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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.cs225
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs233
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs658
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs598
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs977
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
20 files changed, 2644 insertions, 920 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 24e481b..a675928 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>
@@ -129,4 +134,4 @@ namespace OpenSim.Region.Framework.Interfaces
129 /// <param name="pos"></param> 134 /// <param name="pos"></param>
130 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos); 135 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
131 } 136 }
132} \ No newline at end of file 137}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 2e6faa0..59ce090 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -235,5 +237,6 @@ namespace OpenSim.Region.Framework.Interfaces
235 /// A <see cref="Dictionary`2"/> 237 /// A <see cref="Dictionary`2"/>
236 /// </returns> 238 /// </returns>
237 Dictionary<UUID, string> GetScriptStates(); 239 Dictionary<UUID, string> GetScriptStates();
240 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
238 } 241 }
239} 242}
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 8011154..ac82fda 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 fe0ab5b..240d33c 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 }
@@ -1816,14 +1850,24 @@ namespace OpenSim.Region.Framework.Scenes
1816 /// <returns></returns> 1850 /// <returns></returns>
1817 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1851 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1818 { 1852 {
1853
1854 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1855 Vector3 wpos = Vector3.Zero;
1856 // Check for water surface intersection from above
1857 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1858 {
1859 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1860 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1861 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1862 wpos.Z = wheight;
1863 }
1864
1819 Vector3 pos = Vector3.Zero; 1865 Vector3 pos = Vector3.Zero;
1820 if (RayEndIsIntersection == (byte)1) 1866 if (RayEndIsIntersection == (byte)1)
1821 { 1867 {
1822 pos = RayEnd; 1868 pos = RayEnd;
1823 return pos;
1824 } 1869 }
1825 1870 else if (RayTargetID != UUID.Zero)
1826 if (RayTargetID != UUID.Zero)
1827 { 1871 {
1828 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1872 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1829 1873
@@ -1845,7 +1889,7 @@ namespace OpenSim.Region.Framework.Scenes
1845 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1889 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1846 1890
1847 // Un-comment out the following line to Get Raytrace results printed to the console. 1891 // Un-comment out the following line to Get Raytrace results printed to the console.
1848 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1892 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1849 float ScaleOffset = 0.5f; 1893 float ScaleOffset = 0.5f;
1850 1894
1851 // If we hit something 1895 // If we hit something
@@ -1868,13 +1912,10 @@ namespace OpenSim.Region.Framework.Scenes
1868 //pos.Z -= 0.25F; 1912 //pos.Z -= 0.25F;
1869 1913
1870 } 1914 }
1871
1872 return pos;
1873 } 1915 }
1874 else 1916 else
1875 { 1917 {
1876 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1918 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1877
1878 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1919 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1879 1920
1880 // Un-comment the following line to print the raytrace results to the console. 1921 // Un-comment the following line to print the raytrace results to the console.
@@ -1883,13 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
1883 if (ei.HitTF) 1924 if (ei.HitTF)
1884 { 1925 {
1885 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1926 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1886 } else 1927 }
1928 else
1887 { 1929 {
1888 // fall back to our stupid functionality 1930 // fall back to our stupid functionality
1889 pos = RayEnd; 1931 pos = RayEnd;
1890 } 1932 }
1891
1892 return pos;
1893 } 1933 }
1894 } 1934 }
1895 else 1935 else
@@ -1900,8 +1940,12 @@ namespace OpenSim.Region.Framework.Scenes
1900 //increase height so its above the ground. 1940 //increase height so its above the ground.
1901 //should be getting the normal of the ground at the rez point and using that? 1941 //should be getting the normal of the ground at the rez point and using that?
1902 pos.Z += scale.Z / 2f; 1942 pos.Z += scale.Z / 2f;
1903 return pos; 1943// return pos;
1904 } 1944 }
1945
1946 // check against posible water intercept
1947 if (wpos.Z > pos.Z) pos = wpos;
1948 return pos;
1905 } 1949 }
1906 1950
1907 1951
@@ -1981,7 +2025,10 @@ namespace OpenSim.Region.Framework.Scenes
1981 public bool AddRestoredSceneObject( 2025 public bool AddRestoredSceneObject(
1982 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2026 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1983 { 2027 {
1984 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2028 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2029 if (result)
2030 sceneObject.IsDeleted = false;
2031 return result;
1985 } 2032 }
1986 2033
1987 /// <summary> 2034 /// <summary>
@@ -2058,6 +2105,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 /// </summary> 2105 /// </summary>
2059 public void DeleteAllSceneObjects() 2106 public void DeleteAllSceneObjects()
2060 { 2107 {
2108 DeleteAllSceneObjects(false);
2109 }
2110
2111 /// <summary>
2112 /// Delete every object from the scene. This does not include attachments worn by avatars.
2113 /// </summary>
2114 public void DeleteAllSceneObjects(bool exceptNoCopy)
2115 {
2116 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2061 lock (Entities) 2117 lock (Entities)
2062 { 2118 {
2063 EntityBase[] entities = Entities.GetEntities(); 2119 EntityBase[] entities = Entities.GetEntities();
@@ -2066,11 +2122,24 @@ namespace OpenSim.Region.Framework.Scenes
2066 if (e is SceneObjectGroup) 2122 if (e is SceneObjectGroup)
2067 { 2123 {
2068 SceneObjectGroup sog = (SceneObjectGroup)e; 2124 SceneObjectGroup sog = (SceneObjectGroup)e;
2069 if (!sog.IsAttachment) 2125 if (sog != null && !sog.IsAttachment)
2070 DeleteSceneObject((SceneObjectGroup)e, false); 2126 {
2127 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2128 {
2129 DeleteSceneObject((SceneObjectGroup)e, false);
2130 }
2131 else
2132 {
2133 toReturn.Add((SceneObjectGroup)e);
2134 }
2135 }
2071 } 2136 }
2072 } 2137 }
2073 } 2138 }
2139 if (toReturn.Count > 0)
2140 {
2141 returnObjects(toReturn.ToArray(), UUID.Zero);
2142 }
2074 } 2143 }
2075 2144
2076 /// <summary> 2145 /// <summary>
@@ -2448,6 +2517,12 @@ namespace OpenSim.Region.Framework.Scenes
2448 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2517 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2449 public bool AddSceneObject(SceneObjectGroup sceneObject) 2518 public bool AddSceneObject(SceneObjectGroup sceneObject)
2450 { 2519 {
2520 if (sceneObject.OwnerID == UUID.Zero)
2521 {
2522 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2523 return false;
2524 }
2525
2451 // If the user is banned, we won't let any of their objects 2526 // If the user is banned, we won't let any of their objects
2452 // enter. Period. 2527 // enter. Period.
2453 // 2528 //
@@ -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 28b80bb..5ef14bf 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.Parts)
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>
@@ -584,7 +630,8 @@ namespace OpenSim.Region.Framework.Scenes
584 630
585 Entities[presence.UUID] = presence; 631 Entities[presence.UUID] = presence;
586 632
587 lock (m_presenceLock) 633 m_scenePresencesLock.EnterWriteLock();
634 try
588 { 635 {
589 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 636 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
590 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 637 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -608,6 +655,10 @@ namespace OpenSim.Region.Framework.Scenes
608 m_scenePresenceMap = newmap; 655 m_scenePresenceMap = newmap;
609 m_scenePresenceArray = newlist; 656 m_scenePresenceArray = newlist;
610 } 657 }
658 finally
659 {
660 m_scenePresencesLock.ExitWriteLock();
661 }
611 } 662 }
612 663
613 /// <summary> 664 /// <summary>
@@ -622,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
622 agentID); 673 agentID);
623 } 674 }
624 675
625 lock (m_presenceLock) 676 m_scenePresencesLock.EnterWriteLock();
677 try
626 { 678 {
627 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 679 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
628 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 680 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -644,6 +696,10 @@ namespace OpenSim.Region.Framework.Scenes
644 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 696 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
645 } 697 }
646 } 698 }
699 finally
700 {
701 m_scenePresencesLock.ExitWriteLock();
702 }
647 } 703 }
648 704
649 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 705 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1060,9 +1116,11 @@ namespace OpenSim.Region.Framework.Scenes
1060 /// <param name="action"></param> 1116 /// <param name="action"></param>
1061 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1117 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1062 { 1118 {
1063 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1119 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1064 foreach (SceneObjectGroup obj in objlist) 1120 foreach (EntityBase ent in objlist)
1065 { 1121 {
1122 SceneObjectGroup obj = (SceneObjectGroup)ent;
1123
1066 try 1124 try
1067 { 1125 {
1068 action(obj); 1126 action(obj);
@@ -1519,10 +1577,13 @@ namespace OpenSim.Region.Framework.Scenes
1519 /// <param name="childPrims"></param> 1577 /// <param name="childPrims"></param>
1520 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1578 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1521 { 1579 {
1580 SceneObjectGroup parentGroup = root.ParentGroup;
1581 if (parentGroup == null) return;
1522 Monitor.Enter(m_updateLock); 1582 Monitor.Enter(m_updateLock);
1583
1523 try 1584 try
1524 { 1585 {
1525 SceneObjectGroup parentGroup = root.ParentGroup; 1586 parentGroup.areUpdatesSuspended = true;
1526 1587
1527 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1588 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1528 if (parentGroup != null) 1589 if (parentGroup != null)
@@ -1534,11 +1595,6 @@ namespace OpenSim.Region.Framework.Scenes
1534 1595
1535 if (child != null) 1596 if (child != null)
1536 { 1597 {
1537 // Make sure no child prim is set for sale
1538 // So that, on delink, no prims are unwittingly
1539 // left for sale and sold off
1540 child.RootPart.ObjectSaleType = 0;
1541 child.RootPart.SalePrice = 10;
1542 childGroups.Add(child); 1598 childGroups.Add(child);
1543 } 1599 }
1544 } 1600 }
@@ -1561,12 +1617,12 @@ namespace OpenSim.Region.Framework.Scenes
1561 // occur on link to invoke this elsewhere (such as object selection) 1617 // occur on link to invoke this elsewhere (such as object selection)
1562 parentGroup.RootPart.CreateSelected = true; 1618 parentGroup.RootPart.CreateSelected = true;
1563 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1619 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1564 parentGroup.HasGroupChanged = true;
1565 parentGroup.ScheduleGroupForFullUpdate();
1566
1567 } 1620 }
1568 finally 1621 finally
1569 { 1622 {
1623 parentGroup.areUpdatesSuspended = false;
1624 parentGroup.HasGroupChanged = true;
1625 parentGroup.ScheduleGroupForFullUpdate();
1570 Monitor.Exit(m_updateLock); 1626 Monitor.Exit(m_updateLock);
1571 } 1627 }
1572 } 1628 }
@@ -1598,21 +1654,24 @@ namespace OpenSim.Region.Framework.Scenes
1598 1654
1599 SceneObjectGroup group = part.ParentGroup; 1655 SceneObjectGroup group = part.ParentGroup;
1600 if (!affectedGroups.Contains(group)) 1656 if (!affectedGroups.Contains(group))
1657 {
1658 group.areUpdatesSuspended = true;
1601 affectedGroups.Add(group); 1659 affectedGroups.Add(group);
1660 }
1602 } 1661 }
1603 } 1662 }
1604 } 1663 }
1605 1664
1606 foreach (SceneObjectPart child in childParts) 1665 if (childParts.Count > 0)
1607 { 1666 {
1608 // Unlink all child parts from their groups 1667 foreach (SceneObjectPart child in childParts)
1609 // 1668 {
1610 child.ParentGroup.DelinkFromGroup(child, true); 1669 // Unlink all child parts from their groups
1611 1670 //
1612 // These are not in affected groups and will not be 1671 child.ParentGroup.DelinkFromGroup(child, true);
1613 // handled further. Do the honors here. 1672 child.ParentGroup.HasGroupChanged = true;
1614 child.ParentGroup.HasGroupChanged = true; 1673 child.ParentGroup.ScheduleGroupForFullUpdate();
1615 child.ParentGroup.ScheduleGroupForFullUpdate(); 1674 }
1616 } 1675 }
1617 1676
1618 foreach (SceneObjectPart root in rootParts) 1677 foreach (SceneObjectPart root in rootParts)
@@ -1622,56 +1681,68 @@ namespace OpenSim.Region.Framework.Scenes
1622 // However, editing linked parts and unlinking may be different 1681 // However, editing linked parts and unlinking may be different
1623 // 1682 //
1624 SceneObjectGroup group = root.ParentGroup; 1683 SceneObjectGroup group = root.ParentGroup;
1684 group.areUpdatesSuspended = true;
1625 1685
1626 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1686 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1627 int numChildren = newSet.Count; 1687 int numChildren = newSet.Count;
1628 1688
1689 if (numChildren == 1)
1690 break;
1691
1629 // If there are prims left in a link set, but the root is 1692 // If there are prims left in a link set, but the root is
1630 // slated for unlink, we need to do this 1693 // slated for unlink, we need to do this
1694 // Unlink the remaining set
1631 // 1695 //
1632 if (numChildren != 1) 1696 bool sendEventsToRemainder = true;
1633 { 1697 if (numChildren > 1)
1634 // Unlink the remaining set 1698 sendEventsToRemainder = false;
1635 //
1636 bool sendEventsToRemainder = true;
1637 if (numChildren > 1)
1638 sendEventsToRemainder = false;
1639 1699
1640 foreach (SceneObjectPart p in newSet) 1700 foreach (SceneObjectPart p in newSet)
1701 {
1702 if (p != group.RootPart)
1641 { 1703 {
1642 if (p != group.RootPart) 1704 group.DelinkFromGroup(p, sendEventsToRemainder);
1643 group.DelinkFromGroup(p, sendEventsToRemainder); 1705 if (numChildren > 2)
1706 {
1707 p.ParentGroup.areUpdatesSuspended = true;
1708 }
1709 else
1710 {
1711 p.ParentGroup.HasGroupChanged = true;
1712 p.ParentGroup.ScheduleGroupForFullUpdate();
1713 }
1644 } 1714 }
1715 }
1716
1717 // If there is more than one prim remaining, we
1718 // need to re-link
1719 //
1720 if (numChildren > 2)
1721 {
1722 // Remove old root
1723 //
1724 if (newSet.Contains(root))
1725 newSet.Remove(root);
1645 1726
1646 // If there is more than one prim remaining, we 1727 // Preserve link ordering
1647 // need to re-link
1648 // 1728 //
1649 if (numChildren > 2) 1729 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1650 { 1730 {
1651 // Remove old root 1731 return a.LinkNum.CompareTo(b.LinkNum);
1652 // 1732 });
1653 if (newSet.Contains(root))
1654 newSet.Remove(root);
1655
1656 // Preserve link ordering
1657 //
1658 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1659 {
1660 return a.LinkNum.CompareTo(b.LinkNum);
1661 });
1662 1733
1663 // Determine new root 1734 // Determine new root
1664 // 1735 //
1665 SceneObjectPart newRoot = newSet[0]; 1736 SceneObjectPart newRoot = newSet[0];
1666 newSet.RemoveAt(0); 1737 newSet.RemoveAt(0);
1667 1738
1668 foreach (SceneObjectPart newChild in newSet) 1739 foreach (SceneObjectPart newChild in newSet)
1669 newChild.UpdateFlag = 0; 1740 newChild.UpdateFlag = 0;
1670 1741
1671 LinkObjects(newRoot, newSet); 1742 newRoot.ParentGroup.areUpdatesSuspended = true;
1672 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1743 LinkObjects(newRoot, newSet);
1673 affectedGroups.Add(newRoot.ParentGroup); 1744 if (!affectedGroups.Contains(newRoot.ParentGroup))
1674 } 1745 affectedGroups.Add(newRoot.ParentGroup);
1675 } 1746 }
1676 } 1747 }
1677 1748
@@ -1681,6 +1752,7 @@ namespace OpenSim.Region.Framework.Scenes
1681 { 1752 {
1682 g.TriggerScriptChangedEvent(Changed.LINK); 1753 g.TriggerScriptChangedEvent(Changed.LINK);
1683 g.HasGroupChanged = true; // Persist 1754 g.HasGroupChanged = true; // Persist
1755 g.areUpdatesSuspended = false;
1684 g.ScheduleGroupForFullUpdate(); 1756 g.ScheduleGroupForFullUpdate();
1685 } 1757 }
1686 } 1758 }
@@ -1795,9 +1867,6 @@ namespace OpenSim.Region.Framework.Scenes
1795 child.ApplyNextOwnerPermissions(); 1867 child.ApplyNextOwnerPermissions();
1796 } 1868 }
1797 } 1869 }
1798
1799 copy.RootPart.ObjectSaleType = 0;
1800 copy.RootPart.SalePrice = 10;
1801 } 1870 }
1802 1871
1803 Entities.Add(copy); 1872 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a86223c..6cc7231 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -419,6 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
419 415
420 public void ResumeScripts() 416 public void ResumeScripts()
421 { 417 {
418 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
419 return;
420
422 SceneObjectPart[] parts = m_parts.GetArray(); 421 SceneObjectPart[] parts = m_parts.GetArray();
423 for (int i = 0; i < parts.Length; i++) 422 for (int i = 0; i < parts.Length; i++)
424 parts[i].Inventory.ResumeScripts(); 423 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 994b9e3..3bc7834 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.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,30 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 } 175 }
@@ -132,8 +185,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 185 return false;
133 if (m_scene.ShuttingDown) 186 if (m_scene.ShuttingDown)
134 return true; 187 return true;
188
189 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
190 {
191 m_maxPersistTime = m_scene.m_persistAfter;
192 m_minPersistTime = m_scene.m_dontPersistBefore;
193 }
194
135 long currentTime = DateTime.Now.Ticks; 195 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 196
197 if (timeLastChanged == 0) timeLastChanged = currentTime;
198 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
199
200 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 201 return true;
138 return false; 202 return false;
139 } 203 }
@@ -176,10 +240,10 @@ namespace OpenSim.Region.Framework.Scenes
176 240
177 private bool m_scriptListens_atTarget; 241 private bool m_scriptListens_atTarget;
178 private bool m_scriptListens_notAtTarget; 242 private bool m_scriptListens_notAtTarget;
179
180 private bool m_scriptListens_atRotTarget; 243 private bool m_scriptListens_atRotTarget;
181 private bool m_scriptListens_notAtRotTarget; 244 private bool m_scriptListens_notAtRotTarget;
182 245
246 public bool m_dupeInProgress = false;
183 internal Dictionary<UUID, string> m_savedScriptState; 247 internal Dictionary<UUID, string> m_savedScriptState;
184 248
185 #region Properties 249 #region Properties
@@ -219,7 +283,13 @@ namespace OpenSim.Region.Framework.Scenes
219 public virtual Quaternion Rotation 283 public virtual Quaternion Rotation
220 { 284 {
221 get { return m_rotation; } 285 get { return m_rotation; }
222 set { m_rotation = value; } 286 set {
287 foreach(SceneObjectPart p in m_parts.GetArray())
288 {
289 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
290 }
291 m_rotation = value;
292 }
223 } 293 }
224 294
225 public Quaternion GroupRotation 295 public Quaternion GroupRotation
@@ -293,7 +363,11 @@ namespace OpenSim.Region.Framework.Scenes
293 { 363 {
294 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 364 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
295 } 365 }
296 366
367 foreach (SceneObjectPart part in m_parts.GetArray())
368 {
369 part.IgnoreUndoUpdate = true;
370 }
297 if (RootPart.GetStatusSandbox()) 371 if (RootPart.GetStatusSandbox())
298 { 372 {
299 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 373 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -304,10 +378,31 @@ namespace OpenSim.Region.Framework.Scenes
304 return; 378 return;
305 } 379 }
306 } 380 }
307
308 SceneObjectPart[] parts = m_parts.GetArray(); 381 SceneObjectPart[] parts = m_parts.GetArray();
309 for (int i = 0; i < parts.Length; i++) 382 foreach (SceneObjectPart part in parts)
310 parts[i].GroupPosition = val; 383 {
384 part.IgnoreUndoUpdate = false;
385 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
386 part.GroupPosition = val;
387 if (!m_dupeInProgress)
388 {
389 part.TriggerScriptChangedEvent(Changed.POSITION);
390 }
391 }
392 if (!m_dupeInProgress)
393 {
394 foreach (ScenePresence av in m_linkedAvatars)
395 {
396 SceneObjectPart p;
397 if (m_parts.TryGetValue(av.LinkedPrim, out p))
398 {
399 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
400 av.AbsolutePosition += offset;
401 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
402 av.SendFullUpdateToAllClients();
403 }
404 }
405 }
311 406
312 //if (m_rootPart.PhysActor != null) 407 //if (m_rootPart.PhysActor != null)
313 //{ 408 //{
@@ -454,6 +549,7 @@ namespace OpenSim.Region.Framework.Scenes
454 /// </summary> 549 /// </summary>
455 public SceneObjectGroup() 550 public SceneObjectGroup()
456 { 551 {
552
457 } 553 }
458 554
459 /// <summary> 555 /// <summary>
@@ -470,7 +566,7 @@ namespace OpenSim.Region.Framework.Scenes
470 /// Constructor. This object is added to the scene later via AttachToScene() 566 /// Constructor. This object is added to the scene later via AttachToScene()
471 /// </summary> 567 /// </summary>
472 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 568 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
473 { 569 {
474 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 570 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
475 } 571 }
476 572
@@ -516,6 +612,9 @@ namespace OpenSim.Region.Framework.Scenes
516 /// </summary> 612 /// </summary>
517 public virtual void AttachToBackup() 613 public virtual void AttachToBackup()
518 { 614 {
615 if (IsAttachment) return;
616 m_scene.SceneGraph.FireAttachToBackup(this);
617
519 if (InSceneBackup) 618 if (InSceneBackup)
520 { 619 {
521 //m_log.DebugFormat( 620 //m_log.DebugFormat(
@@ -631,9 +730,9 @@ namespace OpenSim.Region.Framework.Scenes
631 result.normal = inter.normal; 730 result.normal = inter.normal;
632 result.distance = inter.distance; 731 result.distance = inter.distance;
633 } 732 }
733
634 } 734 }
635 } 735 }
636
637 return result; 736 return result;
638 } 737 }
639 738
@@ -653,17 +752,19 @@ namespace OpenSim.Region.Framework.Scenes
653 minZ = 8192f; 752 minZ = 8192f;
654 753
655 SceneObjectPart[] parts = m_parts.GetArray(); 754 SceneObjectPart[] parts = m_parts.GetArray();
656 for (int i = 0; i < parts.Length; i++) 755 foreach (SceneObjectPart part in parts)
657 { 756 {
658 SceneObjectPart part = parts[i];
659
660 Vector3 worldPos = part.GetWorldPosition(); 757 Vector3 worldPos = part.GetWorldPosition();
661 Vector3 offset = worldPos - AbsolutePosition; 758 Vector3 offset = worldPos - AbsolutePosition;
662 Quaternion worldRot; 759 Quaternion worldRot;
663 if (part.ParentID == 0) 760 if (part.ParentID == 0)
761 {
664 worldRot = part.RotationOffset; 762 worldRot = part.RotationOffset;
763 }
665 else 764 else
765 {
666 worldRot = part.GetWorldRotation(); 766 worldRot = part.GetWorldRotation();
767 }
667 768
668 Vector3 frontTopLeft; 769 Vector3 frontTopLeft;
669 Vector3 frontTopRight; 770 Vector3 frontTopRight;
@@ -675,6 +776,8 @@ namespace OpenSim.Region.Framework.Scenes
675 Vector3 backBottomLeft; 776 Vector3 backBottomLeft;
676 Vector3 backBottomRight; 777 Vector3 backBottomRight;
677 778
779 // Vector3[] corners = new Vector3[8];
780
678 Vector3 orig = Vector3.Zero; 781 Vector3 orig = Vector3.Zero;
679 782
680 frontTopLeft.X = orig.X - (part.Scale.X / 2); 783 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -709,6 +812,38 @@ namespace OpenSim.Region.Framework.Scenes
709 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 812 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
710 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 813 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
711 814
815
816
817 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
818 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
819 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
820 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
821 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
822 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
823 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
824 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
825
826 //for (int i = 0; i < 8; i++)
827 //{
828 // corners[i] = corners[i] * worldRot;
829 // corners[i] += offset;
830
831 // if (corners[i].X > maxX)
832 // maxX = corners[i].X;
833 // if (corners[i].X < minX)
834 // minX = corners[i].X;
835
836 // if (corners[i].Y > maxY)
837 // maxY = corners[i].Y;
838 // if (corners[i].Y < minY)
839 // minY = corners[i].Y;
840
841 // if (corners[i].Z > maxZ)
842 // maxZ = corners[i].Y;
843 // if (corners[i].Z < minZ)
844 // minZ = corners[i].Z;
845 //}
846
712 frontTopLeft = frontTopLeft * worldRot; 847 frontTopLeft = frontTopLeft * worldRot;
713 frontTopRight = frontTopRight * worldRot; 848 frontTopRight = frontTopRight * worldRot;
714 frontBottomLeft = frontBottomLeft * worldRot; 849 frontBottomLeft = frontBottomLeft * worldRot;
@@ -730,6 +865,15 @@ namespace OpenSim.Region.Framework.Scenes
730 backTopLeft += offset; 865 backTopLeft += offset;
731 backTopRight += offset; 866 backTopRight += offset;
732 867
868 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
869 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
870 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
871 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
872 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
873 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
874 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
875 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
876
733 if (frontTopRight.X > maxX) 877 if (frontTopRight.X > maxX)
734 maxX = frontTopRight.X; 878 maxX = frontTopRight.X;
735 if (frontTopLeft.X > maxX) 879 if (frontTopLeft.X > maxX)
@@ -875,6 +1019,11 @@ namespace OpenSim.Region.Framework.Scenes
875 1019
876 public void SaveScriptedState(XmlTextWriter writer) 1020 public void SaveScriptedState(XmlTextWriter writer)
877 { 1021 {
1022 SaveScriptedState(writer, false);
1023 }
1024
1025 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1026 {
878 XmlDocument doc = new XmlDocument(); 1027 XmlDocument doc = new XmlDocument();
879 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1028 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
880 1029
@@ -902,6 +1051,118 @@ namespace OpenSim.Region.Framework.Scenes
902 } 1051 }
903 } 1052 }
904 1053
1054 /// <summary>
1055 /// Add the avatar to this linkset (avatar is sat).
1056 /// </summary>
1057 /// <param name="agentID"></param>
1058 public void AddAvatar(UUID agentID)
1059 {
1060 ScenePresence presence;
1061 if (m_scene.TryGetScenePresence(agentID, out presence))
1062 {
1063 if (!m_linkedAvatars.Contains(presence))
1064 {
1065 m_linkedAvatars.Add(presence);
1066 }
1067 }
1068 }
1069
1070 /// <summary>
1071 /// Delete the avatar from this linkset (avatar is unsat).
1072 /// </summary>
1073 /// <param name="agentID"></param>
1074 public void DeleteAvatar(UUID agentID)
1075 {
1076 ScenePresence presence;
1077 if (m_scene.TryGetScenePresence(agentID, out presence))
1078 {
1079 if (m_linkedAvatars.Contains(presence))
1080 {
1081 m_linkedAvatars.Remove(presence);
1082 }
1083 }
1084 }
1085
1086 /// <summary>
1087 /// Returns the list of linked presences (avatars sat on this group)
1088 /// </summary>
1089 /// <param name="agentID"></param>
1090 public List<ScenePresence> GetLinkedAvatars()
1091 {
1092 return m_linkedAvatars;
1093 }
1094
1095 /// <summary>
1096 /// Attach this scene object to the given avatar.
1097 /// </summary>
1098 /// <param name="agentID"></param>
1099 /// <param name="attachmentpoint"></param>
1100 /// <param name="AttachOffset"></param>
1101 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1102 {
1103 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1104 if (avatar != null)
1105 {
1106 // don't attach attachments to child agents
1107 if (avatar.IsChildAgent) return;
1108
1109// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1110
1111 DetachFromBackup();
1112
1113 // Remove from database and parcel prim count
1114 m_scene.DeleteFromStorage(UUID);
1115 m_scene.EventManager.TriggerParcelPrimCountTainted();
1116
1117 m_rootPart.AttachedAvatar = agentID;
1118
1119 //Anakin Lohner bug #3839
1120 lock (m_parts)
1121 {
1122 foreach (SceneObjectPart p in m_parts.GetArray())
1123 {
1124 p.AttachedAvatar = agentID;
1125 }
1126 }
1127
1128 if (m_rootPart.PhysActor != null)
1129 {
1130 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1131 m_rootPart.PhysActor = null;
1132 }
1133
1134 AbsolutePosition = AttachOffset;
1135 m_rootPart.AttachedPos = AttachOffset;
1136 m_rootPart.IsAttachment = true;
1137
1138 m_rootPart.SetParentLocalId(avatar.LocalId);
1139 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1140
1141 avatar.AddAttachment(this);
1142
1143 if (!silent)
1144 {
1145 // Killing it here will cause the client to deselect it
1146 // It then reappears on the avatar, deselected
1147 // through the full update below
1148 //
1149 if (IsSelected)
1150 {
1151 m_scene.SendKillObject(m_rootPart.LocalId);
1152 }
1153
1154 IsSelected = false; // fudge....
1155 ScheduleGroupForFullUpdate();
1156 }
1157 }
1158 else
1159 {
1160 m_log.WarnFormat(
1161 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1162 UUID, agentID, Scene.RegionInfo.RegionName);
1163 }
1164 }
1165
905 public byte GetAttachmentPoint() 1166 public byte GetAttachmentPoint()
906 { 1167 {
907 return m_rootPart.Shape.State; 1168 return m_rootPart.Shape.State;
@@ -1028,7 +1289,10 @@ namespace OpenSim.Region.Framework.Scenes
1028 public void AddPart(SceneObjectPart part) 1289 public void AddPart(SceneObjectPart part)
1029 { 1290 {
1030 part.SetParent(this); 1291 part.SetParent(this);
1031 part.LinkNum = m_parts.Add(part.UUID, part); 1292 m_parts.Add(part.UUID, part);
1293
1294 part.LinkNum = m_parts.Count;
1295
1032 if (part.LinkNum == 2 && RootPart != null) 1296 if (part.LinkNum == 2 && RootPart != null)
1033 RootPart.LinkNum = 1; 1297 RootPart.LinkNum = 1;
1034 } 1298 }
@@ -1112,7 +1376,7 @@ namespace OpenSim.Region.Framework.Scenes
1112 1376
1113 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1377 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1114 { 1378 {
1115 part.StoreUndoState(); 1379 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1116 part.OnGrab(offsetPos, remoteClient); 1380 part.OnGrab(offsetPos, remoteClient);
1117 } 1381 }
1118 1382
@@ -1132,6 +1396,11 @@ namespace OpenSim.Region.Framework.Scenes
1132 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1396 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1133 public void DeleteGroupFromScene(bool silent) 1397 public void DeleteGroupFromScene(bool silent)
1134 { 1398 {
1399 // We need to keep track of this state in case this group is still queued for backup.
1400 m_isDeleted = true;
1401
1402 DetachFromBackup();
1403
1135 SceneObjectPart[] parts = m_parts.GetArray(); 1404 SceneObjectPart[] parts = m_parts.GetArray();
1136 for (int i = 0; i < parts.Length; i++) 1405 for (int i = 0; i < parts.Length; i++)
1137 { 1406 {
@@ -1150,6 +1419,8 @@ namespace OpenSim.Region.Framework.Scenes
1150 } 1419 }
1151 }); 1420 });
1152 } 1421 }
1422
1423
1153 } 1424 }
1154 1425
1155 public void AddScriptLPS(int count) 1426 public void AddScriptLPS(int count)
@@ -1246,7 +1517,12 @@ namespace OpenSim.Region.Framework.Scenes
1246 1517
1247 public void SetOwnerId(UUID userId) 1518 public void SetOwnerId(UUID userId)
1248 { 1519 {
1249 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1520 ForEachPart(delegate(SceneObjectPart part)
1521 {
1522
1523 part.OwnerID = userId;
1524
1525 });
1250 } 1526 }
1251 1527
1252 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1528 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1282,7 +1558,10 @@ namespace OpenSim.Region.Framework.Scenes
1282 // any exception propogate upwards. 1558 // any exception propogate upwards.
1283 try 1559 try
1284 { 1560 {
1285 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1561 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1562 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1563 m_scene.LoadingPrims) // Land may not be valid yet
1564
1286 { 1565 {
1287 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1566 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1288 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1567 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1314,6 +1593,20 @@ namespace OpenSim.Region.Framework.Scenes
1314 // don't backup while it's selected or you're asking for changes mid stream. 1593 // don't backup while it's selected or you're asking for changes mid stream.
1315 if (isTimeToPersist() || forcedBackup) 1594 if (isTimeToPersist() || forcedBackup)
1316 { 1595 {
1596 if (m_rootPart.PhysActor != null &&
1597 (!m_rootPart.PhysActor.IsPhysical))
1598 {
1599 // Possible ghost prim
1600 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1601 {
1602 foreach (SceneObjectPart part in m_parts.GetArray())
1603 {
1604 // Re-set physics actor positions and
1605 // orientations
1606 part.GroupPosition = m_rootPart.GroupPosition;
1607 }
1608 }
1609 }
1317// m_log.DebugFormat( 1610// m_log.DebugFormat(
1318// "[SCENE]: Storing {0}, {1} in {2}", 1611// "[SCENE]: Storing {0}, {1} in {2}",
1319// Name, UUID, m_scene.RegionInfo.RegionName); 1612// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1376,81 +1669,106 @@ namespace OpenSim.Region.Framework.Scenes
1376 /// <returns></returns> 1669 /// <returns></returns>
1377 public SceneObjectGroup Copy(bool userExposed) 1670 public SceneObjectGroup Copy(bool userExposed)
1378 { 1671 {
1379 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1672 SceneObjectGroup dupe;
1380 dupe.m_isBackedUp = false; 1673 try
1381 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1674 {
1675 m_dupeInProgress = true;
1676 dupe = (SceneObjectGroup)MemberwiseClone();
1677 dupe.m_isBackedUp = false;
1678 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1382 1679
1383 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1680 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1384 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1681 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1385 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1682 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1386 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1683 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1387 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1684 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1388 // then restore it's attachment state 1685 // then restore it's attachment state
1389 1686
1390 // This is only necessary when userExposed is false! 1687 // This is only necessary when userExposed is false!
1391 1688
1392 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1689 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1393
1394 if (!userExposed)
1395 dupe.RootPart.IsAttachment = true;
1396 1690
1397 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1691 if (!userExposed)
1692 dupe.RootPart.IsAttachment = true;
1398 1693
1399 if (!userExposed) 1694 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1400 {
1401 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1402 }
1403 1695
1404 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1696 if (!userExposed)
1405 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1697 {
1698 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1699 }
1406 1700
1407 if (userExposed) 1701 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1408 dupe.m_rootPart.TrimPermissions(); 1702 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1409 1703
1410 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1704 if (userExposed)
1411 1705 dupe.m_rootPart.TrimPermissions();
1412 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1706
1707 /// may need to create a new Physics actor.
1708 if (dupe.RootPart.PhysActor != null && userExposed)
1413 { 1709 {
1414 return p1.LinkNum.CompareTo(p2.LinkNum); 1710 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1711
1712 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1713 dupe.RootPart.Name,
1714 pbs,
1715 dupe.RootPart.AbsolutePosition,
1716 dupe.RootPart.Scale,
1717 dupe.RootPart.RotationOffset,
1718 dupe.RootPart.PhysActor.IsPhysical);
1719
1720 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1721 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1415 } 1722 }
1416 );
1417 1723
1418 foreach (SceneObjectPart part in partList) 1724 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1419 { 1725
1420 if (part.UUID != m_rootPart.UUID) 1726 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1727 {
1728 return p1.LinkNum.CompareTo(p2.LinkNum);
1729 }
1730 );
1731
1732 foreach (SceneObjectPart part in partList)
1421 { 1733 {
1422 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1734 if (part.UUID != m_rootPart.UUID)
1423 newPart.LinkNum = part.LinkNum; 1735 {
1424 } 1736 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1737
1738 newPart.LinkNum = part.LinkNum;
1739 }
1425 1740
1426 // Need to duplicate the physics actor as well 1741 // Need to duplicate the physics actor as well
1427 if (part.PhysActor != null && userExposed) 1742 if (part.PhysActor != null && userExposed)
1743 {
1744 PrimitiveBaseShape pbs = part.Shape;
1745
1746 part.PhysActor
1747 = m_scene.PhysicsScene.AddPrimShape(
1748 part.Name,
1749 pbs,
1750 part.AbsolutePosition,
1751 part.Scale,
1752 part.RotationOffset,
1753 part.PhysActor.IsPhysical);
1754
1755 part.PhysActor.LocalID = part.LocalId;
1756 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1757 }
1758 }
1759 if (userExposed)
1428 { 1760 {
1429 PrimitiveBaseShape pbs = part.Shape; 1761 dupe.UpdateParentIDs();
1430 1762 dupe.HasGroupChanged = true;
1431 part.PhysActor 1763 dupe.AttachToBackup();
1432 = m_scene.PhysicsScene.AddPrimShape( 1764
1433 part.Name, 1765 ScheduleGroupForFullUpdate();
1434 pbs,
1435 part.AbsolutePosition,
1436 part.Scale,
1437 part.RotationOffset,
1438 part.PhysActor.IsPhysical);
1439
1440 part.PhysActor.LocalID = part.LocalId;
1441 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1442 } 1766 }
1443 } 1767 }
1444 1768 finally
1445 if (userExposed)
1446 { 1769 {
1447 dupe.UpdateParentIDs(); 1770 m_dupeInProgress = false;
1448 dupe.HasGroupChanged = true;
1449 dupe.AttachToBackup();
1450
1451 ScheduleGroupForFullUpdate();
1452 } 1771 }
1453
1454 return dupe; 1772 return dupe;
1455 } 1773 }
1456 1774
@@ -1641,13 +1959,40 @@ namespace OpenSim.Region.Framework.Scenes
1641 } 1959 }
1642 } 1960 }
1643 1961
1962 public void rotLookAt(Quaternion target, float strength, float damping)
1963 {
1964 SceneObjectPart rootpart = m_rootPart;
1965 if (rootpart != null)
1966 {
1967 if (IsAttachment)
1968 {
1969 /*
1970 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1971 if (avatar != null)
1972 {
1973 Rotate the Av?
1974 } */
1975 }
1976 else
1977 {
1978 if (rootpart.PhysActor != null)
1979 { // APID must be implemented in your physics system for this to function.
1980 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1981 rootpart.PhysActor.APIDStrength = strength;
1982 rootpart.PhysActor.APIDDamping = damping;
1983 rootpart.PhysActor.APIDActive = true;
1984 }
1985 }
1986 }
1987 }
1988
1644 public void stopLookAt() 1989 public void stopLookAt()
1645 { 1990 {
1646 SceneObjectPart rootpart = m_rootPart; 1991 SceneObjectPart rootpart = m_rootPart;
1647 if (rootpart != null) 1992 if (rootpart != null)
1648 { 1993 {
1649 if (rootpart.PhysActor != null) 1994 if (rootpart.PhysActor != null)
1650 { 1995 { // APID must be implemented in your physics system for this to function.
1651 rootpart.PhysActor.APIDActive = false; 1996 rootpart.PhysActor.APIDActive = false;
1652 } 1997 }
1653 } 1998 }
@@ -1713,6 +2058,8 @@ namespace OpenSim.Region.Framework.Scenes
1713 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2058 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1714 { 2059 {
1715 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2060 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2061 newPart.SetParent(this);
2062
1716 AddPart(newPart); 2063 AddPart(newPart);
1717 2064
1718 SetPartAsNonRoot(newPart); 2065 SetPartAsNonRoot(newPart);
@@ -1859,11 +2206,11 @@ namespace OpenSim.Region.Framework.Scenes
1859 /// Immediately send a full update for this scene object. 2206 /// Immediately send a full update for this scene object.
1860 /// </summary> 2207 /// </summary>
1861 public void SendGroupFullUpdate() 2208 public void SendGroupFullUpdate()
1862 { 2209 {
1863 if (IsDeleted) 2210 if (IsDeleted)
1864 return; 2211 return;
1865 2212
1866// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2213// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1867 2214
1868 RootPart.SendFullUpdateToAllClients(); 2215 RootPart.SendFullUpdateToAllClients();
1869 2216
@@ -2052,12 +2399,15 @@ namespace OpenSim.Region.Framework.Scenes
2052 part.LinkNum += objectGroup.PrimCount; 2399 part.LinkNum += objectGroup.PrimCount;
2053 } 2400 }
2054 } 2401 }
2402 }
2055 2403
2056 linkPart.LinkNum = 2; 2404 linkPart.LinkNum = 2;
2057 2405
2058 linkPart.SetParent(this); 2406 linkPart.SetParent(this);
2059 linkPart.CreateSelected = true; 2407 linkPart.CreateSelected = true;
2060 2408
2409 lock (m_parts.SyncRoot)
2410 {
2061 //if (linkPart.PhysActor != null) 2411 //if (linkPart.PhysActor != null)
2062 //{ 2412 //{
2063 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2413 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2214,6 +2564,8 @@ namespace OpenSim.Region.Framework.Scenes
2214 /// <param name="objectGroup"></param> 2564 /// <param name="objectGroup"></param>
2215 public virtual void DetachFromBackup() 2565 public virtual void DetachFromBackup()
2216 { 2566 {
2567 m_scene.SceneGraph.FireDetachFromBackup(this);
2568
2217 if (m_isBackedUp) 2569 if (m_isBackedUp)
2218 m_scene.EventManager.OnBackup -= ProcessBackup; 2570 m_scene.EventManager.OnBackup -= ProcessBackup;
2219 2571
@@ -2518,6 +2870,17 @@ namespace OpenSim.Region.Framework.Scenes
2518 } 2870 }
2519 } 2871 }
2520 2872
2873
2874
2875 /// <summary>
2876 /// Gets the number of parts
2877 /// </summary>
2878 /// <returns></returns>
2879 public int GetPartCount()
2880 {
2881 return Parts.Count();
2882 }
2883
2521 /// <summary> 2884 /// <summary>
2522 /// Update the texture entry for this part 2885 /// Update the texture entry for this part
2523 /// </summary> 2886 /// </summary>
@@ -2579,11 +2942,9 @@ namespace OpenSim.Region.Framework.Scenes
2579 scale.Y = m_scene.m_maxNonphys; 2942 scale.Y = m_scene.m_maxNonphys;
2580 if (scale.Z > m_scene.m_maxNonphys) 2943 if (scale.Z > m_scene.m_maxNonphys)
2581 scale.Z = m_scene.m_maxNonphys; 2944 scale.Z = m_scene.m_maxNonphys;
2582
2583 SceneObjectPart part = GetChildPart(localID); 2945 SceneObjectPart part = GetChildPart(localID);
2584 if (part != null) 2946 if (part != null)
2585 { 2947 {
2586 part.Resize(scale);
2587 if (part.PhysActor != null) 2948 if (part.PhysActor != null)
2588 { 2949 {
2589 if (part.PhysActor.IsPhysical) 2950 if (part.PhysActor.IsPhysical)
@@ -2598,7 +2959,7 @@ namespace OpenSim.Region.Framework.Scenes
2598 part.PhysActor.Size = scale; 2959 part.PhysActor.Size = scale;
2599 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2960 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2600 } 2961 }
2601 //if (part.UUID != m_rootPart.UUID) 2962 part.Resize(scale);
2602 2963
2603 HasGroupChanged = true; 2964 HasGroupChanged = true;
2604 ScheduleGroupForFullUpdate(); 2965 ScheduleGroupForFullUpdate();
@@ -2620,7 +2981,6 @@ namespace OpenSim.Region.Framework.Scenes
2620 SceneObjectPart part = GetChildPart(localID); 2981 SceneObjectPart part = GetChildPart(localID);
2621 if (part != null) 2982 if (part != null)
2622 { 2983 {
2623 part.IgnoreUndoUpdate = true;
2624 if (scale.X > m_scene.m_maxNonphys) 2984 if (scale.X > m_scene.m_maxNonphys)
2625 scale.X = m_scene.m_maxNonphys; 2985 scale.X = m_scene.m_maxNonphys;
2626 if (scale.Y > m_scene.m_maxNonphys) 2986 if (scale.Y > m_scene.m_maxNonphys)
@@ -2657,7 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes
2657 3017
2658 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3018 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2659 { 3019 {
2660 if (oldSize.X * x > m_scene.m_maxPhys) 3020 if (oldSize.X*x > m_scene.m_maxPhys)
2661 { 3021 {
2662 f = m_scene.m_maxPhys / oldSize.X; 3022 f = m_scene.m_maxPhys / oldSize.X;
2663 a = f / x; 3023 a = f / x;
@@ -2665,7 +3025,7 @@ namespace OpenSim.Region.Framework.Scenes
2665 y *= a; 3025 y *= a;
2666 z *= a; 3026 z *= a;
2667 } 3027 }
2668 if (oldSize.Y * y > m_scene.m_maxPhys) 3028 if (oldSize.Y*y > m_scene.m_maxPhys)
2669 { 3029 {
2670 f = m_scene.m_maxPhys / oldSize.Y; 3030 f = m_scene.m_maxPhys / oldSize.Y;
2671 a = f / y; 3031 a = f / y;
@@ -2673,7 +3033,7 @@ namespace OpenSim.Region.Framework.Scenes
2673 y *= a; 3033 y *= a;
2674 z *= a; 3034 z *= a;
2675 } 3035 }
2676 if (oldSize.Z * z > m_scene.m_maxPhys) 3036 if (oldSize.Z*z > m_scene.m_maxPhys)
2677 { 3037 {
2678 f = m_scene.m_maxPhys / oldSize.Z; 3038 f = m_scene.m_maxPhys / oldSize.Z;
2679 a = f / z; 3039 a = f / z;
@@ -2684,7 +3044,7 @@ namespace OpenSim.Region.Framework.Scenes
2684 } 3044 }
2685 else 3045 else
2686 { 3046 {
2687 if (oldSize.X * x > m_scene.m_maxNonphys) 3047 if (oldSize.X*x > m_scene.m_maxNonphys)
2688 { 3048 {
2689 f = m_scene.m_maxNonphys / oldSize.X; 3049 f = m_scene.m_maxNonphys / oldSize.X;
2690 a = f / x; 3050 a = f / x;
@@ -2692,7 +3052,7 @@ namespace OpenSim.Region.Framework.Scenes
2692 y *= a; 3052 y *= a;
2693 z *= a; 3053 z *= a;
2694 } 3054 }
2695 if (oldSize.Y * y > m_scene.m_maxNonphys) 3055 if (oldSize.Y*y > m_scene.m_maxNonphys)
2696 { 3056 {
2697 f = m_scene.m_maxNonphys / oldSize.Y; 3057 f = m_scene.m_maxNonphys / oldSize.Y;
2698 a = f / y; 3058 a = f / y;
@@ -2700,7 +3060,7 @@ namespace OpenSim.Region.Framework.Scenes
2700 y *= a; 3060 y *= a;
2701 z *= a; 3061 z *= a;
2702 } 3062 }
2703 if (oldSize.Z * z > m_scene.m_maxNonphys) 3063 if (oldSize.Z*z > m_scene.m_maxNonphys)
2704 { 3064 {
2705 f = m_scene.m_maxNonphys / oldSize.Z; 3065 f = m_scene.m_maxNonphys / oldSize.Z;
2706 a = f / z; 3066 a = f / z;
@@ -2710,7 +3070,6 @@ namespace OpenSim.Region.Framework.Scenes
2710 } 3070 }
2711 } 3071 }
2712 obPart.IgnoreUndoUpdate = false; 3072 obPart.IgnoreUndoUpdate = false;
2713 obPart.StoreUndoState();
2714 } 3073 }
2715 } 3074 }
2716 } 3075 }
@@ -2718,8 +3077,13 @@ namespace OpenSim.Region.Framework.Scenes
2718 Vector3 prevScale = part.Scale; 3077 Vector3 prevScale = part.Scale;
2719 prevScale.X *= x; 3078 prevScale.X *= x;
2720 prevScale.Y *= y; 3079 prevScale.Y *= y;
2721 prevScale.Z *= z; 3080 prevScale.Z *= z;;
3081
3082 part.IgnoreUndoUpdate = false;
3083 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3084 part.IgnoreUndoUpdate = true;
2722 part.Resize(prevScale); 3085 part.Resize(prevScale);
3086 part.IgnoreUndoUpdate = false;
2723 3087
2724 parts = m_parts.GetArray(); 3088 parts = m_parts.GetArray();
2725 for (int i = 0; i < parts.Length; i++) 3089 for (int i = 0; i < parts.Length; i++)
@@ -2728,19 +3092,26 @@ namespace OpenSim.Region.Framework.Scenes
2728 obPart.IgnoreUndoUpdate = true; 3092 obPart.IgnoreUndoUpdate = true;
2729 if (obPart.UUID != m_rootPart.UUID) 3093 if (obPart.UUID != m_rootPart.UUID)
2730 { 3094 {
2731 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3095 if (obPart.UUID != m_rootPart.UUID)
2732 currentpos.X *= x; 3096 {
2733 currentpos.Y *= y; 3097 obPart.IgnoreUndoUpdate = false;
2734 currentpos.Z *= z; 3098 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2735 Vector3 newSize = new Vector3(obPart.Scale); 3099 obPart.IgnoreUndoUpdate = true;
2736 newSize.X *= x; 3100
2737 newSize.Y *= y; 3101 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2738 newSize.Z *= z; 3102 currentpos.X *= x;
2739 obPart.Resize(newSize); 3103 currentpos.Y *= y;
2740 obPart.UpdateOffSet(currentpos); 3104 currentpos.Z *= z;
3105 Vector3 newSize = new Vector3(obPart.Scale);
3106 newSize.X *= x;
3107 newSize.Y *= y;
3108 newSize.Z *= z;
3109 obPart.Resize(newSize);
3110 obPart.UpdateOffSet(currentpos);
3111 }
3112 obPart.IgnoreUndoUpdate = false;
2741 } 3113 }
2742 obPart.IgnoreUndoUpdate = false; 3114 obPart.IgnoreUndoUpdate = false;
2743 obPart.StoreUndoState();
2744 } 3115 }
2745 3116
2746 if (part.PhysActor != null) 3117 if (part.PhysActor != null)
@@ -2750,7 +3121,6 @@ namespace OpenSim.Region.Framework.Scenes
2750 } 3121 }
2751 3122
2752 part.IgnoreUndoUpdate = false; 3123 part.IgnoreUndoUpdate = false;
2753 part.StoreUndoState();
2754 HasGroupChanged = true; 3124 HasGroupChanged = true;
2755 ScheduleGroupForTerseUpdate(); 3125 ScheduleGroupForTerseUpdate();
2756 } 3126 }
@@ -2766,14 +3136,11 @@ namespace OpenSim.Region.Framework.Scenes
2766 /// <param name="pos"></param> 3136 /// <param name="pos"></param>
2767 public void UpdateGroupPosition(Vector3 pos) 3137 public void UpdateGroupPosition(Vector3 pos)
2768 { 3138 {
2769 SceneObjectPart[] parts = m_parts.GetArray();
2770 for (int i = 0; i < parts.Length; i++)
2771 parts[i].StoreUndoState();
2772
2773 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3139 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2774 { 3140 {
2775 if (IsAttachment) 3141 if (IsAttachment)
2776 { 3142 {
3143 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2777 m_rootPart.AttachedPos = pos; 3144 m_rootPart.AttachedPos = pos;
2778 } 3145 }
2779 if (RootPart.GetStatusSandbox()) 3146 if (RootPart.GetStatusSandbox())
@@ -2807,7 +3174,7 @@ namespace OpenSim.Region.Framework.Scenes
2807 3174
2808 SceneObjectPart[] parts = m_parts.GetArray(); 3175 SceneObjectPart[] parts = m_parts.GetArray();
2809 for (int i = 0; i < parts.Length; i++) 3176 for (int i = 0; i < parts.Length; i++)
2810 parts[i].StoreUndoState(); 3177 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2811 3178
2812 if (part != null) 3179 if (part != null)
2813 { 3180 {
@@ -2832,7 +3199,7 @@ namespace OpenSim.Region.Framework.Scenes
2832 { 3199 {
2833 SceneObjectPart[] parts = m_parts.GetArray(); 3200 SceneObjectPart[] parts = m_parts.GetArray();
2834 for (int i = 0; i < parts.Length; i++) 3201 for (int i = 0; i < parts.Length; i++)
2835 parts[i].StoreUndoState(); 3202 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2836 3203
2837 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3204 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2838 Vector3 oldPos = 3205 Vector3 oldPos =
@@ -2853,10 +3220,27 @@ namespace OpenSim.Region.Framework.Scenes
2853 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3220 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2854 } 3221 }
2855 3222
2856 AbsolutePosition = newPos; 3223 //We have to set undoing here because otherwise an undo state will be saved
3224 if (!m_rootPart.Undoing)
3225 {
3226 m_rootPart.Undoing = true;
3227 AbsolutePosition = newPos;
3228 m_rootPart.Undoing = false;
3229 }
3230 else
3231 {
3232 AbsolutePosition = newPos;
3233 }
2857 3234
2858 HasGroupChanged = true; 3235 HasGroupChanged = true;
2859 ScheduleGroupForTerseUpdate(); 3236 if (m_rootPart.Undoing)
3237 {
3238 ScheduleGroupForFullUpdate();
3239 }
3240 else
3241 {
3242 ScheduleGroupForTerseUpdate();
3243 }
2860 } 3244 }
2861 3245
2862 public void OffsetForNewRegion(Vector3 offset) 3246 public void OffsetForNewRegion(Vector3 offset)
@@ -2876,7 +3260,7 @@ namespace OpenSim.Region.Framework.Scenes
2876 { 3260 {
2877 SceneObjectPart[] parts = m_parts.GetArray(); 3261 SceneObjectPart[] parts = m_parts.GetArray();
2878 for (int i = 0; i < parts.Length; i++) 3262 for (int i = 0; i < parts.Length; i++)
2879 parts[i].StoreUndoState(); 3263 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2880 3264
2881 m_rootPart.UpdateRotation(rot); 3265 m_rootPart.UpdateRotation(rot);
2882 3266
@@ -2900,7 +3284,7 @@ namespace OpenSim.Region.Framework.Scenes
2900 { 3284 {
2901 SceneObjectPart[] parts = m_parts.GetArray(); 3285 SceneObjectPart[] parts = m_parts.GetArray();
2902 for (int i = 0; i < parts.Length; i++) 3286 for (int i = 0; i < parts.Length; i++)
2903 parts[i].StoreUndoState(); 3287 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2904 3288
2905 m_rootPart.UpdateRotation(rot); 3289 m_rootPart.UpdateRotation(rot);
2906 3290
@@ -2925,10 +3309,9 @@ namespace OpenSim.Region.Framework.Scenes
2925 public void UpdateSingleRotation(Quaternion rot, uint localID) 3309 public void UpdateSingleRotation(Quaternion rot, uint localID)
2926 { 3310 {
2927 SceneObjectPart part = GetChildPart(localID); 3311 SceneObjectPart part = GetChildPart(localID);
2928
2929 SceneObjectPart[] parts = m_parts.GetArray(); 3312 SceneObjectPart[] parts = m_parts.GetArray();
2930 for (int i = 0; i < parts.Length; i++) 3313 for (int i = 0; i < parts.Length; i++)
2931 parts[i].StoreUndoState(); 3314 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2932 3315
2933 if (part != null) 3316 if (part != null)
2934 { 3317 {
@@ -2956,15 +3339,24 @@ namespace OpenSim.Region.Framework.Scenes
2956 if (part.UUID == m_rootPart.UUID) 3339 if (part.UUID == m_rootPart.UUID)
2957 { 3340 {
2958 UpdateRootRotation(rot); 3341 UpdateRootRotation(rot);
2959 AbsolutePosition = pos; 3342 if (!m_rootPart.Undoing)
3343 {
3344 m_rootPart.Undoing = true;
3345 AbsolutePosition = pos;
3346 m_rootPart.Undoing = false;
3347 }
3348 else
3349 {
3350 AbsolutePosition = pos;
3351 }
2960 } 3352 }
2961 else 3353 else
2962 { 3354 {
3355 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2963 part.IgnoreUndoUpdate = true; 3356 part.IgnoreUndoUpdate = true;
2964 part.UpdateRotation(rot); 3357 part.UpdateRotation(rot);
2965 part.OffsetPosition = pos; 3358 part.OffsetPosition = pos;
2966 part.IgnoreUndoUpdate = false; 3359 part.IgnoreUndoUpdate = false;
2967 part.StoreUndoState();
2968 } 3360 }
2969 } 3361 }
2970 } 3362 }
@@ -2978,7 +3370,13 @@ namespace OpenSim.Region.Framework.Scenes
2978 Quaternion axRot = rot; 3370 Quaternion axRot = rot;
2979 Quaternion oldParentRot = m_rootPart.RotationOffset; 3371 Quaternion oldParentRot = m_rootPart.RotationOffset;
2980 3372
2981 m_rootPart.StoreUndoState(); 3373 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3374 bool cancelUndo = false;
3375 if (!m_rootPart.Undoing)
3376 {
3377 m_rootPart.Undoing = true;
3378 cancelUndo = true;
3379 }
2982 m_rootPart.UpdateRotation(rot); 3380 m_rootPart.UpdateRotation(rot);
2983 if (m_rootPart.PhysActor != null) 3381 if (m_rootPart.PhysActor != null)
2984 { 3382 {
@@ -3002,17 +3400,12 @@ namespace OpenSim.Region.Framework.Scenes
3002 newRot *= Quaternion.Inverse(axRot); 3400 newRot *= Quaternion.Inverse(axRot);
3003 prim.RotationOffset = newRot; 3401 prim.RotationOffset = newRot;
3004 prim.ScheduleTerseUpdate(); 3402 prim.ScheduleTerseUpdate();
3403 prim.IgnoreUndoUpdate = false;
3005 } 3404 }
3006 } 3405 }
3007 3406 if (cancelUndo == true)
3008 for (int i = 0; i < parts.Length; i++)
3009 { 3407 {
3010 SceneObjectPart childpart = parts[i]; 3408 m_rootPart.Undoing = false;
3011 if (childpart != m_rootPart)
3012 {
3013 childpart.IgnoreUndoUpdate = false;
3014 childpart.StoreUndoState();
3015 }
3016 } 3409 }
3017 3410
3018 m_rootPart.ScheduleTerseUpdate(); 3411 m_rootPart.ScheduleTerseUpdate();
@@ -3238,7 +3631,6 @@ namespace OpenSim.Region.Framework.Scenes
3238 public float GetMass() 3631 public float GetMass()
3239 { 3632 {
3240 float retmass = 0f; 3633 float retmass = 0f;
3241
3242 SceneObjectPart[] parts = m_parts.GetArray(); 3634 SceneObjectPart[] parts = m_parts.GetArray();
3243 for (int i = 0; i < parts.Length; i++) 3635 for (int i = 0; i < parts.Length; i++)
3244 retmass += parts[i].GetMass(); 3636 retmass += parts[i].GetMass();
@@ -3354,6 +3746,14 @@ namespace OpenSim.Region.Framework.Scenes
3354 SetFromItemID(uuid); 3746 SetFromItemID(uuid);
3355 } 3747 }
3356 3748
3749 public void ResetOwnerChangeFlag()
3750 {
3751 ForEachPart(delegate(SceneObjectPart part)
3752 {
3753 part.ResetOwnerChangeFlag();
3754 });
3755 }
3756
3357 #endregion 3757 #endregion
3358 } 3758 }
3359} 3759}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 95cd26f..40112c9 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)
@@ -2772,7 +2809,7 @@ namespace OpenSim.Region.Framework.Scenes
2772 /// <param name="scale"></param> 2809 /// <param name="scale"></param>
2773 public void Resize(Vector3 scale) 2810 public void Resize(Vector3 scale)
2774 { 2811 {
2775 StoreUndoState(); 2812 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2776 m_shape.Scale = scale; 2813 m_shape.Scale = scale;
2777 2814
2778 ParentGroup.HasGroupChanged = true; 2815 ParentGroup.HasGroupChanged = true;
@@ -2781,38 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes
2781 2818
2782 public void RotLookAt(Quaternion target, float strength, float damping) 2819 public void RotLookAt(Quaternion target, float strength, float damping)
2783 { 2820 {
2784 rotLookAt(target, strength, damping); 2821 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2785 }
2786
2787 public void rotLookAt(Quaternion target, float strength, float damping)
2788 {
2789 if (IsAttachment)
2790 {
2791 /*
2792 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2793 if (avatar != null)
2794 {
2795 Rotate the Av?
2796 } */
2797 }
2798 else
2799 {
2800 APIDDamp = damping;
2801 APIDStrength = strength;
2802 APIDTarget = target;
2803 }
2804 }
2805
2806 public void startLookAt(Quaternion rot, float damp, float strength)
2807 {
2808 APIDDamp = damp;
2809 APIDStrength = strength;
2810 APIDTarget = rot;
2811 }
2812
2813 public void stopLookAt()
2814 {
2815 APIDTarget = Quaternion.Identity;
2816 } 2822 }
2817 2823
2818 /// <summary> 2824 /// <summary>
@@ -2824,7 +2830,10 @@ namespace OpenSim.Region.Framework.Scenes
2824 2830
2825 if (m_parentGroup != null) 2831 if (m_parentGroup != null)
2826 { 2832 {
2827 m_parentGroup.QueueForUpdateCheck(); 2833 if (!m_parentGroup.areUpdatesSuspended)
2834 {
2835 m_parentGroup.QueueForUpdateCheck();
2836 }
2828 } 2837 }
2829 2838
2830 int timeNow = Util.UnixTimeSinceEpoch(); 2839 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3041,8 +3050,8 @@ namespace OpenSim.Region.Framework.Scenes
3041 { 3050 {
3042 const float ROTATION_TOLERANCE = 0.01f; 3051 const float ROTATION_TOLERANCE = 0.01f;
3043 const float VELOCITY_TOLERANCE = 0.001f; 3052 const float VELOCITY_TOLERANCE = 0.001f;
3044 const float POSITION_TOLERANCE = 0.05f; 3053 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3045 const int TIME_MS_TOLERANCE = 3000; 3054 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3046 3055
3047 if (m_updateFlag == 1) 3056 if (m_updateFlag == 1)
3048 { 3057 {
@@ -3056,7 +3065,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3065 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3057 { 3066 {
3058 AddTerseUpdateToAllAvatars(); 3067 AddTerseUpdateToAllAvatars();
3059 ClearUpdateSchedule(); 3068
3060 3069
3061 // This causes the Scene to 'poll' physical objects every couple of frames 3070 // This causes the Scene to 'poll' physical objects every couple of frames
3062 // bad, so it's been replaced by an event driven method. 3071 // bad, so it's been replaced by an event driven method.
@@ -3074,16 +3083,18 @@ namespace OpenSim.Region.Framework.Scenes
3074 m_lastAngularVelocity = AngularVelocity; 3083 m_lastAngularVelocity = AngularVelocity;
3075 m_lastTerseSent = Environment.TickCount; 3084 m_lastTerseSent = Environment.TickCount;
3076 } 3085 }
3086 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3087 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3077 } 3088 }
3078 else 3089 else
3079 { 3090 {
3080 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3091 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3081 { 3092 {
3082 AddFullUpdateToAllAvatars(); 3093 AddFullUpdateToAllAvatars();
3083 ClearUpdateSchedule(); 3094 m_updateFlag = 0; //Same here
3084 } 3095 }
3085 } 3096 }
3086 ClearUpdateSchedule(); 3097 m_updateFlag = 0;
3087 } 3098 }
3088 3099
3089 /// <summary> 3100 /// <summary>
@@ -3103,6 +3114,15 @@ namespace OpenSim.Region.Framework.Scenes
3103 UUID ownerID = _ownerID; 3114 UUID ownerID = _ownerID;
3104 UUID objectID = UUID; 3115 UUID objectID = UUID;
3105 UUID parentID = GetRootPartUUID(); 3116 UUID parentID = GetRootPartUUID();
3117
3118 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3119 {
3120 // Use the avatar as the parent for HUDs, since the prims
3121 // are not sent to other avatars
3122 objectID = _ownerID;
3123 parentID = _ownerID;
3124 }
3125
3106 UUID soundID = UUID.Zero; 3126 UUID soundID = UUID.Zero;
3107 Vector3 position = AbsolutePosition; // region local 3127 Vector3 position = AbsolutePosition; // region local
3108 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3128 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3110,17 +3130,16 @@ namespace OpenSim.Region.Framework.Scenes
3110 if (!UUID.TryParse(sound, out soundID)) 3130 if (!UUID.TryParse(sound, out soundID))
3111 { 3131 {
3112 // search sound file from inventory 3132 // search sound file from inventory
3113 lock (TaskInventory) 3133 TaskInventory.LockItemsForRead(true);
3134 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3114 { 3135 {
3115 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3136 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3116 { 3137 {
3117 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3138 soundID = item.Value.ItemID;
3118 { 3139 break;
3119 soundID = item.Value.ItemID;
3120 break;
3121 }
3122 } 3140 }
3123 } 3141 }
3142 TaskInventory.LockItemsForRead(false);
3124 } 3143 }
3125 3144
3126 if (soundID == UUID.Zero) 3145 if (soundID == UUID.Zero)
@@ -3557,7 +3576,7 @@ namespace OpenSim.Region.Framework.Scenes
3557 3576
3558 public void StopLookAt() 3577 public void StopLookAt()
3559 { 3578 {
3560 m_parentGroup.stopLookAt(); 3579 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3561 3580
3562 m_parentGroup.ScheduleGroupForTerseUpdate(); 3581 m_parentGroup.ScheduleGroupForTerseUpdate();
3563 } 3582 }
@@ -3584,10 +3603,9 @@ namespace OpenSim.Region.Framework.Scenes
3584 m_parentGroup.ScheduleGroupForTerseUpdate(); 3603 m_parentGroup.ScheduleGroupForTerseUpdate();
3585 //m_parentGroup.ScheduleGroupForFullUpdate(); 3604 //m_parentGroup.ScheduleGroupForFullUpdate();
3586 } 3605 }
3587 3606 public void StoreUndoState(UndoType type)
3588 public void StoreUndoState()
3589 { 3607 {
3590 if (!Undoing) 3608 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3591 { 3609 {
3592 if (!IgnoreUndoUpdate) 3610 if (!IgnoreUndoUpdate)
3593 { 3611 {
@@ -3598,17 +3616,25 @@ namespace OpenSim.Region.Framework.Scenes
3598 if (m_undo.Count > 0) 3616 if (m_undo.Count > 0)
3599 { 3617 {
3600 UndoState last = m_undo.Peek(); 3618 UndoState last = m_undo.Peek();
3601 if (last != null) 3619
3602 {
3603 if (last.Compare(this))
3604 return;
3605 }
3606 } 3620 }
3607 3621
3608 if (m_parentGroup.GetSceneMaxUndo() > 0) 3622 if (m_parentGroup.GetSceneMaxUndo() > 0)
3609 { 3623 {
3610 UndoState nUndo = new UndoState(this); 3624 UndoState lastUndo = m_undo.Peek();
3625
3626 UndoState nUndo = new UndoState(this, type);
3611 3627
3628 if (lastUndo != null)
3629 {
3630 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3631 if (ts.TotalMilliseconds < 500)
3632 {
3633 //Delete the last entry since it was less than 500 milliseconds ago
3634 nUndo.Merge(lastUndo);
3635 m_undo.Pop();
3636 }
3637 }
3612 m_undo.Push(nUndo); 3638 m_undo.Push(nUndo);
3613 } 3639 }
3614 3640
@@ -4085,11 +4111,13 @@ namespace OpenSim.Region.Framework.Scenes
4085 if (m_undo.Count > 0) 4111 if (m_undo.Count > 0)
4086 { 4112 {
4087 UndoState nUndo = null; 4113 UndoState nUndo = null;
4114 UndoState goback = m_undo.Pop();
4088 if (m_parentGroup.GetSceneMaxUndo() > 0) 4115 if (m_parentGroup.GetSceneMaxUndo() > 0)
4089 { 4116 {
4090 nUndo = new UndoState(this); 4117 nUndo = new UndoState(this, goback.Type);
4091 } 4118 }
4092 UndoState goback = m_undo.Pop(); 4119
4120
4093 if (goback != null) 4121 if (goback != null)
4094 { 4122 {
4095 goback.PlaybackState(this); 4123 goback.PlaybackState(this);
@@ -4104,13 +4132,13 @@ namespace OpenSim.Region.Framework.Scenes
4104 { 4132 {
4105 lock (m_redo) 4133 lock (m_redo)
4106 { 4134 {
4135 UndoState gofwd = m_redo.Pop();
4107 if (m_parentGroup.GetSceneMaxUndo() > 0) 4136 if (m_parentGroup.GetSceneMaxUndo() > 0)
4108 { 4137 {
4109 UndoState nUndo = new UndoState(this); 4138 UndoState nUndo = new UndoState(this, gofwd.Type);
4110 4139
4111 m_undo.Push(nUndo); 4140 m_undo.Push(nUndo);
4112 } 4141 }
4113 UndoState gofwd = m_redo.Pop();
4114 if (gofwd != null) 4142 if (gofwd != null)
4115 gofwd.PlayfwdState(this); 4143 gofwd.PlayfwdState(this);
4116 } 4144 }
@@ -4558,8 +4586,9 @@ namespace OpenSim.Region.Framework.Scenes
4558 { 4586 {
4559 m_shape.TextureEntry = textureEntry; 4587 m_shape.TextureEntry = textureEntry;
4560 TriggerScriptChangedEvent(Changed.TEXTURE); 4588 TriggerScriptChangedEvent(Changed.TEXTURE);
4561 4589 m_updateFlag = 1;
4562 ParentGroup.HasGroupChanged = true; 4590 ParentGroup.HasGroupChanged = true;
4591
4563 //This is madness.. 4592 //This is madness..
4564 //ParentGroup.ScheduleGroupForFullUpdate(); 4593 //ParentGroup.ScheduleGroupForFullUpdate();
4565 //This is sparta 4594 //This is sparta
@@ -4792,5 +4821,17 @@ namespace OpenSim.Region.Framework.Scenes
4792 Color color = Color; 4821 Color color = Color;
4793 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4822 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4794 } 4823 }
4824
4825 public void ResetOwnerChangeFlag()
4826 {
4827 List<UUID> inv = Inventory.GetInventoryList();
4828
4829 foreach (UUID itemID in inv)
4830 {
4831 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4832 item.OwnerChanged = false;
4833 Inventory.UpdateInventoryItem(item);
4834 }
4835 }
4795 } 4836 }
4796} 4837}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 210f5cd..8aa17a1 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;
@@ -119,52 +123,57 @@ 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;
135 if (m_part.ParentGroup != null)
136 {
131 m_part.ParentGroup.HasGroupChanged = true; 137 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 138 }
133 m_items.Clear(); 139
140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
141 Items.Clear();
134 142
135 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
136 { 144 {
137 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
139 }
140 } 147 }
148 m_items.LockItemsForWrite(false);
141 } 149 }
142 150
143 public void ResetObjectID() 151 public void ResetObjectID()
144 { 152 {
145 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
146 { 156 {
147 if (Items.Count == 0) 157 m_items.LockItemsForWrite(false);
148 { 158 return;
149 return;
150 }
151
152 HasInventoryChanged = true;
153 if (m_part.ParentGroup != null)
154 {
155 m_part.ParentGroup.HasGroupChanged = true;
156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 159 }
160
161 HasInventoryChanged = true;
162 if (m_part.ParentGroup != null)
163 {
164 m_part.ParentGroup.HasGroupChanged = true;
165 }
166
167 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
168 Items.Clear();
169
170 foreach (TaskInventoryItem item in items)
171 {
172 item.ParentPartID = m_part.UUID;
173 item.ParentID = m_part.UUID;
174 Items.Add(item.ItemID, item);
175 }
176 m_items.LockItemsForWrite(false);
168 } 177 }
169 178
170 /// <summary> 179 /// <summary>
@@ -173,12 +182,11 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 182 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 183 public void ChangeInventoryOwner(UUID ownerId)
175 { 184 {
176 lock (Items) 185 m_items.LockItemsForWrite(true);
186 if (0 == Items.Count)
177 { 187 {
178 if (0 == Items.Count) 188 m_items.LockItemsForWrite(false);
179 { 189 return;
180 return;
181 }
182 } 190 }
183 191
184 HasInventoryChanged = true; 192 HasInventoryChanged = true;
@@ -192,6 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
192 item.OwnerID = ownerId; 200 item.OwnerID = ownerId;
193 } 201 }
194 } 202 }
203 m_items.LockItemsForWrite(false);
195 } 204 }
196 205
197 /// <summary> 206 /// <summary>
@@ -200,22 +209,24 @@ namespace OpenSim.Region.Framework.Scenes
200 /// <param name="groupID"></param> 209 /// <param name="groupID"></param>
201 public void ChangeInventoryGroup(UUID groupID) 210 public void ChangeInventoryGroup(UUID groupID)
202 { 211 {
203 lock (Items) 212 m_items.LockItemsForWrite(true);
213 if (0 == Items.Count)
204 { 214 {
205 if (0 == Items.Count) 215 m_items.LockItemsForWrite(false);
206 { 216 return;
207 return;
208 }
209 } 217 }
210 218
211 HasInventoryChanged = true; 219 HasInventoryChanged = true;
212 m_part.ParentGroup.HasGroupChanged = true; 220 m_part.ParentGroup.HasGroupChanged = true;
213 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
215 { 223 {
216 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
217 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
218 } 228 }
229 m_items.LockItemsForWrite(false);
219 } 230 }
220 231
221 /// <summary> 232 /// <summary>
@@ -223,9 +234,14 @@ namespace OpenSim.Region.Framework.Scenes
223 /// </summary> 234 /// </summary>
224 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 235 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
225 { 236 {
226 List<TaskInventoryItem> scripts = GetInventoryScripts(); 237 Items.LockItemsForRead(true);
227 foreach (TaskInventoryItem item in scripts) 238 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
228 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 239 Items.LockItemsForRead(false);
240 foreach (TaskInventoryItem item in items)
241 {
242 if ((int)InventoryType.LSL == item.InvType)
243 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
244 }
229 } 245 }
230 246
231 public ArrayList GetScriptErrors(UUID itemID) 247 public ArrayList GetScriptErrors(UUID itemID)
@@ -258,9 +274,18 @@ namespace OpenSim.Region.Framework.Scenes
258 /// </param> 274 /// </param>
259 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 275 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
260 { 276 {
261 List<TaskInventoryItem> scripts = GetInventoryScripts(); 277 Items.LockItemsForRead(true);
262 foreach (TaskInventoryItem item in scripts) 278 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
263 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 279 Items.LockItemsForRead(false);
280
281 foreach (TaskInventoryItem item in items)
282 {
283 if ((int)InventoryType.LSL == item.InvType)
284 {
285 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
286 m_part.RemoveScriptEvents(item.ItemID);
287 }
288 }
264 } 289 }
265 290
266 /// <summary> 291 /// <summary>
@@ -276,7 +301,10 @@ namespace OpenSim.Region.Framework.Scenes
276 // item.Name, item.ItemID, Name, UUID); 301 // item.Name, item.ItemID, Name, UUID);
277 302
278 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 303 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
304 {
305 StoreScriptError(item.ItemID, "no permission");
279 return; 306 return;
307 }
280 308
281 m_part.AddFlag(PrimFlags.Scripted); 309 m_part.AddFlag(PrimFlags.Scripted);
282 310
@@ -285,14 +313,13 @@ namespace OpenSim.Region.Framework.Scenes
285 if (stateSource == 2 && // Prim crossing 313 if (stateSource == 2 && // Prim crossing
286 m_part.ParentGroup.Scene.m_trustBinaries) 314 m_part.ParentGroup.Scene.m_trustBinaries)
287 { 315 {
288 lock (m_items) 316 m_items.LockItemsForWrite(true);
289 { 317 m_items[item.ItemID].PermsMask = 0;
290 m_items[item.ItemID].PermsMask = 0; 318 m_items[item.ItemID].PermsGranter = UUID.Zero;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 319 m_items.LockItemsForWrite(false);
292 }
293
294 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
295 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
296 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
297 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
298 return; 325 return;
@@ -301,6 +328,8 @@ namespace OpenSim.Region.Framework.Scenes
301 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 328 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
302 if (null == asset) 329 if (null == asset)
303 { 330 {
331 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
332 StoreScriptError(item.ItemID, msg);
304 m_log.ErrorFormat( 333 m_log.ErrorFormat(
305 "[PRIM INVENTORY]: " + 334 "[PRIM INVENTORY]: " +
306 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 335 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -312,15 +341,17 @@ namespace OpenSim.Region.Framework.Scenes
312 if (m_part.ParentGroup.m_savedScriptState != null) 341 if (m_part.ParentGroup.m_savedScriptState != null)
313 RestoreSavedScriptState(item.OldItemID, item.ItemID); 342 RestoreSavedScriptState(item.OldItemID, item.ItemID);
314 343
315 lock (m_items) 344 m_items.LockItemsForWrite(true);
316 { 345
317 m_items[item.ItemID].PermsMask = 0; 346 m_items[item.ItemID].PermsMask = 0;
318 m_items[item.ItemID].PermsGranter = UUID.Zero; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
319 } 348
349 m_items.LockItemsForWrite(false);
320 350
321 string script = Utils.BytesToString(asset.Data); 351 string script = Utils.BytesToString(asset.Data);
322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 352 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 353 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
354 StoreScriptErrors(item.ItemID, null);
324 m_part.ParentGroup.AddActiveScriptCount(1); 355 m_part.ParentGroup.AddActiveScriptCount(1);
325 m_part.ScheduleFullUpdate(); 356 m_part.ScheduleFullUpdate();
326 } 357 }
@@ -384,21 +415,145 @@ namespace OpenSim.Region.Framework.Scenes
384 415
385 /// <summary> 416 /// <summary>
386 /// Start a script which is in this prim's inventory. 417 /// Start a script which is in this prim's inventory.
418 /// Some processing may occur in the background, but this routine returns asap.
387 /// </summary> 419 /// </summary>
388 /// <param name="itemId"> 420 /// <param name="itemId">
389 /// A <see cref="UUID"/> 421 /// A <see cref="UUID"/>
390 /// </param> 422 /// </param>
391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 423 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
392 { 424 {
393 TaskInventoryItem item = GetInventoryItem(itemId); 425 lock (m_scriptErrors)
394 if (item != null) 426 {
395 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 427 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
428 m_scriptErrors.Remove(itemId);
429 }
430 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
431 }
432
433 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
434 {
435 m_items.LockItemsForRead(true);
436 if (m_items.ContainsKey(itemId))
437 {
438 if (m_items.ContainsKey(itemId))
439 {
440 m_items.LockItemsForRead(false);
441 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
442 }
443 else
444 {
445 m_items.LockItemsForRead(false);
446 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
448 StoreScriptError(itemId, msg);
449 m_log.ErrorFormat(
450 "[PRIM INVENTORY]: " +
451 "Couldn't start script with ID {0} since it {1}", itemId, msg);
452 }
453 }
396 else 454 else
455 {
456 m_items.LockItemsForRead(false);
457 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
458 StoreScriptError(itemId, msg);
397 m_log.ErrorFormat( 459 m_log.ErrorFormat(
398 "[PRIM INVENTORY]: " + 460 "[PRIM INVENTORY]: " +
399 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 461 "Couldn't start script with ID {0} since it {1}", itemId, msg);
400 itemId, m_part.Name, m_part.UUID, 462 }
401 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 463
464 }
465
466 /// <summary>
467 /// Start a script which is in this prim's inventory and return any compilation error messages.
468 /// </summary>
469 /// <param name="itemId">
470 /// A <see cref="UUID"/>
471 /// </param>
472 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 ArrayList errors;
475
476 // Indicate to CreateScriptInstanceInternal() we want it to
477 // post any compilation/loading error messages
478 lock (m_scriptErrors)
479 {
480 m_scriptErrors[itemId] = null;
481 }
482
483 // Perform compilation/loading
484 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
485
486 // Wait for and retrieve any errors
487 lock (m_scriptErrors)
488 {
489 while ((errors = m_scriptErrors[itemId]) == null)
490 {
491 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
492 {
493 m_log.ErrorFormat(
494 "[PRIM INVENTORY]: " +
495 "timedout waiting for script {0} errors", itemId);
496 errors = m_scriptErrors[itemId];
497 if (errors == null)
498 {
499 errors = new ArrayList(1);
500 errors.Add("timedout waiting for errors");
501 }
502 break;
503 }
504 }
505 m_scriptErrors.Remove(itemId);
506 }
507 return errors;
508 }
509
510 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
511 private void StoreScriptErrors(UUID itemId, ArrayList errors)
512 {
513 lock (m_scriptErrors)
514 {
515 // If compilation/loading initiated via CreateScriptInstance(),
516 // it does not want the errors, so just get out
517 if (!m_scriptErrors.ContainsKey(itemId))
518 {
519 return;
520 }
521
522 // Initiated via CreateScriptInstanceEr(), if we know what the
523 // errors are, save them and wake CreateScriptInstanceEr().
524 if (errors != null)
525 {
526 m_scriptErrors[itemId] = errors;
527 System.Threading.Monitor.PulseAll(m_scriptErrors);
528 return;
529 }
530 }
531
532 // Initiated via CreateScriptInstanceEr() but we don't know what
533 // the errors are yet, so retrieve them from the script engine.
534 // This may involve some waiting internal to GetScriptErrors().
535 errors = GetScriptErrors(itemId);
536
537 // Get a default non-null value to indicate success.
538 if (errors == null)
539 {
540 errors = new ArrayList();
541 }
542
543 // Post to CreateScriptInstanceEr() and wake it up
544 lock (m_scriptErrors)
545 {
546 m_scriptErrors[itemId] = errors;
547 System.Threading.Monitor.PulseAll(m_scriptErrors);
548 }
549 }
550
551 // Like StoreScriptErrors(), but just posts a single string message
552 private void StoreScriptError(UUID itemId, string message)
553 {
554 ArrayList errors = new ArrayList(1);
555 errors.Add(message);
556 StoreScriptErrors(itemId, errors);
402 } 557 }
403 558
404 /// <summary> 559 /// <summary>
@@ -411,15 +566,7 @@ namespace OpenSim.Region.Framework.Scenes
411 /// </param> 566 /// </param>
412 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 567 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
413 { 568 {
414 bool scriptPresent = false; 569 if (m_items.ContainsKey(itemId))
415
416 lock (m_items)
417 {
418 if (m_items.ContainsKey(itemId))
419 scriptPresent = true;
420 }
421
422 if (scriptPresent)
423 { 570 {
424 if (!sceneObjectBeingDeleted) 571 if (!sceneObjectBeingDeleted)
425 m_part.RemoveScriptEvents(itemId); 572 m_part.RemoveScriptEvents(itemId);
@@ -444,14 +591,16 @@ namespace OpenSim.Region.Framework.Scenes
444 /// <returns></returns> 591 /// <returns></returns>
445 private bool InventoryContainsName(string name) 592 private bool InventoryContainsName(string name)
446 { 593 {
447 lock (m_items) 594 m_items.LockItemsForRead(true);
595 foreach (TaskInventoryItem item in m_items.Values)
448 { 596 {
449 foreach (TaskInventoryItem item in m_items.Values) 597 if (item.Name == name)
450 { 598 {
451 if (item.Name == name) 599 m_items.LockItemsForRead(false);
452 return true; 600 return true;
453 } 601 }
454 } 602 }
603 m_items.LockItemsForRead(false);
455 return false; 604 return false;
456 } 605 }
457 606
@@ -493,8 +642,9 @@ namespace OpenSim.Region.Framework.Scenes
493 /// <param name="item"></param> 642 /// <param name="item"></param>
494 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 643 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
495 { 644 {
496 List<TaskInventoryItem> il = GetInventoryItems(); 645 m_items.LockItemsForRead(true);
497 646 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
647 m_items.LockItemsForRead(false);
498 foreach (TaskInventoryItem i in il) 648 foreach (TaskInventoryItem i in il)
499 { 649 {
500 if (i.Name == item.Name) 650 if (i.Name == item.Name)
@@ -532,14 +682,14 @@ namespace OpenSim.Region.Framework.Scenes
532 item.Name = name; 682 item.Name = name;
533 item.GroupID = m_part.GroupID; 683 item.GroupID = m_part.GroupID;
534 684
535 lock (m_items) 685 m_items.LockItemsForWrite(true);
536 m_items.Add(item.ItemID, item); 686 m_items.Add(item.ItemID, item);
537 687 m_items.LockItemsForWrite(false);
538 if (allowedDrop) 688 if (allowedDrop)
539 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 689 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
540 else 690 else
541 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 691 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
542 692
543 m_inventorySerial++; 693 m_inventorySerial++;
544 //m_inventorySerial += 2; 694 //m_inventorySerial += 2;
545 HasInventoryChanged = true; 695 HasInventoryChanged = true;
@@ -555,15 +705,15 @@ namespace OpenSim.Region.Framework.Scenes
555 /// <param name="items"></param> 705 /// <param name="items"></param>
556 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 706 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
557 { 707 {
558 lock (m_items) 708 m_items.LockItemsForWrite(true);
709 foreach (TaskInventoryItem item in items)
559 { 710 {
560 foreach (TaskInventoryItem item in items) 711 m_items.Add(item.ItemID, item);
561 { 712// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
562 m_items.Add(item.ItemID, item);
563// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
564 }
565 m_inventorySerial++;
566 } 713 }
714 m_items.LockItemsForWrite(false);
715
716 m_inventorySerial++;
567 } 717 }
568 718
569 /// <summary> 719 /// <summary>
@@ -574,10 +724,9 @@ namespace OpenSim.Region.Framework.Scenes
574 public TaskInventoryItem GetInventoryItem(UUID itemId) 724 public TaskInventoryItem GetInventoryItem(UUID itemId)
575 { 725 {
576 TaskInventoryItem item; 726 TaskInventoryItem item;
577 727 m_items.LockItemsForRead(true);
578 lock (m_items) 728 m_items.TryGetValue(itemId, out item);
579 m_items.TryGetValue(itemId, out item); 729 m_items.LockItemsForRead(false);
580
581 return item; 730 return item;
582 } 731 }
583 732
@@ -593,15 +742,16 @@ namespace OpenSim.Region.Framework.Scenes
593 { 742 {
594 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 743 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
595 744
596 lock (m_items) 745 m_items.LockItemsForRead(true);
746
747 foreach (TaskInventoryItem item in m_items.Values)
597 { 748 {
598 foreach (TaskInventoryItem item in m_items.Values) 749 if (item.Name == name)
599 { 750 items.Add(item);
600 if (item.Name == name)
601 items.Add(item);
602 }
603 } 751 }
604 752
753 m_items.LockItemsForRead(false);
754
605 return items; 755 return items;
606 } 756 }
607 757
@@ -679,8 +829,9 @@ namespace OpenSim.Region.Framework.Scenes
679 829
680 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 830 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
681 { 831 {
682 TaskInventoryItem it = GetInventoryItem(item.ItemID); 832 m_items.LockItemsForWrite(true);
683 if (it != null) 833
834 if (m_items.ContainsKey(item.ItemID))
684 { 835 {
685 item.ParentID = m_part.UUID; 836 item.ParentID = m_part.UUID;
686 item.ParentPartID = m_part.UUID; 837 item.ParentPartID = m_part.UUID;
@@ -692,19 +843,15 @@ namespace OpenSim.Region.Framework.Scenes
692 item.GroupID = m_part.GroupID; 843 item.GroupID = m_part.GroupID;
693 844
694 if (item.AssetID == UUID.Zero) 845 if (item.AssetID == UUID.Zero)
695 item.AssetID = it.AssetID; 846 item.AssetID = m_items[item.ItemID].AssetID;
696
697 lock (m_items)
698 {
699 m_items[item.ItemID] = item;
700 m_inventorySerial++;
701 }
702 847
848 m_items[item.ItemID] = item;
849 m_inventorySerial++;
703 if (fireScriptEvents) 850 if (fireScriptEvents)
704 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 851 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
705
706 HasInventoryChanged = true; 852 HasInventoryChanged = true;
707 m_part.ParentGroup.HasGroupChanged = true; 853 m_part.ParentGroup.HasGroupChanged = true;
854 m_items.LockItemsForWrite(false);
708 return true; 855 return true;
709 } 856 }
710 else 857 else
@@ -715,8 +862,9 @@ namespace OpenSim.Region.Framework.Scenes
715 item.ItemID, m_part.Name, m_part.UUID, 862 item.ItemID, m_part.Name, m_part.UUID,
716 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
717 } 864 }
718 return false; 865 m_items.LockItemsForWrite(false);
719 866
867 return false;
720 } 868 }
721 869
722 /// <summary> 870 /// <summary>
@@ -727,37 +875,53 @@ namespace OpenSim.Region.Framework.Scenes
727 /// in this prim's inventory.</returns> 875 /// in this prim's inventory.</returns>
728 public int RemoveInventoryItem(UUID itemID) 876 public int RemoveInventoryItem(UUID itemID)
729 { 877 {
730 TaskInventoryItem item = GetInventoryItem(itemID); 878 m_items.LockItemsForRead(true);
731 if (item != null) 879
880 if (m_items.ContainsKey(itemID))
732 { 881 {
733 int type = m_items[itemID].InvType; 882 int type = m_items[itemID].InvType;
883 m_items.LockItemsForRead(false);
734 if (type == 10) // Script 884 if (type == 10) // Script
735 { 885 {
736 m_part.RemoveScriptEvents(itemID);
737 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 886 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
738 } 887 }
888 m_items.LockItemsForWrite(true);
739 m_items.Remove(itemID); 889 m_items.Remove(itemID);
890 m_items.LockItemsForWrite(false);
740 m_inventorySerial++; 891 m_inventorySerial++;
741 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 892 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
742 893
743 HasInventoryChanged = true; 894 HasInventoryChanged = true;
744 m_part.ParentGroup.HasGroupChanged = true; 895 m_part.ParentGroup.HasGroupChanged = true;
745 896
746 if (!ContainsScripts()) 897 int scriptcount = 0;
898 m_items.LockItemsForRead(true);
899 foreach (TaskInventoryItem item in m_items.Values)
900 {
901 if (item.Type == 10)
902 {
903 scriptcount++;
904 }
905 }
906 m_items.LockItemsForRead(false);
907
908
909 if (scriptcount <= 0)
910 {
747 m_part.RemFlag(PrimFlags.Scripted); 911 m_part.RemFlag(PrimFlags.Scripted);
912 }
748 913
749 m_part.ScheduleFullUpdate(); 914 m_part.ScheduleFullUpdate();
750 915
751 return type; 916 return type;
752
753 } 917 }
754 else 918 else
755 { 919 {
920 m_items.LockItemsForRead(false);
756 m_log.ErrorFormat( 921 m_log.ErrorFormat(
757 "[PRIM INVENTORY]: " + 922 "[PRIM INVENTORY]: " +
758 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 923 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
759 itemID, m_part.Name, m_part.UUID, 924 itemID, m_part.Name, m_part.UUID);
760 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
761 } 925 }
762 926
763 return -1; 927 return -1;
@@ -811,8 +975,9 @@ namespace OpenSim.Region.Framework.Scenes
811 // isn't available (such as drag from prim inventory to agent inventory) 975 // isn't available (such as drag from prim inventory to agent inventory)
812 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 976 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
813 977
814 List<TaskInventoryItem> items = GetInventoryItems(); 978 m_items.LockItemsForRead(true);
815 foreach (TaskInventoryItem item in items) 979
980 foreach (TaskInventoryItem item in m_items.Values)
816 { 981 {
817 UUID ownerID = item.OwnerID; 982 UUID ownerID = item.OwnerID;
818 uint everyoneMask = 0; 983 uint everyoneMask = 0;
@@ -856,6 +1021,8 @@ namespace OpenSim.Region.Framework.Scenes
856 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1021 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
857 invString.AddSectionEnd(); 1022 invString.AddSectionEnd();
858 } 1023 }
1024 int count = m_items.Count;
1025 m_items.LockItemsForRead(false);
859 1026
860 fileData = Utils.StringToBytes(invString.BuildString); 1027 fileData = Utils.StringToBytes(invString.BuildString);
861 1028
@@ -876,10 +1043,11 @@ namespace OpenSim.Region.Framework.Scenes
876 { 1043 {
877 if (HasInventoryChanged) 1044 if (HasInventoryChanged)
878 { 1045 {
879 HasInventoryChanged = false; 1046 Items.LockItemsForRead(true);
880 List<TaskInventoryItem> items = GetInventoryItems(); 1047 datastore.StorePrimInventory(m_part.UUID, Items.Values);
881 datastore.StorePrimInventory(m_part.UUID, items); 1048 Items.LockItemsForRead(false);
882 1049
1050 HasInventoryChanged = false;
883 } 1051 }
884 } 1052 }
885 1053
@@ -946,89 +1114,75 @@ namespace OpenSim.Region.Framework.Scenes
946 { 1114 {
947 uint mask=0x7fffffff; 1115 uint mask=0x7fffffff;
948 1116
949 lock (m_items) 1117 foreach (TaskInventoryItem item in m_items.Values)
950 { 1118 {
951 foreach (TaskInventoryItem item in m_items.Values) 1119 if (item.InvType != (int)InventoryType.Object)
952 { 1120 {
953 if (item.InvType != (int)InventoryType.Object) 1121 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
954 { 1122 mask &= ~((uint)PermissionMask.Copy >> 13);
955 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1123 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
956 mask &= ~((uint)PermissionMask.Copy >> 13); 1124 mask &= ~((uint)PermissionMask.Transfer >> 13);
957 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
958 mask &= ~((uint)PermissionMask.Transfer >> 13); 1126 mask &= ~((uint)PermissionMask.Modify >> 13);
959 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1127 }
960 mask &= ~((uint)PermissionMask.Modify >> 13); 1128 else
961 } 1129 {
962 else 1130 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
963 { 1131 mask &= ~((uint)PermissionMask.Copy >> 13);
964 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1132 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
965 mask &= ~((uint)PermissionMask.Copy >> 13); 1133 mask &= ~((uint)PermissionMask.Transfer >> 13);
966 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
967 mask &= ~((uint)PermissionMask.Transfer >> 13); 1135 mask &= ~((uint)PermissionMask.Modify >> 13);
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
969 mask &= ~((uint)PermissionMask.Modify >> 13);
970 }
971
972 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
973 mask &= ~(uint)PermissionMask.Copy;
974 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
975 mask &= ~(uint)PermissionMask.Transfer;
976 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
977 mask &= ~(uint)PermissionMask.Modify;
978 } 1136 }
1137
1138 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1139 mask &= ~(uint)PermissionMask.Copy;
1140 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1141 mask &= ~(uint)PermissionMask.Transfer;
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1143 mask &= ~(uint)PermissionMask.Modify;
979 } 1144 }
980
981 return mask; 1145 return mask;
982 } 1146 }
983 1147
984 public void ApplyNextOwnerPermissions() 1148 public void ApplyNextOwnerPermissions()
985 { 1149 {
986 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
987 { 1151 {
988 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
989 { 1153 {
990 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1154 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 { 1155 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
992 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1156 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1157 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
994 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1158 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1159 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
996 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
997 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
998 }
999 item.CurrentPermissions &= item.NextPermissions;
1000 item.BasePermissions &= item.NextPermissions;
1001 item.EveryonePermissions &= item.NextPermissions;
1002 item.OwnerChanged = true;
1003 } 1160 }
1161 item.OwnerChanged = true;
1162 item.CurrentPermissions &= item.NextPermissions;
1163 item.BasePermissions &= item.NextPermissions;
1164 item.EveryonePermissions &= item.NextPermissions;
1004 } 1165 }
1005 } 1166 }
1006 1167
1007 public void ApplyGodPermissions(uint perms) 1168 public void ApplyGodPermissions(uint perms)
1008 { 1169 {
1009 lock (m_items) 1170 foreach (TaskInventoryItem item in m_items.Values)
1010 { 1171 {
1011 foreach (TaskInventoryItem item in m_items.Values) 1172 item.CurrentPermissions = perms;
1012 { 1173 item.BasePermissions = perms;
1013 item.CurrentPermissions = perms;
1014 item.BasePermissions = perms;
1015 }
1016 } 1174 }
1017 } 1175 }
1018 1176
1019 public bool ContainsScripts() 1177 public bool ContainsScripts()
1020 { 1178 {
1021 lock (m_items) 1179 foreach (TaskInventoryItem item in m_items.Values)
1022 { 1180 {
1023 foreach (TaskInventoryItem item in m_items.Values) 1181 if (item.InvType == (int)InventoryType.LSL)
1024 { 1182 {
1025 if (item.InvType == (int)InventoryType.LSL) 1183 return true;
1026 {
1027 return true;
1028 }
1029 } 1184 }
1030 } 1185 }
1031
1032 return false; 1186 return false;
1033 } 1187 }
1034 1188
@@ -1036,11 +1190,8 @@ namespace OpenSim.Region.Framework.Scenes
1036 { 1190 {
1037 List<UUID> ret = new List<UUID>(); 1191 List<UUID> ret = new List<UUID>();
1038 1192
1039 lock (m_items) 1193 foreach (TaskInventoryItem item in m_items.Values)
1040 { 1194 ret.Add(item.ItemID);
1041 foreach (TaskInventoryItem item in m_items.Values)
1042 ret.Add(item.ItemID);
1043 }
1044 1195
1045 return ret; 1196 return ret;
1046 } 1197 }
@@ -1071,31 +1222,44 @@ namespace OpenSim.Region.Framework.Scenes
1071 1222
1072 public Dictionary<UUID, string> GetScriptStates() 1223 public Dictionary<UUID, string> GetScriptStates()
1073 { 1224 {
1225 return GetScriptStates(false);
1226 }
1227
1228 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1229 {
1074 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1230 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1075 1231
1076 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1232 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1077 if (engines == null) // No engine at all 1233 if (engines == null) // No engine at all
1078 return ret; 1234 return ret;
1079 1235
1080 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1236 foreach (TaskInventoryItem item in m_items.Values)
1081
1082 foreach (TaskInventoryItem item in scripts)
1083 { 1237 {
1084 foreach (IScriptModule e in engines) 1238 if (item.InvType == (int)InventoryType.LSL)
1085 { 1239 {
1086 if (e != null) 1240 foreach (IScriptModule e in engines)
1087 { 1241 {
1088 string n = e.GetXMLState(item.ItemID); 1242 if (e != null)
1089 if (n != String.Empty)
1090 { 1243 {
1091 if (!ret.ContainsKey(item.ItemID)) 1244 string n = e.GetXMLState(item.ItemID);
1092 ret[item.ItemID] = n; 1245 if (n != String.Empty)
1093 break; 1246 {
1247 if (oldIDs)
1248 {
1249 if (!ret.ContainsKey(item.OldItemID))
1250 ret[item.OldItemID] = n;
1251 }
1252 else
1253 {
1254 if (!ret.ContainsKey(item.ItemID))
1255 ret[item.ItemID] = n;
1256 }
1257 break;
1258 }
1094 } 1259 }
1095 } 1260 }
1096 } 1261 }
1097 } 1262 }
1098
1099 return ret; 1263 return ret;
1100 } 1264 }
1101 1265
@@ -1105,21 +1269,27 @@ namespace OpenSim.Region.Framework.Scenes
1105 if (engines == null) 1269 if (engines == null)
1106 return; 1270 return;
1107 1271
1108 List<TaskInventoryItem> scripts = GetInventoryScripts();
1109 1272
1110 foreach (TaskInventoryItem item in scripts) 1273 Items.LockItemsForRead(true);
1274
1275 foreach (TaskInventoryItem item in m_items.Values)
1111 { 1276 {
1112 foreach (IScriptModule engine in engines) 1277 if (item.InvType == (int)InventoryType.LSL)
1113 { 1278 {
1114 if (engine != null) 1279 foreach (IScriptModule engine in engines)
1115 { 1280 {
1116 if (item.OwnerChanged) 1281 if (engine != null)
1117 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1282 {
1118 item.OwnerChanged = false; 1283 if (item.OwnerChanged)
1119 engine.ResumeScript(item.ItemID); 1284 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1285 item.OwnerChanged = false;
1286 engine.ResumeScript(item.ItemID);
1287 }
1120 } 1288 }
1121 } 1289 }
1122 } 1290 }
1291
1292 Items.LockItemsForRead(false);
1123 } 1293 }
1124 } 1294 }
1125} 1295}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a4533fa..b3df1ea 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:
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1671 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1672 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1673
1533 AddNewMovement(agent_control_v3, q); 1674 AddNewMovement(agent_control_v3, q, Nudging);
1534 1675
1535 1676
1536 } 1677 }
1537 } 1678 }
1538 1679
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1680 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1681 Animator.UpdateMovementAnimations();
1541 1682
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1683 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1692 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1693 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1694 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1695 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1696 proxyObjectGroup.AttachToScene(m_scene);
1557 1697
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1733 }
1594 m_moveToPositionInProgress = true; 1734 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1735 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1736 }
1597 catch (Exception ex) 1737 catch (Exception ex)
1598 { 1738 {
1599 //Why did I get this error? 1739 //Why did I get this error?
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1755 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1756 SendFullUpdateToAllClients();
1617 1757
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1758 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1759 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1760 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1761 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,50 +1792,85 @@ namespace OpenSim.Region.Framework.Scenes
1652 1792
1653 if (m_parentID != 0) 1793 if (m_parentID != 0)
1654 { 1794 {
1655 m_log.Debug("StandupCode Executed"); 1795 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1796 if (part != null)
1658 { 1797 {
1798 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1799 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1800 if (taskIDict != null)
1661 { 1801 {
1662 lock (taskIDict) 1802 foreach (UUID taskID in taskIDict.Keys)
1663 { 1803 {
1664 foreach (UUID taskID in taskIDict.Keys) 1804 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1805 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1806 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1807 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1808 }
1672
1673 } 1809 }
1810 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1811 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1812 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1813 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1814 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1815 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1816 }
1817 // part.GetWorldRotation() is the rotation of the object being sat on
1818 // Rotation is the sittiing Av's rotation
1819
1820 Quaternion partRot;
1821// if (part.LinkNum == 1)
1822// { // Root prim of linkset
1823// partRot = part.ParentGroup.RootPart.RotationOffset;
1824// }
1825// else
1826// { // single or child prim
1827
1828// }
1829 if (part == null) //CW: Part may be gone. llDie() for example.
1830 {
1831 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1832 }
1833 else
1834 {
1835 partRot = part.GetWorldRotation();
1836 }
1837
1838 Quaternion partIRot = Quaternion.Inverse(partRot);
1681 1839
1840 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1841 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1842
1843
1682 if (m_physicsActor == null) 1844 if (m_physicsActor == null)
1683 { 1845 {
1684 AddToPhysicalScene(false); 1846 AddToPhysicalScene(false);
1685 } 1847 }
1686 1848 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1849 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1850 {
1689 1851 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1852 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1853 part.IsOccupied = false;
1854 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1855 }
1856 else
1857 {
1858 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1859 AbsolutePosition = m_lastWorldPosition;
1860 }
1861
1862 m_parentPosition = Vector3.Zero;
1863 m_parentID = 0;
1864 m_linkedPrim = UUID.Zero;
1865 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1866 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1868
1693 if ((m_physicsActor != null) && (m_avHeight > 0)) 1869 if ((m_physicsActor != null) && (m_avHeight > 0))
1694 { 1870 {
1695 SetHeight(m_avHeight); 1871 SetHeight(m_avHeight);
1696 } 1872 }
1697 } 1873 }
1698
1699 Animator.TrySetMovementAnimation("STAND"); 1874 Animator.TrySetMovementAnimation("STAND");
1700 } 1875 }
1701 1876
@@ -1726,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1901 Vector3 avSitOffSet = part.SitTargetPosition;
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1902 Quaternion avSitOrientation = part.SitTargetOrientation;
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1903 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1729 1904 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1905 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1731 bool SitTargetisSet = 1906 if (SitTargetisSet && !SitTargetOccupied)
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1733 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1734
1735 if (SitTargetisSet && SitTargetUnOccupied)
1736 { 1907 {
1737 //switch the target to this prim 1908 //switch the target to this prim
1738 return part; 1909 return part;
@@ -1746,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes
1746 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1917 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1747 { 1918 {
1748 bool autopilot = true; 1919 bool autopilot = true;
1920 Vector3 autopilotTarget = new Vector3();
1921 Quaternion sitOrientation = Quaternion.Identity;
1749 Vector3 pos = new Vector3(); 1922 Vector3 pos = new Vector3();
1750 Quaternion sitOrientation = pSitOrientation;
1751 Vector3 cameraEyeOffset = Vector3.Zero; 1923 Vector3 cameraEyeOffset = Vector3.Zero;
1752 Vector3 cameraAtOffset = Vector3.Zero; 1924 Vector3 cameraAtOffset = Vector3.Zero;
1753 bool forceMouselook = false; 1925 bool forceMouselook = false;
1754 1926
1755 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1927 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1756 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1928 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1757 if (part != null) 1929 if (part == null) return;
1758 { 1930
1759 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1931 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1760 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1932 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1761 1933
1762 // Is a sit target available? 1934 // part is the prim to sit on
1763 Vector3 avSitOffSet = part.SitTargetPosition; 1935 // offset is the world-ref vector distance from that prim center to the click-spot
1764 Quaternion avSitOrientation = part.SitTargetOrientation; 1936 // UUID is the UUID of the Avatar doing the clicking
1765 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1937
1766 1938 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1767 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1939
1768 bool SitTargetisSet = 1940 // Is a sit target available?
1769 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1941 Vector3 avSitOffSet = part.SitTargetPosition;
1770 ( 1942 Quaternion avSitOrientation = part.SitTargetOrientation;
1771 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1943
1772 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1944 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1945 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1774 ) 1946 Quaternion partRot;
1775 )); 1947// if (part.LinkNum == 1)
1776 1948// { // Root prim of linkset
1777 if (SitTargetisSet && SitTargetUnOccupied) 1949// partRot = part.ParentGroup.RootPart.RotationOffset;
1778 { 1950// }
1779 part.SetAvatarOnSitTarget(UUID); 1951// else
1780 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1952// { // single or child prim
1781 sitOrientation = avSitOrientation; 1953 partRot = part.GetWorldRotation();
1782 autopilot = false; 1954// }
1783 } 1955 Quaternion partIRot = Quaternion.Inverse(partRot);
1784 1956//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1785 pos = part.AbsolutePosition + offset; 1957 // Sit analysis rewritten by KF 091125
1786 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1958 if (SitTargetisSet) // scipted sit
1787 //{ 1959 {
1788 // offset = pos; 1960 if (!part.IsOccupied)
1789 //autopilot = false; 1961 {
1790 //} 1962//Console.WriteLine("Scripted, unoccupied");
1791 if (m_physicsActor != null) 1963 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1792 { 1964 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1793 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1965
1794 // We can remove the physicsActor until they stand up. 1966 Quaternion nrot = avSitOrientation;
1795 m_sitAvatarHeight = m_physicsActor.Size.Z; 1967 if (!part.IsRoot)
1796
1797 if (autopilot)
1798 { 1968 {
1799 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1969 nrot = part.RotationOffset * avSitOrientation;
1800 {
1801 autopilot = false;
1802
1803 RemoveFromPhysicalScene();
1804 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1805 }
1806 } 1970 }
1807 else 1971 sitOrientation = nrot; // Change rotatione to the scripted one
1972 OffsetRotation = nrot;
1973 autopilot = false; // Jump direct to scripted llSitPos()
1974 }
1975 else
1976 {
1977//Console.WriteLine("Scripted, occupied");
1978 return;
1979 }
1980 }
1981 else // Not Scripted
1982 {
1983 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1984 {
1985 // large prim & offset, ignore if other Avs sitting
1986// offset.Z -= 0.05f;
1987 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1988 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1989
1990//Console.WriteLine(" offset ={0}", offset);
1991//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1992//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1993
1994 }
1995 else // small offset
1996 {
1997//Console.WriteLine("Small offset");
1998 if (!part.IsOccupied)
1999 {
2000 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2001 autopilotTarget = part.AbsolutePosition;
2002//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2003 }
2004 else return; // occupied small
2005 } // end large/small
2006 } // end Scripted/not
2007 cameraAtOffset = part.GetCameraAtOffset();
2008 cameraEyeOffset = part.GetCameraEyeOffset();
2009 forceMouselook = part.GetForceMouselook();
2010 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2011 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2012
2013 if (m_physicsActor != null)
2014 {
2015 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2016 // We can remove the physicsActor until they stand up.
2017 m_sitAvatarHeight = m_physicsActor.Size.Z;
2018 if (autopilot)
2019 { // its not a scripted sit
2020// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2021 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1808 { 2022 {
2023 autopilot = false; // close enough
2024 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2025 Not using the part's position because returning the AV to the last known standing
2026 position is likely to be more friendly, isn't it? */
1809 RemoveFromPhysicalScene(); 2027 RemoveFromPhysicalScene();
1810 } 2028 Velocity = Vector3.Zero;
2029 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2030 } // else the autopilot will get us close
2031 }
2032 else
2033 { // its a scripted sit
2034 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2035 I *am* using the part's position this time because we have no real idea how far away
2036 the avatar is from the sit target. */
2037 RemoveFromPhysicalScene();
2038 Velocity = Vector3.Zero;
1811 } 2039 }
1812
1813 cameraAtOffset = part.GetCameraAtOffset();
1814 cameraEyeOffset = part.GetCameraEyeOffset();
1815 forceMouselook = part.GetForceMouselook();
1816 } 2040 }
1817 2041 else return; // physactor is null!
1818 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2042
1819 m_requestedSitTargetUUID = targetID; 2043 Vector3 offsetr; // = offset * partIRot;
2044 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2045 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2046 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2047 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2048 //offsetr = offset * partIRot;
2049//
2050 // else
2051 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2052 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2053 // (offset * partRot);
2054 // }
2055
2056//Console.WriteLine(" ");
2057//Console.WriteLine("link number ={0}", part.LinkNum);
2058//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2059//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2060//Console.WriteLine("Click offst ={0}", offset);
2061//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2062//Console.WriteLine("offsetr ={0}", offsetr);
2063//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2064//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2065
2066 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2067 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2068
2069 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1820 // This calls HandleAgentSit twice, once from here, and the client calls 2070 // This calls HandleAgentSit twice, once from here, and the client calls
1821 // HandleAgentSit itself after it gets to the location 2071 // HandleAgentSit itself after it gets to the location
1822 // It doesn't get to the location until we've moved them there though 2072 // It doesn't get to the location until we've moved them there though
1823 // which happens in HandleAgentSit :P 2073 // which happens in HandleAgentSit :P
1824 m_autopilotMoving = autopilot; 2074 m_autopilotMoving = autopilot;
1825 m_autoPilotTarget = pos; 2075 m_autoPilotTarget = autopilotTarget;
1826 m_sitAtAutoTarget = autopilot; 2076 m_sitAtAutoTarget = autopilot;
2077 m_initialSitTarget = autopilotTarget;
1827 if (!autopilot) 2078 if (!autopilot)
1828 HandleAgentSit(remoteClient, UUID); 2079 HandleAgentSit(remoteClient, UUID);
1829 } 2080 }
@@ -2118,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes
2118 { 2369 {
2119 if (part != null) 2370 if (part != null)
2120 { 2371 {
2372//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2121 if (part.GetAvatarOnSitTarget() == UUID) 2373 if (part.GetAvatarOnSitTarget() == UUID)
2122 { 2374 {
2375//Console.WriteLine("Scripted Sit");
2376 // Scripted sit
2123 Vector3 sitTargetPos = part.SitTargetPosition; 2377 Vector3 sitTargetPos = part.SitTargetPosition;
2124 Quaternion sitTargetOrient = part.SitTargetOrientation; 2378 Quaternion sitTargetOrient = part.SitTargetOrientation;
2125
2126 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2127 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2128
2129 //Quaternion result = (sitTargetOrient * vq) * nq;
2130
2131 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2379 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2132 m_pos += SIT_TARGET_ADJUSTMENT; 2380 m_pos += SIT_TARGET_ADJUSTMENT;
2381 if (!part.IsRoot)
2382 {
2383 m_pos *= part.RotationOffset;
2384 }
2133 m_bodyRot = sitTargetOrient; 2385 m_bodyRot = sitTargetOrient;
2134 //Rotation = sitTargetOrient;
2135 m_parentPosition = part.AbsolutePosition; 2386 m_parentPosition = part.AbsolutePosition;
2136 2387 part.IsOccupied = true;
2137 //SendTerseUpdateToAllClients(); 2388 part.ParentGroup.AddAvatar(agentID);
2138 } 2389 }
2139 else 2390 else
2140 { 2391 {
2141 m_pos -= part.AbsolutePosition; 2392 // if m_avUnscriptedSitPos is zero then Av sits above center
2393 // Else Av sits at m_avUnscriptedSitPos
2394
2395 // Non-scripted sit by Kitto Flora 21Nov09
2396 // Calculate angle of line from prim to Av
2397 Quaternion partIRot;
2398// if (part.LinkNum == 1)
2399// { // Root prim of linkset
2400// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2401// }
2402// else
2403// { // single or child prim
2404 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2405// }
2406 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2407 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2408 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2409 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2410 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2411 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2412 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2413 // Av sits at world euler <0,0, z>, translated by part rotation
2414 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2415
2142 m_parentPosition = part.AbsolutePosition; 2416 m_parentPosition = part.AbsolutePosition;
2143 } 2417 part.IsOccupied = true;
2418 part.ParentGroup.AddAvatar(agentID);
2419 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2420 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2421 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2422 m_avUnscriptedSitPos; // adds click offset, if any
2423 //Set up raytrace to find top surface of prim
2424 Vector3 size = part.Scale;
2425 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2426 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2427 Vector3 down = new Vector3(0f, 0f, -1f);
2428//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2429 m_scene.PhysicsScene.RaycastWorld(
2430 start, // Vector3 position,
2431 down, // Vector3 direction,
2432 mag, // float length,
2433 SitAltitudeCallback); // retMethod
2434 } // end scripted/not
2144 } 2435 }
2145 else 2436 else // no Av
2146 { 2437 {
2147 return; 2438 return;
2148 } 2439 }
2149 } 2440 }
2150 m_parentID = m_requestedSitTargetID;
2151 2441
2442 //We want our offsets to reference the root prim, not the child we may have sat on
2443 if (!part.IsRoot)
2444 {
2445 m_parentID = part.ParentGroup.RootPart.LocalId;
2446 m_pos += part.OffsetPosition;
2447 }
2448 else
2449 {
2450 m_parentID = m_requestedSitTargetID;
2451 }
2452
2453 m_linkedPrim = part.UUID;
2454 if (part.GetAvatarOnSitTarget() != UUID)
2455 {
2456 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2457 }
2152 Velocity = Vector3.Zero; 2458 Velocity = Vector3.Zero;
2153 RemoveFromPhysicalScene(); 2459 RemoveFromPhysicalScene();
2154
2155 Animator.TrySetMovementAnimation(sitAnimation); 2460 Animator.TrySetMovementAnimation(sitAnimation);
2156 SendFullUpdateToAllClients(); 2461 SendFullUpdateToAllClients();
2157 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2462 SendTerseUpdateToAllClients();
2158 // So we're also sending a terse update (which has avatar rotation)
2159 // [Update] We do now.
2160 //SendTerseUpdateToAllClients();
2161 } 2463 }
2464
2465 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2466 {
2467 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2468 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2469 if(hitYN)
2470 {
2471 // m_pos = Av offset from prim center to make look like on center
2472 // m_parentPosition = Actual center pos of prim
2473 // collisionPoint = spot on prim where we want to sit
2474 // collisionPoint.Z = global sit surface height
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2476 Quaternion partIRot;
2477// if (part.LinkNum == 1)
2478/// { // Root prim of linkset
2479// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2480// }
2481// else
2482// { // single or child prim
2483 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2484// }
2485 if (m_initialSitTarget != null)
2486 {
2487 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2488 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2489 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2490 m_pos += offset;
2491 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2492 }
2493
2494 }
2495 } // End SitAltitudeCallback KF.
2162 2496
2163 /// <summary> 2497 /// <summary>
2164 /// Event handler for the 'Always run' setting on the client 2498 /// Event handler for the 'Always run' setting on the client
@@ -2188,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 /// </summary> 2522 /// </summary>
2189 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2523 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2190 /// <param name="rotation">The direction in which this avatar should now face. 2524 /// <param name="rotation">The direction in which this avatar should now face.
2191 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2525 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2192 { 2526 {
2193 if (m_isChildAgent) 2527 if (m_isChildAgent)
2194 { 2528 {
@@ -2229,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes
2229 Rotation = rotation; 2563 Rotation = rotation;
2230 Vector3 direc = vec * rotation; 2564 Vector3 direc = vec * rotation;
2231 direc.Normalize(); 2565 direc.Normalize();
2566 PhysicsActor actor = m_physicsActor;
2567 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2232 2568
2233 direc *= 0.03f * 128f * m_speedModifier; 2569 direc *= 0.03f * 128f * m_speedModifier;
2234 2570
2235 PhysicsActor actor = m_physicsActor;
2236 if (actor != null) 2571 if (actor != null)
2237 { 2572 {
2238 if (actor.Flying) 2573// rm falling if (actor.Flying)
2574 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2239 { 2575 {
2240 direc *= 4.0f; 2576// rm speed mod direc *= 4.0f;
2577 direc *= 5.2f; // for speed mod
2241 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2578 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2242 //bool colliding = (m_physicsActor.IsColliding==true); 2579 //bool colliding = (m_physicsActor.IsColliding==true);
2243 //if (controlland) 2580 //if (controlland)
@@ -2250,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes
2250 // m_log.Info("[AGENT]: Stop FLying"); 2587 // m_log.Info("[AGENT]: Stop FLying");
2251 //} 2588 //}
2252 } 2589 }
2590 /* This jumping section removed to SPA
2253 else if (!actor.Flying && actor.IsColliding) 2591 else if (!actor.Flying && actor.IsColliding)
2254 { 2592 {
2255 if (direc.Z > 2.0f) 2593 if (direc.Z > 2.0f)
2256 { 2594 {
2257 direc.Z *= 3.0f; 2595 if(m_animator.m_animTickJump == -1)
2258 2596 {
2259 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2597 direc.Z *= 3.0f; // jump
2260 Animator.TrySetMovementAnimation("PREJUMP"); 2598 }
2261 Animator.TrySetMovementAnimation("JUMP"); 2599 else
2600 {
2601 direc.Z *= 0.1f; // prejump
2602 }
2603 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2604 Animator.TrySetMovementAnimation("PREJUMP");
2605 Animator.TrySetMovementAnimation("JUMP");
2606 * /
2262 } 2607 }
2263 } 2608 } */
2264 } 2609 }
2265 2610
2266 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2611 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2267 m_forceToApply = direc; 2612 m_forceToApply = direc;
2268 2613 m_isNudging = Nudging;
2269 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2614 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2270 } 2615 }
2271 2616
@@ -2280,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 const float POSITION_TOLERANCE = 0.05f; 2625 const float POSITION_TOLERANCE = 0.05f;
2281 //const int TIME_MS_TOLERANCE = 3000; 2626 //const int TIME_MS_TOLERANCE = 3000;
2282 2627
2283 SendPrimUpdates(); 2628
2284 2629
2285 if (m_isChildAgent == false) 2630 if (m_isChildAgent == false)
2286 { 2631 {
@@ -2310,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
2310 CheckForBorderCrossing(); 2655 CheckForBorderCrossing();
2311 CheckForSignificantMovement(); // sends update to the modules. 2656 CheckForSignificantMovement(); // sends update to the modules.
2312 } 2657 }
2658
2659 //Sending prim updates AFTER the avatar terse updates are sent
2660 SendPrimUpdates();
2313 } 2661 }
2314 2662
2315 #endregion 2663 #endregion
@@ -3093,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 m_callbackURI = cAgent.CallbackURI; 3441 m_callbackURI = cAgent.CallbackURI;
3094 3442
3095 m_pos = cAgent.Position; 3443 m_pos = cAgent.Position;
3444
3096 m_velocity = cAgent.Velocity; 3445 m_velocity = cAgent.Velocity;
3097 m_CameraCenter = cAgent.Center; 3446 m_CameraCenter = cAgent.Center;
3098 //m_avHeight = cAgent.Size.Z; 3447 //m_avHeight = cAgent.Size.Z;
@@ -3201,17 +3550,46 @@ namespace OpenSim.Region.Framework.Scenes
3201 /// </summary> 3550 /// </summary>
3202 public override void UpdateMovement() 3551 public override void UpdateMovement()
3203 { 3552 {
3204 if (m_forceToApply.HasValue) 3553 if (Animator!=null) // add for jumping
3205 { 3554 { // add for jumping
3206 Vector3 force = m_forceToApply.Value; 3555 // if (!m_animator.m_jumping) // add for jumping
3556 // { // add for jumping
3207 3557
3208 m_updateflag = true; 3558 if (m_forceToApply.HasValue) // this section realigned
3209// movementvector = force; 3559 {
3210 Velocity = force;
3211 3560
3212 m_forceToApply = null; 3561 Vector3 force = m_forceToApply.Value;
3213 } 3562 m_updateflag = true;
3214 } 3563if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3564 Velocity = force;
3565//Console.WriteLine("UM1 {0}", Velocity);
3566 m_forceToApply = null;
3567 }
3568 else
3569 {
3570 if (m_isNudging)
3571 {
3572 Vector3 force = Vector3.Zero;
3573
3574 m_updateflag = true;
3575if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3576 Velocity = force;
3577//Console.WriteLine("UM2 {0}", Velocity);
3578 m_isNudging = false;
3579 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3580 }
3581 else // add for jumping
3582 { // add for jumping
3583 Vector3 force = Vector3.Zero; // add for jumping
3584if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3585//Console.WriteLine("UM3 {0}", Velocity);
3586 Velocity = force; // add for jumping
3587 }
3588
3589 }
3590 // } // end realign
3591 } // add for jumping
3592 } // add for jumping
3215 3593
3216 /// <summary> 3594 /// <summary>
3217 /// Adds a physical representation of the avatar to the Physics plugin 3595 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3256,18 +3634,29 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3634 {
3257 if (e == null) 3635 if (e == null)
3258 return; 3636 return;
3259 3637
3260 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3638 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3262 // as of this comment the interval is set in AddToPhysicalScene 3639 // as of this comment the interval is set in AddToPhysicalScene
3263 if (Animator!=null) 3640 if (Animator!=null)
3264 Animator.UpdateMovementAnimations(); 3641 {
3642 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3643 { // else its will lock out other animation changes, like ground sit.
3644 Animator.UpdateMovementAnimations();
3645 m_updateCount--;
3646 }
3647 }
3265 3648
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3649 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3650 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3651
3269 CollisionPlane = Vector4.UnitW; 3652 CollisionPlane = Vector4.UnitW;
3270 3653
3654 if (m_lastColCount != coldata.Count)
3655 {
3656 m_updateCount = UPDATE_COUNT;
3657 m_lastColCount = coldata.Count;
3658 }
3659
3271 if (coldata.Count != 0 && Animator != null) 3660 if (coldata.Count != 0 && Animator != null)
3272 { 3661 {
3273 switch (Animator.CurrentMovementAnimation) 3662 switch (Animator.CurrentMovementAnimation)
@@ -3297,6 +3686,148 @@ namespace OpenSim.Region.Framework.Scenes
3297 } 3686 }
3298 } 3687 }
3299 3688
3689 List<uint> thisHitColliders = new List<uint>();
3690 List<uint> endedColliders = new List<uint>();
3691 List<uint> startedColliders = new List<uint>();
3692
3693 foreach (uint localid in coldata.Keys)
3694 {
3695 thisHitColliders.Add(localid);
3696 if (!m_lastColliders.Contains(localid))
3697 {
3698 startedColliders.Add(localid);
3699 }
3700 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3701 }
3702
3703 // calculate things that ended colliding
3704 foreach (uint localID in m_lastColliders)
3705 {
3706 if (!thisHitColliders.Contains(localID))
3707 {
3708 endedColliders.Add(localID);
3709 }
3710 }
3711 //add the items that started colliding this time to the last colliders list.
3712 foreach (uint localID in startedColliders)
3713 {
3714 m_lastColliders.Add(localID);
3715 }
3716 // remove things that ended colliding from the last colliders list
3717 foreach (uint localID in endedColliders)
3718 {
3719 m_lastColliders.Remove(localID);
3720 }
3721
3722 // do event notification
3723 if (startedColliders.Count > 0)
3724 {
3725 ColliderArgs StartCollidingMessage = new ColliderArgs();
3726 List<DetectedObject> colliding = new List<DetectedObject>();
3727 foreach (uint localId in startedColliders)
3728 {
3729 if (localId == 0)
3730 continue;
3731
3732 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3733 string data = "";
3734 if (obj != null)
3735 {
3736 DetectedObject detobj = new DetectedObject();
3737 detobj.keyUUID = obj.UUID;
3738 detobj.nameStr = obj.Name;
3739 detobj.ownerUUID = obj.OwnerID;
3740 detobj.posVector = obj.AbsolutePosition;
3741 detobj.rotQuat = obj.GetWorldRotation();
3742 detobj.velVector = obj.Velocity;
3743 detobj.colliderType = 0;
3744 detobj.groupUUID = obj.GroupID;
3745 colliding.Add(detobj);
3746 }
3747 }
3748
3749 if (colliding.Count > 0)
3750 {
3751 StartCollidingMessage.Colliders = colliding;
3752
3753 foreach (SceneObjectGroup att in Attachments)
3754 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3755 }
3756 }
3757
3758 if (endedColliders.Count > 0)
3759 {
3760 ColliderArgs EndCollidingMessage = new ColliderArgs();
3761 List<DetectedObject> colliding = new List<DetectedObject>();
3762 foreach (uint localId in endedColliders)
3763 {
3764 if (localId == 0)
3765 continue;
3766
3767 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3768 string data = "";
3769 if (obj != null)
3770 {
3771 DetectedObject detobj = new DetectedObject();
3772 detobj.keyUUID = obj.UUID;
3773 detobj.nameStr = obj.Name;
3774 detobj.ownerUUID = obj.OwnerID;
3775 detobj.posVector = obj.AbsolutePosition;
3776 detobj.rotQuat = obj.GetWorldRotation();
3777 detobj.velVector = obj.Velocity;
3778 detobj.colliderType = 0;
3779 detobj.groupUUID = obj.GroupID;
3780 colliding.Add(detobj);
3781 }
3782 }
3783
3784 if (colliding.Count > 0)
3785 {
3786 EndCollidingMessage.Colliders = colliding;
3787
3788 foreach (SceneObjectGroup att in Attachments)
3789 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3790 }
3791 }
3792
3793 if (thisHitColliders.Count > 0)
3794 {
3795 ColliderArgs CollidingMessage = new ColliderArgs();
3796 List<DetectedObject> colliding = new List<DetectedObject>();
3797 foreach (uint localId in thisHitColliders)
3798 {
3799 if (localId == 0)
3800 continue;
3801
3802 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3803 string data = "";
3804 if (obj != null)
3805 {
3806 DetectedObject detobj = new DetectedObject();
3807 detobj.keyUUID = obj.UUID;
3808 detobj.nameStr = obj.Name;
3809 detobj.ownerUUID = obj.OwnerID;
3810 detobj.posVector = obj.AbsolutePosition;
3811 detobj.rotQuat = obj.GetWorldRotation();
3812 detobj.velVector = obj.Velocity;
3813 detobj.colliderType = 0;
3814 detobj.groupUUID = obj.GroupID;
3815 colliding.Add(detobj);
3816 }
3817 }
3818
3819 if (colliding.Count > 0)
3820 {
3821 CollidingMessage.Colliders = colliding;
3822
3823 lock (m_attachments)
3824 {
3825 foreach (SceneObjectGroup att in m_attachments)
3826 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3827 }
3828 }
3829 }
3830
3300 if (m_invulnerable) 3831 if (m_invulnerable)
3301 return; 3832 return;
3302 3833
@@ -3492,7 +4023,10 @@ namespace OpenSim.Region.Framework.Scenes
3492 m_scene = scene; 4023 m_scene = scene;
3493 4024
3494 RegisterToEvents(); 4025 RegisterToEvents();
3495 4026 if (m_controllingClient != null)
4027 {
4028 m_controllingClient.ProcessPendingPackets();
4029 }
3496 /* 4030 /*
3497 AbsolutePosition = client.StartPos; 4031 AbsolutePosition = client.StartPos;
3498 4032
@@ -3722,6 +4256,39 @@ namespace OpenSim.Region.Framework.Scenes
3722 return; 4256 return;
3723 } 4257 }
3724 4258
4259 XmlDocument doc = new XmlDocument();
4260 string stateData = String.Empty;
4261
4262 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4263 if (attServ != null)
4264 {
4265 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4266 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4267 if (stateData != String.Empty)
4268 {
4269 try
4270 {
4271 doc.LoadXml(stateData);
4272 }
4273 catch { }
4274 }
4275 }
4276
4277 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4278
4279 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4280 if (nodes.Count > 0)
4281 {
4282 foreach (XmlNode n in nodes)
4283 {
4284 XmlElement elem = (XmlElement)n;
4285 string itemID = elem.GetAttribute("ItemID");
4286 string xml = elem.InnerXml;
4287
4288 itemData[new UUID(itemID)] = xml;
4289 }
4290 }
4291
3725 List<int> attPoints = m_appearance.GetAttachedPoints(); 4292 List<int> attPoints = m_appearance.GetAttachedPoints();
3726 foreach (int p in attPoints) 4293 foreach (int p in attPoints)
3727 { 4294 {
@@ -3741,7 +4308,30 @@ namespace OpenSim.Region.Framework.Scenes
3741 4308
3742 try 4309 try
3743 { 4310 {
3744 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 string xmlData;
4312 XmlDocument d = new XmlDocument();
4313 UUID asset;
4314 if (itemData.TryGetValue(itemID, out xmlData))
4315 {
4316 d.LoadXml(xmlData);
4317 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4318
4319 // Rez from inventory
4320 asset
4321 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4322
4323 }
4324 else
4325 {
4326 // Rez from inventory (with a null doc to let
4327 // CHANGED_OWNER happen)
4328 asset
4329 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4330 }
4331
4332 m_log.InfoFormat(
4333 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4334 p, itemID, asset);
3745 } 4335 }
3746 catch (Exception e) 4336 catch (Exception e)
3747 { 4337 {
@@ -3774,5 +4364,16 @@ namespace OpenSim.Region.Framework.Scenes
3774 m_reprioritization_called = false; 4364 m_reprioritization_called = false;
3775 } 4365 }
3776 } 4366 }
4367
4368 private Vector3 Quat2Euler(Quaternion rot){
4369 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4370 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4371 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4372 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4373 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4374 return(new Vector3(x,y,z));
4375 }
4376
4377
3777 } 4378 }
3778} 4379}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index f5f6b90..dc8957c 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 }
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
230 if (originalLinkNum != 0) 230 if (originalLinkNum != 0)
231 part.LinkNum = originalLinkNum; 231 part.LinkNum = originalLinkNum;
232 232
233 part.StoreUndoState(); 233 part.StoreUndoState(UndoType.STATE_ALL);
234 reader.Close(); 234 reader.Close();
235 sr.Close(); 235 sr.Close();
236 } 236 }
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