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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs235
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs235
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1151
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs553
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs975
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
20 files changed, 2930 insertions, 1114 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 1140b9b..6a0fb63 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -140,4 +145,4 @@ namespace OpenSim.Region.Framework.Interfaces
140 /// <param name="pos"></param> 145 /// <param name="pos"></param>
141 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos); 146 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
142 } 147 }
143} \ No newline at end of file 148}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 7edb43e..6289f7a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -106,6 +106,8 @@ namespace OpenSim.Region.Framework.Interfaces
106 /// <param name="stateSource"></param> 106 /// <param name="stateSource"></param>
107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
108 108
109 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
110
109 /// <summary> 111 /// <summary>
110 /// Stop a script which is in this prim's inventory. 112 /// Stop a script which is in this prim's inventory.
111 /// </summary> 113 /// </summary>
@@ -226,5 +228,6 @@ namespace OpenSim.Region.Framework.Interfaces
226 /// A <see cref="Dictionary`2"/> 228 /// A <see cref="Dictionary`2"/>
227 /// </returns> 229 /// </returns>
228 Dictionary<UUID, string> GetScriptStates(); 230 Dictionary<UUID, string> GetScriptStates();
231 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
229 } 232 }
230} 233}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index e8738c4..45ca5c5 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 void TeleportHome(UUID id, IClientAPI client); 43 bool TeleportHome(UUID id, IClientAPI client);
44 44
45 void Cross(ScenePresence agent, bool isFlying); 45 void Cross(ScenePresence agent, bool isFlying);
46 46
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ 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 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 437b91a..e923932 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 838c648..867fb10 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -683,6 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
683 return; 665 return;
684 } 666 }
685 667
668 if (newName == null) newName = item.Name;
669
686 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 670 AssetBase asset = AssetService.Get(item.AssetID.ToString());
687 671
688 if (asset != null) 672 if (asset != null)
@@ -730,6 +714,24 @@ namespace OpenSim.Region.Framework.Scenes
730 } 714 }
731 715
732 /// <summary> 716 /// <summary>
717 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
718 /// </summary>
719 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
720 {
721 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
722 foreach (InventoryItemBase b in items)
723 {
724 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
725 InventoryItemBase n = InventoryService.GetItem(b);
726 n.Folder = destfolder;
727 moveitems.Add(n);
728 remoteClient.SendInventoryItemCreateUpdate(n, 0);
729 }
730
731 MoveInventoryItem(remoteClient, moveitems);
732 }
733
734 /// <summary>
733 /// Move an item within the agent's inventory. 735 /// Move an item within the agent's inventory.
734 /// </summary> 736 /// </summary>
735 /// <param name="remoteClient"></param> 737 /// <param name="remoteClient"></param>
@@ -966,8 +968,12 @@ namespace OpenSim.Region.Framework.Scenes
966 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 968 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
967 { 969 {
968 SceneObjectPart part = GetSceneObjectPart(localID); 970 SceneObjectPart part = GetSceneObjectPart(localID);
969 SceneObjectGroup group = part.ParentGroup; 971 SceneObjectGroup group = null;
970 if (group != null) 972 if (part != null)
973 {
974 group = part.ParentGroup;
975 }
976 if (part != null && group != null)
971 { 977 {
972 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 978 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
973 return; 979 return;
@@ -1414,13 +1420,6 @@ namespace OpenSim.Region.Framework.Scenes
1414 { 1420 {
1415 agentTransactions.HandleTaskItemUpdateFromTransaction( 1421 agentTransactions.HandleTaskItemUpdateFromTransaction(
1416 remoteClient, part, transactionID, currentItem); 1422 remoteClient, part, transactionID, currentItem);
1417
1418 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1419 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1420 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1421 remoteClient.SendAgentAlertMessage("Script saved", false);
1422 else
1423 remoteClient.SendAgentAlertMessage("Item saved", false);
1424 } 1423 }
1425 1424
1426 // Base ALWAYS has move 1425 // Base ALWAYS has move
@@ -1548,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 return; 1547 return;
1549 1548
1550 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1551 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1552 remoteClient.AgentId); 1551 remoteClient.AgentId);
1553 AssetService.Store(asset); 1552 AssetService.Store(asset);
1554 1553
@@ -1743,11 +1742,19 @@ namespace OpenSim.Region.Framework.Scenes
1743 // Invalid id 1742 // Invalid id
1744 SceneObjectPart part = GetSceneObjectPart(localID); 1743 SceneObjectPart part = GetSceneObjectPart(localID);
1745 if (part == null) 1744 if (part == null)
1745 {
1746 //Client still thinks the object exists, kill it
1747 SendKillObject(localID);
1746 continue; 1748 continue;
1749 }
1747 1750
1748 // Already deleted by someone else 1751 // Already deleted by someone else
1749 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1752 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1753 {
1754 //Client still thinks the object exists, kill it
1755 SendKillObject(localID);
1750 continue; 1756 continue;
1757 }
1751 1758
1752 // Can't delete child prims 1759 // Can't delete child prims
1753 if (part != part.ParentGroup.RootPart) 1760 if (part != part.ParentGroup.RootPart)
@@ -1769,15 +1776,21 @@ namespace OpenSim.Region.Framework.Scenes
1769 } 1776 }
1770 else 1777 else
1771 { 1778 {
1772 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1779 if (action == DeRezAction.TakeCopy)
1780 {
1781 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1782 permissionToTakeCopy = false;
1783 }
1784 else
1785 {
1773 permissionToTakeCopy = false; 1786 permissionToTakeCopy = false;
1787 }
1774 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1788 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTake = false; 1789 permissionToTake = false;
1776 1790
1777 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1791 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1778 permissionToDelete = false; 1792 permissionToDelete = false;
1779 } 1793 }
1780
1781 } 1794 }
1782 1795
1783 // Handle god perms 1796 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 6d2ae5a..0e1b4b1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -102,6 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 102 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 103 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 104 protected SceneCommunicationService m_sceneGridService;
105 protected ISnmpModule m_snmpService = null;
105 106
106 protected ISimulationDataService m_SimulationDataService; 107 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 108 protected IEstateDataService m_EstateDataService;
@@ -163,6 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 164 private int landMS;
164 private int lastCompletedFrame; 165 private int lastCompletedFrame;
165 166
167 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 168 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 169 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 170 private string m_defaultScriptEngine;
@@ -174,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private bool m_firstHeartbeat = true; 176 private bool m_firstHeartbeat = true;
175 177
176 private object m_deleting_scene_object = new object(); 178 private object m_deleting_scene_object = new object();
179 private object m_cleaningAttachments = new object();
177 180
178 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 181 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
179 private bool m_reprioritizationEnabled = true; 182 private bool m_reprioritizationEnabled = true;
@@ -217,6 +220,19 @@ namespace OpenSim.Region.Framework.Scenes
217 get { return m_sceneGridService; } 220 get { return m_sceneGridService; }
218 } 221 }
219 222
223 public ISnmpModule SnmpService
224 {
225 get
226 {
227 if (m_snmpService == null)
228 {
229 m_snmpService = RequestModuleInterface<ISnmpModule>();
230 }
231
232 return m_snmpService;
233 }
234 }
235
220 public ISimulationDataService SimulationDataService 236 public ISimulationDataService SimulationDataService
221 { 237 {
222 get 238 get
@@ -561,6 +577,8 @@ namespace OpenSim.Region.Framework.Scenes
561 #region Region Settings 577 #region Region Settings
562 578
563 // Load region settings 579 // Load region settings
580 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
581
564 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 582 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
565 if (estateDataService != null) 583 if (estateDataService != null)
566 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 584 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -622,9 +640,10 @@ namespace OpenSim.Region.Framework.Scenes
622 //Animation states 640 //Animation states
623 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
624 // TODO: Change default to true once the feature is supported 642 // TODO: Change default to true once the feature is supported
625 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 643 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
626
627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 644 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
645
646 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
628 if (RegionInfo.NonphysPrimMax > 0) 647 if (RegionInfo.NonphysPrimMax > 0)
629 { 648 {
630 m_maxNonphys = RegionInfo.NonphysPrimMax; 649 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -656,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
656 m_persistAfter *= 10000000; 675 m_persistAfter *= 10000000;
657 676
658 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
678 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
659 679
660 IConfig packetConfig = m_config.Configs["PacketPool"]; 680 IConfig packetConfig = m_config.Configs["PacketPool"];
661 if (packetConfig != null) 681 if (packetConfig != null)
@@ -665,6 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
665 } 685 }
666 686
667 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 687 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
688 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
668 689
669 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
670 if (m_generateMaptiles) 691 if (m_generateMaptiles)
@@ -689,9 +710,9 @@ namespace OpenSim.Region.Framework.Scenes
689 } 710 }
690 } 711 }
691 } 712 }
692 catch 713 catch (Exception e)
693 { 714 {
694 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 715 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
695 } 716 }
696 717
697 #endregion Region Config 718 #endregion Region Config
@@ -928,6 +949,15 @@ namespace OpenSim.Region.Framework.Scenes
928 /// <param name="seconds">float indicating duration before restart.</param> 949 /// <param name="seconds">float indicating duration before restart.</param>
929 public virtual void Restart(float seconds) 950 public virtual void Restart(float seconds)
930 { 951 {
952 Restart(seconds, true);
953 }
954
955 /// <summary>
956 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
957 /// </summary>
958 /// <param name="seconds">float indicating duration before restart.</param>
959 public virtual void Restart(float seconds, bool showDialog)
960 {
931 // notifications are done in 15 second increments 961 // notifications are done in 15 second increments
932 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 962 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
933 // It's a 'Cancel restart' request. 963 // It's a 'Cancel restart' request.
@@ -948,8 +978,11 @@ namespace OpenSim.Region.Framework.Scenes
948 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 978 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
949 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 979 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
950 m_restartTimer.Start(); 980 m_restartTimer.Start();
951 m_dialogModule.SendNotificationToUsersInRegion( 981 if (showDialog)
982 {
983 m_dialogModule.SendNotificationToUsersInRegion(
952 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 984 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
985 }
953 } 986 }
954 } 987 }
955 988
@@ -1145,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1145 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1146 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1147 { 1180 {
1181 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1148 HeartbeatThread.Abort(); 1182 HeartbeatThread.Abort();
1149 HeartbeatThread = null; 1183 HeartbeatThread = null;
1150 } 1184 }
@@ -1309,16 +1343,16 @@ namespace OpenSim.Region.Framework.Scenes
1309 // Check if any objects have reached their targets 1343 // Check if any objects have reached their targets
1310 CheckAtTargets(); 1344 CheckAtTargets();
1311 1345
1312 // Update SceneObjectGroups that have scheduled themselves for updates
1313 // Objects queue their updates onto all scene presences
1314 if (m_frame % m_update_objects == 0)
1315 m_sceneGraph.UpdateObjectGroups();
1316
1317 // Run through all ScenePresences looking for updates 1346 // Run through all ScenePresences looking for updates
1318 // Presence updates and queued object updates for each presence are sent to clients 1347 // Presence updates and queued object updates for each presence are sent to clients
1319 if (m_frame % m_update_presences == 0) 1348 if (m_frame % m_update_presences == 0)
1320 m_sceneGraph.UpdatePresences(); 1349 m_sceneGraph.UpdatePresences();
1321 1350
1351 // Update SceneObjectGroups that have scheduled themselves for updates
1352 // Objects queue their updates onto all scene presences
1353 if (m_frame % m_update_objects == 0)
1354 m_sceneGraph.UpdateObjectGroups();
1355
1322 if (m_frame % m_update_coarse_locations == 0) 1356 if (m_frame % m_update_coarse_locations == 0)
1323 { 1357 {
1324 List<Vector3> coarseLocations; 1358 List<Vector3> coarseLocations;
@@ -1812,14 +1846,24 @@ namespace OpenSim.Region.Framework.Scenes
1812 /// <returns></returns> 1846 /// <returns></returns>
1813 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1847 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1814 { 1848 {
1849
1850 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1851 Vector3 wpos = Vector3.Zero;
1852 // Check for water surface intersection from above
1853 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1854 {
1855 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1856 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1857 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1858 wpos.Z = wheight;
1859 }
1860
1815 Vector3 pos = Vector3.Zero; 1861 Vector3 pos = Vector3.Zero;
1816 if (RayEndIsIntersection == (byte)1) 1862 if (RayEndIsIntersection == (byte)1)
1817 { 1863 {
1818 pos = RayEnd; 1864 pos = RayEnd;
1819 return pos;
1820 } 1865 }
1821 1866 else if (RayTargetID != UUID.Zero)
1822 if (RayTargetID != UUID.Zero)
1823 { 1867 {
1824 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1868 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1825 1869
@@ -1841,7 +1885,7 @@ namespace OpenSim.Region.Framework.Scenes
1841 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1885 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1842 1886
1843 // Un-comment out the following line to Get Raytrace results printed to the console. 1887 // Un-comment out the following line to Get Raytrace results printed to the console.
1844 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1888 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1845 float ScaleOffset = 0.5f; 1889 float ScaleOffset = 0.5f;
1846 1890
1847 // If we hit something 1891 // If we hit something
@@ -1864,13 +1908,10 @@ namespace OpenSim.Region.Framework.Scenes
1864 //pos.Z -= 0.25F; 1908 //pos.Z -= 0.25F;
1865 1909
1866 } 1910 }
1867
1868 return pos;
1869 } 1911 }
1870 else 1912 else
1871 { 1913 {
1872 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1914 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1873
1874 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1915 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1875 1916
1876 // Un-comment the following line to print the raytrace results to the console. 1917 // Un-comment the following line to print the raytrace results to the console.
@@ -1879,13 +1920,12 @@ namespace OpenSim.Region.Framework.Scenes
1879 if (ei.HitTF) 1920 if (ei.HitTF)
1880 { 1921 {
1881 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1922 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1882 } else 1923 }
1924 else
1883 { 1925 {
1884 // fall back to our stupid functionality 1926 // fall back to our stupid functionality
1885 pos = RayEnd; 1927 pos = RayEnd;
1886 } 1928 }
1887
1888 return pos;
1889 } 1929 }
1890 } 1930 }
1891 else 1931 else
@@ -1896,8 +1936,12 @@ namespace OpenSim.Region.Framework.Scenes
1896 //increase height so its above the ground. 1936 //increase height so its above the ground.
1897 //should be getting the normal of the ground at the rez point and using that? 1937 //should be getting the normal of the ground at the rez point and using that?
1898 pos.Z += scale.Z / 2f; 1938 pos.Z += scale.Z / 2f;
1899 return pos; 1939// return pos;
1900 } 1940 }
1941
1942 // check against posible water intercept
1943 if (wpos.Z > pos.Z) pos = wpos;
1944 return pos;
1901 } 1945 }
1902 1946
1903 1947
@@ -1977,7 +2021,10 @@ namespace OpenSim.Region.Framework.Scenes
1977 public bool AddRestoredSceneObject( 2021 public bool AddRestoredSceneObject(
1978 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2022 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1979 { 2023 {
1980 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2024 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2025 if (result)
2026 sceneObject.IsDeleted = false;
2027 return result;
1981 } 2028 }
1982 2029
1983 /// <summary> 2030 /// <summary>
@@ -2054,6 +2101,15 @@ namespace OpenSim.Region.Framework.Scenes
2054 /// </summary> 2101 /// </summary>
2055 public void DeleteAllSceneObjects() 2102 public void DeleteAllSceneObjects()
2056 { 2103 {
2104 DeleteAllSceneObjects(false);
2105 }
2106
2107 /// <summary>
2108 /// Delete every object from the scene. This does not include attachments worn by avatars.
2109 /// </summary>
2110 public void DeleteAllSceneObjects(bool exceptNoCopy)
2111 {
2112 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2057 lock (Entities) 2113 lock (Entities)
2058 { 2114 {
2059 EntityBase[] entities = Entities.GetEntities(); 2115 EntityBase[] entities = Entities.GetEntities();
@@ -2062,11 +2118,24 @@ namespace OpenSim.Region.Framework.Scenes
2062 if (e is SceneObjectGroup) 2118 if (e is SceneObjectGroup)
2063 { 2119 {
2064 SceneObjectGroup sog = (SceneObjectGroup)e; 2120 SceneObjectGroup sog = (SceneObjectGroup)e;
2065 if (!sog.IsAttachment) 2121 if (sog != null && !sog.IsAttachment)
2066 DeleteSceneObject((SceneObjectGroup)e, false); 2122 {
2123 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2124 {
2125 DeleteSceneObject((SceneObjectGroup)e, false);
2126 }
2127 else
2128 {
2129 toReturn.Add((SceneObjectGroup)e);
2130 }
2131 }
2067 } 2132 }
2068 } 2133 }
2069 } 2134 }
2135 if (toReturn.Count > 0)
2136 {
2137 returnObjects(toReturn.ToArray(), UUID.Zero);
2138 }
2070 } 2139 }
2071 2140
2072 /// <summary> 2141 /// <summary>
@@ -2446,6 +2515,12 @@ namespace OpenSim.Region.Framework.Scenes
2446 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2515 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2447 public bool AddSceneObject(SceneObjectGroup sceneObject) 2516 public bool AddSceneObject(SceneObjectGroup sceneObject)
2448 { 2517 {
2518 if (sceneObject.OwnerID == UUID.Zero)
2519 {
2520 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2521 return false;
2522 }
2523
2449 // If the user is banned, we won't let any of their objects 2524 // If the user is banned, we won't let any of their objects
2450 // enter. Period. 2525 // enter. Period.
2451 // 2526 //
@@ -2495,15 +2570,28 @@ namespace OpenSim.Region.Framework.Scenes
2495 2570
2496 if (AttachmentsModule != null) 2571 if (AttachmentsModule != null)
2497 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2572 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2573
2574 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2498 } 2575 }
2499 else 2576 else
2500 { 2577 {
2578 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2501 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2579 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2502 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2580 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2503 } 2581 }
2582 if (sceneObject.OwnerID == UUID.Zero)
2583 {
2584 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2585 return false;
2586 }
2504 } 2587 }
2505 else 2588 else
2506 { 2589 {
2590 if (sceneObject.OwnerID == UUID.Zero)
2591 {
2592 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2593 return false;
2594 }
2507 AddRestoredSceneObject(sceneObject, true, false); 2595 AddRestoredSceneObject(sceneObject, true, false);
2508 2596
2509 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2597 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2776,6 +2864,7 @@ namespace OpenSim.Region.Framework.Scenes
2776 client.OnFetchInventory += HandleFetchInventory; 2864 client.OnFetchInventory += HandleFetchInventory;
2777 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2865 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2778 client.OnCopyInventoryItem += CopyInventoryItem; 2866 client.OnCopyInventoryItem += CopyInventoryItem;
2867 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2779 client.OnMoveInventoryItem += MoveInventoryItem; 2868 client.OnMoveInventoryItem += MoveInventoryItem;
2780 client.OnRemoveInventoryItem += RemoveInventoryItem; 2869 client.OnRemoveInventoryItem += RemoveInventoryItem;
2781 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2870 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2954,15 +3043,16 @@ namespace OpenSim.Region.Framework.Scenes
2954 /// </summary> 3043 /// </summary>
2955 /// <param name="agentId">The avatar's Unique ID</param> 3044 /// <param name="agentId">The avatar's Unique ID</param>
2956 /// <param name="client">The IClientAPI for the client</param> 3045 /// <param name="client">The IClientAPI for the client</param>
2957 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3046 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2958 { 3047 {
2959 if (m_teleportModule != null) 3048 if (m_teleportModule != null)
2960 m_teleportModule.TeleportHome(agentId, client); 3049 return m_teleportModule.TeleportHome(agentId, client);
2961 else 3050 else
2962 { 3051 {
2963 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3052 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2964 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3053 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2965 } 3054 }
3055 return false;
2966 } 3056 }
2967 3057
2968 /// <summary> 3058 /// <summary>
@@ -3061,6 +3151,16 @@ namespace OpenSim.Region.Framework.Scenes
3061 /// <param name="flags"></param> 3151 /// <param name="flags"></param>
3062 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3152 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3063 { 3153 {
3154 //Add half the avatar's height so that the user doesn't fall through prims
3155 ScenePresence presence;
3156 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3157 {
3158 if (presence.Appearance != null)
3159 {
3160 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3161 }
3162 }
3163
3064 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3164 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3065 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3165 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3066 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3166 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3155,7 +3255,9 @@ namespace OpenSim.Region.Framework.Scenes
3155 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3255 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3156 3256
3157 } 3257 }
3258 m_log.Debug("[Scene] Beginning ClientClosed");
3158 m_eventManager.TriggerClientClosed(agentID, this); 3259 m_eventManager.TriggerClientClosed(agentID, this);
3260 m_log.Debug("[Scene] Finished ClientClosed");
3159 } 3261 }
3160 catch (NullReferenceException) 3262 catch (NullReferenceException)
3161 { 3263 {
@@ -3163,7 +3265,10 @@ namespace OpenSim.Region.Framework.Scenes
3163 // Avatar is already disposed :/ 3265 // Avatar is already disposed :/
3164 } 3266 }
3165 3267
3268 m_log.Debug("[Scene] Beginning OnRemovePresence");
3166 m_eventManager.TriggerOnRemovePresence(agentID); 3269 m_eventManager.TriggerOnRemovePresence(agentID);
3270 m_log.Debug("[Scene] Finished OnRemovePresence");
3271
3167 ForEachClient( 3272 ForEachClient(
3168 delegate(IClientAPI client) 3273 delegate(IClientAPI client)
3169 { 3274 {
@@ -3179,8 +3284,11 @@ namespace OpenSim.Region.Framework.Scenes
3179 } 3284 }
3180 3285
3181 // Remove the avatar from the scene 3286 // Remove the avatar from the scene
3287 m_log.Debug("[Scene] Begin RemoveScenePresence");
3182 m_sceneGraph.RemoveScenePresence(agentID); 3288 m_sceneGraph.RemoveScenePresence(agentID);
3289 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3183 m_clientManager.Remove(agentID); 3290 m_clientManager.Remove(agentID);
3291 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3184 3292
3185 try 3293 try
3186 { 3294 {
@@ -3194,8 +3302,10 @@ namespace OpenSim.Region.Framework.Scenes
3194 { 3302 {
3195 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3303 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3196 } 3304 }
3197 3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3198 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3307 CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building");
3199 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3200 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3201 } 3311 }
@@ -3335,6 +3445,7 @@ namespace OpenSim.Region.Framework.Scenes
3335 { 3445 {
3336 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3446 if (land != null && !TestLandRestrictions(agent, land, out reason))
3337 { 3447 {
3448 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3338 return false; 3449 return false;
3339 } 3450 }
3340 } 3451 }
@@ -3392,6 +3503,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 3503
3393 if (vialogin) 3504 if (vialogin)
3394 { 3505 {
3506 CleanDroppedAttachments();
3507
3395 if (TestBorderCross(agent.startpos, Cardinals.E)) 3508 if (TestBorderCross(agent.startpos, Cardinals.E))
3396 { 3509 {
3397 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3510 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3448,6 +3561,8 @@ namespace OpenSim.Region.Framework.Scenes
3448 } 3561 }
3449 } 3562 }
3450 // Honor parcel landing type and position. 3563 // Honor parcel landing type and position.
3564 /*
3565 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3451 if (land != null) 3566 if (land != null)
3452 { 3567 {
3453 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3568 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3455,6 +3570,7 @@ namespace OpenSim.Region.Framework.Scenes
3455 agent.startpos = land.LandData.UserLocation; 3570 agent.startpos = land.LandData.UserLocation;
3456 } 3571 }
3457 } 3572 }
3573 */// This is now handled properly in ScenePresence.MakeRootAgent
3458 } 3574 }
3459 3575
3460 return true; 3576 return true;
@@ -3805,12 +3921,22 @@ namespace OpenSim.Region.Framework.Scenes
3805 return false; 3921 return false;
3806 } 3922 }
3807 3923
3924 public bool IncomingCloseAgent(UUID agentID)
3925 {
3926 return IncomingCloseAgent(agentID, false);
3927 }
3928
3929 public bool IncomingCloseChildAgent(UUID agentID)
3930 {
3931 return IncomingCloseAgent(agentID, true);
3932 }
3933
3808 /// <summary> 3934 /// <summary>
3809 /// Tell a single agent to disconnect from the region. 3935 /// Tell a single agent to disconnect from the region.
3810 /// </summary> 3936 /// </summary>
3811 /// <param name="regionHandle"></param>
3812 /// <param name="agentID"></param> 3937 /// <param name="agentID"></param>
3813 public bool IncomingCloseAgent(UUID agentID) 3938 /// <param name="childOnly"></param>
3939 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3814 { 3940 {
3815 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3941 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3816 3942
@@ -3822,7 +3948,7 @@ namespace OpenSim.Region.Framework.Scenes
3822 { 3948 {
3823 m_sceneGraph.removeUserCount(false); 3949 m_sceneGraph.removeUserCount(false);
3824 } 3950 }
3825 else 3951 else if (!childOnly)
3826 { 3952 {
3827 m_sceneGraph.removeUserCount(true); 3953 m_sceneGraph.removeUserCount(true);
3828 } 3954 }
@@ -3838,9 +3964,12 @@ namespace OpenSim.Region.Framework.Scenes
3838 } 3964 }
3839 else 3965 else
3840 presence.ControllingClient.SendShutdownConnectionNotice(); 3966 presence.ControllingClient.SendShutdownConnectionNotice();
3967 presence.ControllingClient.Close(false);
3968 }
3969 else if (!childOnly)
3970 {
3971 presence.ControllingClient.Close(true);
3841 } 3972 }
3842
3843 presence.ControllingClient.Close();
3844 return true; 3973 return true;
3845 } 3974 }
3846 3975
@@ -4462,7 +4591,7 @@ namespace OpenSim.Region.Framework.Scenes
4462 // 4591 //
4463 int health=1; // Start at 1, means we're up 4592 int health=1; // Start at 1, means we're up
4464 4593
4465 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4594 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4466 health+=1; 4595 health+=1;
4467 else 4596 else
4468 return health; 4597 return health;
@@ -4968,5 +5097,45 @@ namespace OpenSim.Region.Framework.Scenes
4968 throw new Exception(error); 5097 throw new Exception(error);
4969 } 5098 }
4970 } 5099 }
5100
5101 public void CleanDroppedAttachments()
5102 {
5103 List<SceneObjectGroup> objectsToDelete =
5104 new List<SceneObjectGroup>();
5105
5106 lock (m_cleaningAttachments)
5107 {
5108 ForEachSOG(delegate (SceneObjectGroup grp)
5109 {
5110 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5111 {
5112 UUID agentID = grp.OwnerID;
5113 if (agentID == UUID.Zero)
5114 {
5115 objectsToDelete.Add(grp);
5116 return;
5117 }
5118
5119 ScenePresence sp = GetScenePresence(agentID);
5120 if (sp == null)
5121 {
5122 objectsToDelete.Add(grp);
5123 return;
5124 }
5125 }
5126 });
5127 }
5128
5129 if (objectsToDelete.Count > 0)
5130 {
5131 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5132 foreach (SceneObjectGroup grp in objectsToDelete)
5133 {
5134 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5135 DeleteSceneObject(grp, true);
5136 }
5137 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5138 }
5139 }
4971 } 5140 }
4972} 5141}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 5ac8ff5..6246400 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Children.Values)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (!alreadyPersisted) 284 if (!alreadyPersisted)
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -453,6 +475,30 @@ namespace OpenSim.Region.Framework.Scenes
453 m_updateList[obj.UUID] = obj; 475 m_updateList[obj.UUID] = obj;
454 } 476 }
455 477
478 public void FireAttachToBackup(SceneObjectGroup obj)
479 {
480 if (OnAttachToBackup != null)
481 {
482 OnAttachToBackup(obj);
483 }
484 }
485
486 public void FireDetachFromBackup(SceneObjectGroup obj)
487 {
488 if (OnDetachFromBackup != null)
489 {
490 OnDetachFromBackup(obj);
491 }
492 }
493
494 public void FireChangeBackup(SceneObjectGroup obj)
495 {
496 if (OnChangeBackup != null)
497 {
498 OnChangeBackup(obj);
499 }
500 }
501
456 /// <summary> 502 /// <summary>
457 /// Process all pending updates 503 /// Process all pending updates
458 /// </summary> 504 /// </summary>
@@ -594,7 +640,8 @@ namespace OpenSim.Region.Framework.Scenes
594 640
595 Entities[presence.UUID] = presence; 641 Entities[presence.UUID] = presence;
596 642
597 lock (m_presenceLock) 643 m_scenePresencesLock.EnterWriteLock();
644 try
598 { 645 {
599 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 646 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
600 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 647 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -618,6 +665,10 @@ namespace OpenSim.Region.Framework.Scenes
618 m_scenePresenceMap = newmap; 665 m_scenePresenceMap = newmap;
619 m_scenePresenceArray = newlist; 666 m_scenePresenceArray = newlist;
620 } 667 }
668 finally
669 {
670 m_scenePresencesLock.ExitWriteLock();
671 }
621 } 672 }
622 673
623 /// <summary> 674 /// <summary>
@@ -632,7 +683,8 @@ namespace OpenSim.Region.Framework.Scenes
632 agentID); 683 agentID);
633 } 684 }
634 685
635 lock (m_presenceLock) 686 m_scenePresencesLock.EnterWriteLock();
687 try
636 { 688 {
637 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 689 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
638 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 690 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -654,6 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
654 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 706 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
655 } 707 }
656 } 708 }
709 finally
710 {
711 m_scenePresencesLock.ExitWriteLock();
712 }
657 } 713 }
658 714
659 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 715 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1073,9 +1129,11 @@ namespace OpenSim.Region.Framework.Scenes
1073 /// <param name="action"></param> 1129 /// <param name="action"></param>
1074 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1130 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1075 { 1131 {
1076 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1132 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1077 foreach (SceneObjectGroup obj in objlist) 1133 foreach (EntityBase ent in objlist)
1078 { 1134 {
1135 SceneObjectGroup obj = (SceneObjectGroup)ent;
1136
1079 try 1137 try
1080 { 1138 {
1081 action(obj); 1139 action(obj);
@@ -1532,10 +1590,13 @@ namespace OpenSim.Region.Framework.Scenes
1532 /// <param name="childPrims"></param> 1590 /// <param name="childPrims"></param>
1533 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1591 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1534 { 1592 {
1593 SceneObjectGroup parentGroup = root.ParentGroup;
1594 if (parentGroup == null) return;
1535 Monitor.Enter(m_updateLock); 1595 Monitor.Enter(m_updateLock);
1596
1536 try 1597 try
1537 { 1598 {
1538 SceneObjectGroup parentGroup = root.ParentGroup; 1599 parentGroup.areUpdatesSuspended = true;
1539 1600
1540 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1601 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1541 if (parentGroup != null) 1602 if (parentGroup != null)
@@ -1547,11 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes
1547 1608
1548 if (child != null) 1609 if (child != null)
1549 { 1610 {
1550 // Make sure no child prim is set for sale
1551 // So that, on delink, no prims are unwittingly
1552 // left for sale and sold off
1553 child.RootPart.ObjectSaleType = 0;
1554 child.RootPart.SalePrice = 10;
1555 childGroups.Add(child); 1611 childGroups.Add(child);
1556 } 1612 }
1557 } 1613 }
@@ -1574,12 +1630,12 @@ namespace OpenSim.Region.Framework.Scenes
1574 // occur on link to invoke this elsewhere (such as object selection) 1630 // occur on link to invoke this elsewhere (such as object selection)
1575 parentGroup.RootPart.CreateSelected = true; 1631 parentGroup.RootPart.CreateSelected = true;
1576 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1632 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1577 parentGroup.HasGroupChanged = true;
1578 parentGroup.ScheduleGroupForFullUpdate();
1579
1580 } 1633 }
1581 finally 1634 finally
1582 { 1635 {
1636 parentGroup.areUpdatesSuspended = false;
1637 parentGroup.HasGroupChanged = true;
1638 parentGroup.ScheduleGroupForFullUpdate();
1583 Monitor.Exit(m_updateLock); 1639 Monitor.Exit(m_updateLock);
1584 } 1640 }
1585 } 1641 }
@@ -1611,21 +1667,24 @@ namespace OpenSim.Region.Framework.Scenes
1611 1667
1612 SceneObjectGroup group = part.ParentGroup; 1668 SceneObjectGroup group = part.ParentGroup;
1613 if (!affectedGroups.Contains(group)) 1669 if (!affectedGroups.Contains(group))
1670 {
1671 group.areUpdatesSuspended = true;
1614 affectedGroups.Add(group); 1672 affectedGroups.Add(group);
1673 }
1615 } 1674 }
1616 } 1675 }
1617 } 1676 }
1618 1677
1619 foreach (SceneObjectPart child in childParts) 1678 if (childParts.Count > 0)
1620 { 1679 {
1621 // Unlink all child parts from their groups 1680 foreach (SceneObjectPart child in childParts)
1622 // 1681 {
1623 child.ParentGroup.DelinkFromGroup(child, true); 1682 // Unlink all child parts from their groups
1624 1683 //
1625 // These are not in affected groups and will not be 1684 child.ParentGroup.DelinkFromGroup(child, true);
1626 // handled further. Do the honors here. 1685 child.ParentGroup.HasGroupChanged = true;
1627 child.ParentGroup.HasGroupChanged = true; 1686 child.ParentGroup.ScheduleGroupForFullUpdate();
1628 child.ParentGroup.ScheduleGroupForFullUpdate(); 1687 }
1629 } 1688 }
1630 1689
1631 foreach (SceneObjectPart root in rootParts) 1690 foreach (SceneObjectPart root in rootParts)
@@ -1635,9 +1694,10 @@ namespace OpenSim.Region.Framework.Scenes
1635 // However, editing linked parts and unlinking may be different 1694 // However, editing linked parts and unlinking may be different
1636 // 1695 //
1637 SceneObjectGroup group = root.ParentGroup; 1696 SceneObjectGroup group = root.ParentGroup;
1697 group.areUpdatesSuspended = true;
1638 1698
1639 List<SceneObjectPart> newSet = null; 1699 List<SceneObjectPart> newSet = null;
1640 int numChildren = -1; 1700 int numChildren;
1641 1701
1642 lock (group.Children) 1702 lock (group.Children)
1643 { 1703 {
@@ -1645,52 +1705,63 @@ namespace OpenSim.Region.Framework.Scenes
1645 numChildren = group.PrimCount; 1705 numChildren = group.PrimCount;
1646 } 1706 }
1647 1707
1708 if (numChildren == 1)
1709 break;
1710
1648 // If there are prims left in a link set, but the root is 1711 // If there are prims left in a link set, but the root is
1649 // slated for unlink, we need to do this 1712 // slated for unlink, we need to do this
1713 // Unlink the remaining set
1650 // 1714 //
1651 if (numChildren != 1) 1715 bool sendEventsToRemainder = true;
1652 { 1716 if (numChildren > 1)
1653 // Unlink the remaining set 1717 sendEventsToRemainder = false;
1654 //
1655 bool sendEventsToRemainder = true;
1656 if (numChildren > 1)
1657 sendEventsToRemainder = false;
1658 1718
1659 foreach (SceneObjectPart p in newSet) 1719 foreach (SceneObjectPart p in newSet)
1720 {
1721 if (p != group.RootPart)
1660 { 1722 {
1661 if (p != group.RootPart) 1723 group.DelinkFromGroup(p, sendEventsToRemainder);
1662 group.DelinkFromGroup(p, sendEventsToRemainder); 1724 if (numChildren > 2)
1725 {
1726 p.ParentGroup.areUpdatesSuspended = true;
1727 }
1728 else
1729 {
1730 p.ParentGroup.HasGroupChanged = true;
1731 p.ParentGroup.ScheduleGroupForFullUpdate();
1732 }
1663 } 1733 }
1734 }
1735
1736 // If there is more than one prim remaining, we
1737 // need to re-link
1738 //
1739 if (numChildren > 2)
1740 {
1741 // Remove old root
1742 //
1743 if (newSet.Contains(root))
1744 newSet.Remove(root);
1664 1745
1665 // If there is more than one prim remaining, we 1746 // Preserve link ordering
1666 // need to re-link
1667 // 1747 //
1668 if (numChildren > 2) 1748 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1669 { 1749 {
1670 // Remove old root 1750 return a.LinkNum.CompareTo(b.LinkNum);
1671 // 1751 });
1672 if (newSet.Contains(root))
1673 newSet.Remove(root);
1674
1675 // Preserve link ordering
1676 //
1677 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1678 {
1679 return a.LinkNum.CompareTo(b.LinkNum);
1680 });
1681 1752
1682 // Determine new root 1753 // Determine new root
1683 // 1754 //
1684 SceneObjectPart newRoot = newSet[0]; 1755 SceneObjectPart newRoot = newSet[0];
1685 newSet.RemoveAt(0); 1756 newSet.RemoveAt(0);
1686 1757
1687 foreach (SceneObjectPart newChild in newSet) 1758 foreach (SceneObjectPart newChild in newSet)
1688 newChild.UpdateFlag = 0; 1759 newChild.UpdateFlag = 0;
1689 1760
1690 LinkObjects(newRoot, newSet); 1761 newRoot.ParentGroup.areUpdatesSuspended = true;
1691 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1762 LinkObjects(newRoot, newSet);
1692 affectedGroups.Add(newRoot.ParentGroup); 1763 if (!affectedGroups.Contains(newRoot.ParentGroup))
1693 } 1764 affectedGroups.Add(newRoot.ParentGroup);
1694 } 1765 }
1695 } 1766 }
1696 1767
@@ -1700,6 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1700 { 1771 {
1701 g.TriggerScriptChangedEvent(Changed.LINK); 1772 g.TriggerScriptChangedEvent(Changed.LINK);
1702 g.HasGroupChanged = true; // Persist 1773 g.HasGroupChanged = true; // Persist
1774 g.areUpdatesSuspended = false;
1703 g.ScheduleGroupForFullUpdate(); 1775 g.ScheduleGroupForFullUpdate();
1704 } 1776 }
1705 } 1777 }
@@ -1818,9 +1890,6 @@ namespace OpenSim.Region.Framework.Scenes
1818 child.ApplyNextOwnerPermissions(); 1890 child.ApplyNextOwnerPermissions();
1819 } 1891 }
1820 } 1892 }
1821
1822 copy.RootPart.ObjectSaleType = 0;
1823 copy.RootPart.SalePrice = 10;
1824 } 1893 }
1825 1894
1826 Entities.Add(copy); 1895 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2c1f207..a952508 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 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.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 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.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 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.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 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.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -261,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
261 set 422 set
262 { 423 {
263 m_regionHandle = value; 424 m_regionHandle = value;
264 lock (m_parts) 425 lockPartsForRead(true);
265 { 426 {
266 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
267 { 428 {
429
268 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
269 } 432 }
270 } 433 }
434 lockPartsForRead(false);
271 } 435 }
272 } 436 }
273 437
@@ -301,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
301 { 465 {
302 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
303 } 467 }
304 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
305 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
306 { 475 {
307 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -309,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
309 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
310 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
311 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
312 return; 482 return;
313 } 483 }
314 } 484 }
315 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
316 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
317 { 488 {
318 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
319 { 493 {
320 part.GroupPosition = val; 494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
500 {
501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
321 } 505 }
322 } 506 }
323 507
@@ -471,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
471 /// </summary> 655 /// </summary>
472 public SceneObjectGroup() 656 public SceneObjectGroup()
473 { 657 {
658
474 } 659 }
475 660
476 /// <summary> 661 /// <summary>
@@ -487,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
488 /// </summary> 673 /// </summary>
489 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
490 { 675 {
491 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
492 } 677 }
493 678
@@ -518,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
518 703
519 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
520 { 705 {
521 lock (m_parts) 706 lockPartsForRead(true);
522 { 707 {
523 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
524 { 709 {
710
525 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
526 } 713 }
527 } 714 }
715 lockPartsForRead(false);
528 } 716 }
529 717
530 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -537,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
537 /// </summary> 725 /// </summary>
538 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
539 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
540 if (InSceneBackup) 731 if (InSceneBackup)
541 { 732 {
542 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -595,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
595 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
596 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
597 788
598 lock (m_parts) 789 lockPartsForRead(true);
599 { 790 {
600 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
601 { 792 {
@@ -609,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
609 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
610 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
611 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
612 } 804 }
613 } 805 }
806 lockPartsForRead(false);
807
614 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
615 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
616 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -626,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
626 820
627 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
628 822
629 lock (m_parts) 823 lockPartsForRead(true);
630 { 824 {
631 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
632 { 826 {
827
633 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
634 //Vector3 partPosition = 829 //Vector3 partPosition =
635 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -657,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
657 result.distance = inter.distance; 852 result.distance = inter.distance;
658 } 853 }
659 } 854 }
855
660 } 856 }
661 } 857 }
858 lockPartsForRead(false);
662 return result; 859 return result;
663 } 860 }
664 861
@@ -677,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 874 minY = 256f;
678 minZ = 8192f; 875 minZ = 8192f;
679 876
680 lock (m_parts) 877 lockPartsForRead(true);
681 { 878 {
682 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
683 { 880 {
881
684 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 884 Quaternion worldRot;
@@ -739,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
739 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
740 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
741 939
940
941
742 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
743 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
744 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -910,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
910 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
911 } 1111 }
912 } 1112 }
1113 lockPartsForRead(false);
913 } 1114 }
914 1115
915 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -945,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
945 1146
946 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
947 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
948 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
949 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
950 1156
951 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
952 lock (m_parts) 1158 lockPartsForRead(true);
953 { 1159 {
954 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
955 { 1161 {
956 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
957 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
958 { 1165 {
959 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
960 } 1167 }
1168
961 } 1169 }
962 } 1170 }
1171 lockPartsForRead(false);
963 1172
964 if (states.Count > 0) 1173 if (states.Count > 0)
965 { 1174 {
@@ -977,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes
977 } 1186 }
978 } 1187 }
979 1188
1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
1231 /// Attach this scene object to the given avatar.
1232 /// </summary>
1233 /// <param name="agentID"></param>
1234 /// <param name="attachmentpoint"></param>
1235 /// <param name="AttachOffset"></param>
1236 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1237 {
1238 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1239 if (avatar != null)
1240 {
1241 // don't attach attachments to child agents
1242 if (avatar.IsChildAgent) return;
1243
1244// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1245
1246 DetachFromBackup();
1247
1248 // Remove from database and parcel prim count
1249 m_scene.DeleteFromStorage(UUID);
1250 m_scene.EventManager.TriggerParcelPrimCountTainted();
1251
1252 m_rootPart.AttachedAvatar = agentID;
1253
1254 //Anakin Lohner bug #3839
1255 lock (m_parts)
1256 {
1257 foreach (SceneObjectPart p in m_parts.Values)
1258 {
1259 p.AttachedAvatar = agentID;
1260 }
1261 }
1262
1263 if (m_rootPart.PhysActor != null)
1264 {
1265 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1266 m_rootPart.PhysActor = null;
1267 }
1268
1269 AbsolutePosition = AttachOffset;
1270 m_rootPart.AttachedPos = AttachOffset;
1271 m_rootPart.IsAttachment = true;
1272
1273 m_rootPart.SetParentLocalId(avatar.LocalId);
1274 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1275
1276 avatar.AddAttachment(this);
1277
1278 if (!silent)
1279 {
1280 // Killing it here will cause the client to deselect it
1281 // It then reappears on the avatar, deselected
1282 // through the full update below
1283 //
1284 if (IsSelected)
1285 {
1286 m_scene.SendKillObject(m_rootPart.LocalId);
1287 }
1288
1289 IsSelected = false; // fudge....
1290 ScheduleGroupForFullUpdate();
1291 }
1292 }
1293 else
1294 {
1295 m_log.WarnFormat(
1296 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1297 UUID, agentID, Scene.RegionInfo.RegionName);
1298 }
1299 }
1300
980 public byte GetAttachmentPoint() 1301 public byte GetAttachmentPoint()
981 { 1302 {
982 return m_rootPart.Shape.State; 1303 return m_rootPart.Shape.State;
@@ -1068,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1068 1389
1069 public override void UpdateMovement() 1390 public override void UpdateMovement()
1070 { 1391 {
1071 lock (m_parts) 1392 lockPartsForRead(true);
1072 { 1393 {
1073 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1074 { 1395 {
1396
1075 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1076 } 1399 }
1077 } 1400 }
1401 lockPartsForRead(false);
1078 } 1402 }
1079 1403
1080 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1117,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1117 /// <param name="part"></param> 1441 /// <param name="part"></param>
1118 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1119 { 1443 {
1120 lock (m_parts) 1444 lockPartsForWrite(true);
1121 { 1445 {
1122 part.SetParent(this); 1446 part.SetParent(this);
1123 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1127,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1128 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1129 } 1453 }
1454 lockPartsForWrite(false);
1130 } 1455 }
1131 1456
1132 /// <summary> 1457 /// <summary>
@@ -1134,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1134 /// </summary> 1459 /// </summary>
1135 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1136 { 1461 {
1137 lock (m_parts) 1462 lockPartsForRead(true);
1138 { 1463 {
1139 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1140 { 1465 {
1466
1141 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1142 { 1468 {
1143 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1144 } 1470 }
1471
1145 } 1472 }
1146 } 1473 }
1474 lockPartsForRead(false);
1147 } 1475 }
1148 1476
1149 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1150 { 1478 {
1151 lock (m_parts) 1479 lockPartsForRead(true);
1152 { 1480 {
1153 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1154 { 1482 {
1483
1155 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1156 1485
1157 } 1486 }
1158 } 1487 }
1488 lockPartsForRead(false);
1159 } 1489 }
1160 1490
1161 // helper provided for parts. 1491 // helper provided for parts.
@@ -1216,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1216 1546
1217 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1218 { 1548 {
1219 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1220 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1221 } 1551 }
1222 1552
@@ -1236,27 +1566,37 @@ namespace OpenSim.Region.Framework.Scenes
1236 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1566 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1237 public void DeleteGroup(bool silent) 1567 public void DeleteGroup(bool silent)
1238 { 1568 {
1239 lock (m_parts) 1569 // We need to keep track of this state in case this group is still queued for backup.
1570 m_isDeleted = true;
1571
1572 DetachFromBackup();
1573
1574 lockPartsForRead(true);
1575 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1576 lockPartsForRead(false);
1577
1578 foreach (SceneObjectPart part in values)
1240 { 1579 {
1241 foreach (SceneObjectPart part in m_parts.Values)
1242 {
1243// part.Inventory.RemoveScriptInstances(); 1580// part.Inventory.RemoveScriptInstances();
1244 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1581
1582 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1583 {
1584 if (sp.ParentID == LocalId)
1245 { 1585 {
1246 if (avatar.ParentID == LocalId) 1586 sp.StandUp();
1247 { 1587 }
1248 avatar.StandUp();
1249 }
1250 1588
1251 if (!silent) 1589 if (!silent)
1252 { 1590 {
1253 part.UpdateFlag = 0; 1591 part.UpdateFlag = 0;
1254 if (part == m_rootPart) 1592 if (part == m_rootPart)
1255 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1593 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1256 } 1594 }
1257 }); 1595 });
1258 } 1596
1259 } 1597 }
1598
1599
1260 } 1600 }
1261 1601
1262 public void AddScriptLPS(int count) 1602 public void AddScriptLPS(int count)
@@ -1281,17 +1621,20 @@ namespace OpenSim.Region.Framework.Scenes
1281 1621
1282 scriptEvents aggregateScriptEvents = 0; 1622 scriptEvents aggregateScriptEvents = 0;
1283 1623
1284 lock (m_parts) 1624 lockPartsForRead(true);
1285 { 1625 {
1286 foreach (SceneObjectPart part in m_parts.Values) 1626 foreach (SceneObjectPart part in m_parts.Values)
1287 { 1627 {
1628
1288 if (part == null) 1629 if (part == null)
1289 continue; 1630 continue;
1290 if (part != RootPart) 1631 if (part != RootPart)
1291 part.Flags = objectflagupdate; 1632 part.Flags = objectflagupdate;
1292 aggregateScriptEvents |= part.AggregateScriptEvents; 1633 aggregateScriptEvents |= part.AggregateScriptEvents;
1634
1293 } 1635 }
1294 } 1636 }
1637 lockPartsForRead(false);
1295 1638
1296 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1639 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1297 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1640 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1333,42 +1676,52 @@ namespace OpenSim.Region.Framework.Scenes
1333 /// <param name="m_physicalPrim"></param> 1676 /// <param name="m_physicalPrim"></param>
1334 public void ApplyPhysics(bool m_physicalPrim) 1677 public void ApplyPhysics(bool m_physicalPrim)
1335 { 1678 {
1336 lock (m_parts) 1679 lockPartsForRead(true);
1680
1681 if (m_parts.Count > 1)
1337 { 1682 {
1338 if (m_parts.Count > 1) 1683 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1684 lockPartsForRead(false);
1685 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1686 foreach (SceneObjectPart part in values)
1339 { 1687 {
1340 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1688
1341 foreach (SceneObjectPart part in m_parts.Values) 1689 if (part.LocalId != m_rootPart.LocalId)
1342 { 1690 {
1343 if (part.LocalId != m_rootPart.LocalId) 1691 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1344 {
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1346 }
1347 } 1692 }
1348 1693
1349 // Hack to get the physics scene geometries in the right spot
1350 ResetChildPrimPhysicsPositions();
1351 }
1352 else
1353 {
1354 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1355 } 1694 }
1695 // Hack to get the physics scene geometries in the right spot
1696 ResetChildPrimPhysicsPositions();
1697 }
1698 else
1699 {
1700 lockPartsForRead(false);
1701 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1356 } 1702 }
1357 } 1703 }
1358 1704
1359 public void SetOwnerId(UUID userId) 1705 public void SetOwnerId(UUID userId)
1360 { 1706 {
1361 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1707 ForEachPart(delegate(SceneObjectPart part)
1708 {
1709
1710 part.OwnerID = userId;
1711
1712 });
1362 } 1713 }
1363 1714
1364 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1715 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1365 { 1716 {
1366 lock (m_parts) 1717 lockPartsForRead(true);
1718 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1719 lockPartsForRead(false);
1720 foreach (SceneObjectPart part in values)
1367 { 1721 {
1368 foreach (SceneObjectPart part in m_parts.Values) 1722
1369 { 1723 whatToDo(part);
1370 whatToDo(part); 1724
1371 }
1372 } 1725 }
1373 } 1726 }
1374 1727
@@ -1398,7 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
1398 // any exception propogate upwards. 1751 // any exception propogate upwards.
1399 try 1752 try
1400 { 1753 {
1401 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1754 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1755 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1756 m_scene.LoadingPrims) // Land may not be valid yet
1757
1402 { 1758 {
1403 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1759 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1404 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1760 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1430,9 +1786,9 @@ namespace OpenSim.Region.Framework.Scenes
1430 // don't backup while it's selected or you're asking for changes mid stream. 1786 // don't backup while it's selected or you're asking for changes mid stream.
1431 if (isTimeToPersist() || forcedBackup) 1787 if (isTimeToPersist() || forcedBackup)
1432 { 1788 {
1433 m_log.DebugFormat( 1789 // m_log.DebugFormat(
1434 "[SCENE]: Storing {0}, {1} in {2}", 1790 // "[SCENE]: Storing {0}, {1} in {2}",
1435 Name, UUID, m_scene.RegionInfo.RegionName); 1791 // Name, UUID, m_scene.RegionInfo.RegionName);
1436 1792
1437 SceneObjectGroup backup_group = Copy(false); 1793 SceneObjectGroup backup_group = Copy(false);
1438 backup_group.RootPart.Velocity = RootPart.Velocity; 1794 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1474,15 +1830,17 @@ namespace OpenSim.Region.Framework.Scenes
1474 RootPart.SendFullUpdate( 1830 RootPart.SendFullUpdate(
1475 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1831 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1476 1832
1477 lock (m_parts) 1833 lockPartsForRead(true);
1478 { 1834 {
1479 foreach (SceneObjectPart part in m_parts.Values) 1835 foreach (SceneObjectPart part in m_parts.Values)
1480 { 1836 {
1837
1481 if (part != RootPart) 1838 if (part != RootPart)
1482 part.SendFullUpdate( 1839 part.SendFullUpdate(
1483 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1840 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1484 } 1841 }
1485 } 1842 }
1843 lockPartsForRead(false);
1486 } 1844 }
1487 1845
1488 #region Copying 1846 #region Copying
@@ -1494,86 +1852,112 @@ namespace OpenSim.Region.Framework.Scenes
1494 /// <returns></returns> 1852 /// <returns></returns>
1495 public SceneObjectGroup Copy(bool userExposed) 1853 public SceneObjectGroup Copy(bool userExposed)
1496 { 1854 {
1497 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1855 SceneObjectGroup dupe;
1498 dupe.m_isBackedUp = false; 1856 try
1499 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1857 {
1858 m_dupeInProgress = true;
1859 dupe = (SceneObjectGroup)MemberwiseClone();
1860 dupe.m_isBackedUp = false;
1861 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1500 1862
1501 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1863 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1502 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1864 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1503 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1865 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1504 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1866 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1505 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1867 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1506 // then restore it's attachment state 1868 // then restore it's attachment state
1507 1869
1508 // This is only necessary when userExposed is false! 1870 // This is only necessary when userExposed is false!
1509 1871
1510 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1872 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1511
1512 if (!userExposed)
1513 dupe.RootPart.IsAttachment = true;
1514 1873
1515 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1874 if (!userExposed)
1875 dupe.RootPart.IsAttachment = true;
1516 1876
1517 if (!userExposed) 1877 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1518 {
1519 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1520 }
1521 1878
1522 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1879 if (!userExposed)
1523 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1880 {
1881 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1882 }
1524 1883
1525 if (userExposed) 1884 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1526 dupe.m_rootPart.TrimPermissions(); 1885 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1527 1886
1528 List<SceneObjectPart> partList; 1887 if (userExposed)
1888 dupe.m_rootPart.TrimPermissions();
1529 1889
1530 lock (m_parts) 1890 /// may need to create a new Physics actor.
1531 { 1891 if (dupe.RootPart.PhysActor != null && userExposed)
1532 partList = new List<SceneObjectPart>(m_parts.Values);
1533 }
1534
1535 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1536 { 1892 {
1537 return p1.LinkNum.CompareTo(p2.LinkNum); 1893 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1894
1895 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1896 dupe.RootPart.Name,
1897 pbs,
1898 dupe.RootPart.AbsolutePosition,
1899 dupe.RootPart.Scale,
1900 dupe.RootPart.RotationOffset,
1901 dupe.RootPart.PhysActor.IsPhysical);
1902
1903 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1904 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1538 } 1905 }
1539 );
1540 1906
1541 foreach (SceneObjectPart part in partList) 1907 lockPartsForRead(true);
1542 { 1908
1543 if (part.UUID != m_rootPart.UUID) 1909 List<SceneObjectPart> partList;
1910
1911 partList = new List<SceneObjectPart>(m_parts.Values);
1912
1913 lockPartsForRead(false);
1914
1915 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1916 {
1917 return p1.LinkNum.CompareTo(p2.LinkNum);
1918 }
1919 );
1920
1921 foreach (SceneObjectPart part in partList)
1544 { 1922 {
1545 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1923 if (part.UUID != m_rootPart.UUID)
1546 newPart.LinkNum = part.LinkNum; 1924 {
1547 } 1925 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1548 1926
1549 // Need to duplicate the physics actor as well 1927 newPart.LinkNum = part.LinkNum;
1550 if (part.PhysActor != null && userExposed) 1928 }
1929
1930 // Need to duplicate the physics actor as well
1931 if (part.PhysActor != null && userExposed)
1932 {
1933 PrimitiveBaseShape pbs = part.Shape;
1934
1935 part.PhysActor
1936 = m_scene.PhysicsScene.AddPrimShape(
1937 part.Name,
1938 pbs,
1939 part.AbsolutePosition,
1940 part.Scale,
1941 part.RotationOffset,
1942 part.PhysActor.IsPhysical);
1943
1944 part.PhysActor.LocalID = part.LocalId;
1945 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1946 }
1947 }
1948 if (userExposed)
1551 { 1949 {
1552 PrimitiveBaseShape pbs = part.Shape; 1950 dupe.UpdateParentIDs();
1553 1951 dupe.HasGroupChanged = true;
1554 part.PhysActor 1952 dupe.AttachToBackup();
1555 = m_scene.PhysicsScene.AddPrimShape( 1953
1556 part.Name, 1954 ScheduleGroupForFullUpdate();
1557 pbs,
1558 part.AbsolutePosition,
1559 part.Scale,
1560 part.RotationOffset,
1561 part.PhysActor.IsPhysical);
1562
1563 part.PhysActor.LocalID = part.LocalId;
1564 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1565 } 1955 }
1566 } 1956 }
1567 1957 finally
1568 if (userExposed)
1569 { 1958 {
1570 dupe.UpdateParentIDs(); 1959 m_dupeInProgress = false;
1571 dupe.HasGroupChanged = true;
1572 dupe.AttachToBackup();
1573
1574 ScheduleGroupForFullUpdate();
1575 } 1960 }
1576
1577 return dupe; 1961 return dupe;
1578 } 1962 }
1579 1963
@@ -1764,13 +2148,40 @@ namespace OpenSim.Region.Framework.Scenes
1764 } 2148 }
1765 } 2149 }
1766 2150
2151 public void rotLookAt(Quaternion target, float strength, float damping)
2152 {
2153 SceneObjectPart rootpart = m_rootPart;
2154 if (rootpart != null)
2155 {
2156 if (IsAttachment)
2157 {
2158 /*
2159 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2160 if (avatar != null)
2161 {
2162 Rotate the Av?
2163 } */
2164 }
2165 else
2166 {
2167 if (rootpart.PhysActor != null)
2168 { // APID must be implemented in your physics system for this to function.
2169 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2170 rootpart.PhysActor.APIDStrength = strength;
2171 rootpart.PhysActor.APIDDamping = damping;
2172 rootpart.PhysActor.APIDActive = true;
2173 }
2174 }
2175 }
2176 }
2177
1767 public void stopLookAt() 2178 public void stopLookAt()
1768 { 2179 {
1769 SceneObjectPart rootpart = m_rootPart; 2180 SceneObjectPart rootpart = m_rootPart;
1770 if (rootpart != null) 2181 if (rootpart != null)
1771 { 2182 {
1772 if (rootpart.PhysActor != null) 2183 if (rootpart.PhysActor != null)
1773 { 2184 { // APID must be implemented in your physics system for this to function.
1774 rootpart.PhysActor.APIDActive = false; 2185 rootpart.PhysActor.APIDActive = false;
1775 } 2186 }
1776 } 2187 }
@@ -1835,14 +2246,14 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// <param name="cGroupID"></param> 2246 /// <param name="cGroupID"></param>
1836 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2247 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1837 { 2248 {
1838 SceneObjectPart newPart = null; 2249 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1839 2250 newPart.SetParent(this);
1840 lock (m_parts) 2251
2252 lockPartsForWrite(true);
1841 { 2253 {
1842 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1843 newPart.SetParent(this);
1844 m_parts.Add(newPart.UUID, newPart); 2254 m_parts.Add(newPart.UUID, newPart);
1845 } 2255 }
2256 lockPartsForWrite(false);
1846 2257
1847 SetPartAsNonRoot(newPart); 2258 SetPartAsNonRoot(newPart);
1848 2259
@@ -1906,6 +2317,8 @@ namespace OpenSim.Region.Framework.Scenes
1906 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2317 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1907 // return; 2318 // return;
1908 2319
2320 lockPartsForRead(true);
2321
1909 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2322 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1910 2323
1911 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2324 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1921,8 +2334,7 @@ namespace OpenSim.Region.Framework.Scenes
1921 } 2334 }
1922 2335
1923 List<SceneObjectPart> partList = null; 2336 List<SceneObjectPart> partList = null;
1924 lock (m_parts) 2337 partList = new List<SceneObjectPart>(m_parts.Values);
1925 partList = new List<SceneObjectPart>(m_parts.Values);
1926 2338
1927 foreach (SceneObjectPart part in partList) 2339 foreach (SceneObjectPart part in partList)
1928 { 2340 {
@@ -1930,6 +2342,7 @@ namespace OpenSim.Region.Framework.Scenes
1930 part.UpdateLookAt(); 2342 part.UpdateLookAt();
1931 part.SendScheduledUpdates(); 2343 part.SendScheduledUpdates();
1932 } 2344 }
2345 lockPartsForRead(false);
1933 } 2346 }
1934 2347
1935 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2348 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1938,27 +2351,29 @@ namespace OpenSim.Region.Framework.Scenes
1938 2351
1939 RootPart.AddFullUpdateToAvatar(presence); 2352 RootPart.AddFullUpdateToAvatar(presence);
1940 2353
1941 lock (m_parts) 2354 lockPartsForRead(true);
1942 { 2355 {
1943 foreach (SceneObjectPart part in m_parts.Values) 2356 foreach (SceneObjectPart part in m_parts.Values)
1944 { 2357 {
2358
1945 if (part != RootPart) 2359 if (part != RootPart)
1946 part.AddFullUpdateToAvatar(presence); 2360 part.AddFullUpdateToAvatar(presence);
2361
1947 } 2362 }
1948 } 2363 }
2364 lockPartsForRead(false);
1949 } 2365 }
1950 2366
1951 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2367 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1952 { 2368 {
1953// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2369 lockPartsForRead(true);
1954 2370
1955 lock (m_parts) 2371 foreach (SceneObjectPart part in m_parts.Values)
1956 { 2372 {
1957 foreach (SceneObjectPart part in m_parts.Values) 2373 part.AddTerseUpdateToAvatar(presence);
1958 {
1959 part.AddTerseUpdateToAvatar(presence);
1960 }
1961 } 2374 }
2375
2376 lockPartsForRead(false);
1962 } 2377 }
1963 2378
1964 /// <summary> 2379 /// <summary>
@@ -1972,14 +2387,17 @@ namespace OpenSim.Region.Framework.Scenes
1972 checkAtTargets(); 2387 checkAtTargets();
1973 RootPart.ScheduleFullUpdate(); 2388 RootPart.ScheduleFullUpdate();
1974 2389
1975 lock (m_parts) 2390 lockPartsForRead(true);
1976 { 2391 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2392 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2393 {
2394
1979 if (part != RootPart) 2395 if (part != RootPart)
1980 part.ScheduleFullUpdate(); 2396 part.ScheduleFullUpdate();
2397
1981 } 2398 }
1982 } 2399 }
2400 lockPartsForRead(false);
1983 } 2401 }
1984 2402
1985 /// <summary> 2403 /// <summary>
@@ -1987,37 +2405,38 @@ namespace OpenSim.Region.Framework.Scenes
1987 /// </summary> 2405 /// </summary>
1988 public void ScheduleGroupForTerseUpdate() 2406 public void ScheduleGroupForTerseUpdate()
1989 { 2407 {
1990// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2408 lockPartsForRead(true);
1991 2409 foreach (SceneObjectPart part in m_parts.Values)
1992 lock (m_parts)
1993 { 2410 {
1994 foreach (SceneObjectPart part in m_parts.Values) 2411 part.ScheduleTerseUpdate();
1995 {
1996 part.ScheduleTerseUpdate();
1997 }
1998 } 2412 }
2413
2414 lockPartsForRead(false);
1999 } 2415 }
2000 2416
2001 /// <summary> 2417 /// <summary>
2002 /// Immediately send a full update for this scene object. 2418 /// Immediately send a full update for this scene object.
2003 /// </summary> 2419 /// </summary>
2004 public void SendGroupFullUpdate() 2420 public void SendGroupFullUpdate()
2005 { 2421 {
2006 if (IsDeleted) 2422 if (IsDeleted)
2007 return; 2423 return;
2008 2424
2009// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2425// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2010 2426
2011 RootPart.SendFullUpdateToAllClients(); 2427 RootPart.SendFullUpdateToAllClients();
2012 2428
2013 lock (m_parts) 2429 lockPartsForRead(true);
2014 { 2430 {
2015 foreach (SceneObjectPart part in m_parts.Values) 2431 foreach (SceneObjectPart part in m_parts.Values)
2016 { 2432 {
2433
2017 if (part != RootPart) 2434 if (part != RootPart)
2018 part.SendFullUpdateToAllClients(); 2435 part.SendFullUpdateToAllClients();
2436
2019 } 2437 }
2020 } 2438 }
2439 lockPartsForRead(false);
2021 } 2440 }
2022 2441
2023 /// <summary> 2442 /// <summary>
@@ -2049,14 +2468,15 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2468 {
2050 if (IsDeleted) 2469 if (IsDeleted)
2051 return; 2470 return;
2052 2471
2053 lock (m_parts) 2472 lockPartsForRead(true);
2054 { 2473 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2474 foreach (SceneObjectPart part in m_parts.Values)
2056 { 2475 {
2057 part.SendTerseUpdateToAllClients(); 2476 part.SendTerseUpdateToAllClients();
2058 } 2477 }
2059 } 2478 }
2479 lockPartsForRead(false);
2060 } 2480 }
2061 2481
2062 #endregion 2482 #endregion
@@ -2070,16 +2490,18 @@ namespace OpenSim.Region.Framework.Scenes
2070 /// <returns>null if no child part with that linknum or child part</returns> 2490 /// <returns>null if no child part with that linknum or child part</returns>
2071 public SceneObjectPart GetLinkNumPart(int linknum) 2491 public SceneObjectPart GetLinkNumPart(int linknum)
2072 { 2492 {
2073 lock (m_parts) 2493 lockPartsForRead(true);
2074 { 2494 {
2075 foreach (SceneObjectPart part in m_parts.Values) 2495 foreach (SceneObjectPart part in m_parts.Values)
2076 { 2496 {
2077 if (part.LinkNum == linknum) 2497 if (part.LinkNum == linknum)
2078 { 2498 {
2499 lockPartsForRead(false);
2079 return part; 2500 return part;
2080 } 2501 }
2081 } 2502 }
2082 } 2503 }
2504 lockPartsForRead(false);
2083 2505
2084 return null; 2506 return null;
2085 } 2507 }
@@ -2105,17 +2527,19 @@ namespace OpenSim.Region.Framework.Scenes
2105 public SceneObjectPart GetChildPart(uint localID) 2527 public SceneObjectPart GetChildPart(uint localID)
2106 { 2528 {
2107 //m_log.DebugFormat("Entered looking for {0}", localID); 2529 //m_log.DebugFormat("Entered looking for {0}", localID);
2108 lock (m_parts) 2530 lockPartsForRead(true);
2109 { 2531 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2532 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2533 {
2112 //m_log.DebugFormat("Found {0}", part.LocalId); 2534 //m_log.DebugFormat("Found {0}", part.LocalId);
2113 if (part.LocalId == localID) 2535 if (part.LocalId == localID)
2114 { 2536 {
2537 lockPartsForRead(false);
2115 return part; 2538 return part;
2116 } 2539 }
2117 } 2540 }
2118 } 2541 }
2542 lockPartsForRead(false);
2119 2543
2120 return null; 2544 return null;
2121 } 2545 }
@@ -2146,17 +2570,19 @@ namespace OpenSim.Region.Framework.Scenes
2146 public bool HasChildPrim(uint localID) 2570 public bool HasChildPrim(uint localID)
2147 { 2571 {
2148 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2572 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2149 lock (m_parts) 2573 lockPartsForRead(true);
2150 { 2574 {
2151 foreach (SceneObjectPart part in m_parts.Values) 2575 foreach (SceneObjectPart part in m_parts.Values)
2152 { 2576 {
2153 //m_log.DebugFormat("Found {0}", part.LocalId); 2577 //m_log.DebugFormat("Found {0}", part.LocalId);
2154 if (part.LocalId == localID) 2578 if (part.LocalId == localID)
2155 { 2579 {
2580 lockPartsForRead(false);
2156 return true; 2581 return true;
2157 } 2582 }
2158 } 2583 }
2159 } 2584 }
2585 lockPartsForRead(false);
2160 2586
2161 return false; 2587 return false;
2162 } 2588 }
@@ -2206,53 +2632,57 @@ namespace OpenSim.Region.Framework.Scenes
2206 if (m_rootPart.LinkNum == 0) 2632 if (m_rootPart.LinkNum == 0)
2207 m_rootPart.LinkNum = 1; 2633 m_rootPart.LinkNum = 1;
2208 2634
2209 lock (m_parts) 2635 lockPartsForWrite(true);
2210 { 2636
2211 m_parts.Add(linkPart.UUID, linkPart); 2637 m_parts.Add(linkPart.UUID, linkPart);
2212 2638
2213 // Insert in terms of link numbers, the new links 2639 lockPartsForWrite(false);
2214 // before the current ones (with the exception of 2640
2215 // the root prim. Shuffle the old ones up 2641 // Insert in terms of link numbers, the new links
2216 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2642 // before the current ones (with the exception of
2643 // the root prim. Shuffle the old ones up
2644 lockPartsForRead(true);
2645 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2646 {
2647 if (kvp.Value.LinkNum != 1)
2217 { 2648 {
2218 if (kvp.Value.LinkNum != 1) 2649 // Don't update root prim link number
2219 { 2650 kvp.Value.LinkNum += objectGroup.PrimCount;
2220 // Don't update root prim link number
2221 kvp.Value.LinkNum += objectGroup.PrimCount;
2222 }
2223 } 2651 }
2652 }
2653 lockPartsForRead(false);
2224 2654
2225 linkPart.LinkNum = 2; 2655 linkPart.LinkNum = 2;
2226 2656
2227 linkPart.SetParent(this); 2657 linkPart.SetParent(this);
2228 linkPart.CreateSelected = true; 2658 linkPart.CreateSelected = true;
2229 2659
2230 //if (linkPart.PhysActor != null) 2660 //if (linkPart.PhysActor != null)
2231 //{ 2661 //{
2232 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2662 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2233 2663
2234 //linkPart.PhysActor = null; 2664 //linkPart.PhysActor = null;
2235 //} 2665 //}
2236 2666
2237 //TODO: rest of parts 2667 //TODO: rest of parts
2238 int linkNum = 3; 2668 int linkNum = 3;
2239 foreach (SceneObjectPart part in objectGroup.Children.Values) 2669 foreach (SceneObjectPart part in objectGroup.Children.Values)
2670 {
2671 if (part.UUID != objectGroup.m_rootPart.UUID)
2240 { 2672 {
2241 if (part.UUID != objectGroup.m_rootPart.UUID) 2673 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2242 {
2243 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2244 }
2245 part.ClearUndoState();
2246 } 2674 }
2675 part.ClearUndoState();
2247 } 2676 }
2248 2677
2249 m_scene.UnlinkSceneObject(objectGroup, true); 2678 m_scene.UnlinkSceneObject(objectGroup, true);
2250 objectGroup.m_isDeleted = true; 2679 objectGroup.m_isDeleted = true;
2680
2681 objectGroup.lockPartsForWrite(true);
2251 2682
2252 lock (objectGroup.m_parts) 2683 objectGroup.m_parts.Clear();
2253 { 2684
2254 objectGroup.m_parts.Clear(); 2685 objectGroup.lockPartsForWrite(false);
2255 }
2256 2686
2257 // Can't do this yet since backup still makes use of the root part without any synchronization 2687 // Can't do this yet since backup still makes use of the root part without any synchronization
2258// objectGroup.m_rootPart = null; 2688// objectGroup.m_rootPart = null;
@@ -2322,23 +2752,23 @@ namespace OpenSim.Region.Framework.Scenes
2322 Quaternion worldRot = linkPart.GetWorldRotation(); 2752 Quaternion worldRot = linkPart.GetWorldRotation();
2323 2753
2324 // Remove the part from this object 2754 // Remove the part from this object
2325 lock (m_parts) 2755 lockPartsForWrite(true);
2326 { 2756 {
2327 m_parts.Remove(linkPart.UUID); 2757 m_parts.Remove(linkPart.UUID);
2328 2758 }
2329 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2759 lockPartsForWrite(false);
2330 { 2760 lockPartsForRead(true);
2331 RootPart.LinkNum = 0; 2761 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2332 } 2762 RootPart.LinkNum = 0;
2333 else 2763 else
2764 {
2765 foreach (SceneObjectPart p in m_parts.Values)
2334 { 2766 {
2335 foreach (SceneObjectPart p in m_parts.Values) 2767 if (p.LinkNum > linkPart.LinkNum)
2336 { 2768 p.LinkNum--;
2337 if (p.LinkNum > linkPart.LinkNum)
2338 p.LinkNum--;
2339 }
2340 } 2769 }
2341 } 2770 }
2771 lockPartsForRead(false);
2342 2772
2343 linkPart.ParentID = 0; 2773 linkPart.ParentID = 0;
2344 linkPart.LinkNum = 0; 2774 linkPart.LinkNum = 0;
@@ -2382,6 +2812,8 @@ namespace OpenSim.Region.Framework.Scenes
2382 /// <param name="objectGroup"></param> 2812 /// <param name="objectGroup"></param>
2383 public virtual void DetachFromBackup() 2813 public virtual void DetachFromBackup()
2384 { 2814 {
2815 m_scene.SceneGraph.FireDetachFromBackup(this);
2816
2385 if (m_isBackedUp) 2817 if (m_isBackedUp)
2386 m_scene.EventManager.OnBackup -= ProcessBackup; 2818 m_scene.EventManager.OnBackup -= ProcessBackup;
2387 2819
@@ -2660,9 +3092,12 @@ namespace OpenSim.Region.Framework.Scenes
2660 3092
2661 if (selectionPart != null) 3093 if (selectionPart != null)
2662 { 3094 {
2663 lock (m_parts) 3095 lockPartsForRead(true);
3096 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3097 lockPartsForRead(false);
3098 foreach (SceneObjectPart part in parts)
2664 { 3099 {
2665 foreach (SceneObjectPart part in m_parts.Values) 3100 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2666 { 3101 {
2667 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3102 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2668 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3103 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2672,12 +3107,13 @@ namespace OpenSim.Region.Framework.Scenes
2672 break; 3107 break;
2673 } 3108 }
2674 } 3109 }
3110 }
2675 3111
2676 foreach (SceneObjectPart part in m_parts.Values) 3112 foreach (SceneObjectPart part in parts)
2677 { 3113 {
2678 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3114 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2679 }
2680 } 3115 }
3116
2681 } 3117 }
2682 } 3118 }
2683 3119
@@ -2690,6 +3126,17 @@ namespace OpenSim.Region.Framework.Scenes
2690 } 3126 }
2691 } 3127 }
2692 3128
3129
3130
3131 /// <summary>
3132 /// Gets the number of parts
3133 /// </summary>
3134 /// <returns></returns>
3135 public int GetPartCount()
3136 {
3137 return Children.Count;
3138 }
3139
2693 /// <summary> 3140 /// <summary>
2694 /// Get the parts of this scene object 3141 /// Get the parts of this scene object
2695 /// </summary> 3142 /// </summary>
@@ -2766,11 +3213,9 @@ namespace OpenSim.Region.Framework.Scenes
2766 scale.Y = m_scene.m_maxNonphys; 3213 scale.Y = m_scene.m_maxNonphys;
2767 if (scale.Z > m_scene.m_maxNonphys) 3214 if (scale.Z > m_scene.m_maxNonphys)
2768 scale.Z = m_scene.m_maxNonphys; 3215 scale.Z = m_scene.m_maxNonphys;
2769
2770 SceneObjectPart part = GetChildPart(localID); 3216 SceneObjectPart part = GetChildPart(localID);
2771 if (part != null) 3217 if (part != null)
2772 { 3218 {
2773 part.Resize(scale);
2774 if (part.PhysActor != null) 3219 if (part.PhysActor != null)
2775 { 3220 {
2776 if (part.PhysActor.IsPhysical) 3221 if (part.PhysActor.IsPhysical)
@@ -2785,7 +3230,7 @@ namespace OpenSim.Region.Framework.Scenes
2785 part.PhysActor.Size = scale; 3230 part.PhysActor.Size = scale;
2786 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3231 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2787 } 3232 }
2788 //if (part.UUID != m_rootPart.UUID) 3233 part.Resize(scale);
2789 3234
2790 HasGroupChanged = true; 3235 HasGroupChanged = true;
2791 ScheduleGroupForFullUpdate(); 3236 ScheduleGroupForFullUpdate();
@@ -2807,7 +3252,6 @@ namespace OpenSim.Region.Framework.Scenes
2807 SceneObjectPart part = GetChildPart(localID); 3252 SceneObjectPart part = GetChildPart(localID);
2808 if (part != null) 3253 if (part != null)
2809 { 3254 {
2810 part.IgnoreUndoUpdate = true;
2811 if (scale.X > m_scene.m_maxNonphys) 3255 if (scale.X > m_scene.m_maxNonphys)
2812 scale.X = m_scene.m_maxNonphys; 3256 scale.X = m_scene.m_maxNonphys;
2813 if (scale.Y > m_scene.m_maxNonphys) 3257 if (scale.Y > m_scene.m_maxNonphys)
@@ -2827,94 +3271,100 @@ namespace OpenSim.Region.Framework.Scenes
2827 float y = (scale.Y / part.Scale.Y); 3271 float y = (scale.Y / part.Scale.Y);
2828 float z = (scale.Z / part.Scale.Z); 3272 float z = (scale.Z / part.Scale.Z);
2829 3273
2830 lock (m_parts) 3274 lockPartsForRead(true);
3275 if (x > 1.0f || y > 1.0f || z > 1.0f)
2831 { 3276 {
2832 if (x > 1.0f || y > 1.0f || z > 1.0f) 3277 foreach (SceneObjectPart obPart in m_parts.Values)
2833 { 3278 {
2834 foreach (SceneObjectPart obPart in m_parts.Values) 3279 if (obPart.UUID != m_rootPart.UUID)
2835 { 3280 {
2836 if (obPart.UUID != m_rootPart.UUID) 3281 Vector3 oldSize = new Vector3(obPart.Scale);
2837 { 3282 obPart.IgnoreUndoUpdate = true;
2838 obPart.IgnoreUndoUpdate = true;
2839 Vector3 oldSize = new Vector3(obPart.Scale);
2840 3283
2841 float f = 1.0f; 3284 float f = 1.0f;
2842 float a = 1.0f; 3285 float a = 1.0f;
2843 3286
2844 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3287 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3288 {
3289 if (oldSize.X*x > m_scene.m_maxPhys)
2845 { 3290 {
2846 if (oldSize.X*x > m_scene.m_maxPhys) 3291 f = m_scene.m_maxPhys / oldSize.X;
2847 { 3292 a = f / x;
2848 f = m_scene.m_maxPhys / oldSize.X; 3293 x *= a;
2849 a = f / x; 3294 y *= a;
2850 x *= a; 3295 z *= a;
2851 y *= a;
2852 z *= a;
2853 }
2854 if (oldSize.Y*y > m_scene.m_maxPhys)
2855 {
2856 f = m_scene.m_maxPhys / oldSize.Y;
2857 a = f / y;
2858 x *= a;
2859 y *= a;
2860 z *= a;
2861 }
2862 if (oldSize.Z*z > m_scene.m_maxPhys)
2863 {
2864 f = m_scene.m_maxPhys / oldSize.Z;
2865 a = f / z;
2866 x *= a;
2867 y *= a;
2868 z *= a;
2869 }
2870 } 3296 }
2871 else 3297 if (oldSize.Y*y > m_scene.m_maxPhys)
3298 {
3299 f = m_scene.m_maxPhys / oldSize.Y;
3300 a = f / y;
3301 x *= a;
3302 y *= a;
3303 z *= a;
3304 }
3305 if (oldSize.Z*z > m_scene.m_maxPhys)
2872 { 3306 {
2873 if (oldSize.X*x > m_scene.m_maxNonphys) 3307 f = m_scene.m_maxPhys / oldSize.Z;
2874 { 3308 a = f / z;
2875 f = m_scene.m_maxNonphys / oldSize.X; 3309 x *= a;
2876 a = f / x; 3310 y *= a;
2877 x *= a; 3311 z *= a;
2878 y *= a;
2879 z *= a;
2880 }
2881 if (oldSize.Y*y > m_scene.m_maxNonphys)
2882 {
2883 f = m_scene.m_maxNonphys / oldSize.Y;
2884 a = f / y;
2885 x *= a;
2886 y *= a;
2887 z *= a;
2888 }
2889 if (oldSize.Z*z > m_scene.m_maxNonphys)
2890 {
2891 f = m_scene.m_maxNonphys / oldSize.Z;
2892 a = f / z;
2893 x *= a;
2894 y *= a;
2895 z *= a;
2896 }
2897 } 3312 }
2898 obPart.IgnoreUndoUpdate = false; 3313 }
2899 obPart.StoreUndoState(); 3314 else
3315 {
3316 if (oldSize.X*x > m_scene.m_maxNonphys)
3317 {
3318 f = m_scene.m_maxNonphys / oldSize.X;
3319 a = f / x;
3320 x *= a;
3321 y *= a;
3322 z *= a;
3323 }
3324 if (oldSize.Y*y > m_scene.m_maxNonphys)
3325 {
3326 f = m_scene.m_maxNonphys / oldSize.Y;
3327 a = f / y;
3328 x *= a;
3329 y *= a;
3330 z *= a;
3331 }
3332 if (oldSize.Z*z > m_scene.m_maxNonphys)
3333 {
3334 f = m_scene.m_maxNonphys / oldSize.Z;
3335 a = f / z;
3336 x *= a;
3337 y *= a;
3338 z *= a;
3339 }
3340
2900 } 3341 }
2901 } 3342 }
2902 } 3343 }
2903 } 3344 }
3345 lockPartsForRead(false);
2904 3346
2905 Vector3 prevScale = part.Scale; 3347 Vector3 prevScale = part.Scale;
2906 prevScale.X *= x; 3348 prevScale.X *= x;
2907 prevScale.Y *= y; 3349 prevScale.Y *= y;
2908 prevScale.Z *= z; 3350 prevScale.Z *= z;;
3351
3352 part.IgnoreUndoUpdate = false;
3353 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3354 part.IgnoreUndoUpdate = true;
2909 part.Resize(prevScale); 3355 part.Resize(prevScale);
3356 part.IgnoreUndoUpdate = false;
2910 3357
2911 lock (m_parts) 3358 lockPartsForRead(true);
2912 { 3359 {
2913 foreach (SceneObjectPart obPart in m_parts.Values) 3360 foreach (SceneObjectPart obPart in m_parts.Values)
2914 { 3361 {
2915 obPart.IgnoreUndoUpdate = true;
2916 if (obPart.UUID != m_rootPart.UUID) 3362 if (obPart.UUID != m_rootPart.UUID)
2917 { 3363 {
3364 obPart.IgnoreUndoUpdate = false;
3365 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3366 obPart.IgnoreUndoUpdate = true;
3367
2918 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3368 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2919 currentpos.X *= x; 3369 currentpos.X *= x;
2920 currentpos.Y *= y; 3370 currentpos.Y *= y;
@@ -2927,9 +3377,9 @@ namespace OpenSim.Region.Framework.Scenes
2927 obPart.UpdateOffSet(currentpos); 3377 obPart.UpdateOffSet(currentpos);
2928 } 3378 }
2929 obPart.IgnoreUndoUpdate = false; 3379 obPart.IgnoreUndoUpdate = false;
2930 obPart.StoreUndoState();
2931 } 3380 }
2932 } 3381 }
3382 lockPartsForRead(false);
2933 3383
2934 if (part.PhysActor != null) 3384 if (part.PhysActor != null)
2935 { 3385 {
@@ -2938,7 +3388,6 @@ namespace OpenSim.Region.Framework.Scenes
2938 } 3388 }
2939 3389
2940 part.IgnoreUndoUpdate = false; 3390 part.IgnoreUndoUpdate = false;
2941 part.StoreUndoState();
2942 HasGroupChanged = true; 3391 HasGroupChanged = true;
2943 ScheduleGroupForTerseUpdate(); 3392 ScheduleGroupForTerseUpdate();
2944 } 3393 }
@@ -2954,14 +3403,11 @@ namespace OpenSim.Region.Framework.Scenes
2954 /// <param name="pos"></param> 3403 /// <param name="pos"></param>
2955 public void UpdateGroupPosition(Vector3 pos) 3404 public void UpdateGroupPosition(Vector3 pos)
2956 { 3405 {
2957 foreach (SceneObjectPart part in Children.Values)
2958 {
2959 part.StoreUndoState();
2960 }
2961 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3406 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2962 { 3407 {
2963 if (IsAttachment) 3408 if (IsAttachment)
2964 { 3409 {
3410 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2965 m_rootPart.AttachedPos = pos; 3411 m_rootPart.AttachedPos = pos;
2966 } 3412 }
2967 if (RootPart.GetStatusSandbox()) 3413 if (RootPart.GetStatusSandbox())
@@ -2994,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
2994 SceneObjectPart part = GetChildPart(localID); 3440 SceneObjectPart part = GetChildPart(localID);
2995 foreach (SceneObjectPart parts in Children.Values) 3441 foreach (SceneObjectPart parts in Children.Values)
2996 { 3442 {
2997 parts.StoreUndoState(); 3443 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
2998 } 3444 }
2999 if (part != null) 3445 if (part != null)
3000 { 3446 {
@@ -3019,7 +3465,7 @@ namespace OpenSim.Region.Framework.Scenes
3019 { 3465 {
3020 foreach (SceneObjectPart part in Children.Values) 3466 foreach (SceneObjectPart part in Children.Values)
3021 { 3467 {
3022 part.StoreUndoState(); 3468 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3023 } 3469 }
3024 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3470 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3025 Vector3 oldPos = 3471 Vector3 oldPos =
@@ -3032,7 +3478,7 @@ namespace OpenSim.Region.Framework.Scenes
3032 axDiff *= Quaternion.Inverse(partRotation); 3478 axDiff *= Quaternion.Inverse(partRotation);
3033 diff = axDiff; 3479 diff = axDiff;
3034 3480
3035 lock (m_parts) 3481 lockPartsForRead(true);
3036 { 3482 {
3037 foreach (SceneObjectPart obPart in m_parts.Values) 3483 foreach (SceneObjectPart obPart in m_parts.Values)
3038 { 3484 {
@@ -3042,11 +3488,29 @@ namespace OpenSim.Region.Framework.Scenes
3042 } 3488 }
3043 } 3489 }
3044 } 3490 }
3491 lockPartsForRead(false);
3045 3492
3046 AbsolutePosition = newPos; 3493 //We have to set undoing here because otherwise an undo state will be saved
3494 if (!m_rootPart.Undoing)
3495 {
3496 m_rootPart.Undoing = true;
3497 AbsolutePosition = newPos;
3498 m_rootPart.Undoing = false;
3499 }
3500 else
3501 {
3502 AbsolutePosition = newPos;
3503 }
3047 3504
3048 HasGroupChanged = true; 3505 HasGroupChanged = true;
3049 ScheduleGroupForTerseUpdate(); 3506 if (m_rootPart.Undoing)
3507 {
3508 ScheduleGroupForFullUpdate();
3509 }
3510 else
3511 {
3512 ScheduleGroupForTerseUpdate();
3513 }
3050 } 3514 }
3051 3515
3052 public void OffsetForNewRegion(Vector3 offset) 3516 public void OffsetForNewRegion(Vector3 offset)
@@ -3066,7 +3530,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 { 3530 {
3067 foreach (SceneObjectPart parts in Children.Values) 3531 foreach (SceneObjectPart parts in Children.Values)
3068 { 3532 {
3069 parts.StoreUndoState(); 3533 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3070 } 3534 }
3071 m_rootPart.UpdateRotation(rot); 3535 m_rootPart.UpdateRotation(rot);
3072 3536
@@ -3090,7 +3554,7 @@ namespace OpenSim.Region.Framework.Scenes
3090 { 3554 {
3091 foreach (SceneObjectPart parts in Children.Values) 3555 foreach (SceneObjectPart parts in Children.Values)
3092 { 3556 {
3093 parts.StoreUndoState(); 3557 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3094 } 3558 }
3095 m_rootPart.UpdateRotation(rot); 3559 m_rootPart.UpdateRotation(rot);
3096 3560
@@ -3117,7 +3581,7 @@ namespace OpenSim.Region.Framework.Scenes
3117 SceneObjectPart part = GetChildPart(localID); 3581 SceneObjectPart part = GetChildPart(localID);
3118 foreach (SceneObjectPart parts in Children.Values) 3582 foreach (SceneObjectPart parts in Children.Values)
3119 { 3583 {
3120 parts.StoreUndoState(); 3584 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3121 } 3585 }
3122 if (part != null) 3586 if (part != null)
3123 { 3587 {
@@ -3145,15 +3609,24 @@ namespace OpenSim.Region.Framework.Scenes
3145 if (part.UUID == m_rootPart.UUID) 3609 if (part.UUID == m_rootPart.UUID)
3146 { 3610 {
3147 UpdateRootRotation(rot); 3611 UpdateRootRotation(rot);
3148 AbsolutePosition = pos; 3612 if (!m_rootPart.Undoing)
3613 {
3614 m_rootPart.Undoing = true;
3615 AbsolutePosition = pos;
3616 m_rootPart.Undoing = false;
3617 }
3618 else
3619 {
3620 AbsolutePosition = pos;
3621 }
3149 } 3622 }
3150 else 3623 else
3151 { 3624 {
3625 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 part.IgnoreUndoUpdate = true; 3626 part.IgnoreUndoUpdate = true;
3153 part.UpdateRotation(rot); 3627 part.UpdateRotation(rot);
3154 part.OffsetPosition = pos; 3628 part.OffsetPosition = pos;
3155 part.IgnoreUndoUpdate = false; 3629 part.IgnoreUndoUpdate = false;
3156 part.StoreUndoState();
3157 } 3630 }
3158 } 3631 }
3159 } 3632 }
@@ -3167,7 +3640,13 @@ namespace OpenSim.Region.Framework.Scenes
3167 Quaternion axRot = rot; 3640 Quaternion axRot = rot;
3168 Quaternion oldParentRot = m_rootPart.RotationOffset; 3641 Quaternion oldParentRot = m_rootPart.RotationOffset;
3169 3642
3170 m_rootPart.StoreUndoState(); 3643 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3644 bool cancelUndo = false;
3645 if (!m_rootPart.Undoing)
3646 {
3647 m_rootPart.Undoing = true;
3648 cancelUndo = true;
3649 }
3171 m_rootPart.UpdateRotation(rot); 3650 m_rootPart.UpdateRotation(rot);
3172 if (m_rootPart.PhysActor != null) 3651 if (m_rootPart.PhysActor != null)
3173 { 3652 {
@@ -3175,33 +3654,31 @@ namespace OpenSim.Region.Framework.Scenes
3175 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3654 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3176 } 3655 }
3177 3656
3178 lock (m_parts) 3657 lockPartsForRead(true);
3658
3659 foreach (SceneObjectPart prim in m_parts.Values)
3179 { 3660 {
3180 foreach (SceneObjectPart prim in m_parts.Values) 3661 if (prim.UUID != m_rootPart.UUID)
3181 { 3662 {
3182 if (prim.UUID != m_rootPart.UUID) 3663 prim.IgnoreUndoUpdate = true;
3183 { 3664 Vector3 axPos = prim.OffsetPosition;
3184 prim.IgnoreUndoUpdate = true; 3665 axPos *= oldParentRot;
3185 Vector3 axPos = prim.OffsetPosition; 3666 axPos *= Quaternion.Inverse(axRot);
3186 axPos *= oldParentRot; 3667 prim.OffsetPosition = axPos;
3187 axPos *= Quaternion.Inverse(axRot); 3668 Quaternion primsRot = prim.RotationOffset;
3188 prim.OffsetPosition = axPos; 3669 Quaternion newRot = primsRot * oldParentRot;
3189 Quaternion primsRot = prim.RotationOffset; 3670 newRot *= Quaternion.Inverse(axRot);
3190 Quaternion newRot = primsRot * oldParentRot; 3671 prim.RotationOffset = newRot;
3191 newRot *= Quaternion.Inverse(axRot); 3672 prim.ScheduleTerseUpdate();
3192 prim.RotationOffset = newRot; 3673 prim.IgnoreUndoUpdate = false;
3193 prim.ScheduleTerseUpdate();
3194 }
3195 } 3674 }
3196 } 3675 }
3197 foreach (SceneObjectPart childpart in Children.Values) 3676 if (cancelUndo == true)
3198 { 3677 {
3199 if (childpart != m_rootPart) 3678 m_rootPart.Undoing = false;
3200 {
3201 childpart.IgnoreUndoUpdate = false;
3202 childpart.StoreUndoState();
3203 }
3204 } 3679 }
3680 lockPartsForRead(false);
3681
3205 m_rootPart.ScheduleTerseUpdate(); 3682 m_rootPart.ScheduleTerseUpdate();
3206 } 3683 }
3207 3684
@@ -3323,7 +3800,7 @@ namespace OpenSim.Region.Framework.Scenes
3323 if (atTargets.Count > 0) 3800 if (atTargets.Count > 0)
3324 { 3801 {
3325 uint[] localids = new uint[0]; 3802 uint[] localids = new uint[0];
3326 lock (m_parts) 3803 lockPartsForRead(true);
3327 { 3804 {
3328 localids = new uint[m_parts.Count]; 3805 localids = new uint[m_parts.Count];
3329 int cntr = 0; 3806 int cntr = 0;
@@ -3333,6 +3810,7 @@ namespace OpenSim.Region.Framework.Scenes
3333 cntr++; 3810 cntr++;
3334 } 3811 }
3335 } 3812 }
3813 lockPartsForRead(false);
3336 3814
3337 for (int ctr = 0; ctr < localids.Length; ctr++) 3815 for (int ctr = 0; ctr < localids.Length; ctr++)
3338 { 3816 {
@@ -3351,7 +3829,7 @@ namespace OpenSim.Region.Framework.Scenes
3351 { 3829 {
3352 //trigger not_at_target 3830 //trigger not_at_target
3353 uint[] localids = new uint[0]; 3831 uint[] localids = new uint[0];
3354 lock (m_parts) 3832 lockPartsForRead(true);
3355 { 3833 {
3356 localids = new uint[m_parts.Count]; 3834 localids = new uint[m_parts.Count];
3357 int cntr = 0; 3835 int cntr = 0;
@@ -3361,7 +3839,8 @@ namespace OpenSim.Region.Framework.Scenes
3361 cntr++; 3839 cntr++;
3362 } 3840 }
3363 } 3841 }
3364 3842 lockPartsForRead(false);
3843
3365 for (int ctr = 0; ctr < localids.Length; ctr++) 3844 for (int ctr = 0; ctr < localids.Length; ctr++)
3366 { 3845 {
3367 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3846 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3402,7 +3881,8 @@ namespace OpenSim.Region.Framework.Scenes
3402 if (atRotTargets.Count > 0) 3881 if (atRotTargets.Count > 0)
3403 { 3882 {
3404 uint[] localids = new uint[0]; 3883 uint[] localids = new uint[0];
3405 lock (m_parts) 3884 lockPartsForRead(true);
3885 try
3406 { 3886 {
3407 localids = new uint[m_parts.Count]; 3887 localids = new uint[m_parts.Count];
3408 int cntr = 0; 3888 int cntr = 0;
@@ -3412,6 +3892,10 @@ namespace OpenSim.Region.Framework.Scenes
3412 cntr++; 3892 cntr++;
3413 } 3893 }
3414 } 3894 }
3895 finally
3896 {
3897 lockPartsForRead(false);
3898 }
3415 3899
3416 for (int ctr = 0; ctr < localids.Length; ctr++) 3900 for (int ctr = 0; ctr < localids.Length; ctr++)
3417 { 3901 {
@@ -3430,7 +3914,8 @@ namespace OpenSim.Region.Framework.Scenes
3430 { 3914 {
3431 //trigger not_at_target 3915 //trigger not_at_target
3432 uint[] localids = new uint[0]; 3916 uint[] localids = new uint[0];
3433 lock (m_parts) 3917 lockPartsForRead(true);
3918 try
3434 { 3919 {
3435 localids = new uint[m_parts.Count]; 3920 localids = new uint[m_parts.Count];
3436 int cntr = 0; 3921 int cntr = 0;
@@ -3440,6 +3925,10 @@ namespace OpenSim.Region.Framework.Scenes
3440 cntr++; 3925 cntr++;
3441 } 3926 }
3442 } 3927 }
3928 finally
3929 {
3930 lockPartsForRead(false);
3931 }
3443 3932
3444 for (int ctr = 0; ctr < localids.Length; ctr++) 3933 for (int ctr = 0; ctr < localids.Length; ctr++)
3445 { 3934 {
@@ -3453,19 +3942,20 @@ namespace OpenSim.Region.Framework.Scenes
3453 public float GetMass() 3942 public float GetMass()
3454 { 3943 {
3455 float retmass = 0f; 3944 float retmass = 0f;
3456 lock (m_parts) 3945 lockPartsForRead(true);
3457 { 3946 {
3458 foreach (SceneObjectPart part in m_parts.Values) 3947 foreach (SceneObjectPart part in m_parts.Values)
3459 { 3948 {
3460 retmass += part.GetMass(); 3949 retmass += part.GetMass();
3461 } 3950 }
3462 } 3951 }
3952 lockPartsForRead(false);
3463 return retmass; 3953 return retmass;
3464 } 3954 }
3465 3955
3466 public void CheckSculptAndLoad() 3956 public void CheckSculptAndLoad()
3467 { 3957 {
3468 lock (m_parts) 3958 lockPartsForRead(true);
3469 { 3959 {
3470 if (!IsDeleted) 3960 if (!IsDeleted)
3471 { 3961 {
@@ -3490,6 +3980,7 @@ namespace OpenSim.Region.Framework.Scenes
3490 } 3980 }
3491 } 3981 }
3492 } 3982 }
3983 lockPartsForRead(false);
3493 } 3984 }
3494 3985
3495 protected void AssetReceived(string id, Object sender, AssetBase asset) 3986 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3510,7 +4001,7 @@ namespace OpenSim.Region.Framework.Scenes
3510 /// <param name="client"></param> 4001 /// <param name="client"></param>
3511 public void SetGroup(UUID GroupID, IClientAPI client) 4002 public void SetGroup(UUID GroupID, IClientAPI client)
3512 { 4003 {
3513 lock (m_parts) 4004 lockPartsForRead(true);
3514 { 4005 {
3515 foreach (SceneObjectPart part in m_parts.Values) 4006 foreach (SceneObjectPart part in m_parts.Values)
3516 { 4007 {
@@ -3520,6 +4011,7 @@ namespace OpenSim.Region.Framework.Scenes
3520 4011
3521 HasGroupChanged = true; 4012 HasGroupChanged = true;
3522 } 4013 }
4014 lockPartsForRead(false);
3523 4015
3524 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4016 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3525 // for the same object with very different properties. The caller must schedule the update. 4017 // for the same object with very different properties. The caller must schedule the update.
@@ -3541,11 +4033,12 @@ namespace OpenSim.Region.Framework.Scenes
3541 4033
3542 public void SetAttachmentPoint(byte point) 4034 public void SetAttachmentPoint(byte point)
3543 { 4035 {
3544 lock (m_parts) 4036 lockPartsForRead(true);
3545 { 4037 {
3546 foreach (SceneObjectPart part in m_parts.Values) 4038 foreach (SceneObjectPart part in m_parts.Values)
3547 part.SetAttachmentPoint(point); 4039 part.SetAttachmentPoint(point);
3548 } 4040 }
4041 lockPartsForRead(false);
3549 } 4042 }
3550 4043
3551 #region ISceneObject 4044 #region ISceneObject
@@ -3579,6 +4072,14 @@ namespace OpenSim.Region.Framework.Scenes
3579 SetFromItemID(uuid); 4072 SetFromItemID(uuid);
3580 } 4073 }
3581 4074
4075 public void ResetOwnerChangeFlag()
4076 {
4077 ForEachPart(delegate(SceneObjectPart part)
4078 {
4079 part.ResetOwnerChangeFlag();
4080 });
4081 }
4082
3582 #endregion 4083 #endregion
3583 } 4084 }
3584} 4085}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 024bdc9..5c4a2a3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -618,14 +632,12 @@ namespace OpenSim.Region.Framework.Scenes
618 set { m_LoopSoundSlavePrims = value; } 632 set { m_LoopSoundSlavePrims = value; }
619 } 633 }
620 634
621 [XmlIgnore]
622 public Byte[] TextureAnimation 635 public Byte[] TextureAnimation
623 { 636 {
624 get { return m_TextureAnimation; } 637 get { return m_TextureAnimation; }
625 set { m_TextureAnimation = value; } 638 set { m_TextureAnimation = value; }
626 } 639 }
627 640
628 [XmlIgnore]
629 public Byte[] ParticleSystem 641 public Byte[] ParticleSystem
630 { 642 {
631 get { return m_particleSystem; } 643 get { return m_particleSystem; }
@@ -679,7 +691,6 @@ namespace OpenSim.Region.Framework.Scenes
679 set 691 set
680 { 692 {
681 m_groupPosition = value; 693 m_groupPosition = value;
682
683 PhysicsActor actor = PhysActor; 694 PhysicsActor actor = PhysActor;
684 if (actor != null) 695 if (actor != null)
685 { 696 {
@@ -699,25 +710,13 @@ namespace OpenSim.Region.Framework.Scenes
699 710
700 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
701 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
713
702 } 714 }
703 catch (Exception e) 715 catch (Exception e)
704 { 716 {
705 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 717 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
706 } 718 }
707 } 719 }
708
709 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
710 if (m_sitTargetAvatar != UUID.Zero)
711 {
712 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
713 {
714 ScenePresence avatar;
715 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
716 {
717 avatar.ParentPosition = GetWorldPosition();
718 }
719 }
720 }
721 } 720 }
722 } 721 }
723 722
@@ -726,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 725 get { return m_offsetPosition; }
727 set 726 set
728 { 727 {
729 StoreUndoState(); 728 Vector3 oldpos = m_offsetPosition;
729 StoreUndoState(UndoType.STATE_PRIM_POSITION);
730 m_offsetPosition = value; 730 m_offsetPosition = value;
731 731
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 732 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -740,7 +740,22 @@ namespace OpenSim.Region.Framework.Scenes
740 // Tell the physics engines that this prim changed. 740 // Tell the physics engines that this prim changed.
741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
742 } 742 }
743
744 if (!m_parentGroup.m_dupeInProgress)
745 {
746 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
747 foreach (ScenePresence av in avs)
748 {
749 if (av.LinkedPrim == m_uuid)
750 {
751 Vector3 offset = (m_offsetPosition - oldpos);
752 av.OffsetPosition += offset;
753 av.SendFullUpdateToAllClients();
754 }
755 }
756 }
743 } 757 }
758 TriggerScriptChangedEvent(Changed.POSITION);
744 } 759 }
745 } 760 }
746 761
@@ -782,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes
782 797
783 set 798 set
784 { 799 {
785 StoreUndoState(); 800 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
786 m_rotationOffset = value; 801 m_rotationOffset = value;
787 802
788 PhysicsActor actor = PhysActor; 803 PhysicsActor actor = PhysActor;
@@ -866,7 +881,16 @@ namespace OpenSim.Region.Framework.Scenes
866 /// <summary></summary> 881 /// <summary></summary>
867 public Vector3 Acceleration 882 public Vector3 Acceleration
868 { 883 {
869 get { return m_acceleration; } 884 get
885 {
886 PhysicsActor actor = PhysActor;
887 if (actor != null)
888 {
889 m_acceleration = actor.Acceleration;
890 }
891 return m_acceleration;
892 }
893
870 set { m_acceleration = value; } 894 set { m_acceleration = value; }
871 } 895 }
872 896
@@ -971,7 +995,7 @@ namespace OpenSim.Region.Framework.Scenes
971 get { return m_shape.Scale; } 995 get { return m_shape.Scale; }
972 set 996 set
973 { 997 {
974 StoreUndoState(); 998 StoreUndoState(UndoType.STATE_PRIM_SCALE);
975 if (m_shape != null) 999 if (m_shape != null)
976 { 1000 {
977 m_shape.Scale = value; 1001 m_shape.Scale = value;
@@ -1041,7 +1065,8 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (IsAttachment) 1065 if (IsAttachment)
1042 return GroupPosition; 1066 return GroupPosition;
1043 1067
1044 return m_offsetPosition + m_groupPosition; } 1068// return m_offsetPosition + m_groupPosition; }
1069 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1045 } 1070 }
1046 1071
1047 public SceneObjectGroup ParentGroup 1072 public SceneObjectGroup ParentGroup
@@ -1200,6 +1225,13 @@ namespace OpenSim.Region.Framework.Scenes
1200 _flags = value; 1225 _flags = value;
1201 } 1226 }
1202 } 1227 }
1228
1229 [XmlIgnore]
1230 public bool IsOccupied // KF If an av is sittingon this prim
1231 {
1232 get { return m_occupied; }
1233 set { m_occupied = value; }
1234 }
1203 1235
1204 [XmlIgnore] 1236 [XmlIgnore]
1205 public UUID SitTargetAvatar 1237 public UUID SitTargetAvatar
@@ -1275,14 +1307,6 @@ namespace OpenSim.Region.Framework.Scenes
1275 } 1307 }
1276 } 1308 }
1277 1309
1278 /// <summary>
1279 /// Clear all pending updates of parts to clients
1280 /// </summary>
1281 private void ClearUpdateSchedule()
1282 {
1283 m_updateFlag = 0;
1284 }
1285
1286 private void SendObjectPropertiesToClient(UUID AgentID) 1310 private void SendObjectPropertiesToClient(UUID AgentID)
1287 { 1311 {
1288 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1312 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1533,14 +1557,21 @@ namespace OpenSim.Region.Framework.Scenes
1533 // or flexible 1557 // or flexible
1534 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1558 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1535 { 1559 {
1536 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1560 try
1537 Name, 1561 {
1538 Shape, 1562 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1539 AbsolutePosition, 1563 Name,
1540 Scale, 1564 Shape,
1541 RotationOffset, 1565 AbsolutePosition,
1542 RigidBody); 1566 Scale,
1543 1567 RotationOffset,
1568 RigidBody);
1569 }
1570 catch
1571 {
1572 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1573 PhysActor = null;
1574 }
1544 // Basic Physics returns null.. joy joy joy. 1575 // Basic Physics returns null.. joy joy joy.
1545 if (PhysActor != null) 1576 if (PhysActor != null)
1546 { 1577 {
@@ -1568,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1568 { 1599 {
1569 m_redo.Clear(); 1600 m_redo.Clear();
1570 } 1601 }
1571 StoreUndoState(); 1602 StoreUndoState(UndoType.STATE_ALL);
1572 } 1603 }
1573 1604
1574 public byte ConvertScriptUintToByte(uint indata) 1605 public byte ConvertScriptUintToByte(uint indata)
@@ -1680,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1680 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1711 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1681 part.Shape = shape; 1712 part.Shape = shape;
1682 1713
1683 part.Name = "Primitive"; 1714 part.Name = "Object";
1684 part._ownerID = UUID.Random(); 1715 part._ownerID = UUID.Random();
1685 1716
1686 return part; 1717 return part;
@@ -2040,12 +2071,17 @@ namespace OpenSim.Region.Framework.Scenes
2040 public Vector3 GetWorldPosition() 2071 public Vector3 GetWorldPosition()
2041 { 2072 {
2042 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2073 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2043
2044 Vector3 axPos = OffsetPosition; 2074 Vector3 axPos = OffsetPosition;
2045
2046 axPos *= parentRot; 2075 axPos *= parentRot;
2047 Vector3 translationOffsetPosition = axPos; 2076 Vector3 translationOffsetPosition = axPos;
2048 return GroupPosition + translationOffsetPosition; 2077 if(_parentID == 0)
2078 {
2079 return GroupPosition;
2080 }
2081 else
2082 {
2083 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2084 }
2049 } 2085 }
2050 2086
2051 /// <summary> 2087 /// <summary>
@@ -2056,7 +2092,7 @@ namespace OpenSim.Region.Framework.Scenes
2056 { 2092 {
2057 Quaternion newRot; 2093 Quaternion newRot;
2058 2094
2059 if (this.LinkNum == 0) 2095 if (this.LinkNum < 2) //KF Single or root prim
2060 { 2096 {
2061 newRot = RotationOffset; 2097 newRot = RotationOffset;
2062 } 2098 }
@@ -2702,17 +2738,18 @@ namespace OpenSim.Region.Framework.Scenes
2702 //Trys to fetch sound id from prim's inventory. 2738 //Trys to fetch sound id from prim's inventory.
2703 //Prim's inventory doesn't support non script items yet 2739 //Prim's inventory doesn't support non script items yet
2704 2740
2705 lock (TaskInventory) 2741 TaskInventory.LockItemsForRead(true);
2742
2743 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2706 { 2744 {
2707 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2745 if (item.Value.Name == sound)
2708 { 2746 {
2709 if (item.Value.Name == sound) 2747 soundID = item.Value.ItemID;
2710 { 2748 break;
2711 soundID = item.Value.ItemID;
2712 break;
2713 }
2714 } 2749 }
2715 } 2750 }
2751
2752 TaskInventory.LockItemsForRead(false);
2716 } 2753 }
2717 2754
2718 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2755 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2771,7 +2808,7 @@ namespace OpenSim.Region.Framework.Scenes
2771 /// <param name="scale"></param> 2808 /// <param name="scale"></param>
2772 public void Resize(Vector3 scale) 2809 public void Resize(Vector3 scale)
2773 { 2810 {
2774 StoreUndoState(); 2811 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2775 m_shape.Scale = scale; 2812 m_shape.Scale = scale;
2776 2813
2777 ParentGroup.HasGroupChanged = true; 2814 ParentGroup.HasGroupChanged = true;
@@ -2780,38 +2817,7 @@ namespace OpenSim.Region.Framework.Scenes
2780 2817
2781 public void RotLookAt(Quaternion target, float strength, float damping) 2818 public void RotLookAt(Quaternion target, float strength, float damping)
2782 { 2819 {
2783 rotLookAt(target, strength, damping); 2820 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2784 }
2785
2786 public void rotLookAt(Quaternion target, float strength, float damping)
2787 {
2788 if (IsAttachment)
2789 {
2790 /*
2791 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2792 if (avatar != null)
2793 {
2794 Rotate the Av?
2795 } */
2796 }
2797 else
2798 {
2799 APIDDamp = damping;
2800 APIDStrength = strength;
2801 APIDTarget = target;
2802 }
2803 }
2804
2805 public void startLookAt(Quaternion rot, float damp, float strength)
2806 {
2807 APIDDamp = damp;
2808 APIDStrength = strength;
2809 APIDTarget = rot;
2810 }
2811
2812 public void stopLookAt()
2813 {
2814 APIDTarget = Quaternion.Identity;
2815 } 2821 }
2816 2822
2817 /// <summary> 2823 /// <summary>
@@ -2823,7 +2829,10 @@ namespace OpenSim.Region.Framework.Scenes
2823 2829
2824 if (m_parentGroup != null) 2830 if (m_parentGroup != null)
2825 { 2831 {
2826 m_parentGroup.QueueForUpdateCheck(); 2832 if (!m_parentGroup.areUpdatesSuspended)
2833 {
2834 m_parentGroup.QueueForUpdateCheck();
2835 }
2827 } 2836 }
2828 2837
2829 int timeNow = Util.UnixTimeSinceEpoch(); 2838 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3040,8 +3049,8 @@ namespace OpenSim.Region.Framework.Scenes
3040 { 3049 {
3041 const float ROTATION_TOLERANCE = 0.01f; 3050 const float ROTATION_TOLERANCE = 0.01f;
3042 const float VELOCITY_TOLERANCE = 0.001f; 3051 const float VELOCITY_TOLERANCE = 0.001f;
3043 const float POSITION_TOLERANCE = 0.05f; 3052 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3044 const int TIME_MS_TOLERANCE = 3000; 3053 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3045 3054
3046 if (m_updateFlag == 1) 3055 if (m_updateFlag == 1)
3047 { 3056 {
@@ -3055,7 +3064,7 @@ namespace OpenSim.Region.Framework.Scenes
3055 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3064 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3056 { 3065 {
3057 AddTerseUpdateToAllAvatars(); 3066 AddTerseUpdateToAllAvatars();
3058 ClearUpdateSchedule(); 3067
3059 3068
3060 // This causes the Scene to 'poll' physical objects every couple of frames 3069 // This causes the Scene to 'poll' physical objects every couple of frames
3061 // bad, so it's been replaced by an event driven method. 3070 // bad, so it's been replaced by an event driven method.
@@ -3073,16 +3082,18 @@ namespace OpenSim.Region.Framework.Scenes
3073 m_lastAngularVelocity = AngularVelocity; 3082 m_lastAngularVelocity = AngularVelocity;
3074 m_lastTerseSent = Environment.TickCount; 3083 m_lastTerseSent = Environment.TickCount;
3075 } 3084 }
3085 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3086 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3076 } 3087 }
3077 else 3088 else
3078 { 3089 {
3079 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3090 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3080 { 3091 {
3081 AddFullUpdateToAllAvatars(); 3092 AddFullUpdateToAllAvatars();
3082 ClearUpdateSchedule(); 3093 m_updateFlag = 0; //Same here
3083 } 3094 }
3084 } 3095 }
3085 ClearUpdateSchedule(); 3096 m_updateFlag = 0;
3086 } 3097 }
3087 3098
3088 /// <summary> 3099 /// <summary>
@@ -3102,6 +3113,15 @@ namespace OpenSim.Region.Framework.Scenes
3102 UUID ownerID = _ownerID; 3113 UUID ownerID = _ownerID;
3103 UUID objectID = UUID; 3114 UUID objectID = UUID;
3104 UUID parentID = GetRootPartUUID(); 3115 UUID parentID = GetRootPartUUID();
3116
3117 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3118 {
3119 // Use the avatar as the parent for HUDs, since the prims
3120 // are not sent to other avatars
3121 objectID = _ownerID;
3122 parentID = _ownerID;
3123 }
3124
3105 UUID soundID = UUID.Zero; 3125 UUID soundID = UUID.Zero;
3106 Vector3 position = AbsolutePosition; // region local 3126 Vector3 position = AbsolutePosition; // region local
3107 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3127 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3109,17 +3129,16 @@ namespace OpenSim.Region.Framework.Scenes
3109 if (!UUID.TryParse(sound, out soundID)) 3129 if (!UUID.TryParse(sound, out soundID))
3110 { 3130 {
3111 // search sound file from inventory 3131 // search sound file from inventory
3112 lock (TaskInventory) 3132 TaskInventory.LockItemsForRead(true);
3133 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3113 { 3134 {
3114 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3135 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3115 { 3136 {
3116 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3137 soundID = item.Value.ItemID;
3117 { 3138 break;
3118 soundID = item.Value.ItemID;
3119 break;
3120 }
3121 } 3139 }
3122 } 3140 }
3141 TaskInventory.LockItemsForRead(false);
3123 } 3142 }
3124 3143
3125 if (soundID == UUID.Zero) 3144 if (soundID == UUID.Zero)
@@ -3556,7 +3575,7 @@ namespace OpenSim.Region.Framework.Scenes
3556 3575
3557 public void StopLookAt() 3576 public void StopLookAt()
3558 { 3577 {
3559 m_parentGroup.stopLookAt(); 3578 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3560 3579
3561 m_parentGroup.ScheduleGroupForTerseUpdate(); 3580 m_parentGroup.ScheduleGroupForTerseUpdate();
3562 } 3581 }
@@ -3583,10 +3602,9 @@ namespace OpenSim.Region.Framework.Scenes
3583 m_parentGroup.ScheduleGroupForTerseUpdate(); 3602 m_parentGroup.ScheduleGroupForTerseUpdate();
3584 //m_parentGroup.ScheduleGroupForFullUpdate(); 3603 //m_parentGroup.ScheduleGroupForFullUpdate();
3585 } 3604 }
3586 3605 public void StoreUndoState(UndoType type)
3587 public void StoreUndoState()
3588 { 3606 {
3589 if (!Undoing) 3607 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3590 { 3608 {
3591 if (!IgnoreUndoUpdate) 3609 if (!IgnoreUndoUpdate)
3592 { 3610 {
@@ -3597,17 +3615,25 @@ namespace OpenSim.Region.Framework.Scenes
3597 if (m_undo.Count > 0) 3615 if (m_undo.Count > 0)
3598 { 3616 {
3599 UndoState last = m_undo.Peek(); 3617 UndoState last = m_undo.Peek();
3600 if (last != null) 3618
3601 {
3602 if (last.Compare(this))
3603 return;
3604 }
3605 } 3619 }
3606 3620
3607 if (m_parentGroup.GetSceneMaxUndo() > 0) 3621 if (m_parentGroup.GetSceneMaxUndo() > 0)
3608 { 3622 {
3609 UndoState nUndo = new UndoState(this); 3623 UndoState lastUndo = m_undo.Peek();
3624
3625 UndoState nUndo = new UndoState(this, type);
3610 3626
3627 if (lastUndo != null)
3628 {
3629 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3630 if (ts.TotalMilliseconds < 500)
3631 {
3632 //Delete the last entry since it was less than 500 milliseconds ago
3633 nUndo.Merge(lastUndo);
3634 m_undo.Pop();
3635 }
3636 }
3611 m_undo.Push(nUndo); 3637 m_undo.Push(nUndo);
3612 } 3638 }
3613 3639
@@ -4084,11 +4110,13 @@ namespace OpenSim.Region.Framework.Scenes
4084 if (m_undo.Count > 0) 4110 if (m_undo.Count > 0)
4085 { 4111 {
4086 UndoState nUndo = null; 4112 UndoState nUndo = null;
4113 UndoState goback = m_undo.Pop();
4087 if (m_parentGroup.GetSceneMaxUndo() > 0) 4114 if (m_parentGroup.GetSceneMaxUndo() > 0)
4088 { 4115 {
4089 nUndo = new UndoState(this); 4116 nUndo = new UndoState(this, goback.Type);
4090 } 4117 }
4091 UndoState goback = m_undo.Pop(); 4118
4119
4092 if (goback != null) 4120 if (goback != null)
4093 { 4121 {
4094 goback.PlaybackState(this); 4122 goback.PlaybackState(this);
@@ -4103,13 +4131,13 @@ namespace OpenSim.Region.Framework.Scenes
4103 { 4131 {
4104 lock (m_redo) 4132 lock (m_redo)
4105 { 4133 {
4134 UndoState gofwd = m_redo.Pop();
4106 if (m_parentGroup.GetSceneMaxUndo() > 0) 4135 if (m_parentGroup.GetSceneMaxUndo() > 0)
4107 { 4136 {
4108 UndoState nUndo = new UndoState(this); 4137 UndoState nUndo = new UndoState(this, gofwd.Type);
4109 4138
4110 m_undo.Push(nUndo); 4139 m_undo.Push(nUndo);
4111 } 4140 }
4112 UndoState gofwd = m_redo.Pop();
4113 if (gofwd != null) 4141 if (gofwd != null)
4114 gofwd.PlayfwdState(this); 4142 gofwd.PlayfwdState(this);
4115 } 4143 }
@@ -4557,8 +4585,9 @@ namespace OpenSim.Region.Framework.Scenes
4557 { 4585 {
4558 m_shape.TextureEntry = textureEntry; 4586 m_shape.TextureEntry = textureEntry;
4559 TriggerScriptChangedEvent(Changed.TEXTURE); 4587 TriggerScriptChangedEvent(Changed.TEXTURE);
4560 4588 m_updateFlag = 1;
4561 ParentGroup.HasGroupChanged = true; 4589 ParentGroup.HasGroupChanged = true;
4590
4562 //This is madness.. 4591 //This is madness..
4563 //ParentGroup.ScheduleGroupForFullUpdate(); 4592 //ParentGroup.ScheduleGroupForFullUpdate();
4564 //This is sparta 4593 //This is sparta
@@ -4791,5 +4820,17 @@ namespace OpenSim.Region.Framework.Scenes
4791 Color color = Color; 4820 Color color = Color;
4792 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4821 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4793 } 4822 }
4823
4824 public void ResetOwnerChangeFlag()
4825 {
4826 List<UUID> inv = Inventory.GetInventoryList();
4827
4828 foreach (UUID itemID in inv)
4829 {
4830 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4831 item.OwnerChanged = false;
4832 Inventory.UpdateInventoryItem(item);
4833 }
4834 }
4794 } 4835 }
4795} 4836}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 53ddb5d..2de439b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,25 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 HasInventoryChanged = true; 134 HasInventoryChanged = true;
131 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
133 m_items.Clear(); 137 Items.Clear();
134 138
135 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
136 { 140 {
137 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
139 }
140 } 143 }
144 m_items.LockItemsForWrite(false);
141 } 145 }
142 146
143 /// <summary> 147 /// <summary>
@@ -146,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
146 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
147 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
148 { 152 {
149 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
150 { 155 {
151 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
152 { 157 return;
153 return;
154 }
155 } 158 }
156 159
157 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -165,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
165 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
166 } 169 }
167 } 170 }
171 m_items.LockItemsForWrite(false);
168 } 172 }
169 173
170 /// <summary> 174 /// <summary>
@@ -173,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
174 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
175 { 179 {
176 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
177 { 182 {
178 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
179 { 184 return;
180 return;
181 }
182 } 185 }
183 186
184 HasInventoryChanged = true; 187 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
187 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
188 { 191 {
189 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
190 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
191 } 196 }
197 m_items.LockItemsForWrite(false);
192 } 198 }
193 199
194 /// <summary> 200 /// <summary>
@@ -196,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
196 /// </summary> 202 /// </summary>
197 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
198 { 204 {
199 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
200 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
201 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
202 } 213 }
203 214
204 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -231,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
231 /// </param> 242 /// </param>
232 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
233 { 244 {
234 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
235 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
236 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
237 } 257 }
238 258
239 /// <summary> 259 /// <summary>
@@ -249,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
249 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
250 270
251 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
252 return; 274 return;
275 }
253 276
254 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
255 278
@@ -258,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
258 if (stateSource == 2 && // Prim crossing 281 if (stateSource == 2 && // Prim crossing
259 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
260 { 283 {
261 lock (m_items) 284 m_items.LockItemsForWrite(true);
262 { 285 m_items[item.ItemID].PermsMask = 0;
263 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
264 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
265 }
266
267 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
268 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
269 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
270 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
271 return; 293 return;
@@ -274,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
274 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
275 if (null == asset) 297 if (null == asset)
276 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
277 m_log.ErrorFormat( 301 m_log.ErrorFormat(
278 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
279 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -285,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
285 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
286 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
287 311
288 lock (m_items) 312 m_items.LockItemsForWrite(true);
289 { 313
290 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
292 } 316
317 m_items.LockItemsForWrite(false);
293 318
294 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
295 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
296 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
297 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
298 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
299 } 325 }
@@ -357,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
357 383
358 /// <summary> 384 /// <summary>
359 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
360 /// </summary> 387 /// </summary>
361 /// <param name="itemId"> 388 /// <param name="itemId">
362 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
363 /// </param> 390 /// </param>
364 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
365 { 392 {
366 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
367 if (item != null) 394 {
368 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
369 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
370 m_log.ErrorFormat( 427 m_log.ErrorFormat(
371 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
372 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
373 itemId, m_part.Name, m_part.UUID, 430 }
374 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
375 } 525 }
376 526
377 /// <summary> 527 /// <summary>
@@ -384,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
384 /// </param> 534 /// </param>
385 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
386 { 536 {
387 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
388
389 lock (m_items)
390 {
391 if (m_items.ContainsKey(itemId))
392 scriptPresent = true;
393 }
394
395 if (scriptPresent)
396 { 538 {
397 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
398 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -417,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
417 /// <returns></returns> 559 /// <returns></returns>
418 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
419 { 561 {
420 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
421 { 564 {
422 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
423 { 566 {
424 if (item.Name == name) 567 m_items.LockItemsForRead(false);
425 return true; 568 return true;
426 } 569 }
427 } 570 }
571 m_items.LockItemsForRead(false);
428 return false; 572 return false;
429 } 573 }
430 574
@@ -466,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
466 /// <param name="item"></param> 610 /// <param name="item"></param>
467 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
468 { 612 {
469 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
470 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
471 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
472 { 617 {
473 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -505,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
505 item.Name = name; 650 item.Name = name;
506 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
507 652
508 lock (m_items) 653 m_items.LockItemsForWrite(true);
509 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
510 655 m_items.LockItemsForWrite(false);
511 if (allowedDrop) 656 if (allowedDrop)
512 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
513 else 658 else
514 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
515 660
516 m_inventorySerial++; 661 m_inventorySerial++;
517 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
518 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -528,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
528 /// <param name="items"></param> 673 /// <param name="items"></param>
529 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
530 { 675 {
531 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
532 { 678 {
533 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
534 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
535 m_items.Add(item.ItemID, item);
536// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
537 }
538 m_inventorySerial++;
539 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
540 } 685 }
541 686
542 /// <summary> 687 /// <summary>
@@ -547,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
547 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
548 { 693 {
549 TaskInventoryItem item; 694 TaskInventoryItem item;
550 695 m_items.LockItemsForRead(true);
551 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
552 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
553
554 return item; 698 return item;
555 } 699 }
556 700
@@ -566,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
566 { 710 {
567 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
568 712
569 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
570 { 716 {
571 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
572 { 718 items.Add(item);
573 if (item.Name == name)
574 items.Add(item);
575 }
576 } 719 }
577 720
721 m_items.LockItemsForRead(false);
722
578 return items; 723 return items;
579 } 724 }
580 725
@@ -655,8 +800,9 @@ namespace OpenSim.Region.Framework.Scenes
655 800
656 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 801 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
657 { 802 {
658 TaskInventoryItem it = GetInventoryItem(item.ItemID); 803 m_items.LockItemsForWrite(true);
659 if (it != null) 804
805 if (m_items.ContainsKey(item.ItemID))
660 { 806 {
661 item.ParentID = m_part.UUID; 807 item.ParentID = m_part.UUID;
662 item.ParentPartID = m_part.UUID; 808 item.ParentPartID = m_part.UUID;
@@ -668,19 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
668 item.GroupID = m_part.GroupID; 814 item.GroupID = m_part.GroupID;
669 815
670 if (item.AssetID == UUID.Zero) 816 if (item.AssetID == UUID.Zero)
671 item.AssetID = it.AssetID; 817 item.AssetID = m_items[item.ItemID].AssetID;
672
673 lock (m_items)
674 {
675 m_items[item.ItemID] = item;
676 m_inventorySerial++;
677 }
678 818
819 m_items[item.ItemID] = item;
820 m_inventorySerial++;
679 if (fireScriptEvents) 821 if (fireScriptEvents)
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 822 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true; 823 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true; 824 m_part.ParentGroup.HasGroupChanged = true;
825 m_items.LockItemsForWrite(false);
684 return true; 826 return true;
685 } 827 }
686 else 828 else
@@ -691,8 +833,9 @@ namespace OpenSim.Region.Framework.Scenes
691 item.ItemID, m_part.Name, m_part.UUID, 833 item.ItemID, m_part.Name, m_part.UUID,
692 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 834 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
693 } 835 }
694 return false; 836 m_items.LockItemsForWrite(false);
695 837
838 return false;
696 } 839 }
697 840
698 /// <summary> 841 /// <summary>
@@ -703,37 +846,53 @@ namespace OpenSim.Region.Framework.Scenes
703 /// in this prim's inventory.</returns> 846 /// in this prim's inventory.</returns>
704 public int RemoveInventoryItem(UUID itemID) 847 public int RemoveInventoryItem(UUID itemID)
705 { 848 {
706 TaskInventoryItem item = GetInventoryItem(itemID); 849 m_items.LockItemsForRead(true);
707 if (item != null) 850
851 if (m_items.ContainsKey(itemID))
708 { 852 {
709 int type = m_items[itemID].InvType; 853 int type = m_items[itemID].InvType;
854 m_items.LockItemsForRead(false);
710 if (type == 10) // Script 855 if (type == 10) // Script
711 { 856 {
712 m_part.RemoveScriptEvents(itemID);
713 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
714 } 858 }
859 m_items.LockItemsForWrite(true);
715 m_items.Remove(itemID); 860 m_items.Remove(itemID);
861 m_items.LockItemsForWrite(false);
716 m_inventorySerial++; 862 m_inventorySerial++;
717 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 863 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
718 864
719 HasInventoryChanged = true; 865 HasInventoryChanged = true;
720 m_part.ParentGroup.HasGroupChanged = true; 866 m_part.ParentGroup.HasGroupChanged = true;
721 867
722 if (!ContainsScripts()) 868 int scriptcount = 0;
869 m_items.LockItemsForRead(true);
870 foreach (TaskInventoryItem item in m_items.Values)
871 {
872 if (item.Type == 10)
873 {
874 scriptcount++;
875 }
876 }
877 m_items.LockItemsForRead(false);
878
879
880 if (scriptcount <= 0)
881 {
723 m_part.RemFlag(PrimFlags.Scripted); 882 m_part.RemFlag(PrimFlags.Scripted);
883 }
724 884
725 m_part.ScheduleFullUpdate(); 885 m_part.ScheduleFullUpdate();
726 886
727 return type; 887 return type;
728
729 } 888 }
730 else 889 else
731 { 890 {
891 m_items.LockItemsForRead(false);
732 m_log.ErrorFormat( 892 m_log.ErrorFormat(
733 "[PRIM INVENTORY]: " + 893 "[PRIM INVENTORY]: " +
734 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 894 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
735 itemID, m_part.Name, m_part.UUID, 895 itemID, m_part.Name, m_part.UUID);
736 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
737 } 896 }
738 897
739 return -1; 898 return -1;
@@ -787,8 +946,9 @@ namespace OpenSim.Region.Framework.Scenes
787 // isn't available (such as drag from prim inventory to agent inventory) 946 // isn't available (such as drag from prim inventory to agent inventory)
788 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 947 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
789 948
790 List<TaskInventoryItem> items = GetInventoryItems(); 949 m_items.LockItemsForRead(true);
791 foreach (TaskInventoryItem item in items) 950
951 foreach (TaskInventoryItem item in m_items.Values)
792 { 952 {
793 UUID ownerID = item.OwnerID; 953 UUID ownerID = item.OwnerID;
794 uint everyoneMask = 0; 954 uint everyoneMask = 0;
@@ -832,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
832 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 992 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
833 invString.AddSectionEnd(); 993 invString.AddSectionEnd();
834 } 994 }
995 int count = m_items.Count;
996 m_items.LockItemsForRead(false);
835 997
836 fileData = Utils.StringToBytes(invString.BuildString); 998 fileData = Utils.StringToBytes(invString.BuildString);
837 999
@@ -852,10 +1014,11 @@ namespace OpenSim.Region.Framework.Scenes
852 { 1014 {
853 if (HasInventoryChanged) 1015 if (HasInventoryChanged)
854 { 1016 {
855 HasInventoryChanged = false; 1017 Items.LockItemsForRead(true);
856 List<TaskInventoryItem> items = GetInventoryItems(); 1018 datastore.StorePrimInventory(m_part.UUID, Items.Values);
857 datastore.StorePrimInventory(m_part.UUID, items); 1019 Items.LockItemsForRead(false);
858 1020
1021 HasInventoryChanged = false;
859 } 1022 }
860 } 1023 }
861 1024
@@ -922,89 +1085,75 @@ namespace OpenSim.Region.Framework.Scenes
922 { 1085 {
923 uint mask=0x7fffffff; 1086 uint mask=0x7fffffff;
924 1087
925 lock (m_items) 1088 foreach (TaskInventoryItem item in m_items.Values)
926 { 1089 {
927 foreach (TaskInventoryItem item in m_items.Values) 1090 if (item.InvType != (int)InventoryType.Object)
928 { 1091 {
929 if (item.InvType != (int)InventoryType.Object) 1092 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
930 { 1093 mask &= ~((uint)PermissionMask.Copy >> 13);
931 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1094 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
932 mask &= ~((uint)PermissionMask.Copy >> 13); 1095 mask &= ~((uint)PermissionMask.Transfer >> 13);
933 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
934 mask &= ~((uint)PermissionMask.Transfer >> 13); 1097 mask &= ~((uint)PermissionMask.Modify >> 13);
935 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1098 }
936 mask &= ~((uint)PermissionMask.Modify >> 13); 1099 else
937 } 1100 {
938 else 1101 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
939 { 1102 mask &= ~((uint)PermissionMask.Copy >> 13);
940 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1103 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
941 mask &= ~((uint)PermissionMask.Copy >> 13); 1104 mask &= ~((uint)PermissionMask.Transfer >> 13);
942 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
943 mask &= ~((uint)PermissionMask.Transfer >> 13); 1106 mask &= ~((uint)PermissionMask.Modify >> 13);
944 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
945 mask &= ~((uint)PermissionMask.Modify >> 13);
946 }
947
948 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
949 mask &= ~(uint)PermissionMask.Copy;
950 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
951 mask &= ~(uint)PermissionMask.Transfer;
952 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
953 mask &= ~(uint)PermissionMask.Modify;
954 } 1107 }
1108
1109 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1110 mask &= ~(uint)PermissionMask.Copy;
1111 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1112 mask &= ~(uint)PermissionMask.Transfer;
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1114 mask &= ~(uint)PermissionMask.Modify;
955 } 1115 }
956
957 return mask; 1116 return mask;
958 } 1117 }
959 1118
960 public void ApplyNextOwnerPermissions() 1119 public void ApplyNextOwnerPermissions()
961 { 1120 {
962 lock (m_items) 1121 foreach (TaskInventoryItem item in m_items.Values)
963 { 1122 {
964 foreach (TaskInventoryItem item in m_items.Values) 1123 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
965 { 1124 {
966 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1125 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
967 { 1126 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1127 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
969 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1128 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
970 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
971 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
972 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
973 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
974 }
975 item.CurrentPermissions &= item.NextPermissions;
976 item.BasePermissions &= item.NextPermissions;
977 item.EveryonePermissions &= item.NextPermissions;
978 item.OwnerChanged = true;
979 } 1131 }
1132 item.OwnerChanged = true;
1133 item.CurrentPermissions &= item.NextPermissions;
1134 item.BasePermissions &= item.NextPermissions;
1135 item.EveryonePermissions &= item.NextPermissions;
980 } 1136 }
981 } 1137 }
982 1138
983 public void ApplyGodPermissions(uint perms) 1139 public void ApplyGodPermissions(uint perms)
984 { 1140 {
985 lock (m_items) 1141 foreach (TaskInventoryItem item in m_items.Values)
986 { 1142 {
987 foreach (TaskInventoryItem item in m_items.Values) 1143 item.CurrentPermissions = perms;
988 { 1144 item.BasePermissions = perms;
989 item.CurrentPermissions = perms;
990 item.BasePermissions = perms;
991 }
992 } 1145 }
993 } 1146 }
994 1147
995 public bool ContainsScripts() 1148 public bool ContainsScripts()
996 { 1149 {
997 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
998 { 1151 {
999 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.LSL)
1000 { 1153 {
1001 if (item.InvType == (int)InventoryType.LSL) 1154 return true;
1002 {
1003 return true;
1004 }
1005 } 1155 }
1006 } 1156 }
1007
1008 return false; 1157 return false;
1009 } 1158 }
1010 1159
@@ -1012,11 +1161,8 @@ namespace OpenSim.Region.Framework.Scenes
1012 { 1161 {
1013 List<UUID> ret = new List<UUID>(); 1162 List<UUID> ret = new List<UUID>();
1014 1163
1015 lock (m_items) 1164 foreach (TaskInventoryItem item in m_items.Values)
1016 { 1165 ret.Add(item.ItemID);
1017 foreach (TaskInventoryItem item in m_items.Values)
1018 ret.Add(item.ItemID);
1019 }
1020 1166
1021 return ret; 1167 return ret;
1022 } 1168 }
@@ -1047,31 +1193,44 @@ namespace OpenSim.Region.Framework.Scenes
1047 1193
1048 public Dictionary<UUID, string> GetScriptStates() 1194 public Dictionary<UUID, string> GetScriptStates()
1049 { 1195 {
1196 return GetScriptStates(false);
1197 }
1198
1199 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1200 {
1050 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1201 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1051 1202
1052 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1203 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1053 if (engines == null) // No engine at all 1204 if (engines == null) // No engine at all
1054 return ret; 1205 return ret;
1055 1206
1056 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1207 foreach (TaskInventoryItem item in m_items.Values)
1057
1058 foreach (TaskInventoryItem item in scripts)
1059 { 1208 {
1060 foreach (IScriptModule e in engines) 1209 if (item.InvType == (int)InventoryType.LSL)
1061 { 1210 {
1062 if (e != null) 1211 foreach (IScriptModule e in engines)
1063 { 1212 {
1064 string n = e.GetXMLState(item.ItemID); 1213 if (e != null)
1065 if (n != String.Empty)
1066 { 1214 {
1067 if (!ret.ContainsKey(item.ItemID)) 1215 string n = e.GetXMLState(item.ItemID);
1068 ret[item.ItemID] = n; 1216 if (n != String.Empty)
1069 break; 1217 {
1218 if (oldIDs)
1219 {
1220 if (!ret.ContainsKey(item.OldItemID))
1221 ret[item.OldItemID] = n;
1222 }
1223 else
1224 {
1225 if (!ret.ContainsKey(item.ItemID))
1226 ret[item.ItemID] = n;
1227 }
1228 break;
1229 }
1070 } 1230 }
1071 } 1231 }
1072 } 1232 }
1073 } 1233 }
1074
1075 return ret; 1234 return ret;
1076 } 1235 }
1077 1236
@@ -1081,21 +1240,27 @@ namespace OpenSim.Region.Framework.Scenes
1081 if (engines == null) 1240 if (engines == null)
1082 return; 1241 return;
1083 1242
1084 List<TaskInventoryItem> scripts = GetInventoryScripts();
1085 1243
1086 foreach (TaskInventoryItem item in scripts) 1244 Items.LockItemsForRead(true);
1245
1246 foreach (TaskInventoryItem item in m_items.Values)
1087 { 1247 {
1088 foreach (IScriptModule engine in engines) 1248 if (item.InvType == (int)InventoryType.LSL)
1089 { 1249 {
1090 if (engine != null) 1250 foreach (IScriptModule engine in engines)
1091 { 1251 {
1092 if (item.OwnerChanged) 1252 if (engine != null)
1093 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1253 {
1094 item.OwnerChanged = false; 1254 if (item.OwnerChanged)
1095 engine.ResumeScript(item.ItemID); 1255 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1256 item.OwnerChanged = false;
1257 engine.ResumeScript(item.ItemID);
1258 }
1096 } 1259 }
1097 } 1260 }
1098 } 1261 }
1262
1263 Items.LockItemsForRead(false);
1099 } 1264 }
1100 } 1265 }
1101} 1266}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 177cf1e..6d0ecf0 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 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 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// 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
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 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);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1669,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1669 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1670 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1671
1531 AddNewMovement(agent_control_v3, q); 1672 AddNewMovement(agent_control_v3, q, Nudging);
1532 1673
1533 1674
1534 } 1675 }
1535 } 1676 }
1536 1677
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1678 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1679 Animator.UpdateMovementAnimations();
1539 1680
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1681 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1690,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1690 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1691 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1692 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1693 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1694 proxyObjectGroup.AttachToScene(m_scene);
1555 1695
@@ -1591,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1731 }
1592 m_moveToPositionInProgress = true; 1732 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1733 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1734 }
1595 catch (Exception ex) 1735 catch (Exception ex)
1596 { 1736 {
1597 //Why did I get this error? 1737 //Why did I get this error?
@@ -1613,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1753 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1754 SendFullUpdateToAllClients();
1615 1755
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1756 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1757 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1758 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1759 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1790,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1790
1651 if (m_parentID != 0) 1791 if (m_parentID != 0)
1652 { 1792 {
1653 m_log.Debug("StandupCode Executed"); 1793 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1794 if (part != null)
1656 { 1795 {
1796 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1797 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1798 if (taskIDict != null)
1659 { 1799 {
1660 lock (taskIDict) 1800 foreach (UUID taskID in taskIDict.Keys)
1661 { 1801 {
1662 foreach (UUID taskID in taskIDict.Keys) 1802 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1803 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1804 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1805 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1806 }
1670
1671 } 1807 }
1808 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1809 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1810 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1811 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1812 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1813 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1814 }
1815 // part.GetWorldRotation() is the rotation of the object being sat on
1816 // Rotation is the sittiing Av's rotation
1817
1818 Quaternion partRot;
1819// if (part.LinkNum == 1)
1820// { // Root prim of linkset
1821// partRot = part.ParentGroup.RootPart.RotationOffset;
1822// }
1823// else
1824// { // single or child prim
1825
1826// }
1827 if (part == null) //CW: Part may be gone. llDie() for example.
1828 {
1829 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1830 }
1831 else
1832 {
1833 partRot = part.GetWorldRotation();
1834 }
1835
1836 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1837
1838 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1839 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1840
1841
1680 if (m_physicsActor == null) 1842 if (m_physicsActor == null)
1681 { 1843 {
1682 AddToPhysicalScene(false); 1844 AddToPhysicalScene(false);
1683 } 1845 }
1684 1846 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1847 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1848 {
1687 1849 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1850 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1851 part.IsOccupied = false;
1852 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1853 }
1854 else
1855 {
1856 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1857 AbsolutePosition = m_lastWorldPosition;
1858 }
1859
1860 m_parentPosition = Vector3.Zero;
1861 m_parentID = 0;
1862 m_linkedPrim = UUID.Zero;
1863 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1864 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1865 m_requestedSitTargetID = 0;
1866
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1867 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1868 {
1693 SetHeight(m_avHeight); 1869 SetHeight(m_avHeight);
1694 } 1870 }
1695 } 1871 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1872 Animator.TrySetMovementAnimation("STAND");
1698 } 1873 }
1699 1874
@@ -1724,13 +1899,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1899 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1900 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1901 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1902 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1903 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1904 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1905 {
1735 //switch the target to this prim 1906 //switch the target to this prim
1736 return part; 1907 return part;
@@ -1744,84 +1915,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1915 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1916 {
1746 bool autopilot = true; 1917 bool autopilot = true;
1918 Vector3 autopilotTarget = new Vector3();
1919 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1920 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1921 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1922 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1923 bool forceMouselook = false;
1752 1924
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1925 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1926 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1927 if (part == null) return;
1756 { 1928
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1929 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1930 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1931
1760 // Is a sit target available? 1932 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1933 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1934 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1935
1764 1936 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1937
1766 bool SitTargetisSet = 1938 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1939 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1940 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1941
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1942 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1943 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1944 Quaternion partRot;
1773 )); 1945// if (part.LinkNum == 1)
1774 1946// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1947// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1948// }
1777 part.SetAvatarOnSitTarget(UUID); 1949// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1950// { // single or child prim
1779 sitOrientation = avSitOrientation; 1951 partRot = part.GetWorldRotation();
1780 autopilot = false; 1952// }
1781 } 1953 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1954//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1955 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1956 if (SitTargetisSet) // scipted sit
1785 //{ 1957 {
1786 // offset = pos; 1958 if (!part.IsOccupied)
1787 //autopilot = false; 1959 {
1788 //} 1960//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1961 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1962 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1963
1792 // We can remove the physicsActor until they stand up. 1964 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1965 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1966 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1967 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1968 }
1805 else 1969 sitOrientation = nrot; // Change rotatione to the scripted one
1970 OffsetRotation = nrot;
1971 autopilot = false; // Jump direct to scripted llSitPos()
1972 }
1973 else
1974 {
1975//Console.WriteLine("Scripted, occupied");
1976 return;
1977 }
1978 }
1979 else // Not Scripted
1980 {
1981 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1982 {
1983 // large prim & offset, ignore if other Avs sitting
1984// offset.Z -= 0.05f;
1985 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1986 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1987
1988//Console.WriteLine(" offset ={0}", offset);
1989//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1990//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1991
1992 }
1993 else // small offset
1994 {
1995//Console.WriteLine("Small offset");
1996 if (!part.IsOccupied)
1997 {
1998 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1999 autopilotTarget = part.AbsolutePosition;
2000//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2001 }
2002 else return; // occupied small
2003 } // end large/small
2004 } // end Scripted/not
2005 cameraAtOffset = part.GetCameraAtOffset();
2006 cameraEyeOffset = part.GetCameraEyeOffset();
2007 forceMouselook = part.GetForceMouselook();
2008 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2009 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2010
2011 if (m_physicsActor != null)
2012 {
2013 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2014 // We can remove the physicsActor until they stand up.
2015 m_sitAvatarHeight = m_physicsActor.Size.Z;
2016 if (autopilot)
2017 { // its not a scripted sit
2018// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2019 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2020 {
2021 autopilot = false; // close enough
2022 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 Not using the part's position because returning the AV to the last known standing
2024 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2025 RemoveFromPhysicalScene();
1808 } 2026 Velocity = Vector3.Zero;
2027 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2028 } // else the autopilot will get us close
2029 }
2030 else
2031 { // its a scripted sit
2032 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2033 I *am* using the part's position this time because we have no real idea how far away
2034 the avatar is from the sit target. */
2035 RemoveFromPhysicalScene();
2036 Velocity = Vector3.Zero;
1809 } 2037 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2038 }
1815 2039 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2040
1817 m_requestedSitTargetUUID = targetID; 2041 Vector3 offsetr; // = offset * partIRot;
2042 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2043 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2044 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2045 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2046 //offsetr = offset * partIRot;
2047//
2048 // else
2049 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2050 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2051 // (offset * partRot);
2052 // }
2053
2054//Console.WriteLine(" ");
2055//Console.WriteLine("link number ={0}", part.LinkNum);
2056//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2057//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2058//Console.WriteLine("Click offst ={0}", offset);
2059//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2060//Console.WriteLine("offsetr ={0}", offsetr);
2061//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2062//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2063
2064 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2065 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2066
2067 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2068 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2069 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2070 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2071 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2072 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2073 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2074 m_sitAtAutoTarget = autopilot;
2075 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2076 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2077 HandleAgentSit(remoteClient, UUID);
1827 } 2078 }
@@ -2116,47 +2367,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2367 {
2117 if (part != null) 2368 if (part != null)
2118 { 2369 {
2370//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2371 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2372 {
2373//Console.WriteLine("Scripted Sit");
2374 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2375 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2376 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2377 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2378 m_pos += SIT_TARGET_ADJUSTMENT;
2379 if (!part.IsRoot)
2380 {
2381 m_pos *= part.RotationOffset;
2382 }
2131 m_bodyRot = sitTargetOrient; 2383 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2384 m_parentPosition = part.AbsolutePosition;
2134 2385 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2386 part.ParentGroup.AddAvatar(agentID);
2136 } 2387 }
2137 else 2388 else
2138 { 2389 {
2139 m_pos -= part.AbsolutePosition; 2390 // if m_avUnscriptedSitPos is zero then Av sits above center
2391 // Else Av sits at m_avUnscriptedSitPos
2392
2393 // Non-scripted sit by Kitto Flora 21Nov09
2394 // Calculate angle of line from prim to Av
2395 Quaternion partIRot;
2396// if (part.LinkNum == 1)
2397// { // Root prim of linkset
2398// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2399// }
2400// else
2401// { // single or child prim
2402 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2403// }
2404 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2405 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2406 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2407 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2408 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2409 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2410 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2411 // Av sits at world euler <0,0, z>, translated by part rotation
2412 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2413
2140 m_parentPosition = part.AbsolutePosition; 2414 m_parentPosition = part.AbsolutePosition;
2141 } 2415 part.IsOccupied = true;
2416 part.ParentGroup.AddAvatar(agentID);
2417 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2418 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2419 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2420 m_avUnscriptedSitPos; // adds click offset, if any
2421 //Set up raytrace to find top surface of prim
2422 Vector3 size = part.Scale;
2423 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2424 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2425 Vector3 down = new Vector3(0f, 0f, -1f);
2426//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2427 m_scene.PhysicsScene.RaycastWorld(
2428 start, // Vector3 position,
2429 down, // Vector3 direction,
2430 mag, // float length,
2431 SitAltitudeCallback); // retMethod
2432 } // end scripted/not
2142 } 2433 }
2143 else 2434 else // no Av
2144 { 2435 {
2145 return; 2436 return;
2146 } 2437 }
2147 } 2438 }
2148 m_parentID = m_requestedSitTargetID;
2149 2439
2440 //We want our offsets to reference the root prim, not the child we may have sat on
2441 if (!part.IsRoot)
2442 {
2443 m_parentID = part.ParentGroup.RootPart.LocalId;
2444 m_pos += part.OffsetPosition;
2445 }
2446 else
2447 {
2448 m_parentID = m_requestedSitTargetID;
2449 }
2450
2451 m_linkedPrim = part.UUID;
2452 if (part.GetAvatarOnSitTarget() != UUID)
2453 {
2454 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2455 }
2150 Velocity = Vector3.Zero; 2456 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2457 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2458 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2459 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2460 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2461 }
2462
2463 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2464 {
2465 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2466 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2467 if(hitYN)
2468 {
2469 // m_pos = Av offset from prim center to make look like on center
2470 // m_parentPosition = Actual center pos of prim
2471 // collisionPoint = spot on prim where we want to sit
2472 // collisionPoint.Z = global sit surface height
2473 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2474 Quaternion partIRot;
2475// if (part.LinkNum == 1)
2476/// { // Root prim of linkset
2477// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2478// }
2479// else
2480// { // single or child prim
2481 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2482// }
2483 if (m_initialSitTarget != null)
2484 {
2485 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2486 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2487 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2488 m_pos += offset;
2489 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2490 }
2491
2492 }
2493 } // End SitAltitudeCallback KF.
2160 2494
2161 /// <summary> 2495 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2496 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2520,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2520 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2521 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2522 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2523 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2524 {
2191 if (m_isChildAgent) 2525 if (m_isChildAgent)
2192 { 2526 {
@@ -2227,15 +2561,18 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2561 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2562 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2563 direc.Normalize();
2564 PhysicsActor actor = m_physicsActor;
2565 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2566
2231 direc *= 0.03f * 128f * m_speedModifier; 2567 direc *= 0.03f * 128f * m_speedModifier;
2232 2568
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2569 if (actor != null)
2235 { 2570 {
2236 if (actor.Flying) 2571// rm falling if (actor.Flying)
2572 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2237 { 2573 {
2238 direc *= 4.0f; 2574// rm speed mod direc *= 4.0f;
2575 direc *= 5.2f; // for speed mod
2239 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2576 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2240 //bool colliding = (m_physicsActor.IsColliding==true); 2577 //bool colliding = (m_physicsActor.IsColliding==true);
2241 //if (controlland) 2578 //if (controlland)
@@ -2248,22 +2585,30 @@ namespace OpenSim.Region.Framework.Scenes
2248 // m_log.Info("[AGENT]: Stop FLying"); 2585 // m_log.Info("[AGENT]: Stop FLying");
2249 //} 2586 //}
2250 } 2587 }
2588 /* This jumping section removed to SPA
2251 else if (!actor.Flying && actor.IsColliding) 2589 else if (!actor.Flying && actor.IsColliding)
2252 { 2590 {
2253 if (direc.Z > 2.0f) 2591 if (direc.Z > 2.0f)
2254 { 2592 {
2255 direc.Z *= 3.0f; 2593 if(m_animator.m_animTickJump == -1)
2256 2594 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2595 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2596 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2597 else
2598 {
2599 direc.Z *= 0.1f; // prejump
2600 }
2601 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2602 Animator.TrySetMovementAnimation("PREJUMP");
2603 Animator.TrySetMovementAnimation("JUMP");
2604 * /
2260 } 2605 }
2261 } 2606 } */
2262 } 2607 }
2263 2608
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2609 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2610 m_forceToApply = direc;
2266 2611 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2612 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2613 }
2269 2614
@@ -2278,7 +2623,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2623 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2624 //const int TIME_MS_TOLERANCE = 3000;
2280 2625
2281 SendPrimUpdates(); 2626
2282 2627
2283 if (m_isChildAgent == false) 2628 if (m_isChildAgent == false)
2284 { 2629 {
@@ -2308,6 +2653,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2653 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2654 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2655 }
2656
2657 //Sending prim updates AFTER the avatar terse updates are sent
2658 SendPrimUpdates();
2311 } 2659 }
2312 2660
2313 #endregion 2661 #endregion
@@ -3091,6 +3439,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_callbackURI = cAgent.CallbackURI; 3439 m_callbackURI = cAgent.CallbackURI;
3092 3440
3093 m_pos = cAgent.Position; 3441 m_pos = cAgent.Position;
3442
3094 m_velocity = cAgent.Velocity; 3443 m_velocity = cAgent.Velocity;
3095 m_CameraCenter = cAgent.Center; 3444 m_CameraCenter = cAgent.Center;
3096 //m_avHeight = cAgent.Size.Z; 3445 //m_avHeight = cAgent.Size.Z;
@@ -3199,17 +3548,46 @@ namespace OpenSim.Region.Framework.Scenes
3199 /// </summary> 3548 /// </summary>
3200 public override void UpdateMovement() 3549 public override void UpdateMovement()
3201 { 3550 {
3202 if (m_forceToApply.HasValue) 3551 if (Animator!=null) // add for jumping
3203 { 3552 { // add for jumping
3204 Vector3 force = m_forceToApply.Value; 3553 // if (!m_animator.m_jumping) // add for jumping
3554 // { // add for jumping
3205 3555
3206 m_updateflag = true; 3556 if (m_forceToApply.HasValue) // this section realigned
3207// movementvector = force; 3557 {
3208 Velocity = force;
3209 3558
3210 m_forceToApply = null; 3559 Vector3 force = m_forceToApply.Value;
3211 } 3560 m_updateflag = true;
3212 } 3561if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3562 Velocity = force;
3563//Console.WriteLine("UM1 {0}", Velocity);
3564 m_forceToApply = null;
3565 }
3566 else
3567 {
3568 if (m_isNudging)
3569 {
3570 Vector3 force = Vector3.Zero;
3571
3572 m_updateflag = true;
3573if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3574 Velocity = force;
3575//Console.WriteLine("UM2 {0}", Velocity);
3576 m_isNudging = false;
3577 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3578 }
3579 else // add for jumping
3580 { // add for jumping
3581 Vector3 force = Vector3.Zero; // add for jumping
3582if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3583//Console.WriteLine("UM3 {0}", Velocity);
3584 Velocity = force; // add for jumping
3585 }
3586
3587 }
3588 // } // end realign
3589 } // add for jumping
3590 } // add for jumping
3213 3591
3214 /// <summary> 3592 /// <summary>
3215 /// Adds a physical representation of the avatar to the Physics plugin 3593 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3254,18 +3632,29 @@ namespace OpenSim.Region.Framework.Scenes
3254 { 3632 {
3255 if (e == null) 3633 if (e == null)
3256 return; 3634 return;
3257 3635
3258 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3636 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3259 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // as of this comment the interval is set in AddToPhysicalScene 3637 // as of this comment the interval is set in AddToPhysicalScene
3261 if (Animator!=null) 3638 if (Animator!=null)
3262 Animator.UpdateMovementAnimations(); 3639 {
3640 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3641 { // else its will lock out other animation changes, like ground sit.
3642 Animator.UpdateMovementAnimations();
3643 m_updateCount--;
3644 }
3645 }
3263 3646
3264 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3647 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3265 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3648 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3266 3649
3267 CollisionPlane = Vector4.UnitW; 3650 CollisionPlane = Vector4.UnitW;
3268 3651
3652 if (m_lastColCount != coldata.Count)
3653 {
3654 m_updateCount = UPDATE_COUNT;
3655 m_lastColCount = coldata.Count;
3656 }
3657
3269 if (coldata.Count != 0 && Animator != null) 3658 if (coldata.Count != 0 && Animator != null)
3270 { 3659 {
3271 switch (Animator.CurrentMovementAnimation) 3660 switch (Animator.CurrentMovementAnimation)
@@ -3295,6 +3684,148 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3684 }
3296 } 3685 }
3297 3686
3687 List<uint> thisHitColliders = new List<uint>();
3688 List<uint> endedColliders = new List<uint>();
3689 List<uint> startedColliders = new List<uint>();
3690
3691 foreach (uint localid in coldata.Keys)
3692 {
3693 thisHitColliders.Add(localid);
3694 if (!m_lastColliders.Contains(localid))
3695 {
3696 startedColliders.Add(localid);
3697 }
3698 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3699 }
3700
3701 // calculate things that ended colliding
3702 foreach (uint localID in m_lastColliders)
3703 {
3704 if (!thisHitColliders.Contains(localID))
3705 {
3706 endedColliders.Add(localID);
3707 }
3708 }
3709 //add the items that started colliding this time to the last colliders list.
3710 foreach (uint localID in startedColliders)
3711 {
3712 m_lastColliders.Add(localID);
3713 }
3714 // remove things that ended colliding from the last colliders list
3715 foreach (uint localID in endedColliders)
3716 {
3717 m_lastColliders.Remove(localID);
3718 }
3719
3720 // do event notification
3721 if (startedColliders.Count > 0)
3722 {
3723 ColliderArgs StartCollidingMessage = new ColliderArgs();
3724 List<DetectedObject> colliding = new List<DetectedObject>();
3725 foreach (uint localId in startedColliders)
3726 {
3727 if (localId == 0)
3728 continue;
3729
3730 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3731 string data = "";
3732 if (obj != null)
3733 {
3734 DetectedObject detobj = new DetectedObject();
3735 detobj.keyUUID = obj.UUID;
3736 detobj.nameStr = obj.Name;
3737 detobj.ownerUUID = obj.OwnerID;
3738 detobj.posVector = obj.AbsolutePosition;
3739 detobj.rotQuat = obj.GetWorldRotation();
3740 detobj.velVector = obj.Velocity;
3741 detobj.colliderType = 0;
3742 detobj.groupUUID = obj.GroupID;
3743 colliding.Add(detobj);
3744 }
3745 }
3746
3747 if (colliding.Count > 0)
3748 {
3749 StartCollidingMessage.Colliders = colliding;
3750
3751 foreach (SceneObjectGroup att in Attachments)
3752 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3753 }
3754 }
3755
3756 if (endedColliders.Count > 0)
3757 {
3758 ColliderArgs EndCollidingMessage = new ColliderArgs();
3759 List<DetectedObject> colliding = new List<DetectedObject>();
3760 foreach (uint localId in endedColliders)
3761 {
3762 if (localId == 0)
3763 continue;
3764
3765 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3766 string data = "";
3767 if (obj != null)
3768 {
3769 DetectedObject detobj = new DetectedObject();
3770 detobj.keyUUID = obj.UUID;
3771 detobj.nameStr = obj.Name;
3772 detobj.ownerUUID = obj.OwnerID;
3773 detobj.posVector = obj.AbsolutePosition;
3774 detobj.rotQuat = obj.GetWorldRotation();
3775 detobj.velVector = obj.Velocity;
3776 detobj.colliderType = 0;
3777 detobj.groupUUID = obj.GroupID;
3778 colliding.Add(detobj);
3779 }
3780 }
3781
3782 if (colliding.Count > 0)
3783 {
3784 EndCollidingMessage.Colliders = colliding;
3785
3786 foreach (SceneObjectGroup att in Attachments)
3787 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3788 }
3789 }
3790
3791 if (thisHitColliders.Count > 0)
3792 {
3793 ColliderArgs CollidingMessage = new ColliderArgs();
3794 List<DetectedObject> colliding = new List<DetectedObject>();
3795 foreach (uint localId in thisHitColliders)
3796 {
3797 if (localId == 0)
3798 continue;
3799
3800 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3801 string data = "";
3802 if (obj != null)
3803 {
3804 DetectedObject detobj = new DetectedObject();
3805 detobj.keyUUID = obj.UUID;
3806 detobj.nameStr = obj.Name;
3807 detobj.ownerUUID = obj.OwnerID;
3808 detobj.posVector = obj.AbsolutePosition;
3809 detobj.rotQuat = obj.GetWorldRotation();
3810 detobj.velVector = obj.Velocity;
3811 detobj.colliderType = 0;
3812 detobj.groupUUID = obj.GroupID;
3813 colliding.Add(detobj);
3814 }
3815 }
3816
3817 if (colliding.Count > 0)
3818 {
3819 CollidingMessage.Colliders = colliding;
3820
3821 lock (m_attachments)
3822 {
3823 foreach (SceneObjectGroup att in m_attachments)
3824 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3825 }
3826 }
3827 }
3828
3298 if (m_invulnerable) 3829 if (m_invulnerable)
3299 return; 3830 return;
3300 3831
@@ -3490,7 +4021,10 @@ namespace OpenSim.Region.Framework.Scenes
3490 m_scene = scene; 4021 m_scene = scene;
3491 4022
3492 RegisterToEvents(); 4023 RegisterToEvents();
3493 4024 if (m_controllingClient != null)
4025 {
4026 m_controllingClient.ProcessPendingPackets();
4027 }
3494 /* 4028 /*
3495 AbsolutePosition = client.StartPos; 4029 AbsolutePosition = client.StartPos;
3496 4030
@@ -3720,6 +4254,39 @@ namespace OpenSim.Region.Framework.Scenes
3720 return; 4254 return;
3721 } 4255 }
3722 4256
4257 XmlDocument doc = new XmlDocument();
4258 string stateData = String.Empty;
4259
4260 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4261 if (attServ != null)
4262 {
4263 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4264 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4265 if (stateData != String.Empty)
4266 {
4267 try
4268 {
4269 doc.LoadXml(stateData);
4270 }
4271 catch { }
4272 }
4273 }
4274
4275 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4276
4277 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4278 if (nodes.Count > 0)
4279 {
4280 foreach (XmlNode n in nodes)
4281 {
4282 XmlElement elem = (XmlElement)n;
4283 string itemID = elem.GetAttribute("ItemID");
4284 string xml = elem.InnerXml;
4285
4286 itemData[new UUID(itemID)] = xml;
4287 }
4288 }
4289
3723 List<int> attPoints = m_appearance.GetAttachedPoints(); 4290 List<int> attPoints = m_appearance.GetAttachedPoints();
3724 foreach (int p in attPoints) 4291 foreach (int p in attPoints)
3725 { 4292 {
@@ -3739,9 +4306,26 @@ namespace OpenSim.Region.Framework.Scenes
3739 4306
3740 try 4307 try
3741 { 4308 {
3742 // Rez from inventory 4309 string xmlData;
3743 UUID asset 4310 XmlDocument d = new XmlDocument();
3744 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 UUID asset;
4312 if (itemData.TryGetValue(itemID, out xmlData))
4313 {
4314 d.LoadXml(xmlData);
4315 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4316
4317 // Rez from inventory
4318 asset
4319 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4320
4321 }
4322 else
4323 {
4324 // Rez from inventory (with a null doc to let
4325 // CHANGED_OWNER happen)
4326 asset
4327 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4328 }
3745 4329
3746 m_log.InfoFormat( 4330 m_log.InfoFormat(
3747 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4331 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3778,5 +4362,16 @@ namespace OpenSim.Region.Framework.Scenes
3778 m_reprioritization_called = false; 4362 m_reprioritization_called = false;
3779 } 4363 }
3780 } 4364 }
4365
4366 private Vector3 Quat2Euler(Quaternion rot){
4367 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4368 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4369 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4370 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4371 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4372 return(new Vector3(x,y,z));
4373 }
4374
4375
3781 } 4376 }
3782} 4377}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249