diff options
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 23 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 26 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 558 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 70 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | 389 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 289 |
7 files changed, 870 insertions, 493 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index a459ffa..50624a1 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
53 | { | 53 | { |
54 | get { return m_movementAnimation; } | 54 | get { return m_movementAnimation; } |
55 | } | 55 | } |
56 | protected string m_movementAnimation = "DEFAULT"; | 56 | // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist! |
57 | 57 | protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init. | |
58 | private int m_animTickFall; | 58 | private int m_animTickFall; |
59 | private int m_animTickJump; | 59 | private int m_animTickJump; |
60 | 60 | ||
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
123 | /// </summary> | 123 | /// </summary> |
124 | public void TrySetMovementAnimation(string anim) | 124 | public void TrySetMovementAnimation(string anim) |
125 | { | 125 | { |
126 | //m_log.DebugFormat("Updating movement animation to {0}", anim); | 126 | //Console.WriteLine("Updating movement animation to {0}", anim); |
127 | 127 | ||
128 | if (!m_scenePresence.IsChildAgent) | 128 | if (!m_scenePresence.IsChildAgent) |
129 | { | 129 | { |
130 | if (m_animations.TrySetDefaultAnimation( | 130 | if (m_animations.TrySetDefaultAnimation( |
131 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) | 131 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) |
132 | { | 132 | { |
133 | //Console.WriteLine("TSMA {0} success.", anim); | ||
133 | // 16384 is CHANGED_ANIMATION | 134 | // 16384 is CHANGED_ANIMATION |
134 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); | 135 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); |
135 | SendAnimPack(); | 136 | SendAnimPack(); |
136 | } | 137 | } |
138 | else | ||
139 | { | ||
140 | //Console.WriteLine("TSMA {0} fail.", anim); | ||
141 | } | ||
137 | } | 142 | } |
138 | } | 143 | } |
139 | 144 | ||
@@ -156,10 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
156 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 161 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); |
157 | 162 | ||
158 | // Check control flags | 163 | // Check control flags |
159 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | 164 | bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); |
160 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | 165 | bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); |
161 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | 166 | bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); |
162 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | 167 | bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); |
163 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 168 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
164 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | 169 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
165 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 170 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; |
@@ -312,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
312 | public void UpdateMovementAnimations() | 317 | public void UpdateMovementAnimations() |
313 | { | 318 | { |
314 | m_movementAnimation = GetMovementAnimation(); | 319 | m_movementAnimation = GetMovementAnimation(); |
315 | 320 | //Console.WriteLine("UMA got {0}", m_movementAnimation); | |
316 | if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) | 321 | if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) |
317 | { | 322 | { |
318 | // This was the previous behavior before PREJUMP | 323 | // This was the previous behavior before PREJUMP |
@@ -450,4 +455,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
450 | m_scenePresence = null; | 455 | m_scenePresence = null; |
451 | } | 456 | } |
452 | } | 457 | } |
453 | } \ No newline at end of file | 458 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 09d02f4..269fbcc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -840,8 +840,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
840 | public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) | 840 | public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) |
841 | { | 841 | { |
842 | SceneObjectPart part = GetSceneObjectPart(localID); | 842 | SceneObjectPart part = GetSceneObjectPart(localID); |
843 | SceneObjectGroup group = part.ParentGroup; | 843 | SceneObjectGroup group = null; |
844 | if (group != null) | 844 | if (part != null) |
845 | { | ||
846 | group = part.ParentGroup; | ||
847 | } | ||
848 | if (part != null && group != null) | ||
845 | { | 849 | { |
846 | TaskInventoryItem item = group.GetInventoryItem(localID, itemID); | 850 | TaskInventoryItem item = group.GetInventoryItem(localID, itemID); |
847 | if (item == null) | 851 | if (item == null) |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8788ced..f5a1e74 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -881,6 +881,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
881 | /// <param name="seconds">float indicating duration before restart.</param> | 881 | /// <param name="seconds">float indicating duration before restart.</param> |
882 | public virtual void Restart(float seconds) | 882 | public virtual void Restart(float seconds) |
883 | { | 883 | { |
884 | Restart(seconds, true); | ||
885 | } | ||
886 | |||
887 | /// <summary> | ||
888 | /// Given float seconds, this will restart the region. showDialog will optionally alert the users. | ||
889 | /// </summary> | ||
890 | /// <param name="seconds">float indicating duration before restart.</param> | ||
891 | public virtual void Restart(float seconds, bool showDialog) | ||
892 | { | ||
884 | // notifications are done in 15 second increments | 893 | // notifications are done in 15 second increments |
885 | // so .. if the number of seconds is less then 15 seconds, it's not really a restart request | 894 | // so .. if the number of seconds is less then 15 seconds, it's not really a restart request |
886 | // It's a 'Cancel restart' request. | 895 | // It's a 'Cancel restart' request. |
@@ -901,8 +910,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
901 | m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); | 910 | m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); |
902 | m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); | 911 | m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); |
903 | m_restartTimer.Start(); | 912 | m_restartTimer.Start(); |
904 | m_dialogModule.SendNotificationToUsersInRegion( | 913 | if (showDialog) |
905 | UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes"); | 914 | { |
915 | m_dialogModule.SendNotificationToUsersInRegion( | ||
916 | UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " + (seconds / 60).ToString() + " Minutes"); | ||
917 | } | ||
906 | } | 918 | } |
907 | } | 919 | } |
908 | 920 | ||
@@ -1173,16 +1185,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1173 | // Check if any objects have reached their targets | 1185 | // Check if any objects have reached their targets |
1174 | CheckAtTargets(); | 1186 | CheckAtTargets(); |
1175 | 1187 | ||
1176 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1177 | // Objects queue their updates onto all scene presences | ||
1178 | if (m_frame % m_update_objects == 0) | ||
1179 | m_sceneGraph.UpdateObjectGroups(); | ||
1180 | |||
1181 | // Run through all ScenePresences looking for updates | 1188 | // Run through all ScenePresences looking for updates |
1182 | // Presence updates and queued object updates for each presence are sent to clients | 1189 | // Presence updates and queued object updates for each presence are sent to clients |
1183 | if (m_frame % m_update_presences == 0) | 1190 | if (m_frame % m_update_presences == 0) |
1184 | m_sceneGraph.UpdatePresences(); | 1191 | m_sceneGraph.UpdatePresences(); |
1185 | 1192 | ||
1193 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1194 | // Objects queue their updates onto all scene presences | ||
1195 | if (m_frame % m_update_objects == 0) | ||
1196 | m_sceneGraph.UpdateObjectGroups(); | ||
1197 | |||
1186 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); | 1198 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); |
1187 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) | 1199 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) |
1188 | m_sceneGraph.UpdatePreparePhysics(); | 1200 | m_sceneGraph.UpdatePreparePhysics(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 7359011..42481ff 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -98,6 +98,66 @@ namespace OpenSim.Region.Framework.Scenes | |||
98 | private bool m_hasGroupChanged = false; | 98 | private bool m_hasGroupChanged = false; |
99 | private long timeFirstChanged; | 99 | private long timeFirstChanged; |
100 | private long timeLastChanged; | 100 | private long timeLastChanged; |
101 | private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim(); | ||
102 | |||
103 | public void lockPartsForRead(bool locked) | ||
104 | { | ||
105 | if (locked) | ||
106 | { | ||
107 | if (m_partsLock.RecursiveReadCount > 0) | ||
108 | { | ||
109 | m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); | ||
110 | m_partsLock.ExitReadLock(); | ||
111 | } | ||
112 | if (m_partsLock.RecursiveWriteCount > 0) | ||
113 | { | ||
114 | m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed."); | ||
115 | m_partsLock.ExitWriteLock(); | ||
116 | } | ||
117 | |||
118 | while (!m_partsLock.TryEnterReadLock(60000)) | ||
119 | { | ||
120 | m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed."); | ||
121 | if (m_partsLock.IsWriteLockHeld) | ||
122 | { | ||
123 | m_partsLock = new System.Threading.ReaderWriterLockSlim(); | ||
124 | } | ||
125 | } | ||
126 | } | ||
127 | else | ||
128 | { | ||
129 | m_partsLock.ExitReadLock(); | ||
130 | } | ||
131 | } | ||
132 | public void lockPartsForWrite(bool locked) | ||
133 | { | ||
134 | if (locked) | ||
135 | { | ||
136 | if (m_partsLock.RecursiveReadCount > 0) | ||
137 | { | ||
138 | m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); | ||
139 | m_partsLock.ExitReadLock(); | ||
140 | } | ||
141 | if (m_partsLock.RecursiveWriteCount > 0) | ||
142 | { | ||
143 | m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed."); | ||
144 | m_partsLock.ExitWriteLock(); | ||
145 | } | ||
146 | |||
147 | while (!m_partsLock.TryEnterWriteLock(60000)) | ||
148 | { | ||
149 | m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed."); | ||
150 | if (m_partsLock.IsWriteLockHeld) | ||
151 | { | ||
152 | m_partsLock = new System.Threading.ReaderWriterLockSlim(); | ||
153 | } | ||
154 | } | ||
155 | } | ||
156 | else | ||
157 | { | ||
158 | m_partsLock.ExitWriteLock(); | ||
159 | } | ||
160 | } | ||
101 | 161 | ||
102 | public bool HasGroupChanged | 162 | public bool HasGroupChanged |
103 | { | 163 | { |
@@ -243,13 +303,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
243 | set | 303 | set |
244 | { | 304 | { |
245 | m_regionHandle = value; | 305 | m_regionHandle = value; |
246 | lock (m_parts) | 306 | lockPartsForRead(true); |
247 | { | 307 | { |
248 | foreach (SceneObjectPart part in m_parts.Values) | 308 | foreach (SceneObjectPart part in m_parts.Values) |
249 | { | 309 | { |
310 | |||
250 | part.RegionHandle = m_regionHandle; | 311 | part.RegionHandle = m_regionHandle; |
312 | |||
251 | } | 313 | } |
252 | } | 314 | } |
315 | lockPartsForRead(false); | ||
253 | } | 316 | } |
254 | } | 317 | } |
255 | 318 | ||
@@ -275,13 +338,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
275 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 338 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
276 | } | 339 | } |
277 | 340 | ||
278 | lock (m_parts) | 341 | lockPartsForRead(true); |
279 | { | 342 | { |
280 | foreach (SceneObjectPart part in m_parts.Values) | 343 | foreach (SceneObjectPart part in m_parts.Values) |
281 | { | 344 | { |
345 | |||
282 | part.GroupPosition = val; | 346 | part.GroupPosition = val; |
347 | |||
283 | } | 348 | } |
284 | } | 349 | } |
350 | lockPartsForRead(false); | ||
285 | 351 | ||
286 | //if (m_rootPart.PhysActor != null) | 352 | //if (m_rootPart.PhysActor != null) |
287 | //{ | 353 | //{ |
@@ -432,13 +498,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
432 | 498 | ||
433 | public void SetFromItemID(UUID AssetId) | 499 | public void SetFromItemID(UUID AssetId) |
434 | { | 500 | { |
435 | lock (m_parts) | 501 | lockPartsForRead(true); |
436 | { | 502 | { |
437 | foreach (SceneObjectPart part in m_parts.Values) | 503 | foreach (SceneObjectPart part in m_parts.Values) |
438 | { | 504 | { |
505 | |||
439 | part.FromItemID = AssetId; | 506 | part.FromItemID = AssetId; |
507 | |||
440 | } | 508 | } |
441 | } | 509 | } |
510 | lockPartsForRead(false); | ||
442 | } | 511 | } |
443 | 512 | ||
444 | public UUID GetFromItemID() | 513 | public UUID GetFromItemID() |
@@ -505,10 +574,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
505 | Vector3 maxScale = Vector3.Zero; | 574 | Vector3 maxScale = Vector3.Zero; |
506 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); | 575 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); |
507 | 576 | ||
508 | lock (m_parts) | 577 | lockPartsForRead(true); |
509 | { | 578 | { |
510 | foreach (SceneObjectPart part in m_parts.Values) | 579 | foreach (SceneObjectPart part in m_parts.Values) |
511 | { | 580 | { |
581 | |||
512 | Vector3 partscale = part.Scale; | 582 | Vector3 partscale = part.Scale; |
513 | Vector3 partoffset = part.OffsetPosition; | 583 | Vector3 partoffset = part.OffsetPosition; |
514 | 584 | ||
@@ -519,8 +589,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
519 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; | 589 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; |
520 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; | 590 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; |
521 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; | 591 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; |
592 | |||
522 | } | 593 | } |
523 | } | 594 | } |
595 | lockPartsForRead(false); | ||
596 | |||
524 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; | 597 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; |
525 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; | 598 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; |
526 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; | 599 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; |
@@ -536,10 +609,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
536 | 609 | ||
537 | EntityIntersection result = new EntityIntersection(); | 610 | EntityIntersection result = new EntityIntersection(); |
538 | 611 | ||
539 | lock (m_parts) | 612 | lockPartsForRead(true); |
540 | { | 613 | { |
541 | foreach (SceneObjectPart part in m_parts.Values) | 614 | foreach (SceneObjectPart part in m_parts.Values) |
542 | { | 615 | { |
616 | |||
543 | // Temporary commented to stop compiler warning | 617 | // Temporary commented to stop compiler warning |
544 | //Vector3 partPosition = | 618 | //Vector3 partPosition = |
545 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); | 619 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); |
@@ -567,8 +641,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
567 | result.distance = inter.distance; | 641 | result.distance = inter.distance; |
568 | } | 642 | } |
569 | } | 643 | } |
644 | |||
570 | } | 645 | } |
571 | } | 646 | } |
647 | lockPartsForRead(false); | ||
572 | return result; | 648 | return result; |
573 | } | 649 | } |
574 | 650 | ||
@@ -581,10 +657,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
581 | public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) | 657 | public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) |
582 | { | 658 | { |
583 | float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; | 659 | float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; |
584 | lock (m_parts) | 660 | lockPartsForRead(true); |
585 | { | 661 | { |
586 | foreach (SceneObjectPart part in m_parts.Values) | 662 | foreach (SceneObjectPart part in m_parts.Values) |
587 | { | 663 | { |
664 | |||
588 | Vector3 worldPos = part.GetWorldPosition(); | 665 | Vector3 worldPos = part.GetWorldPosition(); |
589 | Vector3 offset = worldPos - AbsolutePosition; | 666 | Vector3 offset = worldPos - AbsolutePosition; |
590 | Quaternion worldRot; | 667 | Quaternion worldRot; |
@@ -643,6 +720,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
643 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 720 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
644 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 721 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
645 | 722 | ||
723 | |||
724 | |||
646 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | 725 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); |
647 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | 726 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); |
648 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | 727 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); |
@@ -814,6 +893,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
814 | minZ = backBottomLeft.Z; | 893 | minZ = backBottomLeft.Z; |
815 | } | 894 | } |
816 | } | 895 | } |
896 | lockPartsForRead(false); | ||
817 | 897 | ||
818 | Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); | 898 | Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); |
819 | 899 | ||
@@ -842,17 +922,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
842 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 922 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
843 | 923 | ||
844 | // Capture script state while holding the lock | 924 | // Capture script state while holding the lock |
845 | lock (m_parts) | 925 | lockPartsForRead(true); |
846 | { | 926 | { |
847 | foreach (SceneObjectPart part in m_parts.Values) | 927 | foreach (SceneObjectPart part in m_parts.Values) |
848 | { | 928 | { |
929 | |||
849 | Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); | 930 | Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); |
850 | foreach (UUID itemid in pstates.Keys) | 931 | foreach (UUID itemid in pstates.Keys) |
851 | { | 932 | { |
852 | states.Add(itemid, pstates[itemid]); | 933 | states.Add(itemid, pstates[itemid]); |
853 | } | 934 | } |
935 | |||
854 | } | 936 | } |
855 | } | 937 | } |
938 | lockPartsForRead(false); | ||
856 | 939 | ||
857 | if (states.Count > 0) | 940 | if (states.Count > 0) |
858 | { | 941 | { |
@@ -1014,13 +1097,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1014 | 1097 | ||
1015 | public override void UpdateMovement() | 1098 | public override void UpdateMovement() |
1016 | { | 1099 | { |
1017 | lock (m_parts) | 1100 | lockPartsForRead(true); |
1018 | { | 1101 | { |
1019 | foreach (SceneObjectPart part in m_parts.Values) | 1102 | foreach (SceneObjectPart part in m_parts.Values) |
1020 | { | 1103 | { |
1104 | |||
1021 | part.UpdateMovement(); | 1105 | part.UpdateMovement(); |
1106 | |||
1022 | } | 1107 | } |
1023 | } | 1108 | } |
1109 | lockPartsForRead(false); | ||
1024 | } | 1110 | } |
1025 | 1111 | ||
1026 | public ushort GetTimeDilation() | 1112 | public ushort GetTimeDilation() |
@@ -1064,7 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1064 | /// <param name="part"></param> | 1150 | /// <param name="part"></param> |
1065 | public void AddPart(SceneObjectPart part) | 1151 | public void AddPart(SceneObjectPart part) |
1066 | { | 1152 | { |
1067 | lock (m_parts) | 1153 | lockPartsForWrite(true); |
1068 | { | 1154 | { |
1069 | part.SetParent(this); | 1155 | part.SetParent(this); |
1070 | m_parts.Add(part.UUID, part); | 1156 | m_parts.Add(part.UUID, part); |
@@ -1074,6 +1160,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1074 | if (part.LinkNum == 2 && RootPart != null) | 1160 | if (part.LinkNum == 2 && RootPart != null) |
1075 | RootPart.LinkNum = 1; | 1161 | RootPart.LinkNum = 1; |
1076 | } | 1162 | } |
1163 | lockPartsForWrite(false); | ||
1077 | } | 1164 | } |
1078 | 1165 | ||
1079 | /// <summary> | 1166 | /// <summary> |
@@ -1081,28 +1168,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
1081 | /// </summary> | 1168 | /// </summary> |
1082 | private void UpdateParentIDs() | 1169 | private void UpdateParentIDs() |
1083 | { | 1170 | { |
1084 | lock (m_parts) | 1171 | lockPartsForRead(true); |
1085 | { | 1172 | { |
1086 | foreach (SceneObjectPart part in m_parts.Values) | 1173 | foreach (SceneObjectPart part in m_parts.Values) |
1087 | { | 1174 | { |
1175 | |||
1088 | if (part.UUID != m_rootPart.UUID) | 1176 | if (part.UUID != m_rootPart.UUID) |
1089 | { | 1177 | { |
1090 | part.ParentID = m_rootPart.LocalId; | 1178 | part.ParentID = m_rootPart.LocalId; |
1091 | } | 1179 | } |
1180 | |||
1092 | } | 1181 | } |
1093 | } | 1182 | } |
1183 | lockPartsForRead(false); | ||
1094 | } | 1184 | } |
1095 | 1185 | ||
1096 | public void RegenerateFullIDs() | 1186 | public void RegenerateFullIDs() |
1097 | { | 1187 | { |
1098 | lock (m_parts) | 1188 | lockPartsForRead(true); |
1099 | { | 1189 | { |
1100 | foreach (SceneObjectPart part in m_parts.Values) | 1190 | foreach (SceneObjectPart part in m_parts.Values) |
1101 | { | 1191 | { |
1192 | |||
1102 | part.UUID = UUID.Random(); | 1193 | part.UUID = UUID.Random(); |
1103 | 1194 | ||
1104 | } | 1195 | } |
1105 | } | 1196 | } |
1197 | lockPartsForRead(false); | ||
1106 | } | 1198 | } |
1107 | 1199 | ||
1108 | // helper provided for parts. | 1200 | // helper provided for parts. |
@@ -1183,29 +1275,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
1183 | 1275 | ||
1184 | DetachFromBackup(); | 1276 | DetachFromBackup(); |
1185 | 1277 | ||
1186 | lock (m_parts) | 1278 | lockPartsForRead(true); |
1279 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); | ||
1280 | lockPartsForRead(false); | ||
1281 | |||
1282 | foreach (SceneObjectPart part in values) | ||
1187 | { | 1283 | { |
1188 | foreach (SceneObjectPart part in m_parts.Values) | ||
1189 | { | ||
1190 | // part.Inventory.RemoveScriptInstances(); | 1284 | // part.Inventory.RemoveScriptInstances(); |
1191 | 1285 | ||
1192 | ScenePresence[] avatars = Scene.GetScenePresences(); | 1286 | ScenePresence[] avatars = Scene.GetScenePresences(); |
1193 | for (int i = 0; i < avatars.Length; i++) | 1287 | for (int i = 0; i < avatars.Length; i++) |
1288 | { | ||
1289 | if (avatars[i].ParentID == LocalId) | ||
1194 | { | 1290 | { |
1195 | if (avatars[i].ParentID == LocalId) | 1291 | avatars[i].StandUp(); |
1196 | { | 1292 | } |
1197 | avatars[i].StandUp(); | ||
1198 | } | ||
1199 | 1293 | ||
1200 | if (!silent) | 1294 | if (!silent) |
1201 | { | 1295 | { |
1202 | part.UpdateFlag = 0; | 1296 | part.UpdateFlag = 0; |
1203 | if (part == m_rootPart) | 1297 | if (part == m_rootPart) |
1204 | avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | 1298 | avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); |
1205 | } | ||
1206 | } | 1299 | } |
1207 | } | 1300 | } |
1301 | |||
1208 | } | 1302 | } |
1303 | |||
1304 | |||
1209 | } | 1305 | } |
1210 | 1306 | ||
1211 | public void AddScriptLPS(int count) | 1307 | public void AddScriptLPS(int count) |
@@ -1230,17 +1326,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1230 | 1326 | ||
1231 | scriptEvents aggregateScriptEvents=0; | 1327 | scriptEvents aggregateScriptEvents=0; |
1232 | 1328 | ||
1233 | lock (m_parts) | 1329 | lockPartsForRead(true); |
1234 | { | 1330 | { |
1235 | foreach (SceneObjectPart part in m_parts.Values) | 1331 | foreach (SceneObjectPart part in m_parts.Values) |
1236 | { | 1332 | { |
1333 | |||
1237 | if (part == null) | 1334 | if (part == null) |
1238 | continue; | 1335 | continue; |
1239 | if (part != RootPart) | 1336 | if (part != RootPart) |
1240 | part.ObjectFlags = objectflagupdate; | 1337 | part.ObjectFlags = objectflagupdate; |
1241 | aggregateScriptEvents |= part.AggregateScriptEvents; | 1338 | aggregateScriptEvents |= part.AggregateScriptEvents; |
1339 | |||
1242 | } | 1340 | } |
1243 | } | 1341 | } |
1342 | lockPartsForRead(false); | ||
1244 | 1343 | ||
1245 | m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); | 1344 | m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); |
1246 | m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); | 1345 | m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); |
@@ -1273,42 +1372,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
1273 | /// <param name="m_physicalPrim"></param> | 1372 | /// <param name="m_physicalPrim"></param> |
1274 | public void ApplyPhysics(bool m_physicalPrim) | 1373 | public void ApplyPhysics(bool m_physicalPrim) |
1275 | { | 1374 | { |
1276 | lock (m_parts) | 1375 | lockPartsForRead(true); |
1376 | |||
1377 | if (m_parts.Count > 1) | ||
1277 | { | 1378 | { |
1278 | if (m_parts.Count > 1) | 1379 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); |
1380 | lockPartsForRead(false); | ||
1381 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1382 | foreach (SceneObjectPart part in values) | ||
1279 | { | 1383 | { |
1280 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | 1384 | |
1281 | foreach (SceneObjectPart part in m_parts.Values) | 1385 | if (part.LocalId != m_rootPart.LocalId) |
1282 | { | 1386 | { |
1283 | if (part.LocalId != m_rootPart.LocalId) | 1387 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); |
1284 | { | ||
1285 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); | ||
1286 | } | ||
1287 | } | 1388 | } |
1288 | 1389 | ||
1289 | // Hack to get the physics scene geometries in the right spot | ||
1290 | ResetChildPrimPhysicsPositions(); | ||
1291 | } | ||
1292 | else | ||
1293 | { | ||
1294 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1295 | } | 1390 | } |
1391 | // Hack to get the physics scene geometries in the right spot | ||
1392 | ResetChildPrimPhysicsPositions(); | ||
1393 | } | ||
1394 | else | ||
1395 | { | ||
1396 | lockPartsForRead(false); | ||
1397 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1296 | } | 1398 | } |
1297 | } | 1399 | } |
1298 | 1400 | ||
1299 | public void SetOwnerId(UUID userId) | 1401 | public void SetOwnerId(UUID userId) |
1300 | { | 1402 | { |
1301 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1403 | ForEachPart(delegate(SceneObjectPart part) |
1404 | { | ||
1405 | |||
1406 | part.OwnerID = userId; | ||
1407 | |||
1408 | }); | ||
1302 | } | 1409 | } |
1303 | 1410 | ||
1304 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1411 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
1305 | { | 1412 | { |
1306 | lock (m_parts) | 1413 | lockPartsForRead(true); |
1414 | List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values); | ||
1415 | lockPartsForRead(false); | ||
1416 | foreach (SceneObjectPart part in values) | ||
1307 | { | 1417 | { |
1308 | foreach (SceneObjectPart part in m_parts.Values) | 1418 | |
1309 | { | 1419 | whatToDo(part); |
1310 | whatToDo(part); | 1420 | |
1311 | } | ||
1312 | } | 1421 | } |
1313 | } | 1422 | } |
1314 | 1423 | ||
@@ -1407,14 +1516,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1407 | { | 1516 | { |
1408 | SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); | 1517 | SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); |
1409 | 1518 | ||
1410 | lock (m_parts) | 1519 | lockPartsForRead(true); |
1411 | { | 1520 | { |
1412 | foreach (SceneObjectPart part in m_parts.Values) | 1521 | foreach (SceneObjectPart part in m_parts.Values) |
1413 | { | 1522 | { |
1523 | |||
1414 | if (part != RootPart) | 1524 | if (part != RootPart) |
1415 | SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); | 1525 | SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); |
1526 | |||
1416 | } | 1527 | } |
1417 | } | 1528 | } |
1529 | lockPartsForRead(false); | ||
1418 | } | 1530 | } |
1419 | 1531 | ||
1420 | /// <summary> | 1532 | /// <summary> |
@@ -1509,10 +1621,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1509 | 1621 | ||
1510 | List<SceneObjectPart> partList; | 1622 | List<SceneObjectPart> partList; |
1511 | 1623 | ||
1512 | lock (m_parts) | 1624 | lockPartsForRead(true); |
1513 | { | 1625 | |
1514 | partList = new List<SceneObjectPart>(m_parts.Values); | 1626 | partList = new List<SceneObjectPart>(m_parts.Values); |
1515 | } | 1627 | |
1628 | lockPartsForRead(false); | ||
1516 | 1629 | ||
1517 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1630 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1518 | { | 1631 | { |
@@ -1735,6 +1848,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
1735 | } | 1848 | } |
1736 | } | 1849 | } |
1737 | 1850 | ||
1851 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1852 | { | ||
1853 | SceneObjectPart rootpart = m_rootPart; | ||
1854 | if (rootpart != null) | ||
1855 | { | ||
1856 | if (IsAttachment) | ||
1857 | { | ||
1858 | /* | ||
1859 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1860 | if (avatar != null) | ||
1861 | { | ||
1862 | Rotate the Av? | ||
1863 | } */ | ||
1864 | } | ||
1865 | else | ||
1866 | { | ||
1867 | if (rootpart.PhysActor != null) | ||
1868 | { | ||
1869 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1870 | rootpart.PhysActor.APIDStrength = strength; | ||
1871 | rootpart.PhysActor.APIDDamping = damping; | ||
1872 | rootpart.PhysActor.APIDActive = true; | ||
1873 | } | ||
1874 | } | ||
1875 | } | ||
1876 | } | ||
1877 | public void stopLookAt() | ||
1878 | { | ||
1879 | SceneObjectPart rootpart = m_rootPart; | ||
1880 | if (rootpart != null) | ||
1881 | { | ||
1882 | if (rootpart.PhysActor != null) | ||
1883 | { | ||
1884 | rootpart.PhysActor.APIDActive = false; | ||
1885 | } | ||
1886 | } | ||
1887 | |||
1888 | } | ||
1889 | |||
1738 | /// <summary> | 1890 | /// <summary> |
1739 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 1891 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1740 | /// </summary> | 1892 | /// </summary> |
@@ -1796,10 +1948,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1796 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 1948 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
1797 | newPart.SetParent(this); | 1949 | newPart.SetParent(this); |
1798 | 1950 | ||
1799 | lock (m_parts) | 1951 | lockPartsForWrite(true); |
1800 | { | 1952 | { |
1801 | m_parts.Add(newPart.UUID, newPart); | 1953 | m_parts.Add(newPart.UUID, newPart); |
1802 | } | 1954 | } |
1955 | lockPartsForWrite(false); | ||
1803 | 1956 | ||
1804 | SetPartAsNonRoot(newPart); | 1957 | SetPartAsNonRoot(newPart); |
1805 | 1958 | ||
@@ -1862,7 +2015,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1862 | //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | 2015 | //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) |
1863 | // return; | 2016 | // return; |
1864 | 2017 | ||
1865 | lock (m_parts) | 2018 | lockPartsForRead(true); |
1866 | { | 2019 | { |
1867 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | 2020 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); |
1868 | 2021 | ||
@@ -1880,34 +2033,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1880 | 2033 | ||
1881 | foreach (SceneObjectPart part in m_parts.Values) | 2034 | foreach (SceneObjectPart part in m_parts.Values) |
1882 | { | 2035 | { |
2036 | |||
1883 | part.SendScheduledUpdates(); | 2037 | part.SendScheduledUpdates(); |
2038 | |||
1884 | } | 2039 | } |
1885 | } | 2040 | } |
2041 | lockPartsForRead(false); | ||
1886 | } | 2042 | } |
1887 | 2043 | ||
1888 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) | 2044 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) |
1889 | { | 2045 | { |
1890 | RootPart.AddFullUpdateToAvatar(presence); | 2046 | RootPart.AddFullUpdateToAvatar(presence); |
1891 | 2047 | ||
1892 | lock (m_parts) | 2048 | lockPartsForRead(true); |
1893 | { | 2049 | { |
1894 | foreach (SceneObjectPart part in m_parts.Values) | 2050 | foreach (SceneObjectPart part in m_parts.Values) |
1895 | { | 2051 | { |
2052 | |||
1896 | if (part != RootPart) | 2053 | if (part != RootPart) |
1897 | part.AddFullUpdateToAvatar(presence); | 2054 | part.AddFullUpdateToAvatar(presence); |
2055 | |||
1898 | } | 2056 | } |
1899 | } | 2057 | } |
2058 | lockPartsForRead(false); | ||
1900 | } | 2059 | } |
1901 | 2060 | ||
1902 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) | 2061 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) |
1903 | { | 2062 | { |
1904 | lock (m_parts) | 2063 | lockPartsForRead(true); |
1905 | { | 2064 | { |
1906 | foreach (SceneObjectPart part in m_parts.Values) | 2065 | foreach (SceneObjectPart part in m_parts.Values) |
1907 | { | 2066 | { |
2067 | |||
1908 | part.AddTerseUpdateToAvatar(presence); | 2068 | part.AddTerseUpdateToAvatar(presence); |
2069 | |||
1909 | } | 2070 | } |
1910 | } | 2071 | } |
2072 | lockPartsForRead(false); | ||
1911 | } | 2073 | } |
1912 | 2074 | ||
1913 | /// <summary> | 2075 | /// <summary> |
@@ -1918,14 +2080,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1918 | checkAtTargets(); | 2080 | checkAtTargets(); |
1919 | RootPart.ScheduleFullUpdate(); | 2081 | RootPart.ScheduleFullUpdate(); |
1920 | 2082 | ||
1921 | lock (m_parts) | 2083 | lockPartsForRead(true); |
1922 | { | 2084 | { |
1923 | foreach (SceneObjectPart part in m_parts.Values) | 2085 | foreach (SceneObjectPart part in m_parts.Values) |
1924 | { | 2086 | { |
2087 | |||
1925 | if (part != RootPart) | 2088 | if (part != RootPart) |
1926 | part.ScheduleFullUpdate(); | 2089 | part.ScheduleFullUpdate(); |
2090 | |||
1927 | } | 2091 | } |
1928 | } | 2092 | } |
2093 | lockPartsForRead(false); | ||
1929 | } | 2094 | } |
1930 | 2095 | ||
1931 | /// <summary> | 2096 | /// <summary> |
@@ -1933,13 +2098,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1933 | /// </summary> | 2098 | /// </summary> |
1934 | public void ScheduleGroupForTerseUpdate() | 2099 | public void ScheduleGroupForTerseUpdate() |
1935 | { | 2100 | { |
1936 | lock (m_parts) | 2101 | lockPartsForRead(true); |
1937 | { | 2102 | { |
1938 | foreach (SceneObjectPart part in m_parts.Values) | 2103 | foreach (SceneObjectPart part in m_parts.Values) |
1939 | { | 2104 | { |
2105 | |||
1940 | part.ScheduleTerseUpdate(); | 2106 | part.ScheduleTerseUpdate(); |
2107 | |||
1941 | } | 2108 | } |
1942 | } | 2109 | } |
2110 | lockPartsForRead(false); | ||
1943 | } | 2111 | } |
1944 | 2112 | ||
1945 | /// <summary> | 2113 | /// <summary> |
@@ -1952,14 +2120,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1952 | 2120 | ||
1953 | RootPart.SendFullUpdateToAllClients(); | 2121 | RootPart.SendFullUpdateToAllClients(); |
1954 | 2122 | ||
1955 | lock (m_parts) | 2123 | lockPartsForRead(true); |
1956 | { | 2124 | { |
1957 | foreach (SceneObjectPart part in m_parts.Values) | 2125 | foreach (SceneObjectPart part in m_parts.Values) |
1958 | { | 2126 | { |
2127 | |||
1959 | if (part != RootPart) | 2128 | if (part != RootPart) |
1960 | part.SendFullUpdateToAllClients(); | 2129 | part.SendFullUpdateToAllClients(); |
2130 | |||
1961 | } | 2131 | } |
1962 | } | 2132 | } |
2133 | lockPartsForRead(false); | ||
1963 | } | 2134 | } |
1964 | 2135 | ||
1965 | /// <summary> | 2136 | /// <summary> |
@@ -1990,14 +2161,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1990 | { | 2161 | { |
1991 | if (IsDeleted) | 2162 | if (IsDeleted) |
1992 | return; | 2163 | return; |
1993 | 2164 | ||
1994 | lock (m_parts) | 2165 | lockPartsForRead(true); |
1995 | { | 2166 | { |
1996 | foreach (SceneObjectPart part in m_parts.Values) | 2167 | foreach (SceneObjectPart part in m_parts.Values) |
1997 | { | 2168 | { |
1998 | part.SendTerseUpdateToAllClients(); | 2169 | part.SendTerseUpdateToAllClients(); |
1999 | } | 2170 | } |
2000 | } | 2171 | } |
2172 | lockPartsForRead(false); | ||
2001 | } | 2173 | } |
2002 | 2174 | ||
2003 | #endregion | 2175 | #endregion |
@@ -2011,16 +2183,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2011 | /// <returns>null if no child part with that linknum or child part</returns> | 2183 | /// <returns>null if no child part with that linknum or child part</returns> |
2012 | public SceneObjectPart GetLinkNumPart(int linknum) | 2184 | public SceneObjectPart GetLinkNumPart(int linknum) |
2013 | { | 2185 | { |
2014 | lock (m_parts) | 2186 | lockPartsForRead(true); |
2015 | { | 2187 | { |
2016 | foreach (SceneObjectPart part in m_parts.Values) | 2188 | foreach (SceneObjectPart part in m_parts.Values) |
2017 | { | 2189 | { |
2018 | if (part.LinkNum == linknum) | 2190 | if (part.LinkNum == linknum) |
2019 | { | 2191 | { |
2192 | lockPartsForRead(false); | ||
2020 | return part; | 2193 | return part; |
2021 | } | 2194 | } |
2022 | } | 2195 | } |
2023 | } | 2196 | } |
2197 | lockPartsForRead(false); | ||
2024 | 2198 | ||
2025 | return null; | 2199 | return null; |
2026 | } | 2200 | } |
@@ -2048,17 +2222,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2048 | public SceneObjectPart GetChildPart(uint localID) | 2222 | public SceneObjectPart GetChildPart(uint localID) |
2049 | { | 2223 | { |
2050 | //m_log.DebugFormat("Entered looking for {0}", localID); | 2224 | //m_log.DebugFormat("Entered looking for {0}", localID); |
2051 | lock (m_parts) | 2225 | lockPartsForRead(true); |
2052 | { | 2226 | { |
2053 | foreach (SceneObjectPart part in m_parts.Values) | 2227 | foreach (SceneObjectPart part in m_parts.Values) |
2054 | { | 2228 | { |
2055 | //m_log.DebugFormat("Found {0}", part.LocalId); | 2229 | //m_log.DebugFormat("Found {0}", part.LocalId); |
2056 | if (part.LocalId == localID) | 2230 | if (part.LocalId == localID) |
2057 | { | 2231 | { |
2232 | lockPartsForRead(false); | ||
2058 | return part; | 2233 | return part; |
2059 | } | 2234 | } |
2060 | } | 2235 | } |
2061 | } | 2236 | } |
2237 | lockPartsForRead(false); | ||
2062 | 2238 | ||
2063 | return null; | 2239 | return null; |
2064 | } | 2240 | } |
@@ -2088,17 +2264,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2088 | public bool HasChildPrim(uint localID) | 2264 | public bool HasChildPrim(uint localID) |
2089 | { | 2265 | { |
2090 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); | 2266 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); |
2091 | lock (m_parts) | 2267 | lockPartsForRead(true); |
2092 | { | 2268 | { |
2093 | foreach (SceneObjectPart part in m_parts.Values) | 2269 | foreach (SceneObjectPart part in m_parts.Values) |
2094 | { | 2270 | { |
2095 | //m_log.DebugFormat("Found {0}", part.LocalId); | 2271 | //m_log.DebugFormat("Found {0}", part.LocalId); |
2096 | if (part.LocalId == localID) | 2272 | if (part.LocalId == localID) |
2097 | { | 2273 | { |
2274 | lockPartsForRead(false); | ||
2098 | return true; | 2275 | return true; |
2099 | } | 2276 | } |
2100 | } | 2277 | } |
2101 | } | 2278 | } |
2279 | lockPartsForRead(false); | ||
2102 | 2280 | ||
2103 | return false; | 2281 | return false; |
2104 | } | 2282 | } |
@@ -2148,53 +2326,57 @@ namespace OpenSim.Region.Framework.Scenes | |||
2148 | if (m_rootPart.LinkNum == 0) | 2326 | if (m_rootPart.LinkNum == 0) |
2149 | m_rootPart.LinkNum = 1; | 2327 | m_rootPart.LinkNum = 1; |
2150 | 2328 | ||
2151 | lock (m_parts) | 2329 | lockPartsForWrite(true); |
2152 | { | 2330 | |
2153 | m_parts.Add(linkPart.UUID, linkPart); | 2331 | m_parts.Add(linkPart.UUID, linkPart); |
2332 | |||
2333 | lockPartsForWrite(false); | ||
2154 | 2334 | ||
2155 | // Insert in terms of link numbers, the new links | 2335 | // Insert in terms of link numbers, the new links |
2156 | // before the current ones (with the exception of | 2336 | // before the current ones (with the exception of |
2157 | // the root prim. Shuffle the old ones up | 2337 | // the root prim. Shuffle the old ones up |
2158 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | 2338 | lockPartsForRead(true); |
2339 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | ||
2340 | { | ||
2341 | if (kvp.Value.LinkNum != 1) | ||
2159 | { | 2342 | { |
2160 | if (kvp.Value.LinkNum != 1) | 2343 | // Don't update root prim link number |
2161 | { | 2344 | kvp.Value.LinkNum += objectGroup.PrimCount; |
2162 | // Don't update root prim link number | ||
2163 | kvp.Value.LinkNum += objectGroup.PrimCount; | ||
2164 | } | ||
2165 | } | 2345 | } |
2346 | } | ||
2347 | lockPartsForRead(false); | ||
2166 | 2348 | ||
2167 | linkPart.LinkNum = 2; | 2349 | linkPart.LinkNum = 2; |
2168 | 2350 | ||
2169 | linkPart.SetParent(this); | 2351 | linkPart.SetParent(this); |
2170 | linkPart.AddFlag(PrimFlags.CreateSelected); | 2352 | linkPart.AddFlag(PrimFlags.CreateSelected); |
2171 | 2353 | ||
2172 | //if (linkPart.PhysActor != null) | 2354 | //if (linkPart.PhysActor != null) |
2173 | //{ | 2355 | //{ |
2174 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2356 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
2175 | 2357 | ||
2176 | //linkPart.PhysActor = null; | 2358 | //linkPart.PhysActor = null; |
2177 | //} | 2359 | //} |
2178 | 2360 | ||
2179 | //TODO: rest of parts | 2361 | //TODO: rest of parts |
2180 | int linkNum = 3; | 2362 | int linkNum = 3; |
2181 | foreach (SceneObjectPart part in objectGroup.Children.Values) | 2363 | foreach (SceneObjectPart part in objectGroup.Children.Values) |
2364 | { | ||
2365 | if (part.UUID != objectGroup.m_rootPart.UUID) | ||
2182 | { | 2366 | { |
2183 | if (part.UUID != objectGroup.m_rootPart.UUID) | 2367 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2184 | { | ||
2185 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | ||
2186 | } | ||
2187 | part.ClearUndoState(); | ||
2188 | } | 2368 | } |
2369 | part.ClearUndoState(); | ||
2189 | } | 2370 | } |
2190 | 2371 | ||
2191 | m_scene.UnlinkSceneObject(objectGroup.UUID, true); | 2372 | m_scene.UnlinkSceneObject(objectGroup.UUID, true); |
2192 | objectGroup.m_isDeleted = true; | 2373 | objectGroup.m_isDeleted = true; |
2374 | |||
2375 | objectGroup.lockPartsForWrite(true); | ||
2193 | 2376 | ||
2194 | lock (objectGroup.m_parts) | 2377 | objectGroup.m_parts.Clear(); |
2195 | { | 2378 | |
2196 | objectGroup.m_parts.Clear(); | 2379 | objectGroup.lockPartsForWrite(false); |
2197 | } | ||
2198 | 2380 | ||
2199 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2381 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2200 | // objectGroup.m_rootPart = null; | 2382 | // objectGroup.m_rootPart = null; |
@@ -2253,11 +2435,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2253 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2435 | Quaternion worldRot = linkPart.GetWorldRotation(); |
2254 | 2436 | ||
2255 | // Remove the part from this object | 2437 | // Remove the part from this object |
2256 | lock (m_parts) | 2438 | lockPartsForWrite(true); |
2257 | { | 2439 | { |
2258 | m_parts.Remove(linkPart.UUID); | 2440 | m_parts.Remove(linkPart.UUID); |
2259 | } | 2441 | } |
2260 | 2442 | lockPartsForWrite(false); | |
2443 | lockPartsForRead(true); | ||
2261 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left | 2444 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left |
2262 | RootPart.LinkNum = 0; | 2445 | RootPart.LinkNum = 0; |
2263 | else | 2446 | else |
@@ -2268,6 +2451,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2268 | p.LinkNum--; | 2451 | p.LinkNum--; |
2269 | } | 2452 | } |
2270 | } | 2453 | } |
2454 | lockPartsForRead(false); | ||
2271 | 2455 | ||
2272 | linkPart.ParentID = 0; | 2456 | linkPart.ParentID = 0; |
2273 | linkPart.LinkNum = 0; | 2457 | linkPart.LinkNum = 0; |
@@ -2585,22 +2769,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
2585 | 2769 | ||
2586 | if (selectionPart != null) | 2770 | if (selectionPart != null) |
2587 | { | 2771 | { |
2588 | lock (m_parts) | 2772 | lockPartsForRead(true); |
2773 | List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values); | ||
2774 | lockPartsForRead(false); | ||
2775 | foreach (SceneObjectPart part in parts) | ||
2589 | { | 2776 | { |
2590 | foreach (SceneObjectPart part in m_parts.Values) | 2777 | if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) |
2591 | { | 2778 | { |
2592 | if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) | 2779 | UsePhysics = false; // Reset physics |
2593 | { | 2780 | break; |
2594 | UsePhysics = false; // Reset physics | ||
2595 | break; | ||
2596 | } | ||
2597 | } | 2781 | } |
2782 | } | ||
2598 | 2783 | ||
2599 | foreach (SceneObjectPart part in m_parts.Values) | 2784 | foreach (SceneObjectPart part in parts) |
2600 | { | 2785 | { |
2601 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2786 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
2602 | } | ||
2603 | } | 2787 | } |
2788 | |||
2604 | } | 2789 | } |
2605 | } | 2790 | } |
2606 | 2791 | ||
@@ -2686,11 +2871,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2686 | scale.Y = m_scene.m_maxNonphys; | 2871 | scale.Y = m_scene.m_maxNonphys; |
2687 | if (scale.Z > m_scene.m_maxNonphys) | 2872 | if (scale.Z > m_scene.m_maxNonphys) |
2688 | scale.Z = m_scene.m_maxNonphys; | 2873 | scale.Z = m_scene.m_maxNonphys; |
2689 | |||
2690 | SceneObjectPart part = GetChildPart(localID); | 2874 | SceneObjectPart part = GetChildPart(localID); |
2691 | if (part != null) | 2875 | if (part != null) |
2692 | { | 2876 | { |
2693 | part.Resize(scale); | ||
2694 | if (part.PhysActor != null) | 2877 | if (part.PhysActor != null) |
2695 | { | 2878 | { |
2696 | if (part.PhysActor.IsPhysical) | 2879 | if (part.PhysActor.IsPhysical) |
@@ -2705,7 +2888,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2705 | part.PhysActor.Size = scale; | 2888 | part.PhysActor.Size = scale; |
2706 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | 2889 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); |
2707 | } | 2890 | } |
2708 | //if (part.UUID != m_rootPart.UUID) | 2891 | part.Resize(scale); |
2709 | 2892 | ||
2710 | HasGroupChanged = true; | 2893 | HasGroupChanged = true; |
2711 | ScheduleGroupForFullUpdate(); | 2894 | ScheduleGroupForFullUpdate(); |
@@ -2746,77 +2929,76 @@ namespace OpenSim.Region.Framework.Scenes | |||
2746 | float y = (scale.Y / part.Scale.Y); | 2929 | float y = (scale.Y / part.Scale.Y); |
2747 | float z = (scale.Z / part.Scale.Z); | 2930 | float z = (scale.Z / part.Scale.Z); |
2748 | 2931 | ||
2749 | lock (m_parts) | 2932 | lockPartsForRead(true); |
2933 | if (x > 1.0f || y > 1.0f || z > 1.0f) | ||
2750 | { | 2934 | { |
2751 | if (x > 1.0f || y > 1.0f || z > 1.0f) | 2935 | foreach (SceneObjectPart obPart in m_parts.Values) |
2752 | { | 2936 | { |
2753 | foreach (SceneObjectPart obPart in m_parts.Values) | 2937 | if (obPart.UUID != m_rootPart.UUID) |
2754 | { | 2938 | { |
2755 | if (obPart.UUID != m_rootPart.UUID) | 2939 | Vector3 oldSize = new Vector3(obPart.Scale); |
2756 | { | ||
2757 | Vector3 oldSize = new Vector3(obPart.Scale); | ||
2758 | 2940 | ||
2759 | float f = 1.0f; | 2941 | float f = 1.0f; |
2760 | float a = 1.0f; | 2942 | float a = 1.0f; |
2761 | 2943 | ||
2762 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | 2944 | if (part.PhysActor != null && part.PhysActor.IsPhysical) |
2945 | { | ||
2946 | if (oldSize.X*x > m_scene.m_maxPhys) | ||
2763 | { | 2947 | { |
2764 | if (oldSize.X*x > m_scene.m_maxPhys) | 2948 | f = m_scene.m_maxPhys / oldSize.X; |
2765 | { | 2949 | a = f / x; |
2766 | f = m_scene.m_maxPhys / oldSize.X; | 2950 | x *= a; |
2767 | a = f / x; | 2951 | y *= a; |
2768 | x *= a; | 2952 | z *= a; |
2769 | y *= a; | ||
2770 | z *= a; | ||
2771 | } | ||
2772 | if (oldSize.Y*y > m_scene.m_maxPhys) | ||
2773 | { | ||
2774 | f = m_scene.m_maxPhys / oldSize.Y; | ||
2775 | a = f / y; | ||
2776 | x *= a; | ||
2777 | y *= a; | ||
2778 | z *= a; | ||
2779 | } | ||
2780 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
2781 | { | ||
2782 | f = m_scene.m_maxPhys / oldSize.Z; | ||
2783 | a = f / z; | ||
2784 | x *= a; | ||
2785 | y *= a; | ||
2786 | z *= a; | ||
2787 | } | ||
2788 | } | 2953 | } |
2789 | else | 2954 | if (oldSize.Y*y > m_scene.m_maxPhys) |
2955 | { | ||
2956 | f = m_scene.m_maxPhys / oldSize.Y; | ||
2957 | a = f / y; | ||
2958 | x *= a; | ||
2959 | y *= a; | ||
2960 | z *= a; | ||
2961 | } | ||
2962 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
2790 | { | 2963 | { |
2791 | if (oldSize.X*x > m_scene.m_maxNonphys) | 2964 | f = m_scene.m_maxPhys / oldSize.Z; |
2792 | { | 2965 | a = f / z; |
2793 | f = m_scene.m_maxNonphys / oldSize.X; | 2966 | x *= a; |
2794 | a = f / x; | 2967 | y *= a; |
2795 | x *= a; | 2968 | z *= a; |
2796 | y *= a; | 2969 | } |
2797 | z *= a; | 2970 | } |
2798 | } | 2971 | else |
2799 | if (oldSize.Y*y > m_scene.m_maxNonphys) | 2972 | { |
2800 | { | 2973 | if (oldSize.X*x > m_scene.m_maxNonphys) |
2801 | f = m_scene.m_maxNonphys / oldSize.Y; | 2974 | { |
2802 | a = f / y; | 2975 | f = m_scene.m_maxNonphys / oldSize.X; |
2803 | x *= a; | 2976 | a = f / x; |
2804 | y *= a; | 2977 | x *= a; |
2805 | z *= a; | 2978 | y *= a; |
2806 | } | 2979 | z *= a; |
2807 | if (oldSize.Z*z > m_scene.m_maxNonphys) | 2980 | } |
2808 | { | 2981 | if (oldSize.Y*y > m_scene.m_maxNonphys) |
2809 | f = m_scene.m_maxNonphys / oldSize.Z; | 2982 | { |
2810 | a = f / z; | 2983 | f = m_scene.m_maxNonphys / oldSize.Y; |
2811 | x *= a; | 2984 | a = f / y; |
2812 | y *= a; | 2985 | x *= a; |
2813 | z *= a; | 2986 | y *= a; |
2814 | } | 2987 | z *= a; |
2988 | } | ||
2989 | if (oldSize.Z*z > m_scene.m_maxNonphys) | ||
2990 | { | ||
2991 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
2992 | a = f / z; | ||
2993 | x *= a; | ||
2994 | y *= a; | ||
2995 | z *= a; | ||
2815 | } | 2996 | } |
2816 | } | 2997 | } |
2817 | } | 2998 | } |
2818 | } | 2999 | } |
2819 | } | 3000 | } |
3001 | lockPartsForRead(false); | ||
2820 | 3002 | ||
2821 | Vector3 prevScale = part.Scale; | 3003 | Vector3 prevScale = part.Scale; |
2822 | prevScale.X *= x; | 3004 | prevScale.X *= x; |
@@ -2824,7 +3006,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2824 | prevScale.Z *= z; | 3006 | prevScale.Z *= z; |
2825 | part.Resize(prevScale); | 3007 | part.Resize(prevScale); |
2826 | 3008 | ||
2827 | lock (m_parts) | 3009 | lockPartsForRead(true); |
2828 | { | 3010 | { |
2829 | foreach (SceneObjectPart obPart in m_parts.Values) | 3011 | foreach (SceneObjectPart obPart in m_parts.Values) |
2830 | { | 3012 | { |
@@ -2843,6 +3025,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2843 | } | 3025 | } |
2844 | } | 3026 | } |
2845 | } | 3027 | } |
3028 | lockPartsForRead(false); | ||
2846 | 3029 | ||
2847 | if (part.PhysActor != null) | 3030 | if (part.PhysActor != null) |
2848 | { | 3031 | { |
@@ -2923,7 +3106,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2923 | axDiff *= Quaternion.Inverse(partRotation); | 3106 | axDiff *= Quaternion.Inverse(partRotation); |
2924 | diff = axDiff; | 3107 | diff = axDiff; |
2925 | 3108 | ||
2926 | lock (m_parts) | 3109 | lockPartsForRead(true); |
2927 | { | 3110 | { |
2928 | foreach (SceneObjectPart obPart in m_parts.Values) | 3111 | foreach (SceneObjectPart obPart in m_parts.Values) |
2929 | { | 3112 | { |
@@ -2933,6 +3116,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2933 | } | 3116 | } |
2934 | } | 3117 | } |
2935 | } | 3118 | } |
3119 | lockPartsForRead(false); | ||
2936 | 3120 | ||
2937 | AbsolutePosition = newPos; | 3121 | AbsolutePosition = newPos; |
2938 | 3122 | ||
@@ -3050,7 +3234,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3050 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 3234 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
3051 | } | 3235 | } |
3052 | 3236 | ||
3053 | lock (m_parts) | 3237 | lockPartsForRead(true); |
3054 | { | 3238 | { |
3055 | foreach (SceneObjectPart prim in m_parts.Values) | 3239 | foreach (SceneObjectPart prim in m_parts.Values) |
3056 | { | 3240 | { |
@@ -3068,6 +3252,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3068 | } | 3252 | } |
3069 | } | 3253 | } |
3070 | } | 3254 | } |
3255 | lockPartsForRead(false); | ||
3071 | 3256 | ||
3072 | m_rootPart.ScheduleTerseUpdate(); | 3257 | m_rootPart.ScheduleTerseUpdate(); |
3073 | } | 3258 | } |
@@ -3166,7 +3351,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3166 | if (atTargets.Count > 0) | 3351 | if (atTargets.Count > 0) |
3167 | { | 3352 | { |
3168 | uint[] localids = new uint[0]; | 3353 | uint[] localids = new uint[0]; |
3169 | lock (m_parts) | 3354 | lockPartsForRead(true); |
3170 | { | 3355 | { |
3171 | localids = new uint[m_parts.Count]; | 3356 | localids = new uint[m_parts.Count]; |
3172 | int cntr = 0; | 3357 | int cntr = 0; |
@@ -3176,6 +3361,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3176 | cntr++; | 3361 | cntr++; |
3177 | } | 3362 | } |
3178 | } | 3363 | } |
3364 | lockPartsForRead(false); | ||
3179 | 3365 | ||
3180 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3366 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3181 | { | 3367 | { |
@@ -3194,7 +3380,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3194 | { | 3380 | { |
3195 | //trigger not_at_target | 3381 | //trigger not_at_target |
3196 | uint[] localids = new uint[0]; | 3382 | uint[] localids = new uint[0]; |
3197 | lock (m_parts) | 3383 | lockPartsForRead(true); |
3198 | { | 3384 | { |
3199 | localids = new uint[m_parts.Count]; | 3385 | localids = new uint[m_parts.Count]; |
3200 | int cntr = 0; | 3386 | int cntr = 0; |
@@ -3204,7 +3390,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3204 | cntr++; | 3390 | cntr++; |
3205 | } | 3391 | } |
3206 | } | 3392 | } |
3207 | 3393 | lockPartsForRead(false); | |
3394 | |||
3208 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3395 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3209 | { | 3396 | { |
3210 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); | 3397 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); |
@@ -3217,19 +3404,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3217 | public float GetMass() | 3404 | public float GetMass() |
3218 | { | 3405 | { |
3219 | float retmass = 0f; | 3406 | float retmass = 0f; |
3220 | lock (m_parts) | 3407 | lockPartsForRead(true); |
3221 | { | 3408 | { |
3222 | foreach (SceneObjectPart part in m_parts.Values) | 3409 | foreach (SceneObjectPart part in m_parts.Values) |
3223 | { | 3410 | { |
3224 | retmass += part.GetMass(); | 3411 | retmass += part.GetMass(); |
3225 | } | 3412 | } |
3226 | } | 3413 | } |
3414 | lockPartsForRead(false); | ||
3227 | return retmass; | 3415 | return retmass; |
3228 | } | 3416 | } |
3229 | 3417 | ||
3230 | public void CheckSculptAndLoad() | 3418 | public void CheckSculptAndLoad() |
3231 | { | 3419 | { |
3232 | lock (m_parts) | 3420 | lockPartsForRead(true); |
3233 | { | 3421 | { |
3234 | if (!IsDeleted) | 3422 | if (!IsDeleted) |
3235 | { | 3423 | { |
@@ -3254,6 +3442,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3254 | } | 3442 | } |
3255 | } | 3443 | } |
3256 | } | 3444 | } |
3445 | lockPartsForRead(false); | ||
3257 | } | 3446 | } |
3258 | 3447 | ||
3259 | protected void AssetReceived(string id, Object sender, AssetBase asset) | 3448 | protected void AssetReceived(string id, Object sender, AssetBase asset) |
@@ -3274,7 +3463,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3274 | /// <param name="client"></param> | 3463 | /// <param name="client"></param> |
3275 | public void SetGroup(UUID GroupID, IClientAPI client) | 3464 | public void SetGroup(UUID GroupID, IClientAPI client) |
3276 | { | 3465 | { |
3277 | lock (m_parts) | 3466 | lockPartsForRead(true); |
3278 | { | 3467 | { |
3279 | foreach (SceneObjectPart part in m_parts.Values) | 3468 | foreach (SceneObjectPart part in m_parts.Values) |
3280 | { | 3469 | { |
@@ -3284,7 +3473,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3284 | 3473 | ||
3285 | HasGroupChanged = true; | 3474 | HasGroupChanged = true; |
3286 | } | 3475 | } |
3287 | 3476 | lockPartsForRead(false); | |
3288 | ScheduleGroupForFullUpdate(); | 3477 | ScheduleGroupForFullUpdate(); |
3289 | } | 3478 | } |
3290 | 3479 | ||
@@ -3303,11 +3492,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3303 | 3492 | ||
3304 | public void SetAttachmentPoint(byte point) | 3493 | public void SetAttachmentPoint(byte point) |
3305 | { | 3494 | { |
3306 | lock (m_parts) | 3495 | lockPartsForRead(true); |
3307 | { | 3496 | { |
3308 | foreach (SceneObjectPart part in m_parts.Values) | 3497 | foreach (SceneObjectPart part in m_parts.Values) |
3309 | part.SetAttachmentPoint(point); | 3498 | part.SetAttachmentPoint(point); |
3310 | } | 3499 | } |
3500 | lockPartsForRead(false); | ||
3311 | } | 3501 | } |
3312 | 3502 | ||
3313 | #region ISceneObject | 3503 | #region ISceneObject |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b6916f2..19e3023 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -389,12 +389,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | } | 389 | } |
390 | 390 | ||
391 | /// <value> | 391 | /// <value> |
392 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 392 | /// Get the inventory list |
393 | /// </value> | 393 | /// </value> |
394 | public TaskInventoryDictionary TaskInventory | 394 | public TaskInventoryDictionary TaskInventory |
395 | { | 395 | { |
396 | get { return m_inventory.Items; } | 396 | get { |
397 | set { m_inventory.Items = value; } | 397 | return m_inventory.Items; |
398 | } | ||
399 | set { | ||
400 | m_inventory.Items = value; | ||
401 | } | ||
398 | } | 402 | } |
399 | 403 | ||
400 | public uint ObjectFlags | 404 | public uint ObjectFlags |
@@ -1064,14 +1068,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1064 | } | 1068 | } |
1065 | } | 1069 | } |
1066 | 1070 | ||
1067 | /// <summary> | ||
1068 | /// Clear all pending updates of parts to clients | ||
1069 | /// </summary> | ||
1070 | private void ClearUpdateSchedule() | ||
1071 | { | ||
1072 | m_updateFlag = 0; | ||
1073 | } | ||
1074 | |||
1075 | private void SendObjectPropertiesToClient(UUID AgentID) | 1071 | private void SendObjectPropertiesToClient(UUID AgentID) |
1076 | { | 1072 | { |
1077 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 1073 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); |
@@ -2109,17 +2105,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2109 | //Trys to fetch sound id from prim's inventory. | 2105 | //Trys to fetch sound id from prim's inventory. |
2110 | //Prim's inventory doesn't support non script items yet | 2106 | //Prim's inventory doesn't support non script items yet |
2111 | 2107 | ||
2112 | lock (TaskInventory) | 2108 | TaskInventory.LockItemsForRead(true); |
2109 | |||
2110 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2113 | { | 2111 | { |
2114 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2112 | if (item.Value.Name == sound) |
2115 | { | 2113 | { |
2116 | if (item.Value.Name == sound) | 2114 | soundID = item.Value.ItemID; |
2117 | { | 2115 | break; |
2118 | soundID = item.Value.ItemID; | ||
2119 | break; | ||
2120 | } | ||
2121 | } | 2116 | } |
2122 | } | 2117 | } |
2118 | |||
2119 | TaskInventory.LockItemsForRead(false); | ||
2123 | } | 2120 | } |
2124 | 2121 | ||
2125 | List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); | 2122 | List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); |
@@ -2185,6 +2182,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2185 | ParentGroup.HasGroupChanged = true; | 2182 | ParentGroup.HasGroupChanged = true; |
2186 | ScheduleFullUpdate(); | 2183 | ScheduleFullUpdate(); |
2187 | } | 2184 | } |
2185 | |||
2186 | public void RotLookAt(Quaternion target, float strength, float damping) | ||
2187 | { | ||
2188 | m_parentGroup.rotLookAt(target, strength, damping); | ||
2189 | } | ||
2188 | 2190 | ||
2189 | /// <summary> | 2191 | /// <summary> |
2190 | /// Schedules this prim for a full update | 2192 | /// Schedules this prim for a full update |
@@ -2389,8 +2391,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2389 | { | 2391 | { |
2390 | const float ROTATION_TOLERANCE = 0.01f; | 2392 | const float ROTATION_TOLERANCE = 0.01f; |
2391 | const float VELOCITY_TOLERANCE = 0.001f; | 2393 | const float VELOCITY_TOLERANCE = 0.001f; |
2392 | const float POSITION_TOLERANCE = 0.05f; | 2394 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2393 | const int TIME_MS_TOLERANCE = 3000; | 2395 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2394 | 2396 | ||
2395 | if (m_updateFlag == 1) | 2397 | if (m_updateFlag == 1) |
2396 | { | 2398 | { |
@@ -2404,7 +2406,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2404 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 2406 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
2405 | { | 2407 | { |
2406 | AddTerseUpdateToAllAvatars(); | 2408 | AddTerseUpdateToAllAvatars(); |
2407 | ClearUpdateSchedule(); | 2409 | |
2408 | 2410 | ||
2409 | // This causes the Scene to 'poll' physical objects every couple of frames | 2411 | // This causes the Scene to 'poll' physical objects every couple of frames |
2410 | // bad, so it's been replaced by an event driven method. | 2412 | // bad, so it's been replaced by an event driven method. |
@@ -2422,16 +2424,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2422 | m_lastAngularVelocity = AngularVelocity; | 2424 | m_lastAngularVelocity = AngularVelocity; |
2423 | m_lastTerseSent = Environment.TickCount; | 2425 | m_lastTerseSent = Environment.TickCount; |
2424 | } | 2426 | } |
2427 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
2428 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
2425 | } | 2429 | } |
2426 | else | 2430 | else |
2427 | { | 2431 | { |
2428 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 2432 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
2429 | { | 2433 | { |
2430 | AddFullUpdateToAllAvatars(); | 2434 | AddFullUpdateToAllAvatars(); |
2431 | ClearUpdateSchedule(); | 2435 | m_updateFlag = 0; //Same here |
2432 | } | 2436 | } |
2433 | } | 2437 | } |
2434 | ClearUpdateSchedule(); | 2438 | m_updateFlag = 0; |
2435 | } | 2439 | } |
2436 | 2440 | ||
2437 | /// <summary> | 2441 | /// <summary> |
@@ -2458,17 +2462,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2458 | if (!UUID.TryParse(sound, out soundID)) | 2462 | if (!UUID.TryParse(sound, out soundID)) |
2459 | { | 2463 | { |
2460 | // search sound file from inventory | 2464 | // search sound file from inventory |
2461 | lock (TaskInventory) | 2465 | TaskInventory.LockItemsForRead(true); |
2466 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2462 | { | 2467 | { |
2463 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2468 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2464 | { | 2469 | { |
2465 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 2470 | soundID = item.Value.ItemID; |
2466 | { | 2471 | break; |
2467 | soundID = item.Value.ItemID; | ||
2468 | break; | ||
2469 | } | ||
2470 | } | 2472 | } |
2471 | } | 2473 | } |
2474 | TaskInventory.LockItemsForRead(false); | ||
2472 | } | 2475 | } |
2473 | 2476 | ||
2474 | if (soundID == UUID.Zero) | 2477 | if (soundID == UUID.Zero) |
@@ -2684,6 +2687,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2684 | SetText(text); | 2687 | SetText(text); |
2685 | } | 2688 | } |
2686 | 2689 | ||
2690 | public void StopLookAt() | ||
2691 | { | ||
2692 | m_parentGroup.stopLookAt(); | ||
2693 | |||
2694 | m_parentGroup.ScheduleGroupForTerseUpdate(); | ||
2695 | } | ||
2696 | |||
2687 | public void StopMoveToTarget() | 2697 | public void StopMoveToTarget() |
2688 | { | 2698 | { |
2689 | m_parentGroup.stopMoveToTarget(); | 2699 | m_parentGroup.stopMoveToTarget(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 7a0d7b7..eca8588 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -80,7 +80,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
80 | /// </value> | 80 | /// </value> |
81 | protected internal TaskInventoryDictionary Items | 81 | protected internal TaskInventoryDictionary Items |
82 | { | 82 | { |
83 | get { return m_items; } | 83 | get { |
84 | return m_items; | ||
85 | } | ||
84 | set | 86 | set |
85 | { | 87 | { |
86 | m_items = value; | 88 | m_items = value; |
@@ -116,22 +118,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | /// <param name="linkNum">Link number for the part</param> | 118 | /// <param name="linkNum">Link number for the part</param> |
117 | public void ResetInventoryIDs() | 119 | public void ResetInventoryIDs() |
118 | { | 120 | { |
119 | lock (Items) | 121 | m_items.LockItemsForWrite(true); |
122 | |||
123 | if (0 == Items.Count) | ||
120 | { | 124 | { |
121 | if (0 == Items.Count) | 125 | m_items.LockItemsForWrite(false); |
122 | return; | 126 | return; |
127 | } | ||
123 | 128 | ||
124 | HasInventoryChanged = true; | 129 | HasInventoryChanged = true; |
125 | m_part.ParentGroup.HasGroupChanged = true; | 130 | m_part.ParentGroup.HasGroupChanged = true; |
126 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 131 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
127 | Items.Clear(); | 132 | Items.Clear(); |
128 | 133 | ||
129 | foreach (TaskInventoryItem item in items) | 134 | foreach (TaskInventoryItem item in items) |
130 | { | 135 | { |
131 | item.ResetIDs(m_part.UUID); | 136 | item.ResetIDs(m_part.UUID); |
132 | Items.Add(item.ItemID, item); | 137 | Items.Add(item.ItemID, item); |
133 | } | ||
134 | } | 138 | } |
139 | m_items.LockItemsForWrite(false); | ||
135 | } | 140 | } |
136 | 141 | ||
137 | /// <summary> | 142 | /// <summary> |
@@ -140,25 +145,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
140 | /// <param name="ownerId"></param> | 145 | /// <param name="ownerId"></param> |
141 | public void ChangeInventoryOwner(UUID ownerId) | 146 | public void ChangeInventoryOwner(UUID ownerId) |
142 | { | 147 | { |
143 | lock (Items) | 148 | m_items.LockItemsForWrite(true); |
149 | if (0 == Items.Count) | ||
144 | { | 150 | { |
145 | if (0 == Items.Count) | 151 | m_items.LockItemsForWrite(false); |
146 | { | 152 | return; |
147 | return; | 153 | } |
148 | } | ||
149 | 154 | ||
150 | HasInventoryChanged = true; | 155 | HasInventoryChanged = true; |
151 | m_part.ParentGroup.HasGroupChanged = true; | 156 | m_part.ParentGroup.HasGroupChanged = true; |
152 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 157 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
153 | foreach (TaskInventoryItem item in items) | 158 | foreach (TaskInventoryItem item in items) |
159 | { | ||
160 | if (ownerId != item.OwnerID) | ||
154 | { | 161 | { |
155 | if (ownerId != item.OwnerID) | 162 | item.LastOwnerID = item.OwnerID; |
156 | { | 163 | item.OwnerID = ownerId; |
157 | item.LastOwnerID = item.OwnerID; | ||
158 | item.OwnerID = ownerId; | ||
159 | } | ||
160 | } | 164 | } |
161 | } | 165 | } |
166 | m_items.LockItemsForWrite(false); | ||
162 | } | 167 | } |
163 | 168 | ||
164 | /// <summary> | 169 | /// <summary> |
@@ -167,24 +172,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
167 | /// <param name="groupID"></param> | 172 | /// <param name="groupID"></param> |
168 | public void ChangeInventoryGroup(UUID groupID) | 173 | public void ChangeInventoryGroup(UUID groupID) |
169 | { | 174 | { |
170 | lock (Items) | 175 | m_items.LockItemsForWrite(true); |
176 | if (0 == Items.Count) | ||
171 | { | 177 | { |
172 | if (0 == Items.Count) | 178 | m_items.LockItemsForWrite(false); |
173 | { | 179 | return; |
174 | return; | 180 | } |
175 | } | ||
176 | 181 | ||
177 | HasInventoryChanged = true; | 182 | HasInventoryChanged = true; |
178 | m_part.ParentGroup.HasGroupChanged = true; | 183 | m_part.ParentGroup.HasGroupChanged = true; |
179 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 184 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
180 | foreach (TaskInventoryItem item in items) | 185 | foreach (TaskInventoryItem item in items) |
186 | { | ||
187 | if (groupID != item.GroupID) | ||
181 | { | 188 | { |
182 | if (groupID != item.GroupID) | 189 | item.GroupID = groupID; |
183 | { | ||
184 | item.GroupID = groupID; | ||
185 | } | ||
186 | } | 190 | } |
187 | } | 191 | } |
192 | m_items.LockItemsForWrite(false); | ||
188 | } | 193 | } |
189 | 194 | ||
190 | /// <summary> | 195 | /// <summary> |
@@ -192,14 +197,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
192 | /// </summary> | 197 | /// </summary> |
193 | public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) | 198 | public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) |
194 | { | 199 | { |
195 | lock (m_items) | 200 | Items.LockItemsForRead(true); |
201 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | ||
202 | Items.LockItemsForRead(false); | ||
203 | foreach (TaskInventoryItem item in items) | ||
196 | { | 204 | { |
197 | foreach (TaskInventoryItem item in Items.Values) | 205 | if ((int)InventoryType.LSL == item.InvType) |
198 | { | 206 | { |
199 | if ((int)InventoryType.LSL == item.InvType) | 207 | CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); |
200 | { | ||
201 | CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); | ||
202 | } | ||
203 | } | 208 | } |
204 | } | 209 | } |
205 | } | 210 | } |
@@ -209,17 +214,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
209 | /// </summary> | 214 | /// </summary> |
210 | public void RemoveScriptInstances() | 215 | public void RemoveScriptInstances() |
211 | { | 216 | { |
212 | lock (Items) | 217 | Items.LockItemsForRead(true); |
218 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | ||
219 | Items.LockItemsForRead(false); | ||
220 | |||
221 | foreach (TaskInventoryItem item in items) | ||
213 | { | 222 | { |
214 | foreach (TaskInventoryItem item in Items.Values) | 223 | if ((int)InventoryType.LSL == item.InvType) |
215 | { | 224 | { |
216 | if ((int)InventoryType.LSL == item.InvType) | 225 | RemoveScriptInstance(item.ItemID); |
217 | { | 226 | m_part.RemoveScriptEvents(item.ItemID); |
218 | RemoveScriptInstance(item.ItemID); | ||
219 | m_part.RemoveScriptEvents(item.ItemID); | ||
220 | } | ||
221 | } | 227 | } |
222 | } | 228 | } |
229 | |||
230 | |||
223 | } | 231 | } |
224 | 232 | ||
225 | /// <summary> | 233 | /// <summary> |
@@ -244,8 +252,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
244 | if (stateSource == 1 && // Prim crossing | 252 | if (stateSource == 1 && // Prim crossing |
245 | m_part.ParentGroup.Scene.m_trustBinaries) | 253 | m_part.ParentGroup.Scene.m_trustBinaries) |
246 | { | 254 | { |
255 | m_items.LockItemsForWrite(true); | ||
247 | m_items[item.ItemID].PermsMask = 0; | 256 | m_items[item.ItemID].PermsMask = 0; |
248 | m_items[item.ItemID].PermsGranter = UUID.Zero; | 257 | m_items[item.ItemID].PermsGranter = UUID.Zero; |
258 | m_items.LockItemsForWrite(false); | ||
249 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( | 259 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( |
250 | m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); | 260 | m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); |
251 | m_part.ParentGroup.AddActiveScriptCount(1); | 261 | m_part.ParentGroup.AddActiveScriptCount(1); |
@@ -266,8 +276,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
266 | { | 276 | { |
267 | if (m_part.ParentGroup.m_savedScriptState != null) | 277 | if (m_part.ParentGroup.m_savedScriptState != null) |
268 | RestoreSavedScriptState(item.OldItemID, item.ItemID); | 278 | RestoreSavedScriptState(item.OldItemID, item.ItemID); |
279 | m_items.LockItemsForWrite(true); | ||
269 | m_items[item.ItemID].PermsMask = 0; | 280 | m_items[item.ItemID].PermsMask = 0; |
270 | m_items[item.ItemID].PermsGranter = UUID.Zero; | 281 | m_items[item.ItemID].PermsGranter = UUID.Zero; |
282 | m_items.LockItemsForWrite(false); | ||
271 | string script = Utils.BytesToString(asset.Data); | 283 | string script = Utils.BytesToString(asset.Data); |
272 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( | 284 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( |
273 | m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); | 285 | m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); |
@@ -302,20 +314,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
302 | /// </param> | 314 | /// </param> |
303 | public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) | 315 | public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) |
304 | { | 316 | { |
305 | lock (m_items) | 317 | m_items.LockItemsForRead(true); |
318 | if (m_items.ContainsKey(itemId)) | ||
306 | { | 319 | { |
307 | if (m_items.ContainsKey(itemId)) | 320 | TaskInventoryItem item = m_items[itemId]; |
308 | { | 321 | m_items.LockItemsForRead(false); |
309 | CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); | 322 | CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); |
310 | } | ||
311 | else | ||
312 | { | ||
313 | m_log.ErrorFormat( | ||
314 | "[PRIM INVENTORY]: " + | ||
315 | "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}", | ||
316 | itemId, m_part.Name, m_part.UUID); | ||
317 | } | ||
318 | } | 323 | } |
324 | else | ||
325 | { | ||
326 | m_items.LockItemsForRead(false); | ||
327 | m_log.ErrorFormat( | ||
328 | "[PRIM INVENTORY]: " + | ||
329 | "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}", | ||
330 | itemId, m_part.Name, m_part.UUID); | ||
331 | } | ||
332 | |||
319 | } | 333 | } |
320 | 334 | ||
321 | /// <summary> | 335 | /// <summary> |
@@ -346,11 +360,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
346 | /// <returns></returns> | 360 | /// <returns></returns> |
347 | private bool InventoryContainsName(string name) | 361 | private bool InventoryContainsName(string name) |
348 | { | 362 | { |
349 | foreach (TaskInventoryItem item in Items.Values) | 363 | m_items.LockItemsForRead(true); |
364 | foreach (TaskInventoryItem item in m_items.Values) | ||
350 | { | 365 | { |
351 | if (item.Name == name) | 366 | if (item.Name == name) |
367 | { | ||
368 | m_items.LockItemsForRead(false); | ||
352 | return true; | 369 | return true; |
370 | } | ||
353 | } | 371 | } |
372 | m_items.LockItemsForRead(false); | ||
354 | return false; | 373 | return false; |
355 | } | 374 | } |
356 | 375 | ||
@@ -392,7 +411,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
392 | /// <param name="item"></param> | 411 | /// <param name="item"></param> |
393 | public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) | 412 | public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) |
394 | { | 413 | { |
414 | m_items.LockItemsForRead(true); | ||
395 | List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); | 415 | List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); |
416 | m_items.LockItemsForRead(false); | ||
396 | foreach (TaskInventoryItem i in il) | 417 | foreach (TaskInventoryItem i in il) |
397 | { | 418 | { |
398 | if (i.Name == item.Name) | 419 | if (i.Name == item.Name) |
@@ -429,15 +450,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
429 | item.ParentPartID = m_part.UUID; | 450 | item.ParentPartID = m_part.UUID; |
430 | item.Name = name; | 451 | item.Name = name; |
431 | 452 | ||
432 | lock (m_items) | 453 | m_items.LockItemsForWrite(true); |
433 | { | 454 | m_items.Add(item.ItemID, item); |
434 | m_items.Add(item.ItemID, item); | 455 | m_items.LockItemsForWrite(false); |
435 | |||
436 | if (allowedDrop) | 456 | if (allowedDrop) |
437 | m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); | 457 | m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); |
438 | else | 458 | else |
439 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 459 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
440 | } | 460 | |
441 | 461 | ||
442 | m_inventorySerial++; | 462 | m_inventorySerial++; |
443 | //m_inventorySerial += 2; | 463 | //m_inventorySerial += 2; |
@@ -454,14 +474,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
454 | /// <param name="items"></param> | 474 | /// <param name="items"></param> |
455 | public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) | 475 | public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) |
456 | { | 476 | { |
457 | lock (m_items) | 477 | m_items.LockItemsForWrite(true); |
478 | foreach (TaskInventoryItem item in items) | ||
458 | { | 479 | { |
459 | foreach (TaskInventoryItem item in items) | 480 | m_items.Add(item.ItemID, item); |
460 | { | 481 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
461 | m_items.Add(item.ItemID, item); | ||
462 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | ||
463 | } | ||
464 | } | 482 | } |
483 | m_items.LockItemsForWrite(false); | ||
465 | 484 | ||
466 | m_inventorySerial++; | 485 | m_inventorySerial++; |
467 | } | 486 | } |
@@ -474,8 +493,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
474 | public TaskInventoryItem GetInventoryItem(UUID itemId) | 493 | public TaskInventoryItem GetInventoryItem(UUID itemId) |
475 | { | 494 | { |
476 | TaskInventoryItem item; | 495 | TaskInventoryItem item; |
496 | m_items.LockItemsForRead(true); | ||
477 | m_items.TryGetValue(itemId, out item); | 497 | m_items.TryGetValue(itemId, out item); |
478 | 498 | m_items.LockItemsForRead(false); | |
479 | return item; | 499 | return item; |
480 | } | 500 | } |
481 | 501 | ||
@@ -487,45 +507,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
487 | /// <returns>false if the item did not exist, true if the update occurred successfully</returns> | 507 | /// <returns>false if the item did not exist, true if the update occurred successfully</returns> |
488 | public bool UpdateInventoryItem(TaskInventoryItem item) | 508 | public bool UpdateInventoryItem(TaskInventoryItem item) |
489 | { | 509 | { |
490 | lock (m_items) | 510 | m_items.LockItemsForWrite(true); |
511 | |||
512 | if (m_items.ContainsKey(item.ItemID)) | ||
491 | { | 513 | { |
492 | if (m_items.ContainsKey(item.ItemID)) | 514 | item.ParentID = m_part.UUID; |
515 | item.ParentPartID = m_part.UUID; | ||
516 | item.Flags = m_items[item.ItemID].Flags; | ||
517 | if (item.AssetID == UUID.Zero) | ||
493 | { | 518 | { |
494 | item.ParentID = m_part.UUID; | 519 | item.AssetID = m_items[item.ItemID].AssetID; |
495 | item.ParentPartID = m_part.UUID; | 520 | } |
496 | item.Flags = m_items[item.ItemID].Flags; | 521 | else if ((InventoryType)item.Type == InventoryType.Notecard) |
497 | if (item.AssetID == UUID.Zero) | 522 | { |
498 | { | 523 | ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID); |
499 | item.AssetID = m_items[item.ItemID].AssetID; | ||
500 | } | ||
501 | else if ((InventoryType)item.Type == InventoryType.Notecard) | ||
502 | { | ||
503 | ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID); | ||
504 | 524 | ||
505 | if (presence != null) | 525 | if (presence != null) |
506 | { | 526 | { |
507 | presence.ControllingClient.SendAgentAlertMessage( | 527 | presence.ControllingClient.SendAgentAlertMessage( |
508 | "Notecard saved", false); | 528 | "Notecard saved", false); |
509 | } | ||
510 | } | 529 | } |
530 | } | ||
511 | 531 | ||
512 | m_items[item.ItemID] = item; | 532 | m_items[item.ItemID] = item; |
513 | m_inventorySerial++; | 533 | m_inventorySerial++; |
514 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 534 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
515 | |||
516 | HasInventoryChanged = true; | ||
517 | m_part.ParentGroup.HasGroupChanged = true; | ||
518 | 535 | ||
519 | return true; | 536 | HasInventoryChanged = true; |
520 | } | 537 | m_part.ParentGroup.HasGroupChanged = true; |
521 | else | 538 | m_items.LockItemsForWrite(false); |
522 | { | 539 | return true; |
523 | m_log.ErrorFormat( | 540 | } |
524 | "[PRIM INVENTORY]: " + | 541 | else |
525 | "Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | 542 | { |
526 | item.ItemID, m_part.Name, m_part.UUID); | 543 | m_log.ErrorFormat( |
527 | } | 544 | "[PRIM INVENTORY]: " + |
545 | "Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | ||
546 | item.ItemID, m_part.Name, m_part.UUID); | ||
528 | } | 547 | } |
548 | m_items.LockItemsForWrite(false); | ||
529 | 549 | ||
530 | return false; | 550 | return false; |
531 | } | 551 | } |
@@ -538,51 +558,54 @@ namespace OpenSim.Region.Framework.Scenes | |||
538 | /// in this prim's inventory.</returns> | 558 | /// in this prim's inventory.</returns> |
539 | public int RemoveInventoryItem(UUID itemID) | 559 | public int RemoveInventoryItem(UUID itemID) |
540 | { | 560 | { |
541 | lock (m_items) | 561 | m_items.LockItemsForRead(true); |
562 | |||
563 | if (m_items.ContainsKey(itemID)) | ||
542 | { | 564 | { |
543 | if (m_items.ContainsKey(itemID)) | 565 | int type = m_items[itemID].InvType; |
566 | m_items.LockItemsForRead(false); | ||
567 | if (type == 10) // Script | ||
544 | { | 568 | { |
545 | int type = m_items[itemID].InvType; | 569 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); |
546 | if (type == 10) // Script | 570 | } |
547 | { | 571 | m_items.LockItemsForWrite(true); |
548 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); | 572 | m_items.Remove(itemID); |
549 | } | 573 | m_items.LockItemsForWrite(false); |
550 | m_items.Remove(itemID); | 574 | m_inventorySerial++; |
551 | m_inventorySerial++; | 575 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
552 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | ||
553 | |||
554 | HasInventoryChanged = true; | ||
555 | m_part.ParentGroup.HasGroupChanged = true; | ||
556 | 576 | ||
557 | int scriptcount = 0; | 577 | HasInventoryChanged = true; |
558 | lock (m_items) | 578 | m_part.ParentGroup.HasGroupChanged = true; |
559 | { | ||
560 | foreach (TaskInventoryItem item in m_items.Values) | ||
561 | { | ||
562 | if (item.Type == 10) | ||
563 | { | ||
564 | scriptcount++; | ||
565 | } | ||
566 | } | ||
567 | } | ||
568 | 579 | ||
569 | if (scriptcount <= 0) | 580 | int scriptcount = 0; |
581 | m_items.LockItemsForRead(true); | ||
582 | foreach (TaskInventoryItem item in m_items.Values) | ||
583 | { | ||
584 | if (item.Type == 10) | ||
570 | { | 585 | { |
571 | m_part.RemFlag(PrimFlags.Scripted); | 586 | scriptcount++; |
572 | } | 587 | } |
573 | |||
574 | m_part.ScheduleFullUpdate(); | ||
575 | |||
576 | return type; | ||
577 | } | 588 | } |
578 | else | 589 | m_items.LockItemsForRead(false); |
590 | |||
591 | |||
592 | if (scriptcount <= 0) | ||
579 | { | 593 | { |
580 | m_log.ErrorFormat( | 594 | m_part.RemFlag(PrimFlags.Scripted); |
581 | "[PRIM INVENTORY]: " + | ||
582 | "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | ||
583 | itemID, m_part.Name, m_part.UUID); | ||
584 | } | 595 | } |
596 | |||
597 | m_part.ScheduleFullUpdate(); | ||
598 | |||
599 | return type; | ||
600 | } | ||
601 | else | ||
602 | { | ||
603 | m_log.ErrorFormat( | ||
604 | "[PRIM INVENTORY]: " + | ||
605 | "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | ||
606 | itemID, m_part.Name, m_part.UUID); | ||
585 | } | 607 | } |
608 | m_items.LockItemsForWrite(false); | ||
586 | 609 | ||
587 | return -1; | 610 | return -1; |
588 | } | 611 | } |
@@ -635,52 +658,53 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | // isn't available (such as drag from prim inventory to agent inventory) | 658 | // isn't available (such as drag from prim inventory to agent inventory) |
636 | InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); | 659 | InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); |
637 | 660 | ||
638 | lock (m_items) | 661 | m_items.LockItemsForRead(true); |
662 | |||
663 | foreach (TaskInventoryItem item in m_items.Values) | ||
639 | { | 664 | { |
640 | foreach (TaskInventoryItem item in m_items.Values) | 665 | UUID ownerID = item.OwnerID; |
641 | { | 666 | uint everyoneMask = 0; |
642 | UUID ownerID = item.OwnerID; | 667 | uint baseMask = item.BasePermissions; |
643 | uint everyoneMask = 0; | 668 | uint ownerMask = item.CurrentPermissions; |
644 | uint baseMask = item.BasePermissions; | ||
645 | uint ownerMask = item.CurrentPermissions; | ||
646 | 669 | ||
647 | invString.AddItemStart(); | 670 | invString.AddItemStart(); |
648 | invString.AddNameValueLine("item_id", item.ItemID.ToString()); | 671 | invString.AddNameValueLine("item_id", item.ItemID.ToString()); |
649 | invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); | 672 | invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); |
650 | 673 | ||
651 | invString.AddPermissionsStart(); | 674 | invString.AddPermissionsStart(); |
652 | 675 | ||
653 | invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); | 676 | invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); |
654 | invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); | 677 | invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); |
655 | invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); | 678 | invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); |
656 | invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); | 679 | invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); |
657 | invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); | 680 | invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); |
658 | 681 | ||
659 | invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); | 682 | invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); |
660 | invString.AddNameValueLine("owner_id", ownerID.ToString()); | 683 | invString.AddNameValueLine("owner_id", ownerID.ToString()); |
661 | 684 | ||
662 | invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); | 685 | invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); |
663 | 686 | ||
664 | invString.AddNameValueLine("group_id", item.GroupID.ToString()); | 687 | invString.AddNameValueLine("group_id", item.GroupID.ToString()); |
665 | invString.AddSectionEnd(); | 688 | invString.AddSectionEnd(); |
666 | 689 | ||
667 | invString.AddNameValueLine("asset_id", item.AssetID.ToString()); | 690 | invString.AddNameValueLine("asset_id", item.AssetID.ToString()); |
668 | invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); | 691 | invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); |
669 | invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); | 692 | invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); |
670 | invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); | 693 | invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); |
671 | 694 | ||
672 | invString.AddSaleStart(); | 695 | invString.AddSaleStart(); |
673 | invString.AddNameValueLine("sale_type", "not"); | 696 | invString.AddNameValueLine("sale_type", "not"); |
674 | invString.AddNameValueLine("sale_price", "0"); | 697 | invString.AddNameValueLine("sale_price", "0"); |
675 | invString.AddSectionEnd(); | 698 | invString.AddSectionEnd(); |
676 | 699 | ||
677 | invString.AddNameValueLine("name", item.Name + "|"); | 700 | invString.AddNameValueLine("name", item.Name + "|"); |
678 | invString.AddNameValueLine("desc", item.Description + "|"); | 701 | invString.AddNameValueLine("desc", item.Description + "|"); |
679 | 702 | ||
680 | invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); | 703 | invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); |
681 | invString.AddSectionEnd(); | 704 | invString.AddSectionEnd(); |
682 | } | ||
683 | } | 705 | } |
706 | int count = m_items.Count; | ||
707 | m_items.LockItemsForRead(false); | ||
684 | 708 | ||
685 | fileData = Utils.StringToBytes(invString.BuildString); | 709 | fileData = Utils.StringToBytes(invString.BuildString); |
686 | 710 | ||
@@ -701,10 +725,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
701 | { | 725 | { |
702 | if (HasInventoryChanged) | 726 | if (HasInventoryChanged) |
703 | { | 727 | { |
704 | lock (Items) | 728 | Items.LockItemsForRead(true); |
705 | { | 729 | datastore.StorePrimInventory(m_part.UUID, Items.Values); |
706 | datastore.StorePrimInventory(m_part.UUID, Items.Values); | 730 | Items.LockItemsForRead(false); |
707 | } | ||
708 | 731 | ||
709 | HasInventoryChanged = false; | 732 | HasInventoryChanged = false; |
710 | } | 733 | } |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index b2cd249..e55acfe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 92 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
93 | // Value revised by KF 091121 by comparison with SL. | ||
94 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 95 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 96 | public UUID currentParcelUUID = UUID.Zero; |
95 | 97 | ||
@@ -113,7 +115,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | public Vector3 lastKnownAllowedPosition; | 115 | public Vector3 lastKnownAllowedPosition; |
114 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 116 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
115 | public Vector4 CollisionPlane = Vector4.UnitW; | 117 | public Vector4 CollisionPlane = Vector4.UnitW; |
116 | 118 | ||
119 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
120 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
117 | private Vector3 m_lastPosition; | 121 | private Vector3 m_lastPosition; |
118 | private Quaternion m_lastRotation; | 122 | private Quaternion m_lastRotation; |
119 | private Vector3 m_lastVelocity; | 123 | private Vector3 m_lastVelocity; |
@@ -144,7 +148,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
144 | private int m_perfMonMS; | 148 | private int m_perfMonMS; |
145 | 149 | ||
146 | private bool m_setAlwaysRun; | 150 | private bool m_setAlwaysRun; |
147 | |||
148 | private bool m_forceFly; | 151 | private bool m_forceFly; |
149 | private bool m_flyDisabled; | 152 | private bool m_flyDisabled; |
150 | 153 | ||
@@ -168,7 +171,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | protected RegionInfo m_regionInfo; | 171 | protected RegionInfo m_regionInfo; |
169 | protected ulong crossingFromRegion; | 172 | protected ulong crossingFromRegion; |
170 | 173 | ||
171 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 174 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
175 | private bool m_isNudging = false; | ||
172 | 176 | ||
173 | // Position of agent's camera in world (region cordinates) | 177 | // Position of agent's camera in world (region cordinates) |
174 | protected Vector3 m_CameraCenter; | 178 | protected Vector3 m_CameraCenter; |
@@ -203,6 +207,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
203 | private bool m_followCamAuto; | 207 | private bool m_followCamAuto; |
204 | 208 | ||
205 | private int m_movementUpdateCount; | 209 | private int m_movementUpdateCount; |
210 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
211 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
212 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
206 | 213 | ||
207 | private const int NumMovementsBetweenRayCast = 5; | 214 | private const int NumMovementsBetweenRayCast = 5; |
208 | 215 | ||
@@ -232,6 +239,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 239 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
233 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 240 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
234 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 241 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
242 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | ||
243 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | ||
244 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
245 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
235 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 246 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
236 | } | 247 | } |
237 | 248 | ||
@@ -658,9 +669,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
658 | 669 | ||
659 | AdjustKnownSeeds(); | 670 | AdjustKnownSeeds(); |
660 | 671 | ||
661 | // TODO: I think, this won't send anything, as we are still a child here... | 672 | Animator.TrySetMovementAnimation("STAND"); |
662 | Animator.TrySetMovementAnimation("STAND"); | ||
663 | |||
664 | // we created a new ScenePresence (a new child agent) in a fresh region. | 673 | // we created a new ScenePresence (a new child agent) in a fresh region. |
665 | // Request info about all the (root) agents in this region | 674 | // Request info about all the (root) agents in this region |
666 | // Note: This won't send data *to* other clients in that region (children don't send) | 675 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -716,21 +725,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 725 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
717 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 726 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
718 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 727 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
719 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 728 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
729 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
730 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | ||
731 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
732 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
720 | } | 733 | } |
721 | 734 | ||
722 | private Vector3[] GetWalkDirectionVectors() | 735 | private Vector3[] GetWalkDirectionVectors() |
723 | { | 736 | { |
724 | Vector3[] vector = new Vector3[6]; | 737 | Vector3[] vector = new Vector3[11]; |
725 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 738 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
726 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 739 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
727 | vector[2] = Vector3.UnitY; //LEFT | 740 | vector[2] = Vector3.UnitY; //LEFT |
728 | vector[3] = -Vector3.UnitY; //RIGHT | 741 | vector[3] = -Vector3.UnitY; //RIGHT |
729 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 742 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
730 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 743 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 744 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
745 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE | ||
746 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | ||
747 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
748 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
732 | return vector; | 749 | return vector; |
733 | } | 750 | } |
751 | |||
752 | private bool[] GetDirectionIsNudge() | ||
753 | { | ||
754 | bool[] isNudge = new bool[11]; | ||
755 | isNudge[0] = false; //FORWARD | ||
756 | isNudge[1] = false; //BACK | ||
757 | isNudge[2] = false; //LEFT | ||
758 | isNudge[3] = false; //RIGHT | ||
759 | isNudge[4] = false; //UP | ||
760 | isNudge[5] = false; //DOWN | ||
761 | isNudge[6] = true; //FORWARD_NUDGE | ||
762 | isNudge[7] = true; //BACK_NUDGE | ||
763 | isNudge[8] = true; //LEFT_NUDGE | ||
764 | isNudge[9] = true; //RIGHT_NUDGE | ||
765 | isNudge[10] = true; //DOWN_Nudge | ||
766 | return isNudge; | ||
767 | } | ||
768 | |||
734 | 769 | ||
735 | #endregion | 770 | #endregion |
736 | 771 | ||
@@ -994,7 +1029,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
994 | { | 1029 | { |
995 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1030 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
996 | } | 1031 | } |
997 | 1032 | ||
1033 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1034 | |||
998 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1035 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
999 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1036 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1000 | } | 1037 | } |
@@ -1229,7 +1266,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1229 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1266 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1230 | } | 1267 | } |
1231 | } | 1268 | } |
1232 | |||
1233 | lock (scriptedcontrols) | 1269 | lock (scriptedcontrols) |
1234 | { | 1270 | { |
1235 | if (scriptedcontrols.Count > 0) | 1271 | if (scriptedcontrols.Count > 0) |
@@ -1244,9 +1280,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1244 | 1280 | ||
1245 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1281 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1246 | { | 1282 | { |
1247 | // TODO: This doesn't prevent the user from walking yet. | 1283 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1248 | // Setting parent ID would fix this, if we knew what value | ||
1249 | // to use. Or we could add a m_isSitting variable. | ||
1250 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 1284 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1251 | } | 1285 | } |
1252 | 1286 | ||
@@ -1261,7 +1295,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | { | 1295 | { |
1262 | return; | 1296 | return; |
1263 | } | 1297 | } |
1264 | |||
1265 | if (m_allowMovement) | 1298 | if (m_allowMovement) |
1266 | { | 1299 | { |
1267 | int i = 0; | 1300 | int i = 0; |
@@ -1289,6 +1322,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1289 | update_rotation = true; | 1322 | update_rotation = true; |
1290 | } | 1323 | } |
1291 | 1324 | ||
1325 | //guilty until proven innocent.. | ||
1326 | bool Nudging = true; | ||
1327 | //Basically, if there is at least one non-nudge control then we don't need | ||
1328 | //to worry about stopping the avatar | ||
1329 | |||
1292 | if (m_parentID == 0) | 1330 | if (m_parentID == 0) |
1293 | { | 1331 | { |
1294 | bool bAllowUpdateMoveToPosition = false; | 1332 | bool bAllowUpdateMoveToPosition = false; |
@@ -1303,6 +1341,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | else | 1341 | else |
1304 | dirVectors = Dir_Vectors; | 1342 | dirVectors = Dir_Vectors; |
1305 | 1343 | ||
1344 | bool[] isNudge = GetDirectionIsNudge(); | ||
1345 | |||
1346 | |||
1347 | |||
1348 | |||
1349 | |||
1306 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1350 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1307 | { | 1351 | { |
1308 | if (((uint)flags & (uint)DCF) != 0) | 1352 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1312,6 +1356,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1312 | try | 1356 | try |
1313 | { | 1357 | { |
1314 | agent_control_v3 += dirVectors[i]; | 1358 | agent_control_v3 += dirVectors[i]; |
1359 | if (isNudge[i] == false) | ||
1360 | { | ||
1361 | Nudging = false; | ||
1362 | } | ||
1315 | } | 1363 | } |
1316 | catch (IndexOutOfRangeException) | 1364 | catch (IndexOutOfRangeException) |
1317 | { | 1365 | { |
@@ -1373,6 +1421,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1373 | // Ignore z component of vector | 1421 | // Ignore z component of vector |
1374 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1422 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1375 | LocalVectorToTarget2D.Normalize(); | 1423 | LocalVectorToTarget2D.Normalize(); |
1424 | |||
1425 | //We're not nudging | ||
1426 | Nudging = false; | ||
1376 | agent_control_v3 += LocalVectorToTarget2D; | 1427 | agent_control_v3 += LocalVectorToTarget2D; |
1377 | 1428 | ||
1378 | // update avatar movement flags. the avatar coordinate system is as follows: | 1429 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1455,7 +1506,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1455 | // m_log.DebugFormat( | 1506 | // m_log.DebugFormat( |
1456 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1507 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1457 | 1508 | ||
1458 | AddNewMovement(agent_control_v3, q); | 1509 | AddNewMovement(agent_control_v3, q, Nudging); |
1459 | 1510 | ||
1460 | if (update_movementflag) | 1511 | if (update_movementflag) |
1461 | Animator.UpdateMovementAnimations(); | 1512 | Animator.UpdateMovementAnimations(); |
@@ -1538,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1538 | Velocity = Vector3.Zero; | 1589 | Velocity = Vector3.Zero; |
1539 | SendFullUpdateToAllClients(); | 1590 | SendFullUpdateToAllClients(); |
1540 | 1591 | ||
1541 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1592 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1542 | } | 1593 | } |
1543 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1594 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1544 | m_requestedSitTargetUUID = UUID.Zero; | 1595 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1576,21 +1627,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1576 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1627 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1577 | if (part != null) | 1628 | if (part != null) |
1578 | { | 1629 | { |
1630 | part.TaskInventory.LockItemsForRead(true); | ||
1579 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1631 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1580 | if (taskIDict != null) | 1632 | if (taskIDict != null) |
1581 | { | 1633 | { |
1582 | lock (taskIDict) | 1634 | foreach (UUID taskID in taskIDict.Keys) |
1583 | { | 1635 | { |
1584 | foreach (UUID taskID in taskIDict.Keys) | 1636 | UnRegisterControlEventsToScript(LocalId, taskID); |
1585 | { | 1637 | taskIDict[taskID].PermsMask &= ~( |
1586 | UnRegisterControlEventsToScript(LocalId, taskID); | 1638 | 2048 | //PERMISSION_CONTROL_CAMERA |
1587 | taskIDict[taskID].PermsMask &= ~( | 1639 | 4); // PERMISSION_TAKE_CONTROLS |
1588 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1589 | 4); // PERMISSION_TAKE_CONTROLS | ||
1590 | } | ||
1591 | } | 1640 | } |
1592 | |||
1593 | } | 1641 | } |
1642 | part.TaskInventory.LockItemsForRead(false); | ||
1594 | // Reset sit target. | 1643 | // Reset sit target. |
1595 | if (part.GetAvatarOnSitTarget() == UUID) | 1644 | if (part.GetAvatarOnSitTarget() == UUID) |
1596 | part.SetAvatarOnSitTarget(UUID.Zero); | 1645 | part.SetAvatarOnSitTarget(UUID.Zero); |
@@ -1603,9 +1652,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1603 | { | 1652 | { |
1604 | AddToPhysicalScene(false); | 1653 | AddToPhysicalScene(false); |
1605 | } | 1654 | } |
1606 | |||
1607 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1655 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); |
1608 | m_parentPosition = Vector3.Zero; | 1656 | m_parentPosition = Vector3.Zero; |
1657 | //Console.WriteLine("Stand Pos {0}", m_pos); | ||
1609 | 1658 | ||
1610 | m_parentID = 0; | 1659 | m_parentID = 0; |
1611 | SendFullUpdateToAllClients(); | 1660 | SendFullUpdateToAllClients(); |
@@ -1651,7 +1700,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1651 | bool SitTargetisSet = | 1700 | bool SitTargetisSet = |
1652 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | 1701 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && |
1653 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | 1702 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); |
1654 | 1703 | // this test is probably failing | |
1655 | if (SitTargetisSet && SitTargetUnOccupied) | 1704 | if (SitTargetisSet && SitTargetUnOccupied) |
1656 | { | 1705 | { |
1657 | //switch the target to this prim | 1706 | //switch the target to this prim |
@@ -1678,31 +1727,58 @@ namespace OpenSim.Region.Framework.Scenes | |||
1678 | { | 1727 | { |
1679 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1728 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1680 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1729 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1681 | 1730 | ||
1731 | // part is the prim to sit on | ||
1732 | // offset is the vector distance from that prim center to the click-spot | ||
1733 | // UUID is the UUID of the Avatar doing the clicking | ||
1734 | |||
1735 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
1736 | |||
1682 | // Is a sit target available? | 1737 | // Is a sit target available? |
1683 | Vector3 avSitOffSet = part.SitTargetPosition; | 1738 | Vector3 avSitOffSet = part.SitTargetPosition; |
1684 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1739 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1685 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1740 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1686 | 1741 | ||
1687 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1742 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); |
1688 | bool SitTargetisSet = | 1743 | // bool SitTargetisSet = |
1689 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && | 1744 | // (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && |
1690 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); | 1745 | // avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); |
1691 | 1746 | ||
1692 | if (SitTargetisSet && SitTargetUnOccupied) | 1747 | bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation)); |
1693 | { | 1748 | |
1694 | part.SetAvatarOnSitTarget(UUID); | 1749 | //Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + |
1695 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1750 | // " TargSet=" + SitTargetisSet); |
1696 | sitOrientation = avSitOrientation; | 1751 | // Sit analysis rewritten by KF 091125 |
1697 | autopilot = false; | 1752 | if (SitTargetisSet) // scipted sit |
1698 | } | 1753 | { |
1754 | if (SitTargetUnOccupied) | ||
1755 | { | ||
1756 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it | ||
1757 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one | ||
1758 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one | ||
1759 | autopilot = false; // Jump direct to scripted llSitPos() | ||
1760 | } | ||
1761 | else return; | ||
1762 | } | ||
1763 | else // Not Scripted | ||
1764 | { | ||
1765 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim | ||
1766 | { | ||
1767 | Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
1768 | m_avUnscriptedSitPos = offset * partIRot; // sit where clicked | ||
1769 | pos = part.AbsolutePosition + (offset * partIRot); | ||
1770 | } | ||
1771 | else // small prim | ||
1772 | { | ||
1773 | if (SitTargetUnOccupied) | ||
1774 | { | ||
1775 | m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center | ||
1776 | pos = part.AbsolutePosition; | ||
1777 | } | ||
1778 | else return; // occupied small | ||
1779 | } // end large/small | ||
1780 | } // end Scripted/not | ||
1699 | 1781 | ||
1700 | pos = part.AbsolutePosition + offset; | ||
1701 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | ||
1702 | //{ | ||
1703 | // offset = pos; | ||
1704 | //autopilot = false; | ||
1705 | //} | ||
1706 | if (m_physicsActor != null) | 1782 | if (m_physicsActor != null) |
1707 | { | 1783 | { |
1708 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1784 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
@@ -1710,17 +1786,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1786 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1711 | 1787 | ||
1712 | if (autopilot) | 1788 | if (autopilot) |
1713 | { | 1789 | { // its not a scripted sit |
1714 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1790 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) |
1715 | { | 1791 | { |
1716 | autopilot = false; | 1792 | autopilot = false; // close enough |
1717 | 1793 | ||
1718 | RemoveFromPhysicalScene(); | 1794 | RemoveFromPhysicalScene(); |
1719 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1795 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim |
1720 | } | 1796 | } // else the autopilot will get us close |
1721 | } | 1797 | } |
1722 | else | 1798 | else |
1723 | { | 1799 | { // its a scripted sit |
1724 | RemoveFromPhysicalScene(); | 1800 | RemoveFromPhysicalScene(); |
1725 | } | 1801 | } |
1726 | } | 1802 | } |
@@ -1823,29 +1899,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
1823 | { | 1899 | { |
1824 | if (part.GetAvatarOnSitTarget() == UUID) | 1900 | if (part.GetAvatarOnSitTarget() == UUID) |
1825 | { | 1901 | { |
1902 | // Scripted sit | ||
1826 | Vector3 sitTargetPos = part.SitTargetPosition; | 1903 | Vector3 sitTargetPos = part.SitTargetPosition; |
1827 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 1904 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
1828 | |||
1829 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
1830 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
1831 | |||
1832 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
1833 | |||
1834 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 1905 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
1835 | m_pos += SIT_TARGET_ADJUSTMENT; | 1906 | m_pos += SIT_TARGET_ADJUSTMENT; |
1836 | m_bodyRot = sitTargetOrient; | 1907 | m_bodyRot = sitTargetOrient; |
1837 | //Rotation = sitTargetOrient; | ||
1838 | m_parentPosition = part.AbsolutePosition; | 1908 | m_parentPosition = part.AbsolutePosition; |
1839 | |||
1840 | //SendTerseUpdateToAllClients(); | ||
1841 | } | 1909 | } |
1842 | else | 1910 | else |
1843 | { | 1911 | { |
1844 | m_pos -= part.AbsolutePosition; | 1912 | // Non-scripted sit by Kitto Flora 21Nov09 |
1913 | // Calculate angle of line from prim to Av | ||
1914 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
1915 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
1916 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
1917 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
1918 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
1919 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
1920 | Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
1921 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
1922 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
1923 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
1845 | m_parentPosition = part.AbsolutePosition; | 1924 | m_parentPosition = part.AbsolutePosition; |
1846 | } | 1925 | if(m_avUnscriptedSitPos != Vector3.Zero) |
1847 | } | 1926 | { // sit where clicked on big prim |
1848 | else | 1927 | m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot); |
1928 | } | ||
1929 | else | ||
1930 | { // sit at center of small prim | ||
1931 | m_pos = new Vector3(0f, 0f, 0.05f) + | ||
1932 | (new Vector3(0.0f, 0f, 0.625f) * partIRot) + | ||
1933 | (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); | ||
1934 | //Set up raytrace to find top surface of prim | ||
1935 | Vector3 size = part.Scale; | ||
1936 | float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
1937 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
1938 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
1939 | m_scene.PhysicsScene.RaycastWorld( | ||
1940 | start, // Vector3 position, | ||
1941 | down, // Vector3 direction, | ||
1942 | mag, // float length, | ||
1943 | SitAltitudeCallback); // retMethod | ||
1944 | } // end small/big | ||
1945 | } // end scripted/not | ||
1946 | } | ||
1947 | else // no Av | ||
1849 | { | 1948 | { |
1850 | return; | 1949 | return; |
1851 | } | 1950 | } |
@@ -1857,11 +1956,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | 1956 | ||
1858 | Animator.TrySetMovementAnimation(sitAnimation); | 1957 | Animator.TrySetMovementAnimation(sitAnimation); |
1859 | SendFullUpdateToAllClients(); | 1958 | SendFullUpdateToAllClients(); |
1860 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
1861 | // So we're also sending a terse update (which has avatar rotation) | ||
1862 | // [Update] We do now. | ||
1863 | //SendTerseUpdateToAllClients(); | ||
1864 | } | 1959 | } |
1960 | |||
1961 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) | ||
1962 | { | ||
1963 | if(hitYN) | ||
1964 | { | ||
1965 | // m_pos = Av offset from prim center to make look like on center | ||
1966 | // m_parentPosition = Actual center pos of prim | ||
1967 | // collisionPoint = spot on prim where we want to sit | ||
1968 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
1969 | Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset); | ||
1970 | m_pos += offset; | ||
1971 | // Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit); | ||
1972 | } | ||
1973 | } | ||
1865 | 1974 | ||
1866 | /// <summary> | 1975 | /// <summary> |
1867 | /// Event handler for the 'Always run' setting on the client | 1976 | /// Event handler for the 'Always run' setting on the client |
@@ -1891,7 +2000,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1891 | /// </summary> | 2000 | /// </summary> |
1892 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2001 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
1893 | /// <param name="rotation">The direction in which this avatar should now face. | 2002 | /// <param name="rotation">The direction in which this avatar should now face. |
1894 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2003 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
1895 | { | 2004 | { |
1896 | if (m_isChildAgent) | 2005 | if (m_isChildAgent) |
1897 | { | 2006 | { |
@@ -1965,7 +2074,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1965 | 2074 | ||
1966 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2075 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
1967 | m_forceToApply = direc; | 2076 | m_forceToApply = direc; |
1968 | 2077 | m_isNudging = Nudging; | |
1969 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2078 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
1970 | } | 2079 | } |
1971 | 2080 | ||
@@ -1980,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | const float POSITION_TOLERANCE = 0.05f; | 2089 | const float POSITION_TOLERANCE = 0.05f; |
1981 | //const int TIME_MS_TOLERANCE = 3000; | 2090 | //const int TIME_MS_TOLERANCE = 3000; |
1982 | 2091 | ||
1983 | SendPrimUpdates(); | 2092 | |
1984 | 2093 | ||
1985 | if (m_newCoarseLocations) | 2094 | if (m_newCoarseLocations) |
1986 | { | 2095 | { |
@@ -2016,6 +2125,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2016 | CheckForBorderCrossing(); | 2125 | CheckForBorderCrossing(); |
2017 | CheckForSignificantMovement(); // sends update to the modules. | 2126 | CheckForSignificantMovement(); // sends update to the modules. |
2018 | } | 2127 | } |
2128 | |||
2129 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2130 | SendPrimUpdates(); | ||
2019 | } | 2131 | } |
2020 | 2132 | ||
2021 | #endregion | 2133 | #endregion |
@@ -2869,14 +2981,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2869 | { | 2981 | { |
2870 | if (m_forceToApply.HasValue) | 2982 | if (m_forceToApply.HasValue) |
2871 | { | 2983 | { |
2872 | Vector3 force = m_forceToApply.Value; | ||
2873 | 2984 | ||
2985 | Vector3 force = m_forceToApply.Value; | ||
2874 | m_updateflag = true; | 2986 | m_updateflag = true; |
2875 | // movementvector = force; | ||
2876 | Velocity = force; | 2987 | Velocity = force; |
2877 | 2988 | ||
2878 | m_forceToApply = null; | 2989 | m_forceToApply = null; |
2879 | } | 2990 | } |
2991 | else | ||
2992 | { | ||
2993 | if (m_isNudging) | ||
2994 | { | ||
2995 | Vector3 force = Vector3.Zero; | ||
2996 | |||
2997 | m_updateflag = true; | ||
2998 | Velocity = force; | ||
2999 | m_isNudging = false; | ||
3000 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3001 | } | ||
3002 | } | ||
2880 | } | 3003 | } |
2881 | 3004 | ||
2882 | public override void SetText(string text, Vector3 color, double alpha) | 3005 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -2926,19 +3049,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
2926 | // Event called by the physics plugin to tell the avatar about a collision. | 3049 | // Event called by the physics plugin to tell the avatar about a collision. |
2927 | private void PhysicsCollisionUpdate(EventArgs e) | 3050 | private void PhysicsCollisionUpdate(EventArgs e) |
2928 | { | 3051 | { |
3052 | if (m_updateCount > 0) //KF: Update Anims for a short period. Many Anim | ||
3053 | { // changes are very asynchronous. | ||
3054 | Animator.UpdateMovementAnimations(); | ||
3055 | m_updateCount--; | ||
3056 | } | ||
3057 | |||
2929 | if (e == null) | 3058 | if (e == null) |
2930 | return; | 3059 | return; |
2931 | 3060 | ||
2932 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | ||
2933 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | 3061 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
2934 | // as of this comment the interval is set in AddToPhysicalScene | 3062 | // as of this comment the interval is set in AddToPhysicalScene |
2935 | Animator.UpdateMovementAnimations(); | 3063 | |
2936 | |||
2937 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3064 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
2938 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3065 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
2939 | 3066 | ||
2940 | CollisionPlane = Vector4.UnitW; | 3067 | CollisionPlane = Vector4.UnitW; |
2941 | 3068 | ||
3069 | if (m_lastColCount != coldata.Count) | ||
3070 | { | ||
3071 | m_updateCount = 10; | ||
3072 | m_lastColCount = coldata.Count; | ||
3073 | } | ||
3074 | |||
2942 | if (coldata.Count != 0) | 3075 | if (coldata.Count != 0) |
2943 | { | 3076 | { |
2944 | switch (Animator.CurrentMovementAnimation) | 3077 | switch (Animator.CurrentMovementAnimation) |
@@ -3587,4 +3720,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
3587 | } | 3720 | } |
3588 | } | 3721 | } |
3589 | } | 3722 | } |
3590 | } \ No newline at end of file | 3723 | } |