to an agent. | ||
3580 | /// </summary> | ||
3581 | /// <param name="avatar"></param> | ||
3582 | public void SendAppearanceToClient(ScenePresence avatar) | ||
3583 | { | 3830 | { |
3584 | // m_log.DebugFormat( | 3831 | if (IsChildAgent) |
3585 | // "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); | 3832 | return; |
3586 | 3833 | ||
3587 | avatar.ControllingClient.SendAppearance( | 3834 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) |
3588 | UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); | 3835 | return; |
3589 | 3836 | ||
3590 | 3837 | p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); | |
3838 | } | ||
3839 | |||
3840 | public void SendAnimPackToAgentNF(ScenePresence p) | ||
3841 | { | ||
3842 | if (IsChildAgent || Animator == null) | ||
3843 | return; | ||
3844 | Animator.SendAnimPackToClient(p.ControllingClient); | ||
3845 | } | ||
3846 | |||
3847 | public void SendAnimPackToAgentNF(ScenePresence p, UUID[] animations, int[] seqs, UUID[] objectIDs) | ||
3848 | { | ||
3849 | p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); | ||
3850 | } | ||
3851 | |||
3852 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) | ||
3853 | { | ||
3854 | if (IsChildAgent) | ||
3855 | return; | ||
3856 | |||
3857 | m_scene.ForEachScenePresence(delegate(ScenePresence p) | ||
3858 | { | ||
3859 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
3860 | return; | ||
3861 | p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); | ||
3862 | }); | ||
3591 | } | 3863 | } |
3592 | 3864 | ||
3593 | #endregion | 3865 | #endregion |
@@ -3611,6 +3883,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3611 | m_lastChildAgentUpdatePosition = AbsolutePosition; | 3883 | m_lastChildAgentUpdatePosition = AbsolutePosition; |
3612 | // m_lastChildAgentUpdateCamPosition = CameraPosition; | 3884 | // m_lastChildAgentUpdateCamPosition = CameraPosition; |
3613 | 3885 | ||
3886 | /* cadu is not used | ||
3614 | ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); | 3887 | ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); |
3615 | cadu.ActiveGroupID = UUID.Zero.Guid; | 3888 | cadu.ActiveGroupID = UUID.Zero.Guid; |
3616 | cadu.AgentID = UUID.Guid; | 3889 | cadu.AgentID = UUID.Guid; |
@@ -3624,6 +3897,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3624 | 3897 | ||
3625 | // Throttles | 3898 | // Throttles |
3626 | float multiplier = 1; | 3899 | float multiplier = 1; |
3900 | |||
3627 | int childRegions = KnownRegionCount; | 3901 | int childRegions = KnownRegionCount; |
3628 | if (childRegions != 0) | 3902 | if (childRegions != 0) |
3629 | multiplier = 1f / childRegions; | 3903 | multiplier = 1f / childRegions; |
@@ -3634,9 +3908,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
3634 | 3908 | ||
3635 | cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); | 3909 | cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); |
3636 | cadu.Velocity = Velocity; | 3910 | cadu.Velocity = Velocity; |
3637 | 3911 | */ | |
3638 | AgentPosition agentpos = new AgentPosition(); | 3912 | AgentPosition agentpos = new AgentPosition(); |
3639 | agentpos.CopyFrom(cadu, ControllingClient.SessionId); | 3913 | // agentpos.CopyFrom(cadu, ControllingClient.SessionId); |
3914 | |||
3915 | agentpos.AgentID = new UUID(UUID.Guid); | ||
3916 | agentpos.SessionID = ControllingClient.SessionId; | ||
3917 | |||
3918 | agentpos.Size = Appearance.AvatarSize; | ||
3919 | |||
3920 | agentpos.Center = CameraPosition; | ||
3921 | agentpos.Far = DrawDistance; | ||
3922 | agentpos.Position = AbsolutePosition; | ||
3923 | agentpos.Velocity = Velocity; | ||
3924 | agentpos.RegionHandle = RegionHandle; | ||
3925 | agentpos.Throttles = ControllingClient.GetThrottlesPacked(1); | ||
3926 | |||
3640 | 3927 | ||
3641 | // Let's get this out of the update loop | 3928 | // Let's get this out of the update loop |
3642 | Util.FireAndForget( | 3929 | Util.FireAndForget( |
@@ -3657,7 +3944,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3657 | protected void CheckForBorderCrossing() | 3944 | protected void CheckForBorderCrossing() |
3658 | { | 3945 | { |
3659 | // Check that we we are not a child | 3946 | // Check that we we are not a child |
3660 | if (IsChildAgent) | 3947 | if (IsChildAgent || IsInTransit) |
3661 | return; | 3948 | return; |
3662 | 3949 | ||
3663 | // If we don't have a PhysActor, we can't cross anyway | 3950 | // If we don't have a PhysActor, we can't cross anyway |
@@ -3667,79 +3954,67 @@ namespace OpenSim.Region.Framework.Scenes | |||
3667 | if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) | 3954 | if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) |
3668 | return; | 3955 | return; |
3669 | 3956 | ||
3670 | if (IsInTransit) | ||
3671 | return; | ||
3672 | |||
3673 | Vector3 pos2 = AbsolutePosition; | 3957 | Vector3 pos2 = AbsolutePosition; |
3674 | Vector3 origPosition = pos2; | ||
3675 | Vector3 vel = Velocity; | 3958 | Vector3 vel = Velocity; |
3676 | 3959 | ||
3677 | // Compute the future avatar position. | 3960 | float timeStep = 0.1f; |
3678 | // If the avatar will be crossing, we force the crossing to happen now | 3961 | pos2.X += vel.X * timeStep; |
3679 | // in the hope that this will make the avatar movement smoother when crossing. | 3962 | pos2.Y += vel.Y * timeStep; |
3680 | pos2 += vel * 0.05f; | 3963 | pos2.Z += vel.Z * timeStep; |
3681 | |||
3682 | if (m_scene.PositionIsInCurrentRegion(pos2)) | ||
3683 | return; | ||
3684 | 3964 | ||
3685 | m_log.DebugFormat("{0} CheckForBorderCrossing: position outside region. {1} in {2} at pos {3}", | 3965 | // m_log.DebugFormat( |
3686 | LogHeader, Name, Scene.Name, pos2); | 3966 | // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", |
3687 | 3967 | // pos2, Name, Scene.Name); | |
3688 | // Disconnect from the current region | ||
3689 | bool isFlying = Flying; | ||
3690 | RemoveFromPhysicalScene(); | ||
3691 | 3968 | ||
3692 | // pos2 is the forcasted position so make that the 'current' position so the crossing | 3969 | if (Scene.PositionIsInCurrentRegion(pos2)) |
3693 | // code will move us into the newly addressed region. | 3970 | return; |
3694 | m_pos = pos2; | ||
3695 | 3971 | ||
3696 | if (CrossToNewRegion()) | 3972 | if (!CrossToNewRegion() && m_requestedSitTargetUUID == UUID.Zero) |
3697 | { | 3973 | { |
3698 | AddToPhysicalScene(isFlying); | 3974 | // we don't have entity transfer module |
3699 | } | 3975 | Vector3 pos = AbsolutePosition; |
3700 | else | 3976 | float px = pos.X; |
3701 | { | 3977 | if (px < 0) |
3702 | // Tried to make crossing happen but it failed. | 3978 | pos.X += Velocity.X * 2; |
3703 | if (m_requestedSitTargetUUID == UUID.Zero) | 3979 | else if (px > m_scene.RegionInfo.RegionSizeX) |
3704 | { | 3980 | pos.X -= Velocity.X * 2; |
3705 | m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader); | 3981 | |
3706 | 3982 | float py = pos.Y; | |
3707 | Velocity = Vector3.Zero; | 3983 | if (py < 0) |
3708 | AbsolutePosition = EnforceSanityOnPosition(origPosition); | 3984 | pos.Y += Velocity.Y * 2; |
3985 | else if (py > m_scene.RegionInfo.RegionSizeY) | ||
3986 | pos.Y -= Velocity.Y * 2; | ||
3709 | 3987 | ||
3710 | AddToPhysicalScene(isFlying); | 3988 | Velocity = Vector3.Zero; |
3711 | } | 3989 | AbsolutePosition = pos; |
3712 | } | 3990 | } |
3713 | } | 3991 | } |
3714 | 3992 | ||
3715 | // Given a position, make sure it is within the current region. | 3993 | public void CrossToNewRegionFail() |
3716 | // If just outside some border, the returned position will be just inside the border on that side. | ||
3717 | private Vector3 EnforceSanityOnPosition(Vector3 origPosition) | ||
3718 | { | 3994 | { |
3719 | const float borderFudge = 0.1f; | 3995 | if (m_requestedSitTargetUUID == UUID.Zero) |
3720 | Vector3 ret = origPosition; | ||
3721 | |||
3722 | // Sanity checking on the position to make sure it is in the region we couldn't cross from | ||
3723 | float extentX = (float)m_scene.RegionInfo.RegionSizeX; | ||
3724 | float extentY = (float)m_scene.RegionInfo.RegionSizeY; | ||
3725 | IRegionCombinerModule combiner = m_scene.RequestModuleInterface<IRegionCombinerModule>(); | ||
3726 | if (combiner != null) | ||
3727 | { | 3996 | { |
3728 | // If a mega-region, the size could be much bigger | 3997 | bool isFlying = Flying; |
3729 | Vector2 megaExtent = combiner.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); | 3998 | RemoveFromPhysicalScene(); |
3730 | extentX = megaExtent.X; | 3999 | |
3731 | extentY = megaExtent.Y; | 4000 | Vector3 pos = AbsolutePosition; |
3732 | } | 4001 | float px = pos.X; |
3733 | if (ret.X < 0) | 4002 | if (px < 0) |
3734 | ret.X = borderFudge; | 4003 | pos.X += Velocity.X * 2; |
3735 | else if (ret.X >= extentX) | 4004 | else if (px > m_scene.RegionInfo.RegionSizeX) |
3736 | ret.X = extentX - borderFudge; | 4005 | pos.X -= Velocity.X * 2; |
3737 | if (ret.Y < 0) | 4006 | |
3738 | ret.Y = borderFudge; | 4007 | float py = pos.Y; |
3739 | else if (ret.Y >= extentY) | 4008 | if (py < 0) |
3740 | ret.Y = extentY - borderFudge; | 4009 | pos.Y += Velocity.Y * 2; |
4010 | else if (py > m_scene.RegionInfo.RegionSizeY) | ||
4011 | pos.Y -= Velocity.Y * 2; | ||
3741 | 4012 | ||
3742 | return ret; | 4013 | Velocity = Vector3.Zero; |
4014 | AbsolutePosition = pos; | ||
4015 | |||
4016 | AddToPhysicalScene(isFlying); | ||
4017 | } | ||
3743 | } | 4018 | } |
3744 | 4019 | ||
3745 | /// <summary> | 4020 | /// <summary> |
@@ -3750,16 +4025,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3750 | /// </summary> | 4025 | /// </summary> |
3751 | protected bool CrossToNewRegion() | 4026 | protected bool CrossToNewRegion() |
3752 | { | 4027 | { |
4028 | bool result = false; | ||
4029 | // parcelRegionCross(false); | ||
3753 | try | 4030 | try |
3754 | { | 4031 | { |
3755 | return m_scene.CrossAgentToNewRegion(this, Flying); | 4032 | result = m_scene.CrossAgentToNewRegion(this, Flying); |
3756 | } | 4033 | } |
3757 | catch | 4034 | catch |
3758 | { | 4035 | { |
3759 | return m_scene.CrossAgentToNewRegion(this, false); | 4036 | // result = m_scene.CrossAgentToNewRegion(this, false); |
4037 | return false; | ||
3760 | } | 4038 | } |
4039 | // if(!result) | ||
4040 | // parcelRegionCross(true); | ||
4041 | |||
4042 | return result; | ||
4043 | |||
3761 | } | 4044 | } |
3762 | 4045 | ||
4046 | /* useless. Either use MakeChild or delete the presence | ||
3763 | public void Reset() | 4047 | public void Reset() |
3764 | { | 4048 | { |
3765 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); | 4049 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); |
@@ -3770,7 +4054,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3770 | 4054 | ||
3771 | Animator.ResetAnimations(); | 4055 | Animator.ResetAnimations(); |
3772 | } | 4056 | } |
3773 | 4057 | */ | |
3774 | /// <summary> | 4058 | /// <summary> |
3775 | /// Computes which child agents to close when the scene presence moves to another region. | 4059 | /// Computes which child agents to close when the scene presence moves to another region. |
3776 | /// Removes those regions from m_knownRegions. | 4060 | /// Removes those regions from m_knownRegions. |
@@ -3778,8 +4062,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3778 | /// <param name="newRegionX">The new region's x on the map</param> | 4062 | /// <param name="newRegionX">The new region's x on the map</param> |
3779 | /// <param name="newRegionY">The new region's y on the map</param> | 4063 | /// <param name="newRegionY">The new region's y on the map</param> |
3780 | /// <returns></returns> | 4064 | /// <returns></returns> |
3781 | public void CloseChildAgents(uint newRegionX, uint newRegionY) | 4065 | public void CloseChildAgents(ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY) |
3782 | { | 4066 | { |
4067 | uint newRegionX, newRegionY; | ||
3783 | List<ulong> byebyeRegions = new List<ulong>(); | 4068 | List<ulong> byebyeRegions = new List<ulong>(); |
3784 | List<ulong> knownRegions = KnownRegionHandles; | 4069 | List<ulong> knownRegions = KnownRegionHandles; |
3785 | m_log.DebugFormat( | 4070 | m_log.DebugFormat( |
@@ -3787,21 +4072,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
3787 | knownRegions.Count, Scene.RegionInfo.RegionName); | 4072 | knownRegions.Count, Scene.RegionInfo.RegionName); |
3788 | //DumpKnownRegions(); | 4073 | //DumpKnownRegions(); |
3789 | 4074 | ||
4075 | Util.RegionHandleToRegionLoc(newRegionHandle, out newRegionX, out newRegionY); | ||
4076 | |||
4077 | uint x, y; | ||
4078 | spRegionSizeInfo regInfo; | ||
4079 | |||
3790 | foreach (ulong handle in knownRegions) | 4080 | foreach (ulong handle in knownRegions) |
3791 | { | 4081 | { |
3792 | // Don't close the agent on this region yet | 4082 | // Don't close the agent on this region yet |
3793 | if (handle != Scene.RegionInfo.RegionHandle) | 4083 | if (handle != Scene.RegionInfo.RegionHandle) |
3794 | { | 4084 | { |
3795 | uint x, y; | ||
3796 | Util.RegionHandleToRegionLoc(handle, out x, out y); | 4085 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
4086 | if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out regInfo)) | ||
4087 | { | ||
3797 | 4088 | ||
3798 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); | 4089 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); |
3799 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); | 4090 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); |
3800 | float dist = (float)Math.Max(Scene.DefaultDrawDistance, | 4091 | if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY, |
3801 | (float)Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY)); | 4092 | regInfo.sizeX, regInfo.sizeY, newRegionSizeX, newRegionSizeY)) |
3802 | if (Util.IsOutsideView(dist, x, newRegionX, y, newRegionY)) | 4093 | { |
4094 | byebyeRegions.Add(handle); | ||
4095 | } | ||
4096 | } | ||
4097 | else | ||
3803 | { | 4098 | { |
3804 | byebyeRegions.Add(handle); | 4099 | if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY, |
4100 | (int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY)) | ||
4101 | { | ||
4102 | byebyeRegions.Add(handle); | ||
4103 | } | ||
3805 | } | 4104 | } |
3806 | } | 4105 | } |
3807 | } | 4106 | } |
@@ -3820,6 +4119,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3820 | foreach (ulong handle in byebyeRegions) | 4119 | foreach (ulong handle in byebyeRegions) |
3821 | { | 4120 | { |
3822 | RemoveNeighbourRegion(handle); | 4121 | RemoveNeighbourRegion(handle); |
4122 | Scene.CapsModule.DropChildSeed(UUID, handle); | ||
3823 | } | 4123 | } |
3824 | } | 4124 | } |
3825 | 4125 | ||
@@ -3831,6 +4131,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3831 | /// </summary> | 4131 | /// </summary> |
3832 | public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) | 4132 | public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) |
3833 | { | 4133 | { |
4134 | int oldgodlevel = GodLevel; | ||
4135 | |||
3834 | if (godStatus) | 4136 | if (godStatus) |
3835 | { | 4137 | { |
3836 | // For now, assign god level 200 to anyone | 4138 | // For now, assign god level 200 to anyone |
@@ -3851,6 +4153,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3851 | } | 4153 | } |
3852 | 4154 | ||
3853 | ControllingClient.SendAdminResponse(token, (uint)GodLevel); | 4155 | ControllingClient.SendAdminResponse(token, (uint)GodLevel); |
4156 | |||
4157 | if(oldgodlevel != GodLevel) | ||
4158 | parcelGodCheck(m_currentParcelUUID, GodLevel >= 200); | ||
3854 | } | 4159 | } |
3855 | 4160 | ||
3856 | #region Child Agent Updates | 4161 | #region Child Agent Updates |
@@ -3862,12 +4167,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3862 | return; | 4167 | return; |
3863 | 4168 | ||
3864 | CopyFrom(cAgentData); | 4169 | CopyFrom(cAgentData); |
3865 | 4170 | ||
3866 | m_updateAgentReceivedAfterTransferEvent.Set(); | ||
3867 | } | 4171 | } |
3868 | 4172 | ||
3869 | private static Vector3 marker = new Vector3(-1f, -1f, -1f); | 4173 | private static Vector3 marker = new Vector3(-1f, -1f, -1f); |
3870 | 4174 | ||
4175 | private void RaiseUpdateThrottles() | ||
4176 | { | ||
4177 | m_scene.EventManager.TriggerThrottleUpdate(this); | ||
4178 | } | ||
4179 | |||
3871 | /// <summary> | 4180 | /// <summary> |
3872 | /// This updates important decision making data about a child agent | 4181 | /// This updates important decision making data about a child agent |
3873 | /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region | 4182 | /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region |
@@ -3877,15 +4186,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3877 | if (!IsChildAgent) | 4186 | if (!IsChildAgent) |
3878 | return; | 4187 | return; |
3879 | 4188 | ||
3880 | // m_log.DebugFormat( | 4189 | RegionHandle = cAgentData.RegionHandle; |
3881 | // "[SCENE PRESENCE]: ChildAgentPositionUpdate for {0} in {1}, tRegion {2},{3}, rRegion {4},{5}, pos {6}", | ||
3882 | // Name, Scene.Name, tRegionX, tRegionY, rRegionX, rRegionY, cAgentData.Position); | ||
3883 | 4190 | ||
3884 | // Find the distance (in meters) between the two regions | 4191 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); |
3885 | // XXX: We cannot use Util.RegionLocToHandle() here because a negative value will silently overflow the | 4192 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; |
3886 | // uint | 4193 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; |
3887 | int shiftx = (int)(((int)rRegionX - (int)tRegionX) * Constants.RegionSize); | ||
3888 | int shifty = (int)(((int)rRegionY - (int)tRegionY) * Constants.RegionSize); | ||
3889 | 4194 | ||
3890 | Vector3 offset = new Vector3(shiftx, shifty, 0f); | 4195 | Vector3 offset = new Vector3(shiftx, shifty, 0f); |
3891 | 4196 | ||
@@ -3893,7 +4198,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3893 | // changes, then start using the agent's drawdistance rather than the | 4198 | // changes, then start using the agent's drawdistance rather than the |
3894 | // region's draw distance. | 4199 | // region's draw distance. |
3895 | DrawDistance = cAgentData.Far; | 4200 | DrawDistance = cAgentData.Far; |
3896 | // DrawDistance = Scene.DefaultDrawDistance; | 4201 | // DrawDistance = Scene.DefaultDrawDistance; |
3897 | 4202 | ||
3898 | if (cAgentData.Position != marker) // UGH!! | 4203 | if (cAgentData.Position != marker) // UGH!! |
3899 | m_pos = cAgentData.Position + offset; | 4204 | m_pos = cAgentData.Position + offset; |
@@ -3907,10 +4212,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
3907 | CameraPosition = cAgentData.Center + offset; | 4212 | CameraPosition = cAgentData.Center + offset; |
3908 | 4213 | ||
3909 | if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) | 4214 | if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) |
3910 | ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); | 4215 | { |
4216 | // some scaling factor | ||
4217 | float x = m_pos.X; | ||
4218 | if (x > m_scene.RegionInfo.RegionSizeX) | ||
4219 | x -= m_scene.RegionInfo.RegionSizeX; | ||
4220 | float y = m_pos.Y; | ||
4221 | if (y > m_scene.RegionInfo.RegionSizeY) | ||
4222 | y -= m_scene.RegionInfo.RegionSizeY; | ||
4223 | |||
4224 | x = x * x + y * y; | ||
4225 | |||
4226 | const float distScale = 0.4f / Constants.RegionSize / Constants.RegionSize; | ||
4227 | float factor = 1.0f - distScale * x; | ||
4228 | if (factor < 0.2f) | ||
4229 | factor = 0.2f; | ||
4230 | |||
4231 | ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor); | ||
4232 | } | ||
4233 | |||
4234 | if(cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count >0) | ||
4235 | { | ||
4236 | if (Scene.CapsModule != null) | ||
4237 | { | ||
4238 | Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds); | ||
4239 | } | ||
4240 | |||
4241 | KnownRegions = cAgentData.ChildrenCapSeeds; | ||
4242 | } | ||
3911 | 4243 | ||
3912 | //cAgentData.AVHeight; | 4244 | //cAgentData.AVHeight; |
3913 | RegionHandle = cAgentData.RegionHandle; | ||
3914 | //m_velocity = cAgentData.Velocity; | 4245 | //m_velocity = cAgentData.Velocity; |
3915 | } | 4246 | } |
3916 | 4247 | ||
@@ -3932,16 +4263,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3932 | cAgent.Far = DrawDistance; | 4263 | cAgent.Far = DrawDistance; |
3933 | 4264 | ||
3934 | // Throttles | 4265 | // Throttles |
3935 | float multiplier = 1; | 4266 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(1); |
3936 | int childRegions = KnownRegionCount; | ||
3937 | if (childRegions != 0) | ||
3938 | multiplier = 1f / childRegions; | ||
3939 | |||
3940 | // Minimum throttle for a child region is 1/4 of the root region throttle | ||
3941 | if (multiplier <= 0.25f) | ||
3942 | multiplier = 0.25f; | ||
3943 | |||
3944 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); | ||
3945 | 4267 | ||
3946 | cAgent.HeadRotation = m_headrotation; | 4268 | cAgent.HeadRotation = m_headrotation; |
3947 | cAgent.BodyRotation = Rotation; | 4269 | cAgent.BodyRotation = Rotation; |
@@ -3954,7 +4276,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3954 | 4276 | ||
3955 | cAgent.AlwaysRun = SetAlwaysRun; | 4277 | cAgent.AlwaysRun = SetAlwaysRun; |
3956 | 4278 | ||
3957 | cAgent.Appearance = new AvatarAppearance(Appearance); | 4279 | // make clear we want the all thing |
4280 | cAgent.Appearance = new AvatarAppearance(Appearance,true,true); | ||
3958 | 4281 | ||
3959 | cAgent.ParentPart = ParentUUID; | 4282 | cAgent.ParentPart = ParentUUID; |
3960 | cAgent.SitOffset = PrevSitOffset; | 4283 | cAgent.SitOffset = PrevSitOffset; |
@@ -3980,6 +4303,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3980 | cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; | 4303 | cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; |
3981 | cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation; | 4304 | cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation; |
3982 | 4305 | ||
4306 | cAgent.MovementAnimationOverRides = Overrides.CloneAOPairs(); | ||
4307 | |||
4308 | cAgent.MotionState = (byte)Animator.currentControlState; | ||
4309 | |||
3983 | if (Scene.AttachmentsModule != null) | 4310 | if (Scene.AttachmentsModule != null) |
3984 | Scene.AttachmentsModule.CopyAttachments(this, cAgent); | 4311 | Scene.AttachmentsModule.CopyAttachments(this, cAgent); |
3985 | } | 4312 | } |
@@ -4004,7 +4331,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
4004 | // changes, then start using the agent's drawdistance rather than the | 4331 | // changes, then start using the agent's drawdistance rather than the |
4005 | // region's draw distance. | 4332 | // region's draw distance. |
4006 | DrawDistance = cAgent.Far; | 4333 | DrawDistance = cAgent.Far; |
4007 | // DrawDistance = Scene.DefaultDrawDistance; | 4334 | //DrawDistance = Scene.DefaultDrawDistance; |
4335 | |||
4336 | if (cAgent.ChildrenCapSeeds != null && cAgent.ChildrenCapSeeds.Count > 0) | ||
4337 | { | ||
4338 | if (Scene.CapsModule != null) | ||
4339 | { | ||
4340 | Scene.CapsModule.SetChildrenSeed(UUID, cAgent.ChildrenCapSeeds); | ||
4341 | } | ||
4342 | KnownRegions = cAgent.ChildrenCapSeeds; | ||
4343 | } | ||
4008 | 4344 | ||
4009 | if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) | 4345 | if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) |
4010 | ControllingClient.SetChildAgentThrottle(cAgent.Throttles); | 4346 | ControllingClient.SetChildAgentThrottle(cAgent.Throttles); |
@@ -4017,14 +4353,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4017 | GodLevel = cAgent.GodLevel; | 4353 | GodLevel = cAgent.GodLevel; |
4018 | SetAlwaysRun = cAgent.AlwaysRun; | 4354 | SetAlwaysRun = cAgent.AlwaysRun; |
4019 | 4355 | ||
4356 | |||
4020 | Appearance = new AvatarAppearance(cAgent.Appearance); | 4357 | Appearance = new AvatarAppearance(cAgent.Appearance); |
4358 | /* | ||
4359 | bool isFlying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | ||
4360 | |||
4021 | if (PhysicsActor != null) | 4361 | if (PhysicsActor != null) |
4022 | { | 4362 | { |
4023 | bool isFlying = Flying; | ||
4024 | RemoveFromPhysicalScene(); | 4363 | RemoveFromPhysicalScene(); |
4025 | AddToPhysicalScene(isFlying); | 4364 | AddToPhysicalScene(isFlying); |
4026 | } | 4365 | } |
4027 | 4366 | */ | |
4028 | try | 4367 | try |
4029 | { | 4368 | { |
4030 | lock (scriptedcontrols) | 4369 | lock (scriptedcontrols) |
@@ -4048,34 +4387,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
4048 | } | 4387 | } |
4049 | catch { } | 4388 | catch { } |
4050 | 4389 | ||
4390 | Animator.ResetAnimations(); | ||
4391 | |||
4392 | Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides); | ||
4393 | |||
4051 | // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? | 4394 | // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? |
4052 | if (cAgent.Anims != null) | ||
4053 | Animator.Animations.FromArray(cAgent.Anims); | ||
4054 | if (cAgent.DefaultAnim != null) | 4395 | if (cAgent.DefaultAnim != null) |
4055 | Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); | 4396 | Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); |
4056 | if (cAgent.AnimState != null) | 4397 | if (cAgent.AnimState != null) |
4057 | Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); | 4398 | Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); |
4399 | if (cAgent.Anims != null) | ||
4400 | Animator.Animations.FromArray(cAgent.Anims); | ||
4401 | if (cAgent.MotionState != 0) | ||
4402 | Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; | ||
4058 | 4403 | ||
4059 | if (Scene.AttachmentsModule != null) | 4404 | if (Scene.AttachmentsModule != null) |
4060 | { | 4405 | Scene.AttachmentsModule.CopyAttachments(cAgent, this); |
4061 | // If the JobEngine is running we can schedule this job now and continue rather than waiting for all | 4406 | |
4062 | // attachments to copy, which might take a long time in the Hypergrid case as the entire inventory | ||
4063 | // graph is inspected for each attachments and assets possibly fetched. | ||
4064 | // | ||
4065 | // We don't need to worry about a race condition as the job to later start the scripts is also | ||
4066 | // JobEngine scheduled and so will always occur after this task. | ||
4067 | // XXX: This will not be true if JobEngine ever gets more than one thread. | ||
4068 | WorkManager.RunJob( | ||
4069 | "CopyAttachments", | ||
4070 | o => Scene.AttachmentsModule.CopyAttachments(cAgent, this), | ||
4071 | null, | ||
4072 | string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name), | ||
4073 | true); | ||
4074 | } | ||
4075 | |||
4076 | // This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread | ||
4077 | // originating from the client completing a teleport. Otherwise, CompleteMovement() code to restart | ||
4078 | // script attachments can outrace this thread. | ||
4079 | lock (m_originRegionIDAccessLock) | 4407 | lock (m_originRegionIDAccessLock) |
4080 | m_originRegionID = cAgent.RegionID; | 4408 | m_originRegionID = cAgent.RegionID; |
4081 | } | 4409 | } |
@@ -4094,6 +4422,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4094 | /// </summary> | 4422 | /// </summary> |
4095 | public void UpdateMovement() | 4423 | public void UpdateMovement() |
4096 | { | 4424 | { |
4425 | if (IsInTransit) | ||
4426 | return; | ||
4097 | if (m_forceToApply.HasValue) | 4427 | if (m_forceToApply.HasValue) |
4098 | { | 4428 | { |
4099 | Vector3 force = m_forceToApply.Value; | 4429 | Vector3 force = m_forceToApply.Value; |
@@ -4124,16 +4454,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4124 | if (Appearance.AvatarHeight == 0) | 4454 | if (Appearance.AvatarHeight == 0) |
4125 | // Appearance.SetHeight(); | 4455 | // Appearance.SetHeight(); |
4126 | Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); | 4456 | Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); |
4127 | 4457 | ||
4128 | /* | 4458 | PhysicsScene scene = m_scene.PhysicsScene; |
4459 | Vector3 pVec = AbsolutePosition; | ||
4460 | |||
4129 | PhysicsActor = scene.AddAvatar( | 4461 | PhysicsActor = scene.AddAvatar( |
4130 | LocalId, Firstname + "." + Lastname, pVec, | 4462 | LocalId, Firstname + "." + Lastname, pVec, |
4131 | new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying); | 4463 | Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying); |
4132 | */ | ||
4133 | |||
4134 | PhysicsActor = m_scene.PhysicsScene.AddAvatar( | ||
4135 | LocalId, Firstname + "." + Lastname, AbsolutePosition, Velocity, | ||
4136 | Appearance.AvatarBoxSize, isFlying); | ||
4137 | 4464 | ||
4138 | //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 4465 | //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
4139 | PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 4466 | PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -4168,7 +4495,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4168 | { | 4495 | { |
4169 | if (IsChildAgent || Animator == null) | 4496 | if (IsChildAgent || Animator == null) |
4170 | return; | 4497 | return; |
4171 | 4498 | ||
4499 | if(IsInTransit) | ||
4500 | return; | ||
4172 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 4501 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) |
4173 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( | 4502 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( |
4174 | // as of this comment the interval is set in AddToPhysicalScene | 4503 | // as of this comment the interval is set in AddToPhysicalScene |
@@ -4192,7 +4521,49 @@ namespace OpenSim.Region.Framework.Scenes | |||
4192 | // m_lastColCount = coldata.Count; | 4521 | // m_lastColCount = coldata.Count; |
4193 | // } | 4522 | // } |
4194 | 4523 | ||
4195 | CollisionPlane = Vector4.UnitW; | 4524 | if (coldata.Count != 0) |
4525 | { | ||
4526 | /* | ||
4527 | switch (Animator.CurrentMovementAnimation) | ||
4528 | { | ||
4529 | case "STAND": | ||
4530 | case "WALK": | ||
4531 | case "RUN": | ||
4532 | case "CROUCH": | ||
4533 | case "CROUCHWALK": | ||
4534 | { | ||
4535 | */ | ||
4536 | ContactPoint lowest; | ||
4537 | lowest.SurfaceNormal = Vector3.Zero; | ||
4538 | lowest.Position = Vector3.Zero; | ||
4539 | lowest.Position.Z = float.MaxValue; | ||
4540 | |||
4541 | foreach (ContactPoint contact in coldata.Values) | ||
4542 | { | ||
4543 | |||
4544 | if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z) | ||
4545 | { | ||
4546 | lowest = contact; | ||
4547 | } | ||
4548 | } | ||
4549 | |||
4550 | if (lowest.Position.Z != float.MaxValue) | ||
4551 | { | ||
4552 | lowest.SurfaceNormal = -lowest.SurfaceNormal; | ||
4553 | CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); | ||
4554 | } | ||
4555 | else | ||
4556 | CollisionPlane = Vector4.UnitW; | ||
4557 | /* | ||
4558 | } | ||
4559 | break; | ||
4560 | } | ||
4561 | */ | ||
4562 | } | ||
4563 | else | ||
4564 | CollisionPlane = Vector4.UnitW; | ||
4565 | |||
4566 | RaiseCollisionScriptEvents(coldata); | ||
4196 | 4567 | ||
4197 | // Gods do not take damage and Invulnerable is set depending on parcel/region flags | 4568 | // Gods do not take damage and Invulnerable is set depending on parcel/region flags |
4198 | if (Invulnerable || GodLevel > 0) | 4569 | if (Invulnerable || GodLevel > 0) |
@@ -4311,6 +4682,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
4311 | 4682 | ||
4312 | m_attachments.Add(gobj); | 4683 | m_attachments.Add(gobj); |
4313 | } | 4684 | } |
4685 | |||
4686 | IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>(); | ||
4687 | if (bakedModule != null) | ||
4688 | bakedModule.UpdateMeshAvatar(m_uuid); | ||
4314 | } | 4689 | } |
4315 | 4690 | ||
4316 | /// <summary> | 4691 | /// <summary> |
@@ -4474,6 +4849,287 @@ namespace OpenSim.Region.Framework.Scenes | |||
4474 | return validated; | 4849 | return validated; |
4475 | } | 4850 | } |
4476 | 4851 | ||
4852 | public void SendAttachmentsToAllAgents() | ||
4853 | { | ||
4854 | lock (m_attachments) | ||
4855 | { | ||
4856 | foreach (SceneObjectGroup sog in m_attachments) | ||
4857 | { | ||
4858 | m_scene.ForEachScenePresence(delegate(ScenePresence p) | ||
4859 | { | ||
4860 | if (p != this && sog.HasPrivateAttachmentPoint) | ||
4861 | return; | ||
4862 | |||
4863 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
4864 | return; | ||
4865 | |||
4866 | SendTerseUpdateToAgentNF(p); | ||
4867 | SendAttachmentFullUpdateToAgentNF(sog, p); | ||
4868 | }); | ||
4869 | } | ||
4870 | } | ||
4871 | } | ||
4872 | |||
4873 | // send attachments to a client without filters except for huds | ||
4874 | // for now they are checked in several places down the line... | ||
4875 | public void SendAttachmentsToAgentNF(ScenePresence p) | ||
4876 | { | ||
4877 | SendTerseUpdateToAgentNF(p); | ||
4878 | lock (m_attachments) | ||
4879 | { | ||
4880 | foreach (SceneObjectGroup sog in m_attachments) | ||
4881 | { | ||
4882 | SendAttachmentFullUpdateToAgentNF(sog, p); | ||
4883 | } | ||
4884 | } | ||
4885 | } | ||
4886 | |||
4887 | public void SendAttachmentFullUpdateToAgentNF(SceneObjectGroup sog, ScenePresence p) | ||
4888 | { | ||
4889 | if (p != this && sog.HasPrivateAttachmentPoint) | ||
4890 | return; | ||
4891 | |||
4892 | SceneObjectPart[] parts = sog.Parts; | ||
4893 | SceneObjectPart rootpart = sog.RootPart; | ||
4894 | |||
4895 | p.ControllingClient.SendEntityUpdate(rootpart, PrimUpdateFlags.FullUpdate); | ||
4896 | |||
4897 | for (int i = 0; i < parts.Length; i++) | ||
4898 | { | ||
4899 | SceneObjectPart part = parts[i]; | ||
4900 | if (part == rootpart) | ||
4901 | continue; | ||
4902 | p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate); | ||
4903 | } | ||
4904 | } | ||
4905 | |||
4906 | public void SendAttachmentScheduleUpdate(SceneObjectGroup sog) | ||
4907 | { | ||
4908 | if (IsChildAgent || IsInTransit) | ||
4909 | return; | ||
4910 | |||
4911 | SceneObjectPart[] origparts = sog.Parts; | ||
4912 | SceneObjectPart[] parts = new SceneObjectPart[origparts.Length]; | ||
4913 | PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length]; | ||
4914 | |||
4915 | SceneObjectPart rootpart = sog.RootPart; | ||
4916 | UpdateRequired rootreq = sog.RootPart.UpdateFlag; | ||
4917 | |||
4918 | int j = 0; | ||
4919 | bool allterse = true; | ||
4920 | for (int i = 0; i < origparts.Length; i++) | ||
4921 | { | ||
4922 | if (origparts[i] != rootpart) | ||
4923 | { | ||
4924 | switch (origparts[i].UpdateFlag) | ||
4925 | { | ||
4926 | case UpdateRequired.NONE: | ||
4927 | break; | ||
4928 | |||
4929 | case UpdateRequired.TERSE: | ||
4930 | flags[j] = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
4931 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; | ||
4932 | parts[j] = origparts[i]; | ||
4933 | j++; | ||
4934 | break; | ||
4935 | |||
4936 | case UpdateRequired.FULL: | ||
4937 | flags[j] = PrimUpdateFlags.FullUpdate; | ||
4938 | allterse = false; | ||
4939 | parts[j] = origparts[i]; | ||
4940 | j++; | ||
4941 | break; | ||
4942 | } | ||
4943 | } | ||
4944 | origparts[i].UpdateFlag = 0; | ||
4945 | } | ||
4946 | |||
4947 | if (j == 0 && rootreq == UpdateRequired.NONE) | ||
4948 | return; | ||
4949 | |||
4950 | PrimUpdateFlags rootflag = PrimUpdateFlags.FullUpdate; | ||
4951 | |||
4952 | if (rootreq != UpdateRequired.FULL && allterse) | ||
4953 | { | ||
4954 | rootflag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
4955 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; | ||
4956 | } | ||
4957 | |||
4958 | int nparts = j; | ||
4959 | |||
4960 | ControllingClient.SendEntityUpdate(rootpart, rootflag); | ||
4961 | |||
4962 | for (int i = 0; i < nparts; i++) | ||
4963 | { | ||
4964 | ControllingClient.SendEntityUpdate(parts[i], flags[i]); | ||
4965 | } | ||
4966 | |||
4967 | if (sog.HasPrivateAttachmentPoint) | ||
4968 | return; | ||
4969 | |||
4970 | List<ScenePresence> allPresences = m_scene.GetScenePresences(); | ||
4971 | foreach (ScenePresence p in allPresences) | ||
4972 | { | ||
4973 | if (p == this) | ||
4974 | continue; | ||
4975 | |||
4976 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
4977 | continue; | ||
4978 | |||
4979 | p.ControllingClient.SendEntityUpdate(rootpart, rootflag); | ||
4980 | |||
4981 | for (int i = 0; i < nparts; i++) | ||
4982 | { | ||
4983 | p.ControllingClient.SendEntityUpdate(parts[i], flags[i]); | ||
4984 | } | ||
4985 | } | ||
4986 | } | ||
4987 | |||
4988 | public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag) | ||
4989 | { | ||
4990 | if (IsChildAgent || IsInTransit) | ||
4991 | return; | ||
4992 | |||
4993 | PrimUpdateFlags flag; | ||
4994 | switch (UpdateFlag) | ||
4995 | { | ||
4996 | case UpdateRequired.TERSE: | ||
4997 | flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
4998 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; | ||
4999 | break; | ||
5000 | |||
5001 | case UpdateRequired.FULL: | ||
5002 | flag = PrimUpdateFlags.FullUpdate; | ||
5003 | break; | ||
5004 | |||
5005 | default: | ||
5006 | return; | ||
5007 | } | ||
5008 | |||
5009 | SceneObjectPart[] parts = sog.Parts; | ||
5010 | SceneObjectPart rootpart = sog.RootPart; | ||
5011 | |||
5012 | // rootpart.UpdateFlag = 0; | ||
5013 | |||
5014 | ControllingClient.SendEntityUpdate(rootpart, flag); | ||
5015 | |||
5016 | for (int i = 0; i < parts.Length; i++) | ||
5017 | { | ||
5018 | SceneObjectPart part = parts[i]; | ||
5019 | if (part == rootpart) | ||
5020 | continue; | ||
5021 | ControllingClient.SendEntityUpdate(part, flag); | ||
5022 | // part.UpdateFlag = 0; | ||
5023 | } | ||
5024 | |||
5025 | if (sog.HasPrivateAttachmentPoint) | ||
5026 | return; | ||
5027 | |||
5028 | |||
5029 | List<ScenePresence> allPresences = m_scene.GetScenePresences(); | ||
5030 | foreach (ScenePresence p in allPresences) | ||
5031 | { | ||
5032 | if (p == this) | ||
5033 | continue; | ||
5034 | |||
5035 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
5036 | continue; | ||
5037 | |||
5038 | p.ControllingClient.SendEntityUpdate(rootpart, flag); | ||
5039 | |||
5040 | for (int i = 0; i < parts.Length; i++) | ||
5041 | { | ||
5042 | SceneObjectPart part = parts[i]; | ||
5043 | if (part == rootpart) | ||
5044 | continue; | ||
5045 | p.ControllingClient.SendEntityUpdate(part, flag); | ||
5046 | } | ||
5047 | } | ||
5048 | } | ||
5049 | |||
5050 | public void SendAttachmentScheduleUpdate(SceneObjectPart part) | ||
5051 | { | ||
5052 | if (IsChildAgent || IsInTransit) | ||
5053 | return; | ||
5054 | |||
5055 | |||
5056 | PrimUpdateFlags flag; | ||
5057 | switch (part.UpdateFlag) | ||
5058 | { | ||
5059 | case UpdateRequired.TERSE: | ||
5060 | flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
5061 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; | ||
5062 | break; | ||
5063 | |||
5064 | case UpdateRequired.FULL: | ||
5065 | flag = PrimUpdateFlags.FullUpdate; | ||
5066 | break; | ||
5067 | |||
5068 | default: | ||
5069 | return; | ||
5070 | } | ||
5071 | |||
5072 | part.UpdateFlag = 0; | ||
5073 | |||
5074 | ControllingClient.SendEntityUpdate(part, flag); | ||
5075 | |||
5076 | if (part.ParentGroup.HasPrivateAttachmentPoint) | ||
5077 | return; | ||
5078 | |||
5079 | List<ScenePresence> allPresences = m_scene.GetScenePresences(); | ||
5080 | foreach (ScenePresence p in allPresences) | ||
5081 | { | ||
5082 | if (p == this) | ||
5083 | continue; | ||
5084 | |||
5085 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
5086 | continue; | ||
5087 | |||
5088 | p.ControllingClient.SendEntityUpdate(part, flag); | ||
5089 | } | ||
5090 | } | ||
5091 | |||
5092 | |||
5093 | public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag) | ||
5094 | { | ||
5095 | if (IsChildAgent || IsInTransit) | ||
5096 | return; | ||
5097 | |||
5098 | PrimUpdateFlags flag; | ||
5099 | switch (UpdateFlag) | ||
5100 | { | ||
5101 | case UpdateRequired.TERSE: | ||
5102 | flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | ||
5103 | | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; | ||
5104 | break; | ||
5105 | |||
5106 | case UpdateRequired.FULL: | ||
5107 | flag = PrimUpdateFlags.FullUpdate; | ||
5108 | break; | ||
5109 | |||
5110 | default: | ||
5111 | return; | ||
5112 | } | ||
5113 | |||
5114 | // part.UpdateFlag = 0; | ||
5115 | |||
5116 | ControllingClient.SendEntityUpdate(part, flag); | ||
5117 | |||
5118 | if (part.ParentGroup.HasPrivateAttachmentPoint) | ||
5119 | return; | ||
5120 | |||
5121 | List<ScenePresence> allPresences = m_scene.GetScenePresences(); | ||
5122 | foreach (ScenePresence p in allPresences) | ||
5123 | { | ||
5124 | if (p == this) | ||
5125 | continue; | ||
5126 | if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) | ||
5127 | continue; | ||
5128 | |||
5129 | p.ControllingClient.SendEntityUpdate(part, flag); | ||
5130 | } | ||
5131 | } | ||
5132 | |||
4477 | /// <summary> | 5133 | /// <summary> |
4478 | /// Send a script event to this scene presence's attachments | 5134 | /// Send a script event to this scene presence's attachments |
4479 | /// </summary> | 5135 | /// </summary> |
@@ -4592,6 +5248,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
4592 | ControllingClient.SendTakeControls(int.MaxValue, false, false); | 5248 | ControllingClient.SendTakeControls(int.MaxValue, false, false); |
4593 | } | 5249 | } |
4594 | 5250 | ||
5251 | public void ClearControls() | ||
5252 | { | ||
5253 | IgnoredControls = ScriptControlled.CONTROL_ZERO; | ||
5254 | lock (scriptedcontrols) | ||
5255 | { | ||
5256 | scriptedcontrols.Clear(); | ||
5257 | } | ||
5258 | } | ||
5259 | |||
4595 | private void UnRegisterSeatControls(UUID obj) | 5260 | private void UnRegisterSeatControls(UUID obj) |
4596 | { | 5261 | { |
4597 | List<UUID> takers = new List<UUID>(); | 5262 | List<UUID> takers = new List<UUID>(); |
@@ -4833,11 +5498,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4833 | SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); | 5498 | SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); |
4834 | if (spawnPoints.Length == 0) | 5499 | if (spawnPoints.Length == 0) |
4835 | { | 5500 | { |
4836 | if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) | 5501 | pos.X = 128.0f; |
4837 | { | 5502 | pos.Y = 128.0f; |
4838 | pos.X = 128.0f; | ||
4839 | pos.Y = 128.0f; | ||
4840 | } | ||
4841 | return; | 5503 | return; |
4842 | } | 5504 | } |
4843 | 5505 | ||
@@ -4982,8 +5644,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4982 | pos = land.LandData.UserLocation; | 5644 | pos = land.LandData.UserLocation; |
4983 | } | 5645 | } |
4984 | } | 5646 | } |
4985 | 5647 | // this is now done in completeMovement for all cases and not just this | |
4986 | land.SendLandUpdateToClient(ControllingClient); | 5648 | // land.SendLandUpdateToClient(ControllingClient); |
4987 | } | 5649 | } |
4988 | } | 5650 | } |
4989 | 5651 | ||
@@ -4998,6 +5660,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4998 | detobj.velVector = obj.Velocity; | 5660 | detobj.velVector = obj.Velocity; |
4999 | detobj.colliderType = 0; | 5661 | detobj.colliderType = 0; |
5000 | detobj.groupUUID = obj.GroupID; | 5662 | detobj.groupUUID = obj.GroupID; |
5663 | detobj.linkNumber = 0; | ||
5001 | 5664 | ||
5002 | return detobj; | 5665 | return detobj; |
5003 | } | 5666 | } |
@@ -5013,6 +5676,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5013 | detobj.velVector = av.Velocity; | 5676 | detobj.velVector = av.Velocity; |
5014 | detobj.colliderType = 0; | 5677 | detobj.colliderType = 0; |
5015 | detobj.groupUUID = av.ControllingClient.ActiveGroupId; | 5678 | detobj.groupUUID = av.ControllingClient.ActiveGroupId; |
5679 | detobj.linkNumber = 0; | ||
5016 | 5680 | ||
5017 | return detobj; | 5681 | return detobj; |
5018 | } | 5682 | } |
@@ -5028,7 +5692,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5028 | detobj.velVector = Vector3.Zero; | 5692 | detobj.velVector = Vector3.Zero; |
5029 | detobj.colliderType = 0; | 5693 | detobj.colliderType = 0; |
5030 | detobj.groupUUID = UUID.Zero; | 5694 | detobj.groupUUID = UUID.Zero; |
5031 | 5695 | detobj.linkNumber = 0; | |
5032 | return detobj; | 5696 | return detobj; |
5033 | } | 5697 | } |
5034 | 5698 | ||
@@ -5095,6 +5759,95 @@ namespace OpenSim.Region.Framework.Scenes | |||
5095 | } | 5759 | } |
5096 | } | 5760 | } |
5097 | 5761 | ||
5762 | private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata) | ||
5763 | { | ||
5764 | try | ||
5765 | { | ||
5766 | List<uint> thisHitColliders = new List<uint>(); | ||
5767 | List<uint> endedColliders = new List<uint>(); | ||
5768 | List<uint> startedColliders = new List<uint>(); | ||
5769 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); | ||
5770 | CollisionForSoundInfo soundinfo; | ||
5771 | ContactPoint curcontact; | ||
5772 | |||
5773 | if (coldata.Count == 0) | ||
5774 | { | ||
5775 | if (m_lastColliders.Count == 0) | ||
5776 | return; // nothing to do | ||
5777 | |||
5778 | foreach (uint localID in m_lastColliders) | ||
5779 | { | ||
5780 | endedColliders.Add(localID); | ||
5781 | } | ||
5782 | m_lastColliders.Clear(); | ||
5783 | } | ||
5784 | |||
5785 | else | ||
5786 | { | ||
5787 | bool candoparcelSound = ParcelAllowThisAvatarSounds; | ||
5788 | |||
5789 | foreach (uint id in coldata.Keys) | ||
5790 | { | ||
5791 | thisHitColliders.Add(id); | ||
5792 | if (!m_lastColliders.Contains(id)) | ||
5793 | { | ||
5794 | startedColliders.Add(id); | ||
5795 | curcontact = coldata[id]; | ||
5796 | if (candoparcelSound && Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
5797 | { | ||
5798 | soundinfo = new CollisionForSoundInfo(); | ||
5799 | soundinfo.colliderID = id; | ||
5800 | soundinfo.position = curcontact.Position; | ||
5801 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
5802 | soundinfolist.Add(soundinfo); | ||
5803 | } | ||
5804 | } | ||
5805 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
5806 | } | ||
5807 | |||
5808 | // calculate things that ended colliding | ||
5809 | foreach (uint localID in m_lastColliders) | ||
5810 | { | ||
5811 | if (!thisHitColliders.Contains(localID)) | ||
5812 | { | ||
5813 | endedColliders.Add(localID); | ||
5814 | } | ||
5815 | } | ||
5816 | //add the items that started colliding this time to the last colliders list. | ||
5817 | foreach (uint localID in startedColliders) | ||
5818 | { | ||
5819 | m_lastColliders.Add(localID); | ||
5820 | } | ||
5821 | // remove things that ended colliding from the last colliders list | ||
5822 | foreach (uint localID in endedColliders) | ||
5823 | { | ||
5824 | m_lastColliders.Remove(localID); | ||
5825 | } | ||
5826 | |||
5827 | if (soundinfolist.Count > 0) | ||
5828 | CollisionSounds.AvatarCollisionSound(this, soundinfolist); | ||
5829 | } | ||
5830 | |||
5831 | foreach (SceneObjectGroup att in GetAttachments()) | ||
5832 | { | ||
5833 | SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart); | ||
5834 | SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding); | ||
5835 | SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd); | ||
5836 | |||
5837 | if (startedColliders.Contains(0)) | ||
5838 | SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart); | ||
5839 | if (m_lastColliders.Contains(0)) | ||
5840 | SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding); | ||
5841 | if (endedColliders.Contains(0)) | ||
5842 | SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd); | ||
5843 | } | ||
5844 | } | ||
5845 | finally | ||
5846 | { | ||
5847 | m_collisionEventFlag = false; | ||
5848 | } | ||
5849 | } | ||
5850 | |||
5098 | private void TeleportFlagsDebug() { | 5851 | private void TeleportFlagsDebug() { |
5099 | 5852 | ||
5100 | // Some temporary debugging help to show all the TeleportFlags we have... | 5853 | // Some temporary debugging help to show all the TeleportFlags we have... |
@@ -5119,5 +5872,282 @@ namespace OpenSim.Region.Framework.Scenes | |||
5119 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); | 5872 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); |
5120 | 5873 | ||
5121 | } | 5874 | } |
5875 | |||
5876 | private void parcelGodCheck(UUID currentParcelID, bool isGod) | ||
5877 | { | ||
5878 | List<ScenePresence> allpresences = m_scene.GetScenePresences(); | ||
5879 | |||
5880 | foreach (ScenePresence p in allpresences) | ||
5881 | { | ||
5882 | if (p.IsDeleted || p.IsChildAgent || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
5883 | continue; | ||
5884 | |||
5885 | if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID) | ||
5886 | { | ||
5887 | if (isGod) | ||
5888 | p.SendViewTo(this); | ||
5889 | else | ||
5890 | p.SendKillTo(this); | ||
5891 | } | ||
5892 | } | ||
5893 | } | ||
5894 | |||
5895 | private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID, | ||
5896 | bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check) | ||
5897 | { | ||
5898 | List<ScenePresence> killsToSendto = new List<ScenePresence>(); | ||
5899 | List<ScenePresence> killsToSendme = new List<ScenePresence>(); | ||
5900 | List<ScenePresence> viewsToSendto = new List<ScenePresence>(); | ||
5901 | List<ScenePresence> viewsToSendme = new List<ScenePresence>(); | ||
5902 | List<ScenePresence> allpresences = null; | ||
5903 | |||
5904 | if (IsInTransit || IsChildAgent) | ||
5905 | return; | ||
5906 | |||
5907 | if (check) | ||
5908 | { | ||
5909 | // check is relative to current parcel only | ||
5910 | if (currentParcelUUID == null || oldhide == currentParcelHide) | ||
5911 | return; | ||
5912 | |||
5913 | allpresences = m_scene.GetScenePresences(); | ||
5914 | |||
5915 | if (oldhide) | ||
5916 | { // where private | ||
5917 | foreach (ScenePresence p in allpresences) | ||
5918 | { | ||
5919 | if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
5920 | continue; | ||
5921 | |||
5922 | // those on not on parcel see me | ||
5923 | if (currentParcelID != p.currentParcelUUID) | ||
5924 | { | ||
5925 | viewsToSendto.Add(p); // they see me | ||
5926 | } | ||
5927 | } | ||
5928 | } // where private end | ||
5929 | |||
5930 | else | ||
5931 | { // where public | ||
5932 | foreach (ScenePresence p in allpresences) | ||
5933 | { | ||
5934 | if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
5935 | continue; | ||
5936 | |||
5937 | // those not on parcel dont see me | ||
5938 | if (currentParcelID != p.currentParcelUUID && p.GodLevel < 200) | ||
5939 | { | ||
5940 | killsToSendto.Add(p); // they dont see me | ||
5941 | } | ||
5942 | } | ||
5943 | } // where public end | ||
5944 | |||
5945 | allpresences.Clear(); | ||
5946 | } | ||
5947 | else | ||
5948 | { | ||
5949 | if (currentParcelHide) | ||
5950 | { | ||
5951 | // now on a private parcel | ||
5952 | allpresences = m_scene.GetScenePresences(); | ||
5953 | |||
5954 | if (previusParcelHide && previusParcelID != UUID.Zero) | ||
5955 | { | ||
5956 | foreach (ScenePresence p in allpresences) | ||
5957 | { | ||
5958 | if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
5959 | continue; | ||
5960 | |||
5961 | // only those on previus parcel need receive kills | ||
5962 | if (previusParcelID == p.currentParcelUUID) | ||
5963 | { | ||
5964 | if(p.GodLevel < 200) | ||
5965 | killsToSendto.Add(p); // they dont see me | ||
5966 | if(GodLevel < 200) | ||
5967 | killsToSendme.Add(p); // i dont see them | ||
5968 | } | ||
5969 | // only those on new parcel need see | ||
5970 | if (currentParcelID == p.currentParcelUUID) | ||
5971 | { | ||
5972 | viewsToSendto.Add(p); // they see me | ||
5973 | viewsToSendme.Add(p); // i see them | ||
5974 | } | ||
5975 | } | ||
5976 | } | ||
5977 | else | ||
5978 | { | ||
5979 | //was on a public area | ||
5980 | allpresences = m_scene.GetScenePresences(); | ||
5981 | |||
5982 | foreach (ScenePresence p in allpresences) | ||
5983 | { | ||
5984 | if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
5985 | continue; | ||
5986 | |||
5987 | // those not on new parcel dont see me | ||
5988 | if (currentParcelID != p.currentParcelUUID && p.GodLevel < 200) | ||
5989 | { | ||
5990 | killsToSendto.Add(p); // they dont see me | ||
5991 | } | ||
5992 | else | ||
5993 | { | ||
5994 | viewsToSendme.Add(p); // i see those on it | ||
5995 | } | ||
5996 | } | ||
5997 | } | ||
5998 | allpresences.Clear(); | ||
5999 | } // now on a private parcel end | ||
6000 | |||
6001 | else | ||
6002 | { | ||
6003 | // now on public parcel | ||
6004 | if (previusParcelHide && previusParcelID != UUID.Zero) | ||
6005 | { | ||
6006 | // was on private area | ||
6007 | allpresences = m_scene.GetScenePresences(); | ||
6008 | |||
6009 | foreach (ScenePresence p in allpresences) | ||
6010 | { | ||
6011 | if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
6012 | continue; | ||
6013 | // only those old parcel need kills | ||
6014 | if (previusParcelID == p.currentParcelUUID && GodLevel < 200) | ||
6015 | { | ||
6016 | killsToSendme.Add(p); // i dont see them | ||
6017 | } | ||
6018 | else | ||
6019 | { | ||
6020 | viewsToSendto.Add(p); // they see me | ||
6021 | } | ||
6022 | } | ||
6023 | } | ||
6024 | else | ||
6025 | return; // was on a public area also | ||
6026 | } // now on public parcel end | ||
6027 | } | ||
6028 | |||
6029 | // send the things | ||
6030 | |||
6031 | if (killsToSendto.Count > 0) | ||
6032 | { | ||
6033 | foreach (ScenePresence p in killsToSendto) | ||
6034 | { | ||
6035 | m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname); | ||
6036 | SendKillTo(p); | ||
6037 | } | ||
6038 | } | ||
6039 | |||
6040 | if (killsToSendme.Count > 0) | ||
6041 | { | ||
6042 | foreach (ScenePresence p in killsToSendme) | ||
6043 | { | ||
6044 | m_log.Debug("[AVATAR]: killToMe: " + Lastname + " " + p.Lastname); | ||
6045 | p.SendKillTo(this); | ||
6046 | } | ||
6047 | } | ||
6048 | |||
6049 | if (viewsToSendto.Count > 0) | ||
6050 | { | ||
6051 | foreach (ScenePresence p in viewsToSendto) | ||
6052 | { | ||
6053 | SendViewTo(p); | ||
6054 | } | ||
6055 | } | ||
6056 | |||
6057 | if (viewsToSendme.Count > 0 ) | ||
6058 | { | ||
6059 | foreach (ScenePresence p in viewsToSendme) | ||
6060 | { | ||
6061 | if (p.IsChildAgent) | ||
6062 | continue; | ||
6063 | // m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname); | ||
6064 | p.SendViewTo(this); | ||
6065 | } | ||
6066 | } | ||
6067 | } | ||
6068 | |||
6069 | public void HasMovedAway(bool nearRegion) | ||
6070 | { | ||
6071 | |||
6072 | if (nearRegion) | ||
6073 | { | ||
6074 | if (Scene.AttachmentsModule != null) | ||
6075 | Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true); | ||
6076 | |||
6077 | if (!ParcelHideThisAvatar || GodLevel >= 200) | ||
6078 | return; | ||
6079 | |||
6080 | List<ScenePresence> allpresences = m_scene.GetScenePresences(); | ||
6081 | foreach (ScenePresence p in allpresences) | ||
6082 | { | ||
6083 | if (p.IsDeleted || p == this || p.IsChildAgent || p.ControllingClient == null || !p.ControllingClient.IsActive) | ||
6084 | continue; | ||
6085 | |||
6086 | if (p.currentParcelUUID == m_currentParcelUUID) | ||
6087 | { | ||
6088 | p.SendKillTo(this); | ||
6089 | } | ||
6090 | } | ||
6091 | } | ||
6092 | else | ||
6093 | { | ||
6094 | List<ScenePresence> allpresences = m_scene.GetScenePresences(); | ||
6095 | foreach (ScenePresence p in allpresences) | ||
6096 | { | ||
6097 | if (p == this) | ||
6098 | continue; | ||
6099 | SendKillTo(p); | ||
6100 | if (!p.IsChildAgent) | ||
6101 | p.SendKillTo(this); | ||
6102 | } | ||
6103 | |||
6104 | if (Scene.AttachmentsModule != null) | ||
6105 | Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true); | ||
6106 | } | ||
6107 | } | ||
6108 | |||
6109 | |||
6110 | // kill with attachs root kills | ||
6111 | public void SendKillTo(ScenePresence p) | ||
6112 | { | ||
6113 | List<uint> ids = new List<uint>(m_attachments.Count + 1); | ||
6114 | foreach (SceneObjectGroup sog in m_attachments) | ||
6115 | { | ||
6116 | ids.Add(sog.RootPart.LocalId); | ||
6117 | } | ||
6118 | |||
6119 | ids.Add(LocalId); | ||
6120 | p.ControllingClient.SendKillObject(ids); | ||
6121 | } | ||
6122 | |||
6123 | /* | ||
6124 | // kill with hack | ||
6125 | public void SendKillTo(ScenePresence p) | ||
6126 | { | ||
6127 | foreach (SceneObjectGroup sog in m_attachments) | ||
6128 | p.ControllingClient.SendPartFullUpdate(sog.RootPart, LocalId + 1); | ||
6129 | p.ControllingClient.SendKillObject(new List<uint> { LocalId }); | ||
6130 | } | ||
6131 | */ | ||
6132 | public void SendViewTo(ScenePresence p) | ||
6133 | { | ||
6134 | SendAvatarDataToAgentNF(p); | ||
6135 | SendAppearanceToAgent(p); | ||
6136 | if (Animator != null) | ||
6137 | Animator.SendAnimPackToClient(p.ControllingClient); | ||
6138 | SendAttachmentsToAgentNF(p); | ||
6139 | } | ||
6140 | |||
6141 | public void SetAnimationOverride(string animState, UUID animID) | ||
6142 | { | ||
6143 | Overrides.SetOverride(animState, animID); | ||
6144 | // Animator.SendAnimPack(); | ||
6145 | Animator.ForceUpdateMovementAnimations(); | ||
6146 | } | ||
6147 | |||
6148 | public UUID GetAnimationOverride(string animState) | ||
6149 | { | ||
6150 | return Overrides.GetOverriddenAnimation(animState); | ||
6151 | } | ||
5122 | } | 6152 | } |
5123 | } | 6153 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 4caa9cb..c8a01a0 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | |||
@@ -278,7 +278,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
278 | // Script state may, or may not, exist. Not having any, is NOT | 278 | // Script state may, or may not, exist. Not having any, is NOT |
279 | // ever a problem. | 279 | // ever a problem. |
280 | sceneObject.LoadScriptState(doc); | 280 | sceneObject.LoadScriptState(doc); |
281 | 281 | ||
282 | return sceneObject; | 282 | return sceneObject; |
283 | } | 283 | } |
284 | catch (Exception e) | 284 | catch (Exception e) |
@@ -307,14 +307,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
307 | } | 307 | } |
308 | } | 308 | } |
309 | 309 | ||
310 | |||
311 | /// <summary> | 310 | /// <summary> |
312 | /// Modifies a SceneObjectGroup. | 311 | /// Modifies a SceneObjectGroup. |
313 | /// </summary> | 312 | /// </summary> |
314 | /// <param name="sog">The object</param> | 313 | /// <param name="sog">The object</param> |
315 | /// <returns>Whether the object was actually modified</returns> | 314 | /// <returns>Whether the object was actually modified</returns> |
316 | public delegate bool SceneObjectModifier(SceneObjectGroup sog); | 315 | public delegate bool SceneObjectModifier(SceneObjectGroup sog); |
317 | 316 | ||
318 | /// <summary> | 317 | /// <summary> |
319 | /// Modifies an object by deserializing it; applying 'modifier' to each SceneObjectGroup; and reserializing. | 318 | /// Modifies an object by deserializing it; applying 'modifier' to each SceneObjectGroup; and reserializing. |
320 | /// </summary> | 319 | /// </summary> |
@@ -328,7 +327,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
328 | CoalescedSceneObjects coa = null; | 327 | CoalescedSceneObjects coa = null; |
329 | 328 | ||
330 | string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(data)); | 329 | string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(data)); |
331 | |||
332 | if (CoalescedSceneObjectsSerializer.TryFromXml(xmlData, out coa)) | 330 | if (CoalescedSceneObjectsSerializer.TryFromXml(xmlData, out coa)) |
333 | { | 331 | { |
334 | // m_log.DebugFormat("[SERIALIZER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count); | 332 | // m_log.DebugFormat("[SERIALIZER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count); |
@@ -374,7 +372,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
374 | return data; | 372 | return data; |
375 | } | 373 | } |
376 | 374 | ||
377 | |||
378 | #region manual serialization | 375 | #region manual serialization |
379 | 376 | ||
380 | private static Dictionary<string, Action<SceneObjectPart, XmlReader>> m_SOPXmlProcessors | 377 | private static Dictionary<string, Action<SceneObjectPart, XmlReader>> m_SOPXmlProcessors |
@@ -450,11 +447,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
450 | m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); | 447 | m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); |
451 | m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); | 448 | m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); |
452 | 449 | ||
450 | m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy); | ||
451 | m_SOPXmlProcessors.Add("Force", ProcessForce); | ||
452 | m_SOPXmlProcessors.Add("Torque", ProcessTorque); | ||
453 | m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive); | ||
454 | |||
455 | |||
456 | m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle); | ||
457 | |||
453 | m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); | 458 | m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); |
454 | m_SOPXmlProcessors.Add("Density", ProcessDensity); | 459 | m_SOPXmlProcessors.Add("Density", ProcessDensity); |
455 | m_SOPXmlProcessors.Add("Friction", ProcessFriction); | 460 | m_SOPXmlProcessors.Add("Friction", ProcessFriction); |
456 | m_SOPXmlProcessors.Add("Bounce", ProcessBounce); | 461 | m_SOPXmlProcessors.Add("Bounce", ProcessBounce); |
457 | m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); | 462 | m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); |
463 | m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset); | ||
464 | m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset); | ||
465 | |||
466 | m_SOPXmlProcessors.Add("SoundID", ProcessSoundID); | ||
467 | m_SOPXmlProcessors.Add("SoundGain", ProcessSoundGain); | ||
468 | m_SOPXmlProcessors.Add("SoundFlags", ProcessSoundFlags); | ||
469 | m_SOPXmlProcessors.Add("SoundRadius", ProcessSoundRadius); | ||
470 | m_SOPXmlProcessors.Add("SoundQueueing", ProcessSoundQueueing); | ||
458 | 471 | ||
459 | #endregion | 472 | #endregion |
460 | 473 | ||
@@ -483,7 +496,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
483 | m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); | 496 | m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); |
484 | m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); | 497 | m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); |
485 | m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); | 498 | m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); |
486 | 499 | ||
487 | #endregion | 500 | #endregion |
488 | 501 | ||
489 | #region ShapeXmlProcessors initialization | 502 | #region ShapeXmlProcessors initialization |
@@ -709,6 +722,58 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
709 | obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); | 722 | obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); |
710 | } | 723 | } |
711 | 724 | ||
725 | private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlReader reader) | ||
726 | { | ||
727 | obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset")); | ||
728 | } | ||
729 | |||
730 | private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlReader reader) | ||
731 | { | ||
732 | obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset")); | ||
733 | } | ||
734 | |||
735 | private static void ProcessSoundID(SceneObjectPart obj, XmlReader reader) | ||
736 | { | ||
737 | obj.Sound = Util.ReadUUID(reader, "SoundID"); | ||
738 | } | ||
739 | |||
740 | private static void ProcessSoundGain(SceneObjectPart obj, XmlReader reader) | ||
741 | { | ||
742 | obj.SoundGain = reader.ReadElementContentAsDouble("SoundGain", String.Empty); | ||
743 | } | ||
744 | |||
745 | private static void ProcessSoundFlags(SceneObjectPart obj, XmlReader reader) | ||
746 | { | ||
747 | obj.SoundFlags = (byte)reader.ReadElementContentAsInt("SoundFlags", String.Empty); | ||
748 | } | ||
749 | |||
750 | private static void ProcessSoundRadius(SceneObjectPart obj, XmlReader reader) | ||
751 | { | ||
752 | obj.SoundRadius = reader.ReadElementContentAsDouble("SoundRadius", String.Empty); | ||
753 | } | ||
754 | |||
755 | private static void ProcessSoundQueueing(SceneObjectPart obj, XmlReader reader) | ||
756 | { | ||
757 | obj.SoundQueueing = Util.ReadBoolean(reader); | ||
758 | } | ||
759 | |||
760 | private static void ProcessVehicle(SceneObjectPart obj, XmlReader reader) | ||
761 | { | ||
762 | SOPVehicle vehicle = SOPVehicle.FromXml2(reader); | ||
763 | |||
764 | if (vehicle == null) | ||
765 | { | ||
766 | obj.VehicleParams = null; | ||
767 | m_log.DebugFormat( | ||
768 | "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.", | ||
769 | obj.Name, obj.UUID); | ||
770 | } | ||
771 | else | ||
772 | { | ||
773 | obj.VehicleParams = vehicle; | ||
774 | } | ||
775 | } | ||
776 | |||
712 | private static void ProcessShape(SceneObjectPart obj, XmlReader reader) | 777 | private static void ProcessShape(SceneObjectPart obj, XmlReader reader) |
713 | { | 778 | { |
714 | List<string> errorNodeNames; | 779 | List<string> errorNodeNames; |
@@ -883,6 +948,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
883 | obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); | 948 | obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); |
884 | } | 949 | } |
885 | 950 | ||
951 | private static void ProcessBuoyancy(SceneObjectPart obj, XmlReader reader) | ||
952 | { | ||
953 | obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty); | ||
954 | } | ||
955 | |||
956 | private static void ProcessForce(SceneObjectPart obj, XmlReader reader) | ||
957 | { | ||
958 | obj.Force = Util.ReadVector(reader, "Force"); | ||
959 | } | ||
960 | private static void ProcessTorque(SceneObjectPart obj, XmlReader reader) | ||
961 | { | ||
962 | obj.Torque = Util.ReadVector(reader, "Torque"); | ||
963 | } | ||
964 | |||
965 | private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlReader reader) | ||
966 | { | ||
967 | obj.VolumeDetectActive = Util.ReadBoolean(reader); | ||
968 | } | ||
969 | |||
886 | #endregion | 970 | #endregion |
887 | 971 | ||
888 | #region TaskInventoryXmlProcessors | 972 | #region TaskInventoryXmlProcessors |
@@ -1271,12 +1355,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1271 | 1355 | ||
1272 | if (sog.RootPart.KeyframeMotion != null) | 1356 | if (sog.RootPart.KeyframeMotion != null) |
1273 | { | 1357 | { |
1274 | Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); | 1358 | Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); |
1275 | 1359 | ||
1276 | writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); | 1360 | writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); |
1277 | writer.WriteBase64(data, 0, data.Length); | 1361 | writer.WriteBase64(data, 0, data.Length); |
1278 | writer.WriteEndElement(); | 1362 | writer.WriteEndElement(); |
1279 | } | 1363 | } |
1364 | |||
1280 | 1365 | ||
1281 | writer.WriteEndElement(); | 1366 | writer.WriteEndElement(); |
1282 | } | 1367 | } |
@@ -1388,8 +1473,17 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1388 | writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); | 1473 | writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); |
1389 | writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); | 1474 | writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); |
1390 | 1475 | ||
1391 | if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) | 1476 | writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString()); |
1392 | writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); | 1477 | |
1478 | WriteVector(writer, "Force", sop.Force); | ||
1479 | WriteVector(writer, "Torque", sop.Torque); | ||
1480 | |||
1481 | writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower()); | ||
1482 | |||
1483 | if (sop.VehicleParams != null) | ||
1484 | sop.VehicleParams.ToXml2(writer); | ||
1485 | |||
1486 | writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); | ||
1393 | if (sop.Density != 1000.0f) | 1487 | if (sop.Density != 1000.0f) |
1394 | writer.WriteElementString("Density", sop.Density.ToString().ToLower()); | 1488 | writer.WriteElementString("Density", sop.Density.ToString().ToLower()); |
1395 | if (sop.Friction != 0.6f) | 1489 | if (sop.Friction != 0.6f) |
@@ -1398,7 +1492,18 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1398 | writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); | 1492 | writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); |
1399 | if (sop.GravityModifier != 1.0f) | 1493 | if (sop.GravityModifier != 1.0f) |
1400 | writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); | 1494 | writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); |
1495 | WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset()); | ||
1496 | WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset()); | ||
1401 | 1497 | ||
1498 | // if (sop.Sound != UUID.Zero) force it till sop crossing does clear it on child prim | ||
1499 | { | ||
1500 | WriteUUID(writer, "SoundID", sop.Sound, options); | ||
1501 | writer.WriteElementString("SoundGain", sop.SoundGain.ToString().ToLower()); | ||
1502 | writer.WriteElementString("SoundFlags", sop.SoundFlags.ToString().ToLower()); | ||
1503 | writer.WriteElementString("SoundRadius", sop.SoundRadius.ToString().ToLower()); | ||
1504 | } | ||
1505 | writer.WriteElementString("SoundQueueing", sop.SoundQueueing.ToString().ToLower()); | ||
1506 | |||
1402 | writer.WriteEndElement(); | 1507 | writer.WriteEndElement(); |
1403 | } | 1508 | } |
1404 | 1509 | ||
@@ -1625,12 +1730,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1625 | { | 1730 | { |
1626 | TaskInventoryDictionary tinv = new TaskInventoryDictionary(); | 1731 | TaskInventoryDictionary tinv = new TaskInventoryDictionary(); |
1627 | 1732 | ||
1628 | if (reader.IsEmptyElement) | ||
1629 | { | ||
1630 | reader.Read(); | ||
1631 | return tinv; | ||
1632 | } | ||
1633 | |||
1634 | reader.ReadStartElement(name, String.Empty); | 1733 | reader.ReadStartElement(name, String.Empty); |
1635 | 1734 | ||
1636 | while (reader.Name == "TaskInventoryItem") | 1735 | while (reader.Name == "TaskInventoryItem") |
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index 2174e51..66cf14f 100755 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | |||
@@ -62,8 +62,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
62 | private YourStatsAreWrong handlerStatsIncorrect; | 62 | private YourStatsAreWrong handlerStatsIncorrect; |
63 | 63 | ||
64 | // Determines the size of the array that is used to collect StatBlocks | 64 | // Determines the size of the array that is used to collect StatBlocks |
65 | // for sending to the SimStats and SimExtraStatsCollector | 65 | // for sending viewer compatible stats must be conform with sb array filling below |
66 | private const int m_statisticArraySize = 28; | 66 | private const int m_statisticViewerArraySize = 38; |
67 | // size of LastReportedSimFPS with extra stats. | ||
68 | private const int m_statisticExtraArraySize = (int)(Stats.SimExtraCountEnd - Stats.SimExtraCountStart); | ||
67 | 69 | ||
68 | /// <summary> | 70 | /// <summary> |
69 | /// These are the IDs of stats sent in the StatsPacket to the viewer. | 71 | /// These are the IDs of stats sent in the StatsPacket to the viewer. |
@@ -74,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
74 | /// </remarks> | 76 | /// </remarks> |
75 | public enum Stats : uint | 77 | public enum Stats : uint |
76 | { | 78 | { |
79 | // viewers defined IDs | ||
77 | TimeDilation = 0, | 80 | TimeDilation = 0, |
78 | SimFPS = 1, | 81 | SimFPS = 1, |
79 | PhysicsFPS = 2, | 82 | PhysicsFPS = 2, |
@@ -90,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
90 | Agents = 13, | 93 | Agents = 13, |
91 | ChildAgents = 14, | 94 | ChildAgents = 14, |
92 | ActiveScripts = 15, | 95 | ActiveScripts = 15, |
93 | ScriptLinesPerSecond = 16, | 96 | LSLScriptLinesPerSecond = 16, // viewers don't like this anymore |
94 | InPacketsPerSecond = 17, | 97 | InPacketsPerSecond = 17, |
95 | OutPacketsPerSecond = 18, | 98 | OutPacketsPerSecond = 18, |
96 | PendingDownloads = 19, | 99 | PendingDownloads = 19, |
@@ -109,11 +112,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
109 | SimSpareMs = 32, | 112 | SimSpareMs = 32, |
110 | SimSleepMs = 33, | 113 | SimSleepMs = 33, |
111 | SimIoPumpTime = 34, | 114 | SimIoPumpTime = 34, |
112 | FrameDilation = 35, | 115 | SimPCTSscriptsRun = 35, |
113 | UsersLoggingIn = 36, | 116 | SimRegionIdle = 36, // dataserver only |
114 | TotalGeoPrim = 37, | 117 | SimRegionIdlePossible = 37, // dataserver only |
115 | TotalMesh = 38, | 118 | SimAIStepTimeMS = 38, |
116 | ThreadCount = 39 | 119 | SimSkippedSillouet_PS = 39, |
120 | SimSkippedCharsPerC = 40, | ||
121 | |||
122 | // extra stats IDs irrelevant, just far from viewer defined ones | ||
123 | SimExtraCountStart = 1000, | ||
124 | |||
125 | internalLSLScriptLinesPerSecond = 1000, | ||
126 | FrameDilation2 = 1001, | ||
127 | UsersLoggingIn = 1002, | ||
128 | TotalGeoPrim = 1003, | ||
129 | TotalMesh = 1004, | ||
130 | ThreadCount = 1005, | ||
131 | |||
132 | SimExtraCountEnd = 1006 | ||
117 | } | 133 | } |
118 | 134 | ||
119 | /// <summary> | 135 | /// <summary> |
@@ -168,11 +184,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | private uint m_lastUpdateFrame; | 184 | private uint m_lastUpdateFrame; |
169 | 185 | ||
170 | /// <summary> | 186 | /// <summary> |
171 | /// Our nominal fps target, as expected in fps stats when a sim is running normally. | ||
172 | /// </summary> | ||
173 | private float m_nominalReportedFps = 55; | ||
174 | |||
175 | /// <summary> | ||
176 | /// Parameter to adjust reported scene fps | 187 | /// Parameter to adjust reported scene fps |
177 | /// </summary> | 188 | /// </summary> |
178 | /// <remarks> | 189 | /// <remarks> |
@@ -180,11 +191,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
180 | /// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might | 191 | /// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might |
181 | /// affect clients and monitoring scripts/software. | 192 | /// affect clients and monitoring scripts/software. |
182 | /// </remarks> | 193 | /// </remarks> |
183 | private float m_reportedFpsCorrectionFactor = 5; | 194 | private float m_reportedFpsCorrectionFactor = 1.0f; |
184 | 195 | ||
185 | // saved last reported value so there is something available for llGetRegionFPS | 196 | // saved last reported value so there is something available for llGetRegionFPS |
186 | private float lastReportedSimFPS; | 197 | private float lastReportedSimFPS; |
187 | private float[] lastReportedSimStats = new float[m_statisticArraySize]; | 198 | private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize]; |
188 | private float m_pfps; | 199 | private float m_pfps; |
189 | 200 | ||
190 | /// <summary> | 201 | /// <summary> |
@@ -197,14 +208,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
197 | /// </summary> | 208 | /// </summary> |
198 | private int m_objectUpdates; | 209 | private int m_objectUpdates; |
199 | 210 | ||
200 | private int m_frameMS; | 211 | private float m_frameMS; |
201 | private int m_spareMS; | 212 | |
202 | private int m_netMS; | 213 | private float m_netMS; |
203 | private int m_agentMS; | 214 | private float m_agentMS; |
204 | private int m_physicsMS; | 215 | private float m_physicsMS; |
205 | private int m_imageMS; | 216 | private float m_imageMS; |
206 | private int m_otherMS; | 217 | private float m_otherMS; |
207 | private int m_scriptMS; | 218 | private float m_sleeptimeMS; |
208 | 219 | ||
209 | private int m_rootAgents; | 220 | private int m_rootAgents; |
210 | private int m_childAgents; | 221 | private int m_childAgents; |
@@ -222,28 +233,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | 233 | ||
223 | private int m_objectCapacity = 45000; | 234 | private int m_objectCapacity = 45000; |
224 | 235 | ||
225 | // This is the number of frames that will be stored and then averaged for | 236 | // The current number of users attempting to login to the region |
226 | // the Total, Simulation, Physics, and Network Frame Time; It is set to | ||
227 | // 10 by default but can be changed by the OpenSim.ini configuration file | ||
228 | // NumberOfFrames parameter | ||
229 | private int m_numberFramesStored; | ||
230 | |||
231 | // The arrays that will hold the time it took to run the past N frames, | ||
232 | // where N is the num_frames_to_average given by the configuration file | ||
233 | private double[] m_totalFrameTimeMilliseconds; | ||
234 | private double[] m_simulationFrameTimeMilliseconds; | ||
235 | private double[] m_physicsFrameTimeMilliseconds; | ||
236 | private double[] m_networkFrameTimeMilliseconds; | ||
237 | |||
238 | // The location of the next time in milliseconds that will be | ||
239 | // (over)written when the next frame completes | ||
240 | private int m_nextLocation = 0; | ||
241 | |||
242 | // The correct number of frames that have completed since the last stats | ||
243 | // update for physics | ||
244 | private int m_numberPhysicsFrames; | ||
245 | |||
246 | // The current number of users attempting to login to the region | ||
247 | private int m_usersLoggingIn; | 237 | private int m_usersLoggingIn; |
248 | 238 | ||
249 | // The last reported value of threads from the SmartThreadPool inside of | 239 | // The last reported value of threads from the SmartThreadPool inside of |
@@ -258,28 +248,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
258 | 248 | ||
259 | private IEstateModule estateModule; | 249 | private IEstateModule estateModule; |
260 | 250 | ||
261 | public SimStatsReporter(Scene scene) | 251 | public SimStatsReporter(Scene scene) |
262 | : this(scene, Scene.m_defaultNumberFramesStored) | ||
263 | { | 252 | { |
264 | } | ||
265 | |||
266 | public SimStatsReporter(Scene scene, int numberOfFrames) | ||
267 | { | ||
268 | // Store the number of frames from the OpenSim.ini configuration file | ||
269 | m_numberFramesStored = numberOfFrames; | ||
270 | |||
271 | // Initialize the different frame time arrays to the correct sizes | ||
272 | m_totalFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
273 | m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
274 | m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
275 | m_networkFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
276 | |||
277 | // Initialize the current number of users logging into the region | ||
278 | m_usersLoggingIn = 0; | ||
279 | |||
280 | m_scene = scene; | 253 | m_scene = scene; |
281 | m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; | 254 | |
282 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); | 255 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f); |
283 | ReportingRegion = scene.RegionInfo; | 256 | ReportingRegion = scene.RegionInfo; |
284 | 257 | ||
285 | m_objectCapacity = scene.RegionInfo.ObjectCapacity; | 258 | m_objectCapacity = scene.RegionInfo.ObjectCapacity; |
@@ -293,7 +266,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
293 | 266 | ||
294 | /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit | 267 | /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit |
295 | /// longer than ideal (which in itself is a concern). | 268 | /// longer than ideal (which in itself is a concern). |
296 | SlowFramesStatReportThreshold = (int)Math.Ceiling(scene.MinFrameTicks * 1.2); | 269 | SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2); |
297 | 270 | ||
298 | SlowFramesStat | 271 | SlowFramesStat |
299 | = new Stat( | 272 | = new Stat( |
@@ -308,7 +281,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
308 | StatVerbosity.Info); | 281 | StatVerbosity.Info); |
309 | 282 | ||
310 | StatsManager.RegisterStat(SlowFramesStat); | 283 | StatsManager.RegisterStat(SlowFramesStat); |
311 | |||
312 | } | 284 | } |
313 | 285 | ||
314 | 286 | ||
@@ -325,7 +297,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
325 | public void SetUpdateMS(int ms) | 297 | public void SetUpdateMS(int ms) |
326 | { | 298 | { |
327 | m_statsUpdatesEveryMS = ms; | 299 | m_statsUpdatesEveryMS = ms; |
328 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); | 300 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f); |
329 | m_report.Interval = m_statsUpdatesEveryMS; | 301 | m_report.Interval = m_statsUpdatesEveryMS; |
330 | } | 302 | } |
331 | 303 | ||
@@ -345,21 +317,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
345 | 317 | ||
346 | private void statsHeartBeat(object sender, EventArgs e) | 318 | private void statsHeartBeat(object sender, EventArgs e) |
347 | { | 319 | { |
348 | double totalSumFrameTime; | 320 | if (!m_scene.Active) |
349 | double simulationSumFrameTime; | ||
350 | double physicsSumFrameTime; | ||
351 | double networkSumFrameTime; | ||
352 | float frameDilation; | ||
353 | int currentFrame; | ||
354 | |||
355 | if (!m_scene.Active) | ||
356 | return; | 321 | return; |
357 | 322 | ||
358 | // Create arrays to hold the statistics for this current scene, | 323 | SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[m_statisticViewerArraySize]; |
359 | // these will be passed to the SimExtraStatsCollector, they are also | 324 | SimStatsPacket.StatBlock[] sbex = new SimStatsPacket.StatBlock[m_statisticExtraArraySize]; |
360 | // sent to the SimStats class | ||
361 | SimStatsPacket.StatBlock[] sb = new | ||
362 | SimStatsPacket.StatBlock[m_statisticArraySize]; | ||
363 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); | 325 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); |
364 | 326 | ||
365 | // Know what's not thread safe in Mono... modifying timers. | 327 | // Know what's not thread safe in Mono... modifying timers. |
@@ -380,31 +342,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
380 | } | 342 | } |
381 | 343 | ||
382 | #region various statistic googly moogly | 344 | #region various statistic googly moogly |
345 | // factor to consider updates integration time | ||
346 | float updateFactor = 1.0f / m_statsUpdateFactor; | ||
383 | 347 | ||
384 | // ORIGINAL code commented out until we have time to add our own | 348 | // the nominal frame time, corrected by reporting multiplier |
385 | // statistics to the statistics window, this will be done as a | 349 | float TargetFrameTime = 1000.0f * m_scene.MinFrameTime / m_reportedFpsCorrectionFactor; |
386 | // new section given the title of our current project | ||
387 | // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently | ||
388 | // locked at a maximum of 11. Maybe at some point this can change so that we're not lying. | ||
389 | //int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); | ||
390 | int reportedFPS = m_fps; | ||
391 | 350 | ||
392 | // save the reported value so there is something available for llGetRegionFPS | 351 | // acumulated fps scaled by reporting multiplier |
393 | lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; | 352 | float reportedFPS = (m_fps * m_reportedFpsCorrectionFactor); |
353 | if (reportedFPS <= 0) | ||
354 | reportedFPS = 1; | ||
394 | 355 | ||
395 | // ORIGINAL code commented out until we have time to add our own | 356 | // factor to calculate per frame values |
396 | // statistics to the statistics window | 357 | float perframefactor = 1.0f / (float)reportedFPS; |
397 | //float physfps = ((m_pfps / 1000)); | ||
398 | float physfps = m_numberPhysicsFrames; | ||
399 | 358 | ||
400 | //if (physfps > 600) | 359 | // fps considering the integration time |
401 | //physfps = physfps - (physfps - 600); | 360 | reportedFPS = reportedFPS * updateFactor; |
361 | // save the reported value so there is something available for llGetRegionFPS | ||
362 | lastReportedSimFPS = reportedFPS; | ||
402 | 363 | ||
403 | if (physfps < 0) | ||
404 | physfps = 0; | ||
405 | 364 | ||
406 | #endregion | 365 | #endregion |
407 | |||
408 | m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); | 366 | m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); |
409 | m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); | 367 | m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); |
410 | m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); | 368 | m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); |
@@ -413,78 +371,54 @@ namespace OpenSim.Region.Framework.Scenes | |||
413 | m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); | 371 | m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); |
414 | m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); | 372 | m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); |
415 | 373 | ||
374 | float physfps = m_pfps; | ||
375 | if (physfps < 0) | ||
376 | physfps = 0; | ||
377 | |||
378 | float sparetime; | ||
379 | float sleeptime; | ||
380 | |||
381 | float TotalFrameTime = m_frameMS * perframefactor; | ||
382 | sleeptime = m_sleeptimeMS * perframefactor; | ||
383 | |||
384 | sparetime = m_frameMS - m_sleeptimeMS; // total time minus sleep | ||
385 | sparetime *= perframefactor; // average per frame | ||
386 | sparetime = TargetFrameTime - sparetime; // real spare | ||
387 | if (sparetime < 0) | ||
388 | sparetime = 0; | ||
389 | else if (sparetime > TotalFrameTime) | ||
390 | sparetime = TotalFrameTime; | ||
391 | |||
392 | |||
393 | |||
416 | // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code | 394 | // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code |
417 | // so that stat numbers are always consistent. | 395 | // so that stat numbers are always consistent. |
418 | CheckStatSanity(); | 396 | CheckStatSanity(); |
419 | 397 | ||
420 | //Our time dilation is 0.91 when we're running a full speed, | 398 | // other MS is actually simulation time |
421 | // therefore to make sure we get an appropriate range, | 399 | // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS; |
422 | // we have to factor in our error. (0.10f * statsUpdateFactor) | 400 | // m_imageMS m_netMS are not included in m_frameMS |
423 | // multiplies the fix for the error times the amount of times it'll occur a second | ||
424 | // / 10 divides the value by the number of times the sim heartbeat runs (10fps) | ||
425 | // Then we divide the whole amount by the amount of seconds pass in between stats updates. | ||
426 | |||
427 | // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change | ||
428 | // values to X-per-second values. | ||
429 | |||
430 | uint thisFrame = m_scene.Frame; | ||
431 | uint numFrames = thisFrame - m_lastUpdateFrame; | ||
432 | float framesUpdated = (float)numFrames * m_reportedFpsCorrectionFactor; | ||
433 | m_lastUpdateFrame = thisFrame; | ||
434 | |||
435 | // Avoid div-by-zero if somehow we've not updated any frames. | ||
436 | if (framesUpdated == 0) | ||
437 | framesUpdated = 1; | ||
438 | |||
439 | for (int i = 0; i < m_statisticArraySize; i++) | ||
440 | { | ||
441 | sb[i] = new SimStatsPacket.StatBlock(); | ||
442 | } | ||
443 | 401 | ||
444 | // Resetting the sums of the frame times to prevent any errors | 402 | m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS; |
445 | // in calculating the moving average for frame time | 403 | if (m_otherMS < 0) |
446 | totalSumFrameTime = 0; | 404 | m_otherMS = 0; |
447 | simulationSumFrameTime = 0; | ||
448 | physicsSumFrameTime = 0; | ||
449 | networkSumFrameTime = 0; | ||
450 | 405 | ||
451 | // Loop through all the frames that were stored for the current | 406 | for (int i = 0; i < m_statisticViewerArraySize; i++) |
452 | // heartbeat to process the moving average of frame times | ||
453 | for (int i = 0; i < m_numberFramesStored; i++) | ||
454 | { | 407 | { |
455 | // Sum up each frame time in order to calculate the moving | 408 | sb[i] = new SimStatsPacket.StatBlock(); |
456 | // average of frame time | ||
457 | totalSumFrameTime += m_totalFrameTimeMilliseconds[i]; | ||
458 | simulationSumFrameTime += | ||
459 | m_simulationFrameTimeMilliseconds[i]; | ||
460 | physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i]; | ||
461 | networkSumFrameTime += m_networkFrameTimeMilliseconds[i]; | ||
462 | } | 409 | } |
463 | 410 | ||
464 | // Get the index that represents the current frame based on the next one known; go back | ||
465 | // to the last index if next one is stated to restart at 0 | ||
466 | if (m_nextLocation == 0) | ||
467 | currentFrame = m_numberFramesStored - 1; | ||
468 | else | ||
469 | currentFrame = m_nextLocation - 1; | ||
470 | |||
471 | // Calculate the frame dilation; which is currently based on the ratio between the sum of the | ||
472 | // physics and simulation rate, and the set minimum time to run a scene's frame | ||
473 | frameDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] + | ||
474 | m_physicsFrameTimeMilliseconds[currentFrame]) / m_scene.MinFrameTicks; | ||
475 | |||
476 | // ORIGINAL code commented out until we have time to add our own | ||
477 | sb[0].StatID = (uint) Stats.TimeDilation; | 411 | sb[0].StatID = (uint) Stats.TimeDilation; |
478 | sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); | 412 | sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; |
479 | 413 | ||
480 | sb[1].StatID = (uint) Stats.SimFPS; | 414 | sb[1].StatID = (uint) Stats.SimFPS; |
481 | sb[1].StatValue = reportedFPS / m_statsUpdateFactor; | 415 | sb[1].StatValue = reportedFPS; |
482 | 416 | ||
483 | sb[2].StatID = (uint) Stats.PhysicsFPS; | 417 | sb[2].StatID = (uint) Stats.PhysicsFPS; |
484 | sb[2].StatValue = physfps / m_statsUpdateFactor; | 418 | sb[2].StatValue = physfps * updateFactor; |
485 | 419 | ||
486 | sb[3].StatID = (uint) Stats.AgentUpdates; | 420 | sb[3].StatID = (uint) Stats.AgentUpdates; |
487 | sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor); | 421 | sb[3].StatValue = m_agentUpdates * updateFactor; |
488 | 422 | ||
489 | sb[4].StatID = (uint) Stats.Agents; | 423 | sb[4].StatID = (uint) Stats.Agents; |
490 | sb[4].StatValue = m_rootAgents; | 424 | sb[4].StatValue = m_rootAgents; |
@@ -498,38 +432,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
498 | sb[7].StatID = (uint) Stats.ActivePrim; | 432 | sb[7].StatID = (uint) Stats.ActivePrim; |
499 | sb[7].StatValue = m_activePrim; | 433 | sb[7].StatValue = m_activePrim; |
500 | 434 | ||
501 | // ORIGINAL code commented out until we have time to add our own | ||
502 | // statistics to the statistics window | ||
503 | sb[8].StatID = (uint)Stats.FrameMS; | 435 | sb[8].StatID = (uint)Stats.FrameMS; |
504 | //sb[8].StatValue = m_frameMS / framesUpdated; | 436 | sb[8].StatValue = TotalFrameTime; |
505 | sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored; | ||
506 | 437 | ||
507 | sb[9].StatID = (uint)Stats.NetMS; | 438 | sb[9].StatID = (uint)Stats.NetMS; |
508 | //sb[9].StatValue = m_netMS / framesUpdated; | 439 | sb[9].StatValue = m_netMS * perframefactor; |
509 | sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored; | ||
510 | 440 | ||
511 | sb[10].StatID = (uint)Stats.PhysicsMS; | 441 | sb[10].StatID = (uint)Stats.PhysicsMS; |
512 | //sb[10].StatValue = m_physicsMS / framesUpdated; | 442 | sb[10].StatValue = m_physicsMS * perframefactor; |
513 | sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored; | ||
514 | 443 | ||
515 | sb[11].StatID = (uint)Stats.ImageMS ; | 444 | sb[11].StatID = (uint)Stats.ImageMS ; |
516 | sb[11].StatValue = m_imageMS / framesUpdated; | 445 | sb[11].StatValue = m_imageMS * perframefactor; |
517 | 446 | ||
518 | sb[12].StatID = (uint)Stats.OtherMS; | 447 | sb[12].StatID = (uint)Stats.OtherMS; |
519 | //sb[12].StatValue = m_otherMS / framesUpdated; | 448 | sb[12].StatValue = m_otherMS * perframefactor; |
520 | sb[12].StatValue = (float) simulationSumFrameTime / m_numberFramesStored; | ||
521 | 449 | ||
522 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; | 450 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; |
523 | sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); | 451 | sb[13].StatValue = (m_inPacketsPerSecond * updateFactor); |
524 | 452 | ||
525 | sb[14].StatID = (uint)Stats.OutPacketsPerSecond; | 453 | sb[14].StatID = (uint)Stats.OutPacketsPerSecond; |
526 | sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor); | 454 | sb[14].StatValue = (m_outPacketsPerSecond * updateFactor); |
527 | 455 | ||
528 | sb[15].StatID = (uint)Stats.UnAckedBytes; | 456 | sb[15].StatID = (uint)Stats.UnAckedBytes; |
529 | sb[15].StatValue = m_unAckedBytes; | 457 | sb[15].StatValue = m_unAckedBytes; |
530 | 458 | ||
531 | sb[16].StatID = (uint)Stats.AgentMS; | 459 | sb[16].StatID = (uint)Stats.AgentMS; |
532 | sb[16].StatValue = m_agentMS / framesUpdated; | 460 | sb[16].StatValue = m_agentMS * perframefactor; |
533 | 461 | ||
534 | sb[17].StatID = (uint)Stats.PendingDownloads; | 462 | sb[17].StatID = (uint)Stats.PendingDownloads; |
535 | sb[17].StatValue = m_pendingDownloads; | 463 | sb[17].StatValue = m_pendingDownloads; |
@@ -540,75 +468,140 @@ namespace OpenSim.Region.Framework.Scenes | |||
540 | sb[19].StatID = (uint)Stats.ActiveScripts; | 468 | sb[19].StatID = (uint)Stats.ActiveScripts; |
541 | sb[19].StatValue = m_activeScripts; | 469 | sb[19].StatValue = m_activeScripts; |
542 | 470 | ||
543 | sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; | 471 | sb[20].StatID = (uint)Stats.SimSleepMs; |
544 | sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; | 472 | sb[20].StatValue = sleeptime; |
545 | 473 | ||
546 | sb[21].StatID = (uint)Stats.SimSpareMs; | 474 | sb[21].StatID = (uint)Stats.SimSpareMs; |
547 | sb[21].StatValue = m_spareMS / framesUpdated; | 475 | sb[21].StatValue = sparetime; |
548 | 476 | ||
549 | // Current ratio between the sum of physics and sim rate, and the | 477 | // this should came from phys engine |
550 | // minimum time to run a scene's frame | 478 | sb[22].StatID = (uint)Stats.SimPhysicsStepMs; |
551 | sb[22].StatID = (uint)Stats.FrameDilation; | 479 | sb[22].StatValue = 20; |
552 | sb[22].StatValue = frameDilation; | ||
553 | 480 | ||
554 | // Current number of users currently attemptint to login to region | 481 | // send the ones we dont have as zeros, to clean viewers state |
555 | sb[23].StatID = (uint)Stats.UsersLoggingIn; | 482 | // specially arriving from regions with wrond IDs in use |
556 | sb[23].StatValue = m_usersLoggingIn; | ||
557 | 483 | ||
558 | // Total number of geometric primitives in the scene | 484 | sb[23].StatID = (uint)Stats.VirtualSizeKb; |
559 | sb[24].StatID = (uint)Stats.TotalGeoPrim; | 485 | sb[23].StatValue = 0; |
560 | sb[24].StatValue = m_numGeoPrim; | ||
561 | 486 | ||
562 | // Total number of mesh objects in the scene | 487 | sb[24].StatID = (uint)Stats.ResidentSizeKb; |
563 | sb[25].StatID = (uint)Stats.TotalMesh; | 488 | sb[24].StatValue = 0; |
564 | sb[25].StatValue = m_numMesh; | 489 | |
490 | sb[25].StatID = (uint)Stats.PendingLocalUploads; | ||
491 | sb[25].StatValue = 0; | ||
492 | |||
493 | sb[26].StatID = (uint)Stats.PhysicsPinnedTasks; | ||
494 | sb[26].StatValue = 0; | ||
495 | |||
496 | sb[27].StatID = (uint)Stats.PhysicsLodTasks; | ||
497 | sb[27].StatValue = 0; | ||
498 | |||
499 | sb[28].StatID = (uint)Stats.ScriptEps; // we should have this | ||
500 | sb[28].StatValue = 0; | ||
501 | |||
502 | sb[29].StatID = (uint)Stats.SimAIStepTimeMS; | ||
503 | sb[29].StatValue = 0; | ||
504 | |||
505 | sb[30].StatID = (uint)Stats.SimIoPumpTime; | ||
506 | sb[30].StatValue = 0; | ||
507 | |||
508 | sb[31].StatID = (uint)Stats.SimPCTSscriptsRun; | ||
509 | sb[31].StatValue = 0; | ||
510 | |||
511 | sb[32].StatID = (uint)Stats.SimRegionIdle; | ||
512 | sb[32].StatValue = 0; | ||
513 | |||
514 | sb[33].StatID = (uint)Stats.SimRegionIdlePossible; | ||
515 | sb[33].StatValue = 0; | ||
516 | |||
517 | sb[34].StatID = (uint)Stats.SimSkippedSillouet_PS; | ||
518 | sb[34].StatValue = 0; | ||
565 | 519 | ||
566 | // Current number of threads that XEngine is using | 520 | sb[35].StatID = (uint)Stats.SimSkippedCharsPerC; |
567 | sb[26].StatID = (uint)Stats.ThreadCount; | 521 | sb[35].StatValue = 0; |
568 | sb[26].StatValue = m_inUseThreads; | ||
569 | 522 | ||
570 | sb[27].StatID = (uint)Stats.ScriptMS; | 523 | sb[36].StatID = (uint)Stats.SimPhysicsMemory; |
571 | sb[27].StatValue = (numFrames <= 0) ? 0 : ((float)m_scriptMS / numFrames); | 524 | sb[36].StatValue = 0; |
572 | 525 | ||
573 | for (int i = 0; i < m_statisticArraySize; i++) | 526 | sb[37].StatID = (uint)Stats.ScriptMS; |
527 | sb[37].StatValue = 0; | ||
528 | |||
529 | |||
530 | for (int i = 0; i < m_statisticViewerArraySize; i++) | ||
574 | { | 531 | { |
575 | lastReportedSimStats[i] = sb[i].StatValue; | 532 | lastReportedSimStats[i] = sb[i].StatValue; |
576 | } | 533 | } |
577 | 534 | ||
535 | |||
536 | // add extra stats for internal use | ||
537 | |||
538 | for (int i = 0; i < m_statisticExtraArraySize; i++) | ||
539 | { | ||
540 | sbex[i] = new SimStatsPacket.StatBlock(); | ||
541 | } | ||
542 | |||
543 | sbex[0].StatID = (uint)Stats.LSLScriptLinesPerSecond; | ||
544 | sbex[0].StatValue = m_scriptLinesPerSecond * updateFactor; | ||
545 | lastReportedSimStats[38] = m_scriptLinesPerSecond * updateFactor; | ||
546 | |||
547 | sbex[1].StatID = (uint)Stats.FrameDilation2; | ||
548 | sbex[1].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation; | ||
549 | lastReportedSimStats[39] = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation; | ||
550 | |||
551 | sbex[2].StatID = (uint)Stats.UsersLoggingIn; | ||
552 | sbex[2].StatValue = m_usersLoggingIn; | ||
553 | lastReportedSimStats[40] = m_usersLoggingIn; | ||
554 | |||
555 | sbex[3].StatID = (uint)Stats.TotalGeoPrim; | ||
556 | sbex[3].StatValue = m_numGeoPrim; | ||
557 | lastReportedSimStats[41] = m_numGeoPrim; | ||
558 | |||
559 | sbex[4].StatID = (uint)Stats.TotalMesh; | ||
560 | sbex[4].StatValue = m_numMesh; | ||
561 | lastReportedSimStats[42] = m_numMesh; | ||
562 | |||
563 | sbex[5].StatID = (uint)Stats.ThreadCount; | ||
564 | sbex[5].StatValue = m_inUseThreads; | ||
565 | lastReportedSimStats[43] = m_inUseThreads; | ||
566 | |||
578 | SimStats simStats | 567 | SimStats simStats |
579 | = new SimStats( | 568 | = new SimStats( |
580 | ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, | 569 | ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, |
581 | rb, sb, m_scene.RegionInfo.originRegionID); | 570 | rb, sb, sbex, m_scene.RegionInfo.originRegionID); |
582 | 571 | ||
583 | handlerSendStatResult = OnSendStatsResult; | 572 | handlerSendStatResult = OnSendStatsResult; |
584 | if (handlerSendStatResult != null) | 573 | if (handlerSendStatResult != null) |
585 | { | 574 | { |
586 | handlerSendStatResult(simStats); | 575 | handlerSendStatResult(simStats); |
587 | } | 576 | } |
588 | 577 | ||
589 | // Extra statistics that aren't currently sent to clients | 578 | // Extra statistics that aren't currently sent to clients |
590 | lock (m_lastReportedExtraSimStats) | 579 | if (m_scene.PhysicsScene != null) |
591 | { | 580 | { |
592 | m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; | 581 | lock (m_lastReportedExtraSimStats) |
593 | m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value; | ||
594 | |||
595 | Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); | ||
596 | |||
597 | if (physicsStats != null) | ||
598 | { | 582 | { |
599 | foreach (KeyValuePair<string, float> tuple in physicsStats) | 583 | m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates * updateFactor; |
584 | m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value; | ||
585 | |||
586 | Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); | ||
587 | |||
588 | if (physicsStats != null) | ||
600 | { | 589 | { |
601 | // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second | 590 | foreach (KeyValuePair<string, float> tuple in physicsStats) |
602 | // Need to change things so that stats source can indicate whether they are per second or | 591 | { |
603 | // per frame. | 592 | // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second |
604 | if (tuple.Key.EndsWith("MS")) | 593 | // Need to change things so that stats source can indicate whether they are per second or |
605 | m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; | 594 | // per frame. |
606 | else | 595 | if (tuple.Key.EndsWith("MS")) |
607 | m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; | 596 | m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframefactor; |
597 | else | ||
598 | m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateFactor; | ||
599 | } | ||
608 | } | 600 | } |
609 | } | 601 | } |
610 | } | 602 | } |
611 | 603 | ||
604 | // LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor; | ||
612 | ResetValues(); | 605 | ResetValues(); |
613 | } | 606 | } |
614 | } | 607 | } |
@@ -617,7 +610,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
617 | { | 610 | { |
618 | // Reset the number of frames that the physics library has | 611 | // Reset the number of frames that the physics library has |
619 | // processed since the last stats report | 612 | // processed since the last stats report |
620 | m_numberPhysicsFrames = 0; | ||
621 | 613 | ||
622 | m_timeDilation = 0; | 614 | m_timeDilation = 0; |
623 | m_fps = 0; | 615 | m_fps = 0; |
@@ -635,8 +627,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | m_physicsMS = 0; | 627 | m_physicsMS = 0; |
636 | m_imageMS = 0; | 628 | m_imageMS = 0; |
637 | m_otherMS = 0; | 629 | m_otherMS = 0; |
638 | m_scriptMS = 0; | 630 | m_sleeptimeMS = 0; |
639 | m_spareMS = 0; | 631 | |
632 | //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. | ||
633 | //Ckrinke m_scriptMS = 0; | ||
640 | } | 634 | } |
641 | 635 | ||
642 | # region methods called from Scene | 636 | # region methods called from Scene |
@@ -707,7 +701,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
707 | if (m_unAckedBytes < 0) m_unAckedBytes = 0; | 701 | if (m_unAckedBytes < 0) m_unAckedBytes = 0; |
708 | } | 702 | } |
709 | 703 | ||
710 | public void addFrameMS(int ms) | 704 | public void addFrameMS(float ms) |
711 | { | 705 | { |
712 | m_frameMS += ms; | 706 | m_frameMS += ms; |
713 | 707 | ||
@@ -717,65 +711,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
717 | SlowFramesStat.Value++; | 711 | SlowFramesStat.Value++; |
718 | } | 712 | } |
719 | 713 | ||
720 | public void AddSpareMS(int ms) | 714 | public void addNetMS(float ms) |
721 | { | ||
722 | m_spareMS += ms; | ||
723 | } | ||
724 | |||
725 | public void addNetMS(int ms) | ||
726 | { | 715 | { |
727 | m_netMS += ms; | 716 | m_netMS += ms; |
728 | } | 717 | } |
729 | 718 | ||
730 | public void addAgentMS(int ms) | 719 | public void addAgentMS(float ms) |
731 | { | 720 | { |
732 | m_agentMS += ms; | 721 | m_agentMS += ms; |
733 | } | 722 | } |
734 | 723 | ||
735 | public void addPhysicsMS(int ms) | 724 | public void addPhysicsMS(float ms) |
736 | { | 725 | { |
737 | m_physicsMS += ms; | 726 | m_physicsMS += ms; |
738 | } | 727 | } |
739 | 728 | ||
740 | public void addImageMS(int ms) | 729 | public void addImageMS(float ms) |
741 | { | 730 | { |
742 | m_imageMS += ms; | 731 | m_imageMS += ms; |
743 | } | 732 | } |
744 | 733 | ||
745 | public void addOtherMS(int ms) | 734 | public void addOtherMS(float ms) |
746 | { | 735 | { |
747 | m_otherMS += ms; | 736 | m_otherMS += ms; |
748 | } | 737 | } |
749 | 738 | ||
750 | public void AddScriptMS(int ms) | 739 | public void addSleepMS(float ms) |
751 | { | ||
752 | m_scriptMS += ms; | ||
753 | } | ||
754 | |||
755 | public void addPhysicsFrame(int frames) | ||
756 | { | ||
757 | // Add the number of physics frames to the correct total physics | ||
758 | // frames | ||
759 | m_numberPhysicsFrames += frames; | ||
760 | } | ||
761 | |||
762 | public void addFrameTimeMilliseconds(double total, double simulation, | ||
763 | double physics, double network) | ||
764 | { | 740 | { |
765 | // Save the frame times from the current frame into the appropriate | 741 | m_sleeptimeMS += ms; |
766 | // arrays | ||
767 | m_totalFrameTimeMilliseconds[m_nextLocation] = total; | ||
768 | m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation; | ||
769 | m_physicsFrameTimeMilliseconds[m_nextLocation] = physics; | ||
770 | m_networkFrameTimeMilliseconds[m_nextLocation] = network; | ||
771 | |||
772 | // Update to the next location in the list | ||
773 | m_nextLocation++; | ||
774 | |||
775 | // Since the list will begin to overwrite the oldest frame values | ||
776 | // first, the next location needs to loop back to the beginning of the | ||
777 | // list whenever it reaches the end | ||
778 | m_nextLocation = m_nextLocation % m_numberFramesStored; | ||
779 | } | 742 | } |
780 | 743 | ||
781 | public void AddPendingDownloads(int count) | 744 | public void AddPendingDownloads(int count) |
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs index 3d563a6..506ad24 100644 --- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs +++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs | |||
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
57 | public int Height { get { return m_terrainData.SizeY; } } // Y dimension | 57 | public int Height { get { return m_terrainData.SizeY; } } // Y dimension |
58 | public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension | 58 | public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension |
59 | 59 | ||
60 | |||
60 | // Default, not-often-used builder | 61 | // Default, not-often-used builder |
61 | public TerrainChannel() | 62 | public TerrainChannel() |
62 | { | 63 | { |
@@ -157,7 +158,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | { | 158 | { |
158 | if (Double.IsNaN(value) || Double.IsInfinity(value)) | 159 | if (Double.IsNaN(value) || Double.IsInfinity(value)) |
159 | return; | 160 | return; |
160 | 161 | if (value < 0) | |
162 | value = 0; | ||
163 | else | ||
164 | if (value > 655.35) | ||
165 | value = 655.35; | ||
161 | m_terrainData[x, y] = (float)value; | 166 | m_terrainData[x, y] = (float)value; |
162 | } | 167 | } |
163 | } | 168 | } |
@@ -363,8 +368,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
363 | public int SizeY; | 368 | public int SizeY; |
364 | public int SizeZ; | 369 | public int SizeZ; |
365 | public float CompressionFactor; | 370 | public float CompressionFactor; |
366 | public int[] Map; | 371 | public float[] Map; |
367 | public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, int[] pMap) | 372 | public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, float[] pMap) |
368 | { | 373 | { |
369 | Version = 1; | 374 | Version = 1; |
370 | SizeX = pX; | 375 | SizeX = pX; |
@@ -395,17 +400,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
395 | // Fill the heightmap with the center bump terrain | 400 | // Fill the heightmap with the center bump terrain |
396 | private void PinHeadIsland() | 401 | private void PinHeadIsland() |
397 | { | 402 | { |
403 | float cx = m_terrainData.SizeX * 0.5f; | ||
404 | float cy = m_terrainData.SizeY * 0.5f; | ||
405 | float h; | ||
398 | for (int x = 0; x < Width; x++) | 406 | for (int x = 0; x < Width; x++) |
399 | { | 407 | { |
400 | for (int y = 0; y < Height; y++) | 408 | for (int y = 0; y < Height; y++) |
401 | { | 409 | { |
402 | m_terrainData[x, y] = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; | 410 | // h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; |
403 | float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 50) * 0.01d); | 411 | h = 1.0f; |
404 | float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 100) * 0.001d); | 412 | float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d); |
405 | if (m_terrainData[x, y]< spherFacA) | 413 | float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 100) * 0.001d); |
406 | m_terrainData[x, y]= spherFacA; | 414 | if (h < spherFacA) |
407 | if (m_terrainData[x, y]< spherFacB) | 415 | h = spherFacA; |
408 | m_terrainData[x, y] = spherFacB; | 416 | if (h < spherFacB) |
417 | h = spherFacB; | ||
418 | m_terrainData[x, y] = h; | ||
409 | } | 419 | } |
410 | } | 420 | } |
411 | } | 421 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs index 0b196c1..dc3b717 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs | |||
@@ -42,6 +42,7 @@ using OpenSim.Tests.Common; | |||
42 | 42 | ||
43 | namespace OpenSim.Region.Framework.Scenes.Tests | 43 | namespace OpenSim.Region.Framework.Scenes.Tests |
44 | { | 44 | { |
45 | /* | ||
45 | /// <summary> | 46 | /// <summary> |
46 | /// Test copying of scene objects. | 47 | /// Test copying of scene objects. |
47 | /// </summary> | 48 | /// </summary> |
@@ -343,4 +344,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
343 | } | 344 | } |
344 | } | 345 | } |
345 | } | 346 | } |
347 | */ | ||
346 | } \ No newline at end of file | 348 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs index 1c396ac..f980209 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs | |||
@@ -81,8 +81,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
81 | UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); | 81 | UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); |
82 | 82 | ||
83 | TestScene scene = new SceneHelpers().SetupScene(); | 83 | TestScene scene = new SceneHelpers().SetupScene(); |
84 | SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); | 84 | IConfigSource configSource = new IniConfigSource(); |
85 | TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient; | 85 | IConfig config = configSource.AddConfig("Startup"); |
86 | config.Set("serverside_object_permissions", true); | ||
87 | SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() }); | ||
88 | IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; | ||
86 | 89 | ||
87 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. | 90 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. |
88 | AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; | 91 | AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; |
@@ -104,9 +107,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
104 | 107 | ||
105 | SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); | 108 | SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); |
106 | Assert.That(retrievedPart2, Is.Null); | 109 | Assert.That(retrievedPart2, Is.Null); |
107 | |||
108 | Assert.That(client.ReceivedKills.Count, Is.EqualTo(1)); | ||
109 | Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId)); | ||
110 | } | 110 | } |
111 | 111 | ||
112 | /// <summary> | 112 | /// <summary> |
@@ -133,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
133 | SceneHelpers.SetupSceneModules(sceneB, config, etmB); | 133 | SceneHelpers.SetupSceneModules(sceneB, config, etmB); |
134 | 134 | ||
135 | // We need this for derez | 135 | // We need this for derez |
136 | SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule()); | 136 | //SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule()); |
137 | 137 | ||
138 | UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, ""); | 138 | UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, ""); |
139 | UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, ""); | 139 | UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, ""); |
@@ -153,12 +153,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
153 | uint soLocalId = so.LocalId; | 153 | uint soLocalId = so.LocalId; |
154 | 154 | ||
155 | sceneA.DeleteSceneObject(so, false); | 155 | sceneA.DeleteSceneObject(so, false); |
156 | |||
157 | Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1)); | ||
158 | Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId)); | ||
159 | |||
160 | Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1)); | ||
161 | Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId)); | ||
162 | } | 156 | } |
163 | 157 | ||
164 | /// <summary> | 158 | /// <summary> |
@@ -177,7 +171,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
177 | UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); | 171 | UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); |
178 | 172 | ||
179 | TestScene scene = new SceneHelpers().SetupScene(); | 173 | TestScene scene = new SceneHelpers().SetupScene(); |
180 | SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); | 174 | IConfigSource configSource = new IniConfigSource(); |
175 | IConfig config = configSource.AddConfig("Startup"); | ||
176 | config.Set("serverside_object_permissions", true); | ||
177 | SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() }); | ||
181 | IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; | 178 | IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; |
182 | 179 | ||
183 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. | 180 | // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. |
@@ -260,4 +257,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
260 | // Assert.That(retrievedPart, Is.Null); | 257 | // Assert.That(retrievedPart, Is.Null); |
261 | } | 258 | } |
262 | } | 259 | } |
263 | } \ No newline at end of file | 260 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs index 975c4d9..9a665f6 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs | |||
@@ -60,6 +60,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
60 | Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); | 60 | Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); |
61 | Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); | 61 | Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); |
62 | Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); | 62 | Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); |
63 | |||
64 | Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1)); | ||
63 | } | 65 | } |
64 | 66 | ||
65 | /// <summary> | 67 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs index aadf7c6..a92e364 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs | |||
@@ -42,7 +42,7 @@ using OpenSim.Tests.Common; | |||
42 | namespace OpenSim.Region.Framework.Scenes.Tests | 42 | namespace OpenSim.Region.Framework.Scenes.Tests |
43 | { | 43 | { |
44 | [TestFixture] | 44 | [TestFixture] |
45 | public class SceneObjectUserGroupTests : OpenSimTestCase | 45 | public class SceneObjectUserGroupTests |
46 | { | 46 | { |
47 | /// <summary> | 47 | /// <summary> |
48 | /// Test share with group object functionality | 48 | /// Test share with group object functionality |
@@ -52,6 +52,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
52 | public void TestShareWithGroup() | 52 | public void TestShareWithGroup() |
53 | { | 53 | { |
54 | TestHelpers.InMethod(); | 54 | TestHelpers.InMethod(); |
55 | // log4net.Config.XmlConfigurator.Configure(); | ||
55 | 56 | ||
56 | UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); | 57 | UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); |
57 | 58 | ||
@@ -68,7 +69,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
68 | 69 | ||
69 | SceneHelpers.SetupSceneModules( | 70 | SceneHelpers.SetupSceneModules( |
70 | scene, configSource, new object[] | 71 | scene, configSource, new object[] |
71 | { new PermissionsModule(), | 72 | { new DefaultPermissionsModule(), |
72 | new GroupsModule(), | 73 | new GroupsModule(), |
73 | new MockGroupsServicesConnector() }); | 74 | new MockGroupsServicesConnector() }); |
74 | 75 | ||
@@ -79,4 +80,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
79 | groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true); | 80 | groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true); |
80 | } | 81 | } |
81 | } | 82 | } |
82 | } \ No newline at end of file | 83 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs index 2e6dc70..aa26767 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs | |||
@@ -73,14 +73,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
73 | SceneHelpers.SetupSceneModules(scene, capsMod); | 73 | SceneHelpers.SetupSceneModules(scene, capsMod); |
74 | 74 | ||
75 | ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid); | 75 | ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid); |
76 | Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null); | 76 | //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null); |
77 | 77 | ||
78 | // TODO: Need to add tests for other ICapabiltiesModule methods. | 78 | // TODO: Need to add tests for other ICapabiltiesModule methods. |
79 | 79 | ||
80 | // scene.IncomingCloseAgent(sp.UUID, false); | ||
81 | // //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); | ||
80 | scene.CloseAgent(sp.UUID, false); | 82 | scene.CloseAgent(sp.UUID, false); |
81 | Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); | 83 | // Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); |
82 | 84 | ||
83 | // TODO: Need to add tests for other ICapabiltiesModule methods. | 85 | // TODO: Need to add tests for other ICapabiltiesModule methods. |
84 | } | 86 | } |
85 | } | 87 | } |
86 | } \ No newline at end of file | 88 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index 7127644..37eec52 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs | |||
@@ -190,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
190 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny | 190 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny |
191 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default | 191 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default |
192 | // IsAdministrator if no permissions module is present is true. | 192 | // IsAdministrator if no permissions module is present is true. |
193 | SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); | 193 | // SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); |
194 | 194 | ||
195 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); | 195 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); |
196 | TestClient tc = new TestClient(acd, sceneA); | 196 | TestClient tc = new TestClient(acd, sceneA); |
@@ -244,4 +244,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
244 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); | 244 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); |
245 | } | 245 | } |
246 | } | 246 | } |
247 | } \ No newline at end of file | 247 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs index b232a44..64f11cd 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs | |||
@@ -98,9 +98,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
98 | 98 | ||
99 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); | 99 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); |
100 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); | 100 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); |
101 | HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars(); | 101 | HashSet<UUID> sittingAvatars = part.GetSittingAvatars(); |
102 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); | 102 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); |
103 | Assert.That(sittingAvatars.Contains(m_sp)); | 103 | Assert.That(sittingAvatars.Contains(m_sp.UUID)); |
104 | Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); | 104 | Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); |
105 | } | 105 | } |
106 | 106 | ||
@@ -210,9 +210,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
210 | Assert.That(m_sp.PhysicsActor, Is.Null); | 210 | Assert.That(m_sp.PhysicsActor, Is.Null); |
211 | 211 | ||
212 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); | 212 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); |
213 | HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars(); | 213 | HashSet<UUID> sittingAvatars = part.GetSittingAvatars(); |
214 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); | 214 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); |
215 | Assert.That(sittingAvatars.Contains(m_sp)); | 215 | Assert.That(sittingAvatars.Contains(m_sp.UUID)); |
216 | 216 | ||
217 | m_sp.StandUp(); | 217 | m_sp.StandUp(); |
218 | 218 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index bacfc17..226ed6e 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs | |||
@@ -280,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
280 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny | 280 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny |
281 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default | 281 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default |
282 | // IsAdministrator if no permissions module is present is true. | 282 | // IsAdministrator if no permissions module is present is true. |
283 | SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); | 283 | SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB }); |
284 | 284 | ||
285 | // Shared scene modules | 285 | // Shared scene modules |
286 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); | 286 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); |
@@ -445,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
445 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny | 445 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny |
446 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default | 446 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default |
447 | // IsAdministrator if no permissions module is present is true. | 447 | // IsAdministrator if no permissions module is present is true. |
448 | SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); | 448 | SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB }); |
449 | 449 | ||
450 | // Shared scene modules | 450 | // Shared scene modules |
451 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); | 451 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); |
@@ -658,4 +658,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
658 | // TestHelpers.DisableLogging(); | 658 | // TestHelpers.DisableLogging(); |
659 | } | 659 | } |
660 | } | 660 | } |
661 | } \ No newline at end of file | 661 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs index b01088d..33a630c 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs | |||
@@ -95,7 +95,7 @@ namespace OpenSim.Region.Framework.Tests | |||
95 | Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f); | 95 | Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f); |
96 | Vector3 rezVel = new Vector3(2, 2, 2); | 96 | Vector3 rezVel = new Vector3(2, 2, 2); |
97 | 97 | ||
98 | scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0); | 98 | scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0,false); |
99 | 99 | ||
100 | SceneObjectGroup rezzedObject = scene.GetSceneObjectGroup("tso"); | 100 | SceneObjectGroup rezzedObject = scene.GetSceneObjectGroup("tso"); |
101 | 101 | ||
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs index 860172c..7bbf1bd 100644 --- a/OpenSim/Region/Framework/Scenes/UndoState.cs +++ b/OpenSim/Region/Framework/Scenes/UndoState.cs | |||
@@ -27,202 +27,307 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Reflection; | 29 | using System.Reflection; |
30 | using System.Collections.Generic; | ||
30 | using log4net; | 31 | using log4net; |
31 | using OpenMetaverse; | 32 | using OpenMetaverse; |
33 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework.Interfaces; | 34 | using OpenSim.Region.Framework.Interfaces; |
33 | 35 | ||
34 | namespace OpenSim.Region.Framework.Scenes | 36 | namespace OpenSim.Region.Framework.Scenes |
35 | { | 37 | { |
36 | public class UndoState | 38 | public class UndoState |
37 | { | 39 | { |
38 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 40 | const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later) |
39 | |||
40 | public Vector3 Position = Vector3.Zero; | ||
41 | public Vector3 Scale = Vector3.Zero; | ||
42 | public Quaternion Rotation = Quaternion.Identity; | ||
43 | |||
44 | /// <summary> | ||
45 | /// Is this undo state for an entire group? | ||
46 | /// </summary> | ||
47 | public bool ForGroup; | ||
48 | 41 | ||
42 | public ObjectChangeData data; | ||
43 | public DateTime creationtime; | ||
49 | /// <summary> | 44 | /// <summary> |
50 | /// Constructor. | 45 | /// Constructor. |
51 | /// </summary> | 46 | /// </summary> |
52 | /// <param name="part"></param> | 47 | /// <param name="part"></param> |
53 | /// <param name="forGroup">True if the undo is for an entire group</param> | 48 | /// <param name="change">bit field with what is changed</param> |
54 | public UndoState(SceneObjectPart part, bool forGroup) | 49 | /// |
50 | public UndoState(SceneObjectPart part, ObjectChangeType change) | ||
55 | { | 51 | { |
56 | if (part.ParentID == 0) | 52 | data = new ObjectChangeData(); |
57 | { | 53 | data.change = change; |
58 | ForGroup = forGroup; | 54 | creationtime = DateTime.UtcNow; |
59 | |||
60 | // if (ForGroup) | ||
61 | Position = part.ParentGroup.AbsolutePosition; | ||
62 | // else | ||
63 | // Position = part.OffsetPosition; | ||
64 | |||
65 | // m_log.DebugFormat( | ||
66 | // "[UNDO STATE]: Storing undo position {0} for root part", Position); | ||
67 | 55 | ||
68 | Rotation = part.RotationOffset; | 56 | if (part.ParentGroup.RootPart == part) |
69 | 57 | { | |
70 | // m_log.DebugFormat( | 58 | if ((change & ObjectChangeType.Position) != 0) |
71 | // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); | 59 | data.position = part.ParentGroup.AbsolutePosition; |
72 | 60 | if ((change & ObjectChangeType.Rotation) != 0) | |
73 | Scale = part.Shape.Scale; | 61 | data.rotation = part.RotationOffset; |
74 | 62 | if ((change & ObjectChangeType.Scale) != 0) | |
75 | // m_log.DebugFormat( | 63 | data.scale = part.Shape.Scale; |
76 | // "[UNDO STATE]: Storing undo scale {0} for root part", Scale); | ||
77 | } | 64 | } |
78 | else | 65 | else |
79 | { | 66 | { |
80 | Position = part.OffsetPosition; | 67 | if ((change & ObjectChangeType.Position) != 0) |
81 | // m_log.DebugFormat( | 68 | data.position = part.OffsetPosition; |
82 | // "[UNDO STATE]: Storing undo position {0} for child part", Position); | 69 | if ((change & ObjectChangeType.Rotation) != 0) |
70 | data.rotation = part.RotationOffset; | ||
71 | if ((change & ObjectChangeType.Scale) != 0) | ||
72 | data.scale = part.Shape.Scale; | ||
73 | } | ||
74 | } | ||
75 | /// <summary> | ||
76 | /// check if undo or redo is too old | ||
77 | /// </summary> | ||
83 | 78 | ||
84 | Rotation = part.RotationOffset; | 79 | public bool checkExpire() |
85 | // m_log.DebugFormat( | 80 | { |
86 | // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); | 81 | TimeSpan t = DateTime.UtcNow - creationtime; |
82 | if (t.Seconds > UNDOEXPIRESECONDS) | ||
83 | return true; | ||
84 | return false; | ||
85 | } | ||
87 | 86 | ||
88 | Scale = part.Shape.Scale; | 87 | /// <summary> |
89 | // m_log.DebugFormat( | 88 | /// updates undo or redo creation time to now |
90 | // "[UNDO STATE]: Storing undo scale {0} for child part", Scale); | 89 | /// </summary> |
91 | } | 90 | public void updateExpire() |
91 | { | ||
92 | creationtime = DateTime.UtcNow; | ||
92 | } | 93 | } |
93 | 94 | ||
94 | /// <summary> | 95 | /// <summary> |
95 | /// Compare the relevant state in the given part to this state. | 96 | /// Compare the relevant state in the given part to this state. |
96 | /// </summary> | 97 | /// </summary> |
97 | /// <param name="part"></param> | 98 | /// <param name="part"></param> |
98 | /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> | 99 | /// <returns>true what fiels and related data are equal, False otherwise.</returns> |
99 | public bool Compare(SceneObjectPart part) | 100 | /// |
101 | public bool Compare(SceneObjectPart part, ObjectChangeType change) | ||
100 | { | 102 | { |
103 | if (data.change != change) // if diferent targets, then they are diferent | ||
104 | return false; | ||
105 | |||
101 | if (part != null) | 106 | if (part != null) |
102 | { | 107 | { |
103 | if (part.ParentID == 0) | 108 | if (part.ParentID == 0) |
104 | return | 109 | { |
105 | Position == part.ParentGroup.AbsolutePosition | 110 | if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition) |
106 | && Rotation == part.RotationOffset | 111 | return false; |
107 | && Scale == part.Shape.Scale; | 112 | } |
108 | else | 113 | else |
109 | return | 114 | { |
110 | Position == part.OffsetPosition | 115 | if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition) |
111 | && Rotation == part.RotationOffset | 116 | return false; |
112 | && Scale == part.Shape.Scale; | 117 | } |
113 | } | 118 | |
119 | if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset) | ||
120 | return false; | ||
121 | if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale) | ||
122 | return false; | ||
123 | return true; | ||
114 | 124 | ||
125 | } | ||
115 | return false; | 126 | return false; |
116 | } | 127 | } |
117 | 128 | ||
118 | public void PlaybackState(SceneObjectPart part) | 129 | /// <summary> |
130 | /// executes the undo or redo to a part or its group | ||
131 | /// </summary> | ||
132 | /// <param name="part"></param> | ||
133 | /// | ||
134 | |||
135 | public void PlayState(SceneObjectPart part) | ||
119 | { | 136 | { |
120 | part.Undoing = true; | 137 | part.Undoing = true; |
121 | 138 | ||
122 | if (part.ParentID == 0) | 139 | SceneObjectGroup grp = part.ParentGroup; |
123 | { | ||
124 | // m_log.DebugFormat( | ||
125 | // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", | ||
126 | // Position, part.Name, part.LocalId); | ||
127 | 140 | ||
128 | if (Position != Vector3.Zero) | 141 | if (grp != null) |
129 | { | 142 | { |
130 | if (ForGroup) | 143 | grp.doChangeObject(part, data); |
131 | part.ParentGroup.AbsolutePosition = Position; | 144 | } |
132 | else | 145 | part.Undoing = false; |
133 | part.ParentGroup.UpdateRootPosition(Position); | 146 | } |
134 | } | 147 | } |
135 | 148 | ||
136 | // m_log.DebugFormat( | 149 | public class UndoRedoState |
137 | // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", | 150 | { |
138 | // part.RotationOffset, Rotation, part.Name, part.LocalId); | 151 | int size; |
152 | public LinkedList<UndoState> m_redo = new LinkedList<UndoState>(); | ||
153 | public LinkedList<UndoState> m_undo = new LinkedList<UndoState>(); | ||
139 | 154 | ||
140 | if (ForGroup) | 155 | /// <summary> |
141 | part.UpdateRotation(Rotation); | 156 | /// creates a new UndoRedoState with default states memory size |
142 | else | 157 | /// </summary> |
143 | part.ParentGroup.UpdateRootRotation(Rotation); | ||
144 | 158 | ||
145 | if (Scale != Vector3.Zero) | 159 | public UndoRedoState() |
146 | { | 160 | { |
147 | // m_log.DebugFormat( | 161 | size = 5; |
148 | // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", | 162 | } |
149 | // part.Shape.Scale, Scale, part.Name, part.LocalId); | ||
150 | 163 | ||
151 | if (ForGroup) | 164 | /// <summary> |
152 | part.ParentGroup.GroupResize(Scale); | 165 | /// creates a new UndoRedoState with states memory having indicated size |
153 | else | 166 | /// </summary> |
154 | part.Resize(Scale); | 167 | /// <param name="size"></param> |
155 | } | ||
156 | 168 | ||
157 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | 169 | public UndoRedoState(int _size) |
158 | } | 170 | { |
171 | if (_size < 3) | ||
172 | size = 3; | ||
159 | else | 173 | else |
160 | { | 174 | size = _size; |
161 | // Note: Updating these properties on sop automatically schedules an update if needed | 175 | } |
162 | if (Position != Vector3.Zero) | ||
163 | { | ||
164 | // m_log.DebugFormat( | ||
165 | // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", | ||
166 | // part.OffsetPosition, Position, part.Name, part.LocalId); | ||
167 | 176 | ||
168 | part.OffsetPosition = Position; | 177 | /// <summary> |
169 | } | 178 | /// returns number of undo entries in memory |
179 | /// </summary> | ||
170 | 180 | ||
171 | // m_log.DebugFormat( | 181 | public int Count |
172 | // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", | 182 | { |
173 | // part.RotationOffset, Rotation, part.Name, part.LocalId); | 183 | get { return m_undo.Count; } |
184 | } | ||
174 | 185 | ||
175 | part.UpdateRotation(Rotation); | 186 | /// <summary> |
187 | /// clears all undo and redo entries | ||
188 | /// </summary> | ||
176 | 189 | ||
177 | if (Scale != Vector3.Zero) | 190 | public void Clear() |
191 | { | ||
192 | m_undo.Clear(); | ||
193 | m_redo.Clear(); | ||
194 | } | ||
195 | |||
196 | /// <summary> | ||
197 | /// adds a new state undo to part or its group, with changes indicated by what bits | ||
198 | /// </summary> | ||
199 | /// <param name="part"></param> | ||
200 | /// <param name="change">bit field with what is changed</param> | ||
201 | |||
202 | public void StoreUndo(SceneObjectPart part, ObjectChangeType change) | ||
203 | { | ||
204 | lock (m_undo) | ||
205 | { | ||
206 | UndoState last; | ||
207 | |||
208 | if (m_redo.Count > 0) // last code seems to clear redo on every new undo | ||
178 | { | 209 | { |
179 | // m_log.DebugFormat( | 210 | m_redo.Clear(); |
180 | // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", | 211 | } |
181 | // part.Shape.Scale, Scale, part.Name, part.LocalId); | ||
182 | 212 | ||
183 | part.Resize(Scale); | 213 | if (m_undo.Count > 0) |
214 | { | ||
215 | // check expired entry | ||
216 | last = m_undo.First.Value; | ||
217 | if (last != null && last.checkExpire()) | ||
218 | m_undo.Clear(); | ||
219 | else | ||
220 | { | ||
221 | // see if we actually have a change | ||
222 | if (last != null) | ||
223 | { | ||
224 | if (last.Compare(part, change)) | ||
225 | return; | ||
226 | } | ||
227 | } | ||
184 | } | 228 | } |
185 | } | ||
186 | 229 | ||
187 | part.Undoing = false; | 230 | // limite size |
231 | while (m_undo.Count >= size) | ||
232 | m_undo.RemoveLast(); | ||
233 | |||
234 | UndoState nUndo = new UndoState(part, change); | ||
235 | m_undo.AddFirst(nUndo); | ||
236 | } | ||
188 | } | 237 | } |
189 | 238 | ||
190 | public void PlayfwdState(SceneObjectPart part) | 239 | /// <summary> |
191 | { | 240 | /// executes last state undo to part or its group |
192 | part.Undoing = true; | 241 | /// current state is pushed into redo |
242 | /// </summary> | ||
243 | /// <param name="part"></param> | ||
193 | 244 | ||
194 | if (part.ParentID == 0) | 245 | public void Undo(SceneObjectPart part) |
246 | { | ||
247 | lock (m_undo) | ||
195 | { | 248 | { |
196 | if (Position != Vector3.Zero) | 249 | UndoState nUndo; |
197 | part.ParentGroup.AbsolutePosition = Position; | ||
198 | |||
199 | if (Rotation != Quaternion.Identity) | ||
200 | part.UpdateRotation(Rotation); | ||
201 | 250 | ||
202 | if (Scale != Vector3.Zero) | 251 | // expire redo |
252 | if (m_redo.Count > 0) | ||
203 | { | 253 | { |
204 | if (ForGroup) | 254 | nUndo = m_redo.First.Value; |
205 | part.ParentGroup.GroupResize(Scale); | 255 | if (nUndo != null && nUndo.checkExpire()) |
206 | else | 256 | m_redo.Clear(); |
207 | part.Resize(Scale); | ||
208 | } | 257 | } |
209 | 258 | ||
210 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | 259 | if (m_undo.Count > 0) |
260 | { | ||
261 | UndoState goback = m_undo.First.Value; | ||
262 | // check expired | ||
263 | if (goback != null && goback.checkExpire()) | ||
264 | { | ||
265 | m_undo.Clear(); | ||
266 | return; | ||
267 | } | ||
268 | |||
269 | if (goback != null) | ||
270 | { | ||
271 | m_undo.RemoveFirst(); | ||
272 | |||
273 | // redo limite size | ||
274 | while (m_redo.Count >= size) | ||
275 | m_redo.RemoveLast(); | ||
276 | |||
277 | nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy? | ||
278 | m_redo.AddFirst(nUndo); | ||
279 | |||
280 | goback.PlayState(part); | ||
281 | } | ||
282 | } | ||
211 | } | 283 | } |
212 | else | 284 | } |
285 | |||
286 | /// <summary> | ||
287 | /// executes last state redo to part or its group | ||
288 | /// current state is pushed into undo | ||
289 | /// </summary> | ||
290 | /// <param name="part"></param> | ||
291 | |||
292 | public void Redo(SceneObjectPart part) | ||
293 | { | ||
294 | lock (m_undo) | ||
213 | { | 295 | { |
214 | // Note: Updating these properties on sop automatically schedules an update if needed | 296 | UndoState nUndo; |
215 | if (Position != Vector3.Zero) | ||
216 | part.OffsetPosition = Position; | ||
217 | 297 | ||
218 | if (Rotation != Quaternion.Identity) | 298 | // expire undo |
219 | part.UpdateRotation(Rotation); | 299 | if (m_undo.Count > 0) |
300 | { | ||
301 | nUndo = m_undo.First.Value; | ||
302 | if (nUndo != null && nUndo.checkExpire()) | ||
303 | m_undo.Clear(); | ||
304 | } | ||
220 | 305 | ||
221 | if (Scale != Vector3.Zero) | 306 | if (m_redo.Count > 0) |
222 | part.Resize(Scale); | 307 | { |
308 | UndoState gofwd = m_redo.First.Value; | ||
309 | // check expired | ||
310 | if (gofwd != null && gofwd.checkExpire()) | ||
311 | { | ||
312 | m_redo.Clear(); | ||
313 | return; | ||
314 | } | ||
315 | |||
316 | if (gofwd != null) | ||
317 | { | ||
318 | m_redo.RemoveFirst(); | ||
319 | |||
320 | // limite undo size | ||
321 | while (m_undo.Count >= size) | ||
322 | m_undo.RemoveLast(); | ||
323 | |||
324 | nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy? | ||
325 | m_undo.AddFirst(nUndo); | ||
326 | |||
327 | gofwd.PlayState(part); | ||
328 | } | ||
329 | } | ||
223 | } | 330 | } |
224 | |||
225 | part.Undoing = false; | ||
226 | } | 331 | } |
227 | } | 332 | } |
228 | 333 | ||
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | m_terrainModule.UndoTerrain(m_terrainChannel); | 352 | m_terrainModule.UndoTerrain(m_terrainChannel); |
248 | } | 353 | } |
249 | } | 354 | } |
250 | } \ No newline at end of file | 355 | } |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 9ec4e1d..d8928ee 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -126,7 +126,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
126 | // m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid); | 126 | // m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid); |
127 | 127 | ||
128 | m_assetUuidsToInspect.Enqueue(uuid); | 128 | m_assetUuidsToInspect.Enqueue(uuid); |
129 | |||
130 | return true; | 129 | return true; |
131 | } | 130 | } |
132 | 131 | ||