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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs49
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs160
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs12
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs13
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-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.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs56
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs139
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs131
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs869
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs211
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs736
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs888
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs9
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1421
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3901
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3859
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1724
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs12
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs424
72 files changed, 14646 insertions, 2119 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 501d47f..cb48ac1 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -425,7 +425,7 @@ namespace OpenSim
425 if (alert != null) 425 if (alert != null)
426 presence.ControllingClient.Kick(alert); 426 presence.ControllingClient.Kick(alert);
427 else 427 else
428 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 428 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
429 429
430 // ...and close on our side 430 // ...and close on our side
431 presence.Scene.IncomingCloseAgent(presence.UUID); 431 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f535fe8..27cb137 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -343,10 +343,26 @@ namespace OpenSim
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 343 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 344
345 scene.SetModuleInterfaces(); 345 scene.SetModuleInterfaces();
346// First Step of bootreport sequence
347 if (scene.SnmpService != null)
348 {
349 scene.SnmpService.ColdStart(1,scene);
350 scene.SnmpService.LinkDown(scene);
351 }
352
353 if (scene.SnmpService != null)
354 {
355 scene.SnmpService.BootInfo("Loading prins", scene);
356 }
346 357
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 358 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 359 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
349 360
361 if (scene.SnmpService != null)
362 {
363 scene.SnmpService.BootInfo("Creating region texture", scene);
364 }
365
350 // moved these here as the terrain texture has to be created after the modules are initialized 366 // moved these here as the terrain texture has to be created after the modules are initialized
351 // and has to happen before the region is registered with the grid. 367 // and has to happen before the region is registered with the grid.
352 scene.CreateTerrainTexture(); 368 scene.CreateTerrainTexture();
@@ -354,6 +370,10 @@ namespace OpenSim
354 // TODO : Try setting resource for region xstats here on scene 370 // TODO : Try setting resource for region xstats here on scene
355 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 371 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
356 372
373 if (scene.SnmpService != null)
374 {
375 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
376 }
357 try 377 try
358 { 378 {
359 scene.RegisterRegionWithGrid(); 379 scene.RegisterRegionWithGrid();
@@ -362,11 +382,20 @@ namespace OpenSim
362 { 382 {
363 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 383 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
364 384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
388 }
365 // Carrying on now causes a lot of confusion down the 389 // Carrying on now causes a lot of confusion down the
366 // line - we need to get the user's attention 390 // line - we need to get the user's attention
367 Environment.Exit(1); 391 Environment.Exit(1);
368 } 392 }
369 393
394 if (scene.SnmpService != null)
395 {
396 scene.SnmpService.BootInfo("Grid Registration done", scene);
397 }
398
370 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 399 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
371 scene.EventManager.TriggerParcelPrimCountUpdate(); 400 scene.EventManager.TriggerParcelPrimCountUpdate();
372 401
@@ -374,6 +403,11 @@ namespace OpenSim
374 // scripting engines. 403 // scripting engines.
375 scene.CreateScriptInstances(); 404 scene.CreateScriptInstances();
376 405
406 if (scene.SnmpService != null)
407 {
408 scene.SnmpService.BootInfo("ScriptEngine started", scene);
409 }
410
377 m_sceneManager.Add(scene); 411 m_sceneManager.Add(scene);
378 412
379 if (m_autoCreateClientStack) 413 if (m_autoCreateClientStack)
@@ -382,6 +416,10 @@ namespace OpenSim
382 clientServer.Start(); 416 clientServer.Start();
383 } 417 }
384 418
419 if (scene.SnmpService != null)
420 {
421 scene.SnmpService.BootInfo("Initializing region modules", scene);
422 }
385 if (do_post_init) 423 if (do_post_init)
386 { 424 {
387 foreach (IRegionModule module in modules) 425 foreach (IRegionModule module in modules)
@@ -393,6 +431,12 @@ namespace OpenSim
393 431
394 mscene = scene; 432 mscene = scene;
395 433
434 if (scene.SnmpService != null)
435 {
436 scene.SnmpService.BootInfo("The region is operational", scene);
437 scene.SnmpService.LinkUp(scene);
438 }
439
396 scene.StartTimer(); 440 scene.StartTimer();
397 441
398 return clientServer; 442 return clientServer;
@@ -401,6 +445,11 @@ namespace OpenSim
401 private void ShutdownRegion(Scene scene) 445 private void ShutdownRegion(Scene scene)
402 { 446 {
403 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 447 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
448 if (scene.SnmpService != null)
449 {
450 scene.SnmpService.BootInfo("The region is shutting down", scene);
451 scene.SnmpService.LinkDown(scene);
452 }
404 IRegionModulesController controller; 453 IRegionModulesController controller;
405 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 454 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
406 { 455 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 540fccc..ecfc68f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -339,6 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
339 private AgentUpdateArgs lastarg; 339 private AgentUpdateArgs lastarg;
340 private bool m_IsActive = true; 340 private bool m_IsActive = true;
341 private bool m_IsLoggingOut = false; 341 private bool m_IsLoggingOut = false;
342 private bool m_IsPresenceReady = false;
342 343
343 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 344 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
344 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 345 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -361,6 +362,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
361 362
362 private Timer m_propertiesPacketTimer; 363 private Timer m_propertiesPacketTimer;
363 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 364 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
365 private List<Packet> m_pendingPackets;
364 366
365 #endregion Class Members 367 #endregion Class Members
366 368
@@ -401,6 +403,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
401 get { return m_IsActive; } 403 get { return m_IsActive; }
402 set { m_IsActive = value; } 404 set { m_IsActive = value; }
403 } 405 }
406
404 public bool IsLoggingOut 407 public bool IsLoggingOut
405 { 408 {
406 get { return m_IsLoggingOut; } 409 get { return m_IsLoggingOut; }
@@ -464,18 +467,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
464 467
465 #region Client Methods 468 #region Client Methods
466 469
470
467 /// <summary> 471 /// <summary>
468 /// Shut down the client view 472 /// Shut down the client view
469 /// </summary> 473 /// </summary>
470 public void Close() 474 public void Close()
471 { 475 {
476 Close(true);
477 }
478
479 /// <summary>
480 /// Shut down the client view
481 /// </summary>
482 public void Close(bool sendStop)
483 {
472 m_log.DebugFormat( 484 m_log.DebugFormat(
473 "[CLIENT]: Close has been called for {0} attached to scene {1}", 485 "[CLIENT]: Close has been called for {0} attached to scene {1}",
474 Name, m_scene.RegionInfo.RegionName); 486 Name, m_scene.RegionInfo.RegionName);
475 487
476 // Send the STOP packet 488 if (sendStop)
477 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 489 {
478 OutPacket(disable, ThrottleOutPacketType.Unknown); 490 // Send the STOP packet
491 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
492 OutPacket(disable, ThrottleOutPacketType.Unknown);
493 }
479 494
480 IsActive = false; 495 IsActive = false;
481 496
@@ -1041,6 +1056,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1041 public virtual void SendLayerData(float[] map) 1056 public virtual void SendLayerData(float[] map)
1042 { 1057 {
1043 Util.FireAndForget(DoSendLayerData, map); 1058 Util.FireAndForget(DoSendLayerData, map);
1059
1060 // Send it sync, and async. It's not that much data
1061 // and it improves user experience just so much!
1062 DoSendLayerData(map);
1044 } 1063 }
1045 1064
1046 /// <summary> 1065 /// <summary>
@@ -1053,16 +1072,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 1072
1054 try 1073 try
1055 { 1074 {
1056 //for (int y = 0; y < 16; y++) 1075 for (int y = 0; y < 16; y++)
1057 //{ 1076 {
1058 // for (int x = 0; x < 16; x++) 1077 for (int x = 0; x < 16; x+=4)
1059 // { 1078 {
1060 // SendLayerData(x, y, map); 1079 SendLayerPacket(x, y, map);
1061 // } 1080 }
1062 //} 1081 }
1063
1064 // Send LayerData in a spiral pattern. Fun!
1065 SendLayerTopRight(map, 0, 0, 15, 15);
1066 } 1082 }
1067 catch (Exception e) 1083 catch (Exception e)
1068 { 1084 {
@@ -1070,51 +1086,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1070 } 1086 }
1071 } 1087 }
1072 1088
1073 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1074 {
1075 // Row
1076 for (int i = x1; i <= x2; i++)
1077 SendLayerData(i, y1, map);
1078
1079 // Column
1080 for (int j = y1 + 1; j <= y2; j++)
1081 SendLayerData(x2, j, map);
1082
1083 if (x2 - x1 > 0)
1084 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1085 }
1086
1087 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1088 {
1089 // Row in reverse
1090 for (int i = x2; i >= x1; i--)
1091 SendLayerData(i, y2, map);
1092
1093 // Column in reverse
1094 for (int j = y2 - 1; j >= y1; j--)
1095 SendLayerData(x1, j, map);
1096
1097 if (x2 - x1 > 0)
1098 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1099 }
1100
1101 /// <summary> 1089 /// <summary>
1102 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1090 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1103 /// </summary> 1091 /// </summary>
1104 /// <param name="map">heightmap</param> 1092 /// <param name="map">heightmap</param>
1105 /// <param name="px">X coordinate for patches 0..12</param> 1093 /// <param name="px">X coordinate for patches 0..12</param>
1106 /// <param name="py">Y coordinate for patches 0..15</param> 1094 /// <param name="py">Y coordinate for patches 0..15</param>
1107 // private void SendLayerPacket(float[] map, int y, int x) 1095 private void SendLayerPacket(int x, int y, float[] map)
1108 // { 1096 {
1109 // int[] patches = new int[4]; 1097 int[] patches = new int[4];
1110 // patches[0] = x + 0 + y * 16; 1098 patches[0] = x + 0 + y * 16;
1111 // patches[1] = x + 1 + y * 16; 1099 patches[1] = x + 1 + y * 16;
1112 // patches[2] = x + 2 + y * 16; 1100 patches[2] = x + 2 + y * 16;
1113 // patches[3] = x + 3 + y * 16; 1101 patches[3] = x + 3 + y * 16;
1114 1102
1115 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1103 float[] heightmap = (map.Length == 65536) ?
1116 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1104 map :
1117 // } 1105 LLHeightFieldMoronize(map);
1106
1107 try
1108 {
1109 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1110 OutPacket(layerpack, ThrottleOutPacketType.Land);
1111 }
1112 catch
1113 {
1114 for (int px = x ; px < x + 4 ; px++)
1115 SendLayerData(px, y, map);
1116 }
1117 }
1118 1118
1119 /// <summary> 1119 /// <summary>
1120 /// Sends a specified patch to a client 1120 /// Sends a specified patch to a client
@@ -1134,7 +1134,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1134 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1134 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1135 layerpack.Header.Reliable = true; 1135 layerpack.Header.Reliable = true;
1136 1136
1137 OutPacket(layerpack, ThrottleOutPacketType.Land); 1137 OutPacket(layerpack, ThrottleOutPacketType.Task);
1138 } 1138 }
1139 catch (Exception e) 1139 catch (Exception e)
1140 { 1140 {
@@ -2206,6 +2206,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2206 OutPacket(sound, ThrottleOutPacketType.Task); 2206 OutPacket(sound, ThrottleOutPacketType.Task);
2207 } 2207 }
2208 2208
2209 public void SendTransferAbort(TransferRequestPacket transferRequest)
2210 {
2211 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2212 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2213 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2214 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2215 OutPacket(abort, ThrottleOutPacketType.Task);
2216 }
2217
2209 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2218 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2210 { 2219 {
2211 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2220 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3933,6 +3942,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3933 { 3942 {
3934 m_propertiesPacketTimer.Stop(); 3943 m_propertiesPacketTimer.Stop();
3935 3944
3945 if (m_propertiesBlocks.Count == 0)
3946 return;
3947
3936 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3948 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3937 3949
3938 int index = 0; 3950 int index = 0;
@@ -4924,6 +4936,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4924 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4936 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4925 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4937 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4926 (x.ControlFlags != lastarg.ControlFlags) || 4938 (x.ControlFlags != lastarg.ControlFlags) ||
4939 (x.ControlFlags != 0) ||
4927 (x.Far != lastarg.Far) || 4940 (x.Far != lastarg.Far) ||
4928 (x.Flags != lastarg.Flags) || 4941 (x.Flags != lastarg.Flags) ||
4929 (x.State != lastarg.State) || 4942 (x.State != lastarg.State) ||
@@ -5295,7 +5308,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5295 args.Channel = ch; 5308 args.Channel = ch;
5296 args.From = String.Empty; 5309 args.From = String.Empty;
5297 args.Message = Utils.BytesToString(msg); 5310 args.Message = Utils.BytesToString(msg);
5298 args.Type = ChatTypeEnum.Shout; 5311 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5299 args.Position = new Vector3(); 5312 args.Position = new Vector3();
5300 args.Scene = Scene; 5313 args.Scene = Scene;
5301 args.Sender = this; 5314 args.Sender = this;
@@ -11176,18 +11189,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11176 } 11189 }
11177 11190
11178 /// <summary> 11191 /// <summary>
11192 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11193 /// </summary>
11194 public void ProcessPendingPackets()
11195 {
11196 m_IsPresenceReady = true;
11197 if (m_pendingPackets == null)
11198 return;
11199 foreach (Packet p in m_pendingPackets)
11200 {
11201 ProcessInPacket(p);
11202 }
11203 m_pendingPackets.Clear();
11204 }
11205
11206 /// <summary>
11179 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11207 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11180 /// </summary> 11208 /// </summary>
11181 /// <param name="Pack">OpenMetaverse.packet</param> 11209 /// <param name="Pack">OpenMetaverse.packet</param>
11182 public void ProcessInPacket(Packet Pack) 11210 public void ProcessInPacket(Packet Pack)
11183 { 11211 {
11184 if (m_debugPacketLevel >= 255) 11212 if (!m_IsPresenceReady)
11185 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11213 {
11214 if (m_pendingPackets == null)
11215 {
11216 m_pendingPackets = new List<Packet>();
11217 }
11218 m_pendingPackets.Add(Pack);
11219 }
11220 else
11221 {
11222 if (m_debugPacketLevel >= 255)
11223 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11186 11224
11187 if (!ProcessPacketMethod(Pack)) 11225 if (!ProcessPacketMethod(Pack))
11188 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11226 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11189 11227
11190 PacketPool.Instance.ReturnPacket(Pack); 11228 PacketPool.Instance.ReturnPacket(Pack);
11229 }
11191 } 11230 }
11192 11231
11193 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11232 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -11424,7 +11463,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11424 11463
11425// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11464// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11426 11465
11466
11467 //Note, the bool returned from the below function is useless since it is always false.
11427 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11468 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11469
11428 } 11470 }
11429 11471
11430 /// <summary> 11472 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1b81105..f2bcc0b 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -899,6 +899,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
899 client.OnLogout += LogoutHandler; 899 client.OnLogout += LogoutHandler;
900 900
901 // Start the IClientAPI 901 // Start the IClientAPI
902 // Spin it off so that it doesn't clog up the LLUDPServer
903 //Util.FireAndForget(delegate(object o) { client.Start(); });
904
905 // NOTE: DO NOT CALL THIS ASYNCHRONOUSLY!!!!!
906 // This method will ultimately cause the modules to hook
907 // client events in OnNewClient. If they can't do this
908 // before further packets are processed, packets WILL BE LOST.
909 // This includes the all-important EconomyDataRequest!
910 // So using FireAndForget here WILL screw up money. Badly.
911 // You have been warned!
902 client.Start(); 912 client.Start();
903 } 913 }
904 else 914 else
@@ -915,7 +925,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
915 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 925 if (m_scene.TryGetClient(udpClient.AgentID, out client))
916 { 926 {
917 client.IsLoggingOut = true; 927 client.IsLoggingOut = true;
918 client.Close(); 928 client.Close(false);
919 } 929 }
920 } 930 }
921 931
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index a7b4c66..d3d6f25 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Nini.Config; 33using Nini.Config;
33using OpenMetaverse; 34using OpenMetaverse;
@@ -36,6 +37,7 @@ using OpenSim.Framework;
36using OpenSim.Region.Framework; 37using OpenSim.Region.Framework;
37using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization;
39 41
40namespace OpenSim.Region.CoreModules.Avatar.Attachments 42namespace OpenSim.Region.CoreModules.Avatar.Attachments
41{ 43{
@@ -198,8 +200,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
198 200
199 public UUID RezSingleAttachmentFromInventory( 201 public UUID RezSingleAttachmentFromInventory(
200 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 202 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
203 {
204 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
205 }
206
207 public UUID RezSingleAttachmentFromInventory(
208 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
201 { 209 {
202 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 210 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
203 211
204 if (updateInventoryStatus) 212 if (updateInventoryStatus)
205 { 213 {
@@ -218,7 +226,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
218 } 226 }
219 227
220 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 228 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
221 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 229 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
222 { 230 {
223 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 231 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
224 if (invAccess != null) 232 if (invAccess != null)
@@ -244,13 +252,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
244 if (tainted) 252 if (tainted)
245 objatt.HasGroupChanged = true; 253 objatt.HasGroupChanged = true;
246 254
255 if (doc != null)
256 {
257 objatt.LoadScriptState(doc);
258 objatt.ResetOwnerChangeFlag();
259 }
260
247 // Fire after attach, so we don't get messy perms dialogs 261 // Fire after attach, so we don't get messy perms dialogs
248 // 3 == AttachedRez 262 // 3 == AttachedRez
249 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); 263 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
250 objatt.ResumeScripts(); 264 objatt.ResumeScripts();
251 265
252 // Do this last so that event listeners have access to all the effects of the attachment 266 // Do this last so that event listeners have access to all the effects of the attachment
253 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 267 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
254 } 268 }
255 else 269 else
256 { 270 {
@@ -279,7 +293,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
279 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 293 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
280 { 294 {
281 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 295 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
282 item = m_scene.InventoryService.GetItem(item); 296 if (m_scene.InventoryService != null)
297 item = m_scene.InventoryService.GetItem(item);
283 298
284 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 299 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
285 } 300 }
@@ -324,6 +339,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
324 { 339 {
325 // XXYY!! 340 // XXYY!!
326 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 341 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
342 if (item == null)
343 m_log.Error("[ATTACHMENT]: item == null");
344 if (m_scene == null)
345 m_log.Error("[ATTACHMENT]: m_scene == null");
346 if (m_scene.InventoryService == null)
347 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
327 item = m_scene.InventoryService.GetItem(item); 348 item = m_scene.InventoryService.GetItem(item);
328 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 349 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
329 350
@@ -412,6 +433,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
412 if (group.GetFromItemID() == itemID) 433 if (group.GetFromItemID() == itemID)
413 { 434 {
414 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 435 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
436 // CM / XMREngine!!!! Needed to conclude attach event
437 SceneObjectSerializer.ToOriginalXmlFormat(group);
415 group.DetachToInventoryPrep(); 438 group.DetachToInventoryPrep();
416 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 439 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
417 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 440 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..9c8cbc6 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel > 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -270,25 +292,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 292 }
271 293
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 294 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 295 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 296 {
275 delegate(ScenePresence presence) 297 ((Scene)c.Scene).ForEachScenePresence
276 { 298 (
277 // ignore chat from child agents 299 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 300 {
279 301 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 302 if (presence.IsChildAgent) return;
281 303
282 // don't forward SayOwner chat from objects to 304 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 305
284 if ((c.Type == ChatTypeEnum.Owner) && 306 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 307 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 308 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 309 (null != c.SenderObject) &&
288 310 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 311 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 312
291 }); 313 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
314 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
315 }
316 );
317 }
292 } 318 }
293 319
294 320
@@ -317,5 +343,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 343 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 344 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 345 }
346
347 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
348 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
349 {
350 System.Threading.Timer Timer;
351 if (flags == 0)
352 {
353 FreezeCache.Add(target.ToString());
354 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
355 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
356 Timers.Add(target, Timer);
357 }
358 else
359 {
360 FreezeCache.Remove(target.ToString());
361 Timers.TryGetValue(target, out Timer);
362 Timers.Remove(target);
363 Timer.Dispose();
364 }
365 }
366
367 private void OnEndParcelFrozen(object avatar)
368 {
369 UUID target = (UUID)avatar;
370 FreezeCache.Remove(target.ToString());
371 System.Threading.Timer Timer;
372 Timers.TryGetValue(target, out Timer);
373 Timers.Remove(target);
374 Timer.Dispose();
375 }
320 } 376 }
321} 377}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index b5c3176..4e36c5d 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -55,6 +55,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
55 55
56 m_scene.AddCommand( 56 m_scene.AddCommand(
57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand); 57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand);
58
59 m_scene.AddCommand(
60 this, "alert dialog", "alert dialog <message>", "Send a dialog alert to everyone", HandleAlertConsoleCommand);
61
62
58 } 63 }
59 64
60 public void PostInitialise() {} 65 public void PostInitialise() {}
@@ -181,6 +186,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
181 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message); 186 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
182 SendGeneralAlert(message); 187 SendGeneralAlert(message);
183 } 188 }
189 else if (cmdparams[1] == "dialog")
190 {
191 string message = CombineParams(cmdparams, 2);
192
193 m_log.InfoFormat(
194 "[DIALOG]: Sending dialog alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
195 SendNotificationToUsersInRegion(UUID.Zero, "System", message);
196 }
184 else 197 else
185 { 198 {
186 string firstName = cmdparams[1]; 199 string firstName = cmdparams[1];
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 6f044cb..ca0b7ad 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ab141eb..ffdac58 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 m_TransferModule.SendInstantMessage(im, 186 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..feeb9e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
198 // Reconstruct imSessionID
199 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
200 {
201 UUID fromAgentID = new UUID(im.fromAgentID);
202 UUID sessionID = fromAgentID ^ client.AgentId;
203 im.imSessionID = new Guid(sessionID.ToString());
204 }
205
192 Scene s = FindScene(client.AgentId); 206 Scene s = FindScene(client.AgentId);
193 if (s != null) 207 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 208 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +212,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 212
199 private void UndeliveredMessage(GridInstantMessage im) 213 private void UndeliveredMessage(GridInstantMessage im)
200 { 214 {
201 if ((im.offline != 0) 215 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 216 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
217 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
218 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 219 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 220 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 221 }
206 222
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 223 // It's not delivered. Make sure the scope id is saved
208 { 224 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 225 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 226 if (scene == null)
211 return; 227 scene = m_SceneList[0];
212 228 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
213 client.SendInstantMessage(new GridInstantMessage( 229
214 null, new UUID(im.toAgentID), 230 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
215 "System", new UUID(im.fromAgentID), 231 "POST", m_RestURL+"/SaveMessage/", im);
216 (byte)InstantMessageDialog.MessageFromAgent, 232
217 "User is not logged in. "+ 233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 234 {
219 false, new Vector3())); 235 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 236 if (client == null)
237 return;
238
239 client.SendInstantMessage(new GridInstantMessage(
240 null, new UUID(im.toAgentID),
241 "System", new UUID(im.fromAgentID),
242 (byte)InstantMessageDialog.MessageFromAgent,
243 "User is not logged in. "+
244 (success ? "Message saved." : "Message not saved"),
245 false, new Vector3()));
221 } 246 }
222 } 247 }
223 } 248 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 2f1e9dd..0d04491 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -241,6 +241,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
241 im.imSessionID = itemID.Guid; 241 im.imSessionID = itemID.Guid;
242 } 242 }
243 243
244 im.offline = 1; // Remember these
245
244 // Send the IM to the recipient. The item is already 246 // Send the IM to the recipient. The item is already
245 // in their inventory, so it will not be lost if 247 // in their inventory, so it will not be lost if
246 // they are offline. 248 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ab1cfc3..927eeab 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
265 // it's actually doing a lot of work. 265 // it's actually doing a lot of work.
266 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 266 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
267 if (endPoint.Address != null) 267 if (endPoint != null && endPoint.Address != null)
268 { 268 {
269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
270 // both regions 270 // both regions
@@ -851,15 +851,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
852 852
853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
854 if (eq != null) 854 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
855 { 855 if (neighbourExternal != null)
856 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
857 capsPath, agent.UUID, agent.ControllingClient.SessionId);
858 }
859 else
860 { 856 {
861 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 857 if (eq != null)
862 capsPath); 858 {
859 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
860 capsPath, agent.UUID, agent.ControllingClient.SessionId);
861 }
862 else
863 {
864 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
865 capsPath);
866 }
863 } 867 }
864 868
865 if (!WaitForCallback(agent.UUID)) 869 if (!WaitForCallback(agent.UUID))
@@ -957,10 +961,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
957 agent.Viewer = currentAgentCircuit.Viewer; 961 agent.Viewer = currentAgentCircuit.Viewer;
958 } 962 }
959 963
960 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 964 IPEndPoint external = region.ExternalEndPoint;
961 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 965 if (external != null)
966 {
967 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
968 d.BeginInvoke(sp, agent, region, external, true,
962 InformClientOfNeighbourCompleted, 969 InformClientOfNeighbourCompleted,
963 d); 970 d);
971 }
964 } 972 }
965 #endregion 973 #endregion
966 974
@@ -1089,6 +1097,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1089 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1097 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1090 try 1098 try
1091 { 1099 {
1100 //neighbour.ExternalEndPoint may return null, which will be caught
1092 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1101 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1093 InformClientOfNeighbourCompleted, 1102 InformClientOfNeighbourCompleted,
1094 d); 1103 d);
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index bc653ce..57b7672 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -261,10 +261,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
261 // Fix ownership/creator of inventory items 261 // Fix ownership/creator of inventory items
262 // Not doing so results in inventory items 262 // Not doing so results in inventory items
263 // being no copy/no mod for everyone 263 // being no copy/no mod for everyone
264 lock (part.TaskInventory) 264 part.TaskInventory.LockItemsForRead(true);
265 TaskInventoryDictionary inv = part.TaskInventory;
266 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
265 { 267 {
266 TaskInventoryDictionary inv = part.TaskInventory; 268 if (!ResolveUserUuid(kvp.Value.OwnerID))
267 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
268 { 269 {
269 if (!ResolveUserUuid(kvp.Value.OwnerID)) 270 if (!ResolveUserUuid(kvp.Value.OwnerID))
270 { 271 {
@@ -276,6 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
276 } 277 }
277 } 278 }
278 } 279 }
280 part.TaskInventory.LockItemsForRead(false);
279 } 281 }
280 282
281 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 283 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 4ccd0f0..cfee1b0 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -82,6 +82,8 @@ namespace OpenSim.Region.CoreModules.World.Land
82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
83 83
84 private bool m_allowedForcefulBans = true; 84 private bool m_allowedForcefulBans = true;
85 private UUID DefaultGodParcelGroup;
86 private string DefaultGodParcelName;
85 87
86 // caches ExtendedLandData 88 // caches ExtendedLandData
87 private Cache parcelInfoCache; 89 private Cache parcelInfoCache;
@@ -96,6 +98,12 @@ namespace OpenSim.Region.CoreModules.World.Land
96 98
97 public void Initialise(IConfigSource source) 99 public void Initialise(IConfigSource source)
98 { 100 {
101 IConfig cnf = source.Configs["LandManagement"];
102 if (cnf != null)
103 {
104 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
105 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
106 }
99 } 107 }
100 108
101 public void AddRegion(Scene scene) 109 public void AddRegion(Scene scene)
@@ -160,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Land
160 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner; 168 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
161 client.OnParcelReclaim += ClientOnParcelReclaim; 169 client.OnParcelReclaim += ClientOnParcelReclaim;
162 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 170 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
163 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 171// client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
164 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 172 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
165 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 173 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
166 174
@@ -351,7 +359,7 @@ namespace OpenSim.Region.CoreModules.World.Land
351 { 359 {
352 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 360 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
353 { 361 {
354 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 362 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
355 { 363 {
356 SendYouAreBannedNotice(avatar); 364 SendYouAreBannedNotice(avatar);
357 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 365 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -648,7 +656,7 @@ namespace OpenSim.Region.CoreModules.World.Land
648 int x; 656 int x;
649 int y; 657 int y;
650 658
651 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 659 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
652 return null; 660 return null;
653 661
654 try 662 try
@@ -991,6 +999,10 @@ namespace OpenSim.Region.CoreModules.World.Land
991 //Owner Flag 999 //Owner Flag
992 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1000 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
993 } 1001 }
1002 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1003 {
1004 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1005 }
994 else if (currentParcelBlock.LandData.SalePrice > 0 && 1006 else if (currentParcelBlock.LandData.SalePrice > 0 &&
995 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1007 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
996 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1008 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1291,18 +1303,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1291 1303
1292 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1304 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1293 { 1305 {
1294 for (int i = 0; i < data.Count; i++) 1306 lock (m_landList)
1295 { 1307 {
1296 IncomingLandObjectFromStorage(data[i]); 1308 //Remove all the land objects in the sim and then process our new data
1309 foreach (int n in m_landList.Keys)
1310 {
1311 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1312 }
1313 m_landIDList.Initialize();
1314 m_landList.Clear();
1315
1316 for (int i = 0; i < data.Count; i++)
1317 {
1318 IncomingLandObjectFromStorage(data[i]);
1319 }
1297 } 1320 }
1298 } 1321 }
1299 1322
1300 public void IncomingLandObjectFromStorage(LandData data) 1323 public void IncomingLandObjectFromStorage(LandData data)
1301 { 1324 {
1325
1302 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1326 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1303 new_land.LandData = data.Copy(); 1327 new_land.LandData = data.Copy();
1304 new_land.SetLandBitmapFromByteArray(); 1328 new_land.SetLandBitmapFromByteArray();
1305 AddLandObject(new_land); 1329 AddLandObject(new_land);
1330 new_land.SendLandUpdateToAvatarsOverMe();
1306 } 1331 }
1307 1332
1308 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1333 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1520,5 +1545,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1520 1545
1521 UpdateLandObject(localID, land.LandData); 1546 UpdateLandObject(localID, land.LandData);
1522 } 1547 }
1548
1549 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1550 {
1551 ILandObject land = null;
1552 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1553 foreach (ILandObject landObject in Land)
1554 {
1555 if (landObject.LandData.LocalID == landID)
1556 {
1557 land = landObject;
1558 }
1559 }
1560 land.DeedToGroup(DefaultGodParcelGroup);
1561 land.LandData.Name = DefaultGodParcelName;
1562 land.SendLandUpdateToAvatarsOverMe();
1563 }
1564
1565 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1566 {
1567 ScenePresence SP;
1568 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1569 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1570 if (SP.GodLevel != 0)
1571 {
1572 if (flags == 0) //All parcels, scripted or not
1573 {
1574 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1575 {
1576 if (e.OwnerID == targetID)
1577 {
1578 returns.Add(e);
1579 }
1580 }
1581 );
1582 }
1583 if (flags == 4) //All parcels, scripted object
1584 {
1585 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1586 {
1587 if (e.OwnerID == targetID)
1588 {
1589 if (e.scriptScore >= 0.01)
1590 {
1591 returns.Add(e);
1592 }
1593 }
1594 }
1595 );
1596 }
1597 if (flags == 4) //not target parcel, scripted object
1598 {
1599 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1600 {
1601 if (e.OwnerID == targetID)
1602 {
1603 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1604 if (landobject.LandData.OwnerID != e.OwnerID)
1605 {
1606 if (e.scriptScore >= 0.01)
1607 {
1608 returns.Add(e);
1609 }
1610 }
1611 }
1612 }
1613 );
1614 }
1615 foreach (SceneObjectGroup ol in returns)
1616 {
1617 ReturnObject(ol, client);
1618 }
1619 }
1620 }
1621 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1622 {
1623 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1624 objs[0] = obj;
1625 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1626 }
1627
1628 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1629
1630 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1631 {
1632 ScenePresence targetAvatar = null;
1633 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1634 ScenePresence parcelManager = null;
1635 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1636 System.Threading.Timer Timer;
1637
1638 if (targetAvatar.GodLevel == 0)
1639 {
1640 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1641 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1642 return;
1643 if (flags == 0)
1644 {
1645 targetAvatar.AllowMovement = false;
1646 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1647 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1648 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1649 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1650 Timers.Add(targetAvatar.UUID, Timer);
1651 }
1652 else
1653 {
1654 targetAvatar.AllowMovement = true;
1655 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1656 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1657 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1658 Timers.Remove(targetAvatar.UUID);
1659 Timer.Dispose();
1660 }
1661 }
1662 }
1663 private void OnEndParcelFrozen(object avatar)
1664 {
1665 ScenePresence targetAvatar = (ScenePresence)avatar;
1666 targetAvatar.AllowMovement = true;
1667 System.Threading.Timer Timer;
1668 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1669 Timers.Remove(targetAvatar.UUID);
1670 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1671 }
1672
1673
1674 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1675 {
1676 ScenePresence targetAvatar = null;
1677 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1678 ScenePresence parcelManager = null;
1679 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1680 //Just eject
1681 if (flags == 0)
1682 {
1683 if (targetAvatar.GodLevel == 0)
1684 {
1685 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1686 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1687 return;
1688
1689 Vector3 position = new Vector3(0, 0, 0);
1690 List<ILandObject> allParcels = new List<ILandObject>();
1691 allParcels = AllParcels();
1692 if (allParcels.Count != 1)
1693 {
1694 foreach (ILandObject parcel in allParcels)
1695 {
1696 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1697 {
1698 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1699 {
1700 for (int x = 1; x <= Constants.RegionSize; x += 2)
1701 {
1702 for (int y = 1; y <= Constants.RegionSize; y += 2)
1703 {
1704 if (parcel.ContainsPoint(x, y))
1705 {
1706 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1707 targetAvatar.TeleportWithMomentum(position);
1708 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1709 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1710 return;
1711 }
1712 }
1713 }
1714 }
1715 }
1716 }
1717 }
1718 Vector3 targetVector;
1719 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1720 {
1721 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1722 {
1723 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1724 targetAvatar.TeleportWithMomentum(targetVector);
1725 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1726 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1727 return;
1728 }
1729 else
1730 {
1731 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1732 targetAvatar.TeleportWithMomentum(targetVector);
1733 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1735 return;
1736 }
1737 }
1738 else
1739 {
1740 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1741 {
1742 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1743 targetAvatar.TeleportWithMomentum(targetVector);
1744 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1745 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1746 return;
1747 }
1748 else
1749 {
1750 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1751 targetAvatar.TeleportWithMomentum(targetVector);
1752 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1753 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1754 return;
1755 }
1756 }
1757 }
1758 }
1759 //Eject and ban
1760 if (flags == 1)
1761 {
1762 if (targetAvatar.GodLevel == 0)
1763 {
1764 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1765 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1766 return;
1767
1768 Vector3 position = new Vector3(0, 0, 0);
1769 List<ILandObject> allParcels = new List<ILandObject>();
1770 allParcels = AllParcels();
1771 if (allParcels.Count != 1)
1772 {
1773 foreach (ILandObject parcel in allParcels)
1774 {
1775 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1776 {
1777 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1778 {
1779 for (int x = 1; x <= Constants.RegionSize; x += 2)
1780 {
1781 for (int y = 1; y <= Constants.RegionSize; y += 2)
1782 {
1783 if (parcel.ContainsPoint(x, y))
1784 {
1785 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1786 targetAvatar.TeleportWithMomentum(position);
1787 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1788 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1789 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1790 entry.AgentID = targetAvatar.UUID;
1791 entry.Flags = AccessList.Ban;
1792 entry.Time = new DateTime();
1793 land.LandData.ParcelAccessList.Add(entry);
1794 return;
1795 }
1796 }
1797 }
1798 }
1799 }
1800 }
1801 }
1802 Vector3 targetVector;
1803 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1804 {
1805 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1806 {
1807 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1811 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1812 entry.AgentID = targetAvatar.UUID;
1813 entry.Flags = AccessList.Ban;
1814 entry.Time = new DateTime();
1815 land.LandData.ParcelAccessList.Add(entry);
1816 return;
1817 }
1818 else
1819 {
1820 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1821 targetAvatar.TeleportWithMomentum(targetVector);
1822 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1823 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1824 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1825 entry.AgentID = targetAvatar.UUID;
1826 entry.Flags = AccessList.Ban;
1827 entry.Time = new DateTime();
1828 land.LandData.ParcelAccessList.Add(entry);
1829 return;
1830 }
1831 }
1832 else
1833 {
1834 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1835 {
1836 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1837 targetAvatar.TeleportWithMomentum(targetVector);
1838 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1839 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1840 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1841 entry.AgentID = targetAvatar.UUID;
1842 entry.Flags = AccessList.Ban;
1843 entry.Time = new DateTime();
1844 land.LandData.ParcelAccessList.Add(entry);
1845 return;
1846 }
1847 else
1848 {
1849 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1850 targetAvatar.TeleportWithMomentum(targetVector);
1851 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1852 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1853 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1854 entry.AgentID = targetAvatar.UUID;
1855 entry.Flags = AccessList.Ban;
1856 entry.Time = new DateTime();
1857 land.LandData.ParcelAccessList.Add(entry);
1858 return;
1859 }
1860 }
1861 }
1862 }
1863 }
1523 } 1864 }
1524} 1865}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 1e7ea7b..0c20393 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -544,6 +544,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
544 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 544 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
545 m_scene.SaveTerrain(); 545 m_scene.SaveTerrain();
546 546
547 m_scene.EventManager.TriggerTerrainUpdate();
548
547 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 549 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
548 //m_scene.CreateTerrainTexture(true); 550 //m_scene.CreateTerrainTexture(true);
549 } 551 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index af9df45..8ec5bb5 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -821,12 +821,21 @@ namespace OpenSim.Region.Examples.SimpleModule
821 { 821 {
822 } 822 }
823 823
824 public void ProcessPendingPackets()
825 {
826 }
827
824 public void ProcessInPacket(Packet NewPack) 828 public void ProcessInPacket(Packet NewPack)
825 { 829 {
826 } 830 }
827 831
828 public void Close() 832 public void Close()
829 { 833 {
834 Close(true);
835 }
836
837 public void Close(bool sendStop)
838 {
830 } 839 }
831 840
832 public void Start() 841 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index f8af367..958847b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/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 de4c5fb..702a1e2 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ 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 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 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)); 159 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; 160 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; 161 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; 162 //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; 163 //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; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 9db2e41..e060c05 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(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -716,6 +720,26 @@ namespace OpenSim.Region.Framework.Scenes
716 } 720 }
717 } 721 }
718 } 722 }
723 public void TriggerTerrainUpdate()
724 {
725 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
726 if (handlerTerrainUpdate != null)
727 {
728 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
729 {
730 try
731 {
732 d();
733 }
734 catch (Exception e)
735 {
736 m_log.ErrorFormat(
737 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
738 e.Message, e.StackTrace);
739 }
740 }
741 }
742 }
719 743
720 public void TriggerTerrainTick() 744 public void TriggerTerrainTick()
721 { 745 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 34461dc..e972382 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -432,10 +447,6 @@ namespace OpenSim.Region.Framework.Scenes
432 (uint)PermissionMask.Move; 447 (uint)PermissionMask.Move;
433 uint ownerPerms = item.CurrentPermissions; 448 uint ownerPerms = item.CurrentPermissions;
434 449
435 // Mask the base permissions. This is a conservative
436 // approach altering only the three main perms
437 basePerms &= nextPerms;
438
439 // If this is an object, root prim perms may be more 450 // If this is an object, root prim perms may be more
440 // permissive than folded perms. Use folded perms as 451 // permissive than folded perms. Use folded perms as
441 // a mask 452 // a mask
@@ -451,10 +462,17 @@ namespace OpenSim.Region.Framework.Scenes
451 462
452 // Mask the owner perms to the folded perms 463 // Mask the owner perms to the folded perms
453 ownerPerms &= foldedPerms; 464 ownerPerms &= foldedPerms;
465 basePerms &= foldedPerms;
454 466
455 // If the root was mod, let the mask reflect that 467 // If the root was mod, let the mask reflect that
468 // We also need to adjust the base here, because
469 // we should be able to edit in-inventory perms
470 // for the root prim, if it's mod.
456 if (isRootMod) 471 if (isRootMod)
472 {
457 ownerPerms |= (uint)PermissionMask.Modify; 473 ownerPerms |= (uint)PermissionMask.Modify;
474 basePerms |= (uint)PermissionMask.Modify;
475 }
458 } 476 }
459 477
460 // These will be applied to the root prim at next rez. 478 // These will be applied to the root prim at next rez.
@@ -462,6 +480,10 @@ namespace OpenSim.Region.Framework.Scenes
462 // are preserved due to the above mangling 480 // are preserved due to the above mangling
463 ownerPerms &= nextPerms; 481 ownerPerms &= nextPerms;
464 482
483 // Mask the base permissions. This is a conservative
484 // approach altering only the three main perms
485 basePerms &= nextPerms;
486
465 // Assign to the actual item. Make sure the slam bit is 487 // Assign to the actual item. Make sure the slam bit is
466 // set, if it wasn't set before. 488 // set, if it wasn't set before.
467 itemCopy.BasePermissions = basePerms; 489 itemCopy.BasePermissions = basePerms;
@@ -906,8 +928,12 @@ namespace OpenSim.Region.Framework.Scenes
906 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 928 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
907 { 929 {
908 SceneObjectPart part = GetSceneObjectPart(localID); 930 SceneObjectPart part = GetSceneObjectPart(localID);
909 SceneObjectGroup group = part.ParentGroup; 931 SceneObjectGroup group = null;
910 if (group != null) 932 if (part != null)
933 {
934 group = part.ParentGroup;
935 }
936 if (part != null && group != null)
911 { 937 {
912 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 938 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
913 if (item == null) 939 if (item == null)
@@ -1336,7 +1362,7 @@ namespace OpenSim.Region.Framework.Scenes
1336 } 1362 }
1337 if (part.Inventory.UpdateInventoryItem(itemInfo)) 1363 if (part.Inventory.UpdateInventoryItem(itemInfo))
1338 { 1364 {
1339 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1365 // remoteClient.SendAgentAlertMessage("Notecard saved", false);
1340 part.GetProperties(remoteClient); 1366 part.GetProperties(remoteClient);
1341 } 1367 }
1342 } 1368 }
@@ -1429,7 +1455,7 @@ namespace OpenSim.Region.Framework.Scenes
1429 return; 1455 return;
1430 1456
1431 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1457 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1432 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1458 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1433 remoteClient.AgentId); 1459 remoteClient.AgentId);
1434 AssetService.Store(asset); 1460 AssetService.Store(asset);
1435 1461
@@ -1655,15 +1681,21 @@ namespace OpenSim.Region.Framework.Scenes
1655 } 1681 }
1656 else 1682 else
1657 { 1683 {
1658 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1684 if (action == DeRezAction.TakeCopy)
1685 {
1686 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1687 permissionToTakeCopy = false;
1688 }
1689 else
1690 {
1659 permissionToTakeCopy = false; 1691 permissionToTakeCopy = false;
1692 }
1660 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1693 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1661 permissionToTake = false; 1694 permissionToTake = false;
1662 1695
1663 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1696 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1664 permissionToDelete = false; 1697 permissionToDelete = false;
1665 } 1698 }
1666
1667 } 1699 }
1668 1700
1669 // Handle god perms 1701 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 40176ec..7c25e87 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -149,6 +149,20 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 public IXfer XferManager; 150 public IXfer XferManager;
151 151
152 protected ISnmpModule m_snmpService = null;
153 public ISnmpModule SnmpService
154 {
155 get
156 {
157 if (m_snmpService == null)
158 {
159 m_snmpService = RequestModuleInterface<ISnmpModule>();
160 }
161
162 return m_snmpService;
163 }
164 }
165
152 protected IAssetService m_AssetService; 166 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 167 protected IAuthorizationService m_AuthorizationService;
154 168
@@ -607,6 +621,8 @@ namespace OpenSim.Region.Framework.Scenes
607 621
608 // Load region settings 622 // Load region settings
609 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 623 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
624 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
625
610 if (m_storageManager.EstateDataStore != null) 626 if (m_storageManager.EstateDataStore != null)
611 { 627 {
612 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 628 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -709,7 +725,7 @@ namespace OpenSim.Region.Framework.Scenes
709 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 725 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
710 // TODO: Change default to true once the feature is supported 726 // TODO: Change default to true once the feature is supported
711 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 727 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
712 728 m_usePreJump = true; // Above line fails!?
713 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 729 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
714 if (RegionInfo.NonphysPrimMax > 0) 730 if (RegionInfo.NonphysPrimMax > 0)
715 { 731 {
@@ -1023,6 +1039,15 @@ namespace OpenSim.Region.Framework.Scenes
1023 /// <param name="seconds">float indicating duration before restart.</param> 1039 /// <param name="seconds">float indicating duration before restart.</param>
1024 public virtual void Restart(float seconds) 1040 public virtual void Restart(float seconds)
1025 { 1041 {
1042 Restart(seconds, true);
1043 }
1044
1045 /// <summary>
1046 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1047 /// </summary>
1048 /// <param name="seconds">float indicating duration before restart.</param>
1049 public virtual void Restart(float seconds, bool showDialog)
1050 {
1026 // notifications are done in 15 second increments 1051 // notifications are done in 15 second increments
1027 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1052 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1028 // It's a 'Cancel restart' request. 1053 // It's a 'Cancel restart' request.
@@ -1043,8 +1068,11 @@ namespace OpenSim.Region.Framework.Scenes
1043 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1068 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1044 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1069 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1045 m_restartTimer.Start(); 1070 m_restartTimer.Start();
1046 m_dialogModule.SendNotificationToUsersInRegion( 1071 if (showDialog)
1072 {
1073 m_dialogModule.SendNotificationToUsersInRegion(
1047 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1074 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1075 }
1048 } 1076 }
1049 } 1077 }
1050 1078
@@ -1402,16 +1430,16 @@ namespace OpenSim.Region.Framework.Scenes
1402 // Check if any objects have reached their targets 1430 // Check if any objects have reached their targets
1403 CheckAtTargets(); 1431 CheckAtTargets();
1404 1432
1405 // Update SceneObjectGroups that have scheduled themselves for updates
1406 // Objects queue their updates onto all scene presences
1407 if (m_frame % m_update_objects == 0)
1408 m_sceneGraph.UpdateObjectGroups();
1409
1410 // Run through all ScenePresences looking for updates 1433 // Run through all ScenePresences looking for updates
1411 // Presence updates and queued object updates for each presence are sent to clients 1434 // Presence updates and queued object updates for each presence are sent to clients
1412 if (m_frame % m_update_presences == 0) 1435 if (m_frame % m_update_presences == 0)
1413 m_sceneGraph.UpdatePresences(); 1436 m_sceneGraph.UpdatePresences();
1414 1437
1438 // Update SceneObjectGroups that have scheduled themselves for updates
1439 // Objects queue their updates onto all scene presences
1440 if (m_frame % m_update_objects == 0)
1441 m_sceneGraph.UpdateObjectGroups();
1442
1415 if (m_frame % m_update_coarse_locations == 0) 1443 if (m_frame % m_update_coarse_locations == 0)
1416 { 1444 {
1417 List<Vector3> coarseLocations; 1445 List<Vector3> coarseLocations;
@@ -1740,6 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1740 public void StoreWindlightProfile(RegionLightShareData wl) 1768 public void StoreWindlightProfile(RegionLightShareData wl)
1741 { 1769 {
1742 m_regInfo.WindlightSettings = wl; 1770 m_regInfo.WindlightSettings = wl;
1771 wl.Save();
1743 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1772 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1744 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1773 m_eventManager.TriggerOnSaveNewWindlightProfile();
1745 } 1774 }
@@ -1918,14 +1947,24 @@ namespace OpenSim.Region.Framework.Scenes
1918 /// <returns></returns> 1947 /// <returns></returns>
1919 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1948 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1920 { 1949 {
1950
1951 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1952 Vector3 wpos = Vector3.Zero;
1953 // Check for water surface intersection from above
1954 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1955 {
1956 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1957 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1958 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1959 wpos.Z = wheight;
1960 }
1961
1921 Vector3 pos = Vector3.Zero; 1962 Vector3 pos = Vector3.Zero;
1922 if (RayEndIsIntersection == (byte)1) 1963 if (RayEndIsIntersection == (byte)1)
1923 { 1964 {
1924 pos = RayEnd; 1965 pos = RayEnd;
1925 return pos;
1926 } 1966 }
1927 1967 else if (RayTargetID != UUID.Zero)
1928 if (RayTargetID != UUID.Zero)
1929 { 1968 {
1930 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1969 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1931 1970
@@ -1947,7 +1986,7 @@ namespace OpenSim.Region.Framework.Scenes
1947 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1986 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1948 1987
1949 // Un-comment out the following line to Get Raytrace results printed to the console. 1988 // Un-comment out the following line to Get Raytrace results printed to the console.
1950 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1989 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1951 float ScaleOffset = 0.5f; 1990 float ScaleOffset = 0.5f;
1952 1991
1953 // If we hit something 1992 // If we hit something
@@ -1970,13 +2009,10 @@ namespace OpenSim.Region.Framework.Scenes
1970 //pos.Z -= 0.25F; 2009 //pos.Z -= 0.25F;
1971 2010
1972 } 2011 }
1973
1974 return pos;
1975 } 2012 }
1976 else 2013 else
1977 { 2014 {
1978 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2015 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1979
1980 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2016 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1981 2017
1982 // Un-comment the following line to print the raytrace results to the console. 2018 // Un-comment the following line to print the raytrace results to the console.
@@ -1985,13 +2021,12 @@ namespace OpenSim.Region.Framework.Scenes
1985 if (ei.HitTF) 2021 if (ei.HitTF)
1986 { 2022 {
1987 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2023 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1988 } else 2024 }
2025 else
1989 { 2026 {
1990 // fall back to our stupid functionality 2027 // fall back to our stupid functionality
1991 pos = RayEnd; 2028 pos = RayEnd;
1992 } 2029 }
1993
1994 return pos;
1995 } 2030 }
1996 } 2031 }
1997 else 2032 else
@@ -2002,8 +2037,12 @@ namespace OpenSim.Region.Framework.Scenes
2002 //increase height so its above the ground. 2037 //increase height so its above the ground.
2003 //should be getting the normal of the ground at the rez point and using that? 2038 //should be getting the normal of the ground at the rez point and using that?
2004 pos.Z += scale.Z / 2f; 2039 pos.Z += scale.Z / 2f;
2005 return pos; 2040// return pos;
2006 } 2041 }
2042
2043 // check against posible water intercept
2044 if (wpos.Z > pos.Z) pos = wpos;
2045 return pos;
2007 } 2046 }
2008 2047
2009 2048
@@ -2136,13 +2175,22 @@ namespace OpenSim.Region.Framework.Scenes
2136 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2175 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2137 { 2176 {
2138 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2177 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2139 } 2178 }
2140 2179
2141 /// <summary> 2180 /// <summary>
2142 /// Delete every object from the scene. This does not include attachments worn by avatars. 2181 /// Delete every object from the scene. This does not include attachments worn by avatars.
2143 /// </summary> 2182 /// </summary>
2144 public void DeleteAllSceneObjects() 2183 public void DeleteAllSceneObjects()
2145 { 2184 {
2185 DeleteAllSceneObjects(false);
2186 }
2187
2188 /// <summary>
2189 /// Delete every object from the scene. This does not include attachments worn by avatars.
2190 /// </summary>
2191 public void DeleteAllSceneObjects(bool exceptNoCopy)
2192 {
2193 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2146 lock (Entities) 2194 lock (Entities)
2147 { 2195 {
2148 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2196 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2152,11 +2200,24 @@ namespace OpenSim.Region.Framework.Scenes
2152 if (e is SceneObjectGroup) 2200 if (e is SceneObjectGroup)
2153 { 2201 {
2154 SceneObjectGroup sog = (SceneObjectGroup)e; 2202 SceneObjectGroup sog = (SceneObjectGroup)e;
2155 if (!sog.IsAttachment) 2203 if (sog != null && !sog.IsAttachment)
2156 DeleteSceneObject((SceneObjectGroup)e, false); 2204 {
2205 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2206 {
2207 DeleteSceneObject((SceneObjectGroup)e, false);
2208 }
2209 else
2210 {
2211 toReturn.Add((SceneObjectGroup)e);
2212 }
2213 }
2157 } 2214 }
2158 } 2215 }
2159 } 2216 }
2217 if (toReturn.Count > 0)
2218 {
2219 returnObjects(toReturn.ToArray(), UUID.Zero);
2220 }
2160 } 2221 }
2161 2222
2162 /// <summary> 2223 /// <summary>
@@ -3195,6 +3256,16 @@ namespace OpenSim.Region.Framework.Scenes
3195 /// <param name="flags"></param> 3256 /// <param name="flags"></param>
3196 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3257 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3197 { 3258 {
3259 //Add half the avatar's height so that the user doesn't fall through prims
3260 ScenePresence presence;
3261 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3262 {
3263 if (presence.Appearance != null)
3264 {
3265 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3266 }
3267 }
3268
3198 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3269 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3199 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3270 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3200 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3271 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3582,6 +3653,8 @@ namespace OpenSim.Region.Framework.Scenes
3582 } 3653 }
3583 } 3654 }
3584 // Honor parcel landing type and position. 3655 // Honor parcel landing type and position.
3656 /*
3657 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3585 if (land != null) 3658 if (land != null)
3586 { 3659 {
3587 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3660 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3589,6 +3662,7 @@ namespace OpenSim.Region.Framework.Scenes
3589 agent.startpos = land.LandData.UserLocation; 3662 agent.startpos = land.LandData.UserLocation;
3590 } 3663 }
3591 } 3664 }
3665 */// This is now handled properly in ScenePresence.MakeRootAgent
3592 } 3666 }
3593 3667
3594 return true; 3668 return true;
@@ -3951,12 +4025,22 @@ namespace OpenSim.Region.Framework.Scenes
3951 return false; 4025 return false;
3952 } 4026 }
3953 4027
4028 public bool IncomingCloseAgent(UUID agentID)
4029 {
4030 return IncomingCloseAgent(agentID, false);
4031 }
4032
4033 public bool IncomingCloseChildAgent(UUID agentID)
4034 {
4035 return IncomingCloseAgent(agentID, true);
4036 }
4037
3954 /// <summary> 4038 /// <summary>
3955 /// Tell a single agent to disconnect from the region. 4039 /// Tell a single agent to disconnect from the region.
3956 /// </summary> 4040 /// </summary>
3957 /// <param name="regionHandle"></param>
3958 /// <param name="agentID"></param> 4041 /// <param name="agentID"></param>
3959 public bool IncomingCloseAgent(UUID agentID) 4042 /// <param name="childOnly"></param>
4043 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3960 { 4044 {
3961 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4045 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3962 4046
@@ -3968,7 +4052,7 @@ namespace OpenSim.Region.Framework.Scenes
3968 { 4052 {
3969 m_sceneGraph.removeUserCount(false); 4053 m_sceneGraph.removeUserCount(false);
3970 } 4054 }
3971 else 4055 else if (!childOnly)
3972 { 4056 {
3973 m_sceneGraph.removeUserCount(true); 4057 m_sceneGraph.removeUserCount(true);
3974 } 4058 }
@@ -3984,9 +4068,12 @@ namespace OpenSim.Region.Framework.Scenes
3984 } 4068 }
3985 else 4069 else
3986 presence.ControllingClient.SendShutdownConnectionNotice(); 4070 presence.ControllingClient.SendShutdownConnectionNotice();
4071 presence.ControllingClient.Close(false);
4072 }
4073 else if (!childOnly)
4074 {
4075 presence.ControllingClient.Close(true);
3987 } 4076 }
3988
3989 presence.ControllingClient.Close();
3990 return true; 4077 return true;
3991 } 4078 }
3992 4079
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..a9ecde8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
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 40332a6..a36800b 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
@@ -133,13 +142,18 @@ namespace OpenSim.Region.Framework.Scenes
133 142
134 protected internal void Close() 143 protected internal void Close()
135 { 144 {
136 lock (m_presenceLock) 145 m_scenePresencesLock.EnterWriteLock();
146 try
137 { 147 {
138 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 148 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
139 List<ScenePresence> newlist = new List<ScenePresence>(); 149 List<ScenePresence> newlist = new List<ScenePresence>();
140 m_scenePresenceMap = newmap; 150 m_scenePresenceMap = newmap;
141 m_scenePresenceArray = newlist; 151 m_scenePresenceArray = newlist;
142 } 152 }
153 finally
154 {
155 m_scenePresencesLock.ExitWriteLock();
156 }
143 157
144 lock (m_dictionary_lock) 158 lock (m_dictionary_lock)
145 { 159 {
@@ -269,6 +283,30 @@ namespace OpenSim.Region.Framework.Scenes
269 protected internal bool AddRestoredSceneObject( 283 protected internal bool AddRestoredSceneObject(
270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 284 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
271 { 285 {
286 // KF: Check for out-of-region, move inside and make static.
287 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
288 sceneObject.RootPart.GroupPosition.Y,
289 sceneObject.RootPart.GroupPosition.Z);
290 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 ||
291 npos.X > Constants.RegionSize ||
292 npos.Y > Constants.RegionSize))
293 {
294 if (npos.X < 0.0) npos.X = 1.0f;
295 if (npos.Y < 0.0) npos.Y = 1.0f;
296 if (npos.Z < 0.0) npos.Z = 0.0f;
297 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
298 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
299
300 foreach (SceneObjectPart part in sceneObject.Children.Values)
301 {
302 part.GroupPosition = npos;
303 }
304 sceneObject.RootPart.Velocity = Vector3.Zero;
305 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
306 sceneObject.RootPart.Acceleration = Vector3.Zero;
307 sceneObject.RootPart.Velocity = Vector3.Zero;
308 }
309
272 if (!alreadyPersisted) 310 if (!alreadyPersisted)
273 { 311 {
274 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -359,10 +397,14 @@ namespace OpenSim.Region.Framework.Scenes
359 m_numPrim += sceneObject.Children.Count; 397 m_numPrim += sceneObject.Children.Count;
360 398
361 if (attachToBackup) 399 if (attachToBackup)
400 {
362 sceneObject.AttachToBackup(); 401 sceneObject.AttachToBackup();
402 }
363 403
364 if (OnObjectCreate != null) 404 if (OnObjectCreate != null)
405 {
365 OnObjectCreate(sceneObject); 406 OnObjectCreate(sceneObject);
407 }
366 408
367 lock (m_dictionary_lock) 409 lock (m_dictionary_lock)
368 { 410 {
@@ -429,6 +471,30 @@ namespace OpenSim.Region.Framework.Scenes
429 } 471 }
430 } 472 }
431 473
474 public void FireAttachToBackup(SceneObjectGroup obj)
475 {
476 if (OnAttachToBackup != null)
477 {
478 OnAttachToBackup(obj);
479 }
480 }
481
482 public void FireDetachFromBackup(SceneObjectGroup obj)
483 {
484 if (OnDetachFromBackup != null)
485 {
486 OnDetachFromBackup(obj);
487 }
488 }
489
490 public void FireChangeBackup(SceneObjectGroup obj)
491 {
492 if (OnChangeBackup != null)
493 {
494 OnChangeBackup(obj);
495 }
496 }
497
432 /// <summary> 498 /// <summary>
433 /// Process all pending updates 499 /// Process all pending updates
434 /// </summary> 500 /// </summary>
@@ -565,7 +631,8 @@ namespace OpenSim.Region.Framework.Scenes
565 631
566 Entities[presence.UUID] = presence; 632 Entities[presence.UUID] = presence;
567 633
568 lock (m_presenceLock) 634 m_scenePresencesLock.EnterWriteLock();
635 try
569 { 636 {
570 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 637 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
571 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 638 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -589,6 +656,10 @@ namespace OpenSim.Region.Framework.Scenes
589 m_scenePresenceMap = newmap; 656 m_scenePresenceMap = newmap;
590 m_scenePresenceArray = newlist; 657 m_scenePresenceArray = newlist;
591 } 658 }
659 finally
660 {
661 m_scenePresencesLock.ExitWriteLock();
662 }
592 } 663 }
593 664
594 /// <summary> 665 /// <summary>
@@ -603,7 +674,8 @@ namespace OpenSim.Region.Framework.Scenes
603 agentID); 674 agentID);
604 } 675 }
605 676
606 lock (m_presenceLock) 677 m_scenePresencesLock.EnterWriteLock();
678 try
607 { 679 {
608 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 680 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
609 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 681 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -625,6 +697,10 @@ namespace OpenSim.Region.Framework.Scenes
625 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 697 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
626 } 698 }
627 } 699 }
700 finally
701 {
702 m_scenePresencesLock.ExitWriteLock();
703 }
628 } 704 }
629 705
630 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 706 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1502,10 +1578,13 @@ namespace OpenSim.Region.Framework.Scenes
1502 /// <param name="childPrims"></param> 1578 /// <param name="childPrims"></param>
1503 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1579 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1504 { 1580 {
1581 SceneObjectGroup parentGroup = root.ParentGroup;
1582 if (parentGroup == null) return;
1505 Monitor.Enter(m_updateLock); 1583 Monitor.Enter(m_updateLock);
1584
1506 try 1585 try
1507 { 1586 {
1508 SceneObjectGroup parentGroup = root.ParentGroup; 1587 parentGroup.areUpdatesSuspended = true;
1509 1588
1510 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1589 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1511 if (parentGroup != null) 1590 if (parentGroup != null)
@@ -1544,12 +1623,12 @@ namespace OpenSim.Region.Framework.Scenes
1544 // occur on link to invoke this elsewhere (such as object selection) 1623 // occur on link to invoke this elsewhere (such as object selection)
1545 parentGroup.RootPart.CreateSelected = true; 1624 parentGroup.RootPart.CreateSelected = true;
1546 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1625 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1547 parentGroup.HasGroupChanged = true;
1548 parentGroup.ScheduleGroupForFullUpdate();
1549
1550 } 1626 }
1551 finally 1627 finally
1552 { 1628 {
1629 parentGroup.areUpdatesSuspended = false;
1630 parentGroup.HasGroupChanged = true;
1631 parentGroup.ScheduleGroupForFullUpdate();
1553 Monitor.Exit(m_updateLock); 1632 Monitor.Exit(m_updateLock);
1554 } 1633 }
1555 } 1634 }
@@ -1586,11 +1665,22 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 1665 }
1587 } 1666 }
1588 1667
1589 foreach (SceneObjectPart child in childParts) 1668 if (childParts.Count > 0)
1590 { 1669 {
1591 // Unlink all child parts from their groups 1670 try
1592 // 1671 {
1593 child.ParentGroup.DelinkFromGroup(child, true); 1672 childParts[0].ParentGroup.areUpdatesSuspended = true;
1673 foreach (SceneObjectPart child in childParts)
1674 {
1675 // Unlink all child parts from their groups
1676 //
1677 child.ParentGroup.DelinkFromGroup(child, true);
1678 }
1679 }
1680 finally
1681 {
1682 childParts[0].ParentGroup.areUpdatesSuspended = false;
1683 }
1594 } 1684 }
1595 1685
1596 foreach (SceneObjectPart root in rootParts) 1686 foreach (SceneObjectPart root in rootParts)
@@ -1614,10 +1704,21 @@ namespace OpenSim.Region.Framework.Scenes
1614 if (numChildren > 1) 1704 if (numChildren > 1)
1615 sendEventsToRemainder = false; 1705 sendEventsToRemainder = false;
1616 1706
1617 foreach (SceneObjectPart p in newSet) 1707 if (newSet.Count > 0)
1618 { 1708 {
1619 if (p != group.RootPart) 1709 try
1620 group.DelinkFromGroup(p, sendEventsToRemainder); 1710 {
1711 newSet[0].ParentGroup.areUpdatesSuspended = true;
1712 foreach (SceneObjectPart p in newSet)
1713 {
1714 if (p != group.RootPart)
1715 group.DelinkFromGroup(p, sendEventsToRemainder);
1716 }
1717 }
1718 finally
1719 {
1720 newSet[0].ParentGroup.areUpdatesSuspended = false;
1721 }
1621 } 1722 }
1622 1723
1623 // If there is more than one prim remaining, we 1724 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 55d2e32..abb4de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -282,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
282 PermissionMask.Move | 280 PermissionMask.Move |
283 PermissionMask.Transfer) | 7; 281 PermissionMask.Transfer) | 7;
284 282
285 uint ownerMask = 0x7ffffff; 283 uint ownerMask = 0x7fffffff;
286 foreach (SceneObjectPart part in m_parts.Values) 284 foreach (SceneObjectPart part in m_parts.Values)
287 { 285 {
288 ownerMask &= part.OwnerMask; 286 ownerMask &= part.OwnerMask;
@@ -296,12 +294,16 @@ namespace OpenSim.Region.Framework.Scenes
296 if ((ownerMask & (uint)PermissionMask.Transfer) == 0) 294 if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
297 perms &= ~(uint)PermissionMask.Transfer; 295 perms &= ~(uint)PermissionMask.Transfer;
298 296
299 if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0) 297 // If root prim permissions are applied here, this would screw
300 perms &= ~((uint)PermissionMask.Modify >> 13); 298 // with in-inventory manipulation of the next owner perms
301 if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0) 299 // in a major way. So, let's move this to the give itself.
302 perms &= ~((uint)PermissionMask.Copy >> 13); 300 // Yes. I know. Evil.
303 if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0) 301// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
304 perms &= ~((uint)PermissionMask.Transfer >> 13); 302// perms &= ~((uint)PermissionMask.Modify >> 13);
303// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
304// perms &= ~((uint)PermissionMask.Copy >> 13);
305// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
306// perms &= ~((uint)PermissionMask.Transfer >> 13);
305 307
306 return perms; 308 return perms;
307 } 309 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1ca390a..7053c02 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,95 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 m_partsLock.ExitReadLock();
140 }
141 if (m_partsLock.RecursiveWriteCount > 0)
142 {
143 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
144 m_partsLock.ExitWriteLock();
145 }
146
147 while (!m_partsLock.TryEnterReadLock(60000))
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
150 if (m_partsLock.IsWriteLockHeld)
151 {
152 m_partsLock = new System.Threading.ReaderWriterLockSlim();
153 }
154 }
155 }
156 else
157 {
158 if (m_partsLock.RecursiveReadCount > 0)
159 {
160 m_partsLock.ExitReadLock();
161 }
162 }
163 }
164 public void lockPartsForWrite(bool locked)
165 {
166 if (locked)
167 {
168 if (m_partsLock.RecursiveReadCount > 0)
169 {
170 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
171 m_partsLock.ExitReadLock();
172 }
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
176 m_partsLock.ExitWriteLock();
177 }
178
179 while (!m_partsLock.TryEnterWriteLock(60000))
180 {
181 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
182 if (m_partsLock.IsWriteLockHeld)
183 {
184 m_partsLock = new System.Threading.ReaderWriterLockSlim();
185 }
186 }
187 }
188 else
189 {
190 if (m_partsLock.RecursiveWriteCount > 0)
191 {
192 m_partsLock.ExitWriteLock();
193 }
194 }
195 }
109 196
110 public bool HasGroupChanged 197 public bool HasGroupChanged
111 { 198 {
@@ -113,9 +200,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 200 {
114 if (value) 201 if (value)
115 { 202 {
203 if (m_isBackedUp)
204 {
205 m_scene.SceneGraph.FireChangeBackup(this);
206 }
116 timeLastChanged = DateTime.Now.Ticks; 207 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 208 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 209 timeFirstChanged = DateTime.Now.Ticks;
210 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
211 {
212 if (m_rand == null)
213 {
214 byte[] val = new byte[16];
215 m_rootPart.UUID.ToBytes(val, 0);
216 m_rand = new Random(BitConverter.ToInt32(val, 0));
217 }
218
219 if (m_scene.GetRootAgentCount() == 0)
220 {
221 //If the region is empty, this change has been made by an automated process
222 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
223
224 float factor = 1.5f + (float)(m_rand.NextDouble());
225 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
226 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
227 }
228 else
229 {
230 //If the region is not empty, we want to obey the minimum and maximum persist times
231 //but add a random factor so we stagger the object persistance a little
232 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
233 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
234 }
235 }
119 } 236 }
120 m_hasGroupChanged = value; 237 m_hasGroupChanged = value;
121 } 238 }
@@ -131,8 +248,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 248 return false;
132 if (m_scene.ShuttingDown) 249 if (m_scene.ShuttingDown)
133 return true; 250 return true;
251
252 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
253 {
254 m_maxPersistTime = m_scene.m_persistAfter;
255 m_minPersistTime = m_scene.m_dontPersistBefore;
256 }
257
134 long currentTime = DateTime.Now.Ticks; 258 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 259
260 if (timeLastChanged == 0) timeLastChanged = currentTime;
261 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
262
263 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 264 return true;
137 return false; 265 return false;
138 } 266 }
@@ -221,7 +349,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
222 { 350 {
223 get { return m_rotation; } 351 get { return m_rotation; }
224 set { m_rotation = value; } 352 set {
353 lockPartsForRead(true);
354 try
355 {
356 foreach(SceneObjectPart p in m_parts.Values)
357 {
358 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
359 }
360 }
361 finally
362 {
363 lockPartsForRead(false);
364 }
365 m_rotation = value;
366 }
225 } 367 }
226 368
227 public Quaternion GroupRotation 369 public Quaternion GroupRotation
@@ -258,13 +400,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 400 set
259 { 401 {
260 m_regionHandle = value; 402 m_regionHandle = value;
261 lock (m_parts) 403 lockPartsForRead(true);
262 { 404 {
263 foreach (SceneObjectPart part in m_parts.Values) 405 foreach (SceneObjectPart part in m_parts.Values)
264 { 406 {
407
265 part.RegionHandle = m_regionHandle; 408 part.RegionHandle = m_regionHandle;
409
266 } 410 }
267 } 411 }
412 lockPartsForRead(false);
268 } 413 }
269 } 414 }
270 415
@@ -298,6 +443,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 443 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 444 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 445 }
446
447 lockPartsForRead(true);
448 foreach (SceneObjectPart part in m_parts.Values)
449 {
450 part.IgnoreUndoUpdate = true;
451 }
301 if (RootPart.GetStatusSandbox()) 452 if (RootPart.GetStatusSandbox())
302 { 453 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 454 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,16 +456,17 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 456 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 457 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 458 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
459 lockPartsForRead(false);
308 return; 460 return;
309 } 461 }
310 } 462 }
311 lock (m_parts) 463 foreach (SceneObjectPart part in m_parts.Values)
312 { 464 {
313 foreach (SceneObjectPart part in m_parts.Values) 465 part.IgnoreUndoUpdate = false;
314 { 466 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
315 part.GroupPosition = val; 467 part.GroupPosition = val;
316 }
317 } 468 }
469 lockPartsForRead(false);
318 470
319 //if (m_rootPart.PhysActor != null) 471 //if (m_rootPart.PhysActor != null)
320 //{ 472 //{
@@ -457,6 +609,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 609 /// </summary>
458 public SceneObjectGroup() 610 public SceneObjectGroup()
459 { 611 {
612
460 } 613 }
461 614
462 /// <summary> 615 /// <summary>
@@ -473,7 +626,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 626 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 627 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 628 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 629 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 630 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 631 }
479 632
@@ -504,13 +657,16 @@ namespace OpenSim.Region.Framework.Scenes
504 657
505 public void SetFromItemID(UUID AssetId) 658 public void SetFromItemID(UUID AssetId)
506 { 659 {
507 lock (m_parts) 660 lockPartsForRead(true);
508 { 661 {
509 foreach (SceneObjectPart part in m_parts.Values) 662 foreach (SceneObjectPart part in m_parts.Values)
510 { 663 {
664
511 part.FromItemID = AssetId; 665 part.FromItemID = AssetId;
666
512 } 667 }
513 } 668 }
669 lockPartsForRead(false);
514 } 670 }
515 671
516 public UUID GetFromItemID() 672 public UUID GetFromItemID()
@@ -523,6 +679,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 679 /// </summary>
524 public virtual void AttachToBackup() 680 public virtual void AttachToBackup()
525 { 681 {
682 if (IsAttachment) return;
683 m_scene.SceneGraph.FireAttachToBackup(this);
684
526 if (InSceneBackup) 685 if (InSceneBackup)
527 { 686 {
528 //m_log.DebugFormat( 687 //m_log.DebugFormat(
@@ -579,7 +738,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 738 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 739 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 740
582 lock (m_parts) 741 lockPartsForRead(true);
583 { 742 {
584 foreach (SceneObjectPart part in m_parts.Values) 743 foreach (SceneObjectPart part in m_parts.Values)
585 { 744 {
@@ -593,8 +752,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 752 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 753 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 754 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
755
596 } 756 }
597 } 757 }
758 lockPartsForRead(false);
759
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 760 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 761 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 762 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +772,11 @@ namespace OpenSim.Region.Framework.Scenes
610 772
611 EntityIntersection result = new EntityIntersection(); 773 EntityIntersection result = new EntityIntersection();
612 774
613 lock (m_parts) 775 lockPartsForRead(true);
614 { 776 {
615 foreach (SceneObjectPart part in m_parts.Values) 777 foreach (SceneObjectPart part in m_parts.Values)
616 { 778 {
779
617 // Temporary commented to stop compiler warning 780 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 781 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 782 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +804,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 804 result.distance = inter.distance;
642 } 805 }
643 } 806 }
807
644 } 808 }
645 } 809 }
810 lockPartsForRead(false);
646 return result; 811 return result;
647 } 812 }
648 813
@@ -661,10 +826,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 826 minY = 256f;
662 minZ = 8192f; 827 minZ = 8192f;
663 828
664 lock(m_parts); 829 lockPartsForRead(true);
665 { 830 {
666 foreach (SceneObjectPart part in m_parts.Values) 831 foreach (SceneObjectPart part in m_parts.Values)
667 { 832 {
833
668 Vector3 worldPos = part.GetWorldPosition(); 834 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 835 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 836 Quaternion worldRot;
@@ -723,6 +889,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 889 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 890 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 891
892
893
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 894 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 895 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 896 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1062,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1062 minZ = backBottomLeft.Z;
895 } 1063 }
896 } 1064 }
1065 lockPartsForRead(false);
897 } 1066 }
898 1067
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1068 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1098,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1098
930 public void SaveScriptedState(XmlTextWriter writer) 1099 public void SaveScriptedState(XmlTextWriter writer)
931 { 1100 {
1101 SaveScriptedState(writer, false);
1102 }
1103
1104 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1105 {
932 XmlDocument doc = new XmlDocument(); 1106 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1107 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1108
935 // Capture script state while holding the lock 1109 // Capture script state while holding the lock
936 lock (m_parts) 1110 lockPartsForRead(true);
937 { 1111 {
938 foreach (SceneObjectPart part in m_parts.Values) 1112 foreach (SceneObjectPart part in m_parts.Values)
939 { 1113 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1114
1115 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1116 foreach (UUID itemid in pstates.Keys)
942 { 1117 {
943 states.Add(itemid, pstates[itemid]); 1118 states.Add(itemid, pstates[itemid]);
944 } 1119 }
1120
945 } 1121 }
946 } 1122 }
1123 lockPartsForRead(false);
947 1124
948 if (states.Count > 0) 1125 if (states.Count > 0)
949 { 1126 {
@@ -962,6 +1139,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1139 }
963 1140
964 /// <summary> 1141 /// <summary>
1142 /// Add the avatar to this linkset (avatar is sat).
1143 /// </summary>
1144 /// <param name="agentID"></param>
1145 public void AddAvatar(UUID agentID)
1146 {
1147 ScenePresence presence;
1148 if (m_scene.TryGetScenePresence(agentID, out presence))
1149 {
1150 if (!m_linkedAvatars.Contains(presence))
1151 {
1152 m_linkedAvatars.Add(presence);
1153 }
1154 }
1155 }
1156
1157 /// <summary>
1158 /// Delete the avatar from this linkset (avatar is unsat).
1159 /// </summary>
1160 /// <param name="agentID"></param>
1161 public void DeleteAvatar(UUID agentID)
1162 {
1163 ScenePresence presence;
1164 if (m_scene.TryGetScenePresence(agentID, out presence))
1165 {
1166 if (m_linkedAvatars.Contains(presence))
1167 {
1168 m_linkedAvatars.Remove(presence);
1169 }
1170 }
1171 }
1172
1173 /// <summary>
1174 /// Returns the list of linked presences (avatars sat on this group)
1175 /// </summary>
1176 /// <param name="agentID"></param>
1177 public List<ScenePresence> GetLinkedAvatars()
1178 {
1179 return m_linkedAvatars;
1180 }
1181
1182 /// <summary>
965 /// Attach this scene object to the given avatar. 1183 /// Attach this scene object to the given avatar.
966 /// </summary> 1184 /// </summary>
967 /// <param name="agentID"></param> 1185 /// <param name="agentID"></param>
@@ -1112,13 +1330,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1330
1113 public override void UpdateMovement() 1331 public override void UpdateMovement()
1114 { 1332 {
1115 lock (m_parts) 1333 lockPartsForRead(true);
1116 { 1334 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1335 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1336 {
1337
1119 part.UpdateMovement(); 1338 part.UpdateMovement();
1339
1120 } 1340 }
1121 } 1341 }
1342 lockPartsForRead(false);
1122 } 1343 }
1123 1344
1124 public ushort GetTimeDilation() 1345 public ushort GetTimeDilation()
@@ -1162,7 +1383,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1383 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1384 public void AddPart(SceneObjectPart part)
1164 { 1385 {
1165 lock (m_parts) 1386 lockPartsForWrite(true);
1166 { 1387 {
1167 part.SetParent(this); 1388 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1389 m_parts.Add(part.UUID, part);
@@ -1172,6 +1393,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1393 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1394 RootPart.LinkNum = 1;
1174 } 1395 }
1396 lockPartsForWrite(false);
1175 } 1397 }
1176 1398
1177 /// <summary> 1399 /// <summary>
@@ -1179,28 +1401,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1401 /// </summary>
1180 private void UpdateParentIDs() 1402 private void UpdateParentIDs()
1181 { 1403 {
1182 lock (m_parts) 1404 lockPartsForRead(true);
1183 { 1405 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1406 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1407 {
1408
1186 if (part.UUID != m_rootPart.UUID) 1409 if (part.UUID != m_rootPart.UUID)
1187 { 1410 {
1188 part.ParentID = m_rootPart.LocalId; 1411 part.ParentID = m_rootPart.LocalId;
1189 } 1412 }
1413
1190 } 1414 }
1191 } 1415 }
1416 lockPartsForRead(false);
1192 } 1417 }
1193 1418
1194 public void RegenerateFullIDs() 1419 public void RegenerateFullIDs()
1195 { 1420 {
1196 lock (m_parts) 1421 lockPartsForRead(true);
1197 { 1422 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1423 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1424 {
1425
1200 part.UUID = UUID.Random(); 1426 part.UUID = UUID.Random();
1201 1427
1202 } 1428 }
1203 } 1429 }
1430 lockPartsForRead(false);
1204 } 1431 }
1205 1432
1206 // helper provided for parts. 1433 // helper provided for parts.
@@ -1261,7 +1488,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1488
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1489 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1490 {
1264 part.StoreUndoState(); 1491 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1492 part.OnGrab(offsetPos, remoteClient);
1266 } 1493 }
1267 1494
@@ -1281,27 +1508,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1508
1282 DetachFromBackup(); 1509 DetachFromBackup();
1283 1510
1284 lock (m_parts) 1511 lockPartsForRead(true);
1512 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1513 lockPartsForRead(false);
1514
1515 foreach (SceneObjectPart part in values)
1285 { 1516 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1517// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1518
1519 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1520 {
1521 if (sp.ParentID == LocalId)
1290 { 1522 {
1291 if (avatar.ParentID == LocalId) 1523 sp.StandUp();
1292 { 1524 }
1293 avatar.StandUp();
1294 }
1295 1525
1296 if (!silent) 1526 if (!silent)
1297 { 1527 {
1298 part.UpdateFlag = 0; 1528 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1529 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1530 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1531 }
1302 }); 1532 });
1303 } 1533
1304 } 1534 }
1535
1536
1305 } 1537 }
1306 1538
1307 public void AddScriptLPS(int count) 1539 public void AddScriptLPS(int count)
@@ -1326,17 +1558,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1558
1327 scriptEvents aggregateScriptEvents=0; 1559 scriptEvents aggregateScriptEvents=0;
1328 1560
1329 lock (m_parts) 1561 lockPartsForRead(true);
1330 { 1562 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1563 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1564 {
1565
1333 if (part == null) 1566 if (part == null)
1334 continue; 1567 continue;
1335 if (part != RootPart) 1568 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1569 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1570 aggregateScriptEvents |= part.AggregateScriptEvents;
1571
1338 } 1572 }
1339 } 1573 }
1574 lockPartsForRead(false);
1340 1575
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1576 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1577 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1613,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1613 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1614 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1615 {
1381 lock (m_parts) 1616 lockPartsForRead(true);
1617
1618 if (m_parts.Count > 1)
1382 { 1619 {
1383 if (m_parts.Count > 1) 1620 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1621 lockPartsForRead(false);
1622 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1623 foreach (SceneObjectPart part in values)
1384 { 1624 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1625
1386 foreach (SceneObjectPart part in m_parts.Values) 1626 if (part.LocalId != m_rootPart.LocalId)
1387 { 1627 {
1388 if (part.LocalId != m_rootPart.LocalId) 1628 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1629 }
1393 1630
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1631 }
1632 // Hack to get the physics scene geometries in the right spot
1633 ResetChildPrimPhysicsPositions();
1634 }
1635 else
1636 {
1637 lockPartsForRead(false);
1638 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1639 }
1402 } 1640 }
1403 1641
1404 public void SetOwnerId(UUID userId) 1642 public void SetOwnerId(UUID userId)
1405 { 1643 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1644 ForEachPart(delegate(SceneObjectPart part)
1645 {
1646
1647 part.OwnerID = userId;
1648
1649 });
1407 } 1650 }
1408 1651
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1652 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1653 {
1411 lock (m_parts) 1654 lockPartsForRead(true);
1655 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1656 lockPartsForRead(false);
1657 foreach (SceneObjectPart part in values)
1412 { 1658 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1659
1414 { 1660 whatToDo(part);
1415 whatToDo(part); 1661
1416 }
1417 } 1662 }
1418 } 1663 }
1419 1664
@@ -1511,15 +1756,17 @@ namespace OpenSim.Region.Framework.Scenes
1511 RootPart.SendFullUpdate( 1756 RootPart.SendFullUpdate(
1512 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1757 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1513 1758
1514 lock (m_parts) 1759 lockPartsForRead(true);
1515 { 1760 {
1516 foreach (SceneObjectPart part in m_parts.Values) 1761 foreach (SceneObjectPart part in m_parts.Values)
1517 { 1762 {
1763
1518 if (part != RootPart) 1764 if (part != RootPart)
1519 part.SendFullUpdate( 1765 part.SendFullUpdate(
1520 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1766 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1521 } 1767 }
1522 } 1768 }
1769 lockPartsForRead(false);
1523 } 1770 }
1524 1771
1525 #region Copying 1772 #region Copying
@@ -1580,10 +1827,11 @@ namespace OpenSim.Region.Framework.Scenes
1580 1827
1581 List<SceneObjectPart> partList; 1828 List<SceneObjectPart> partList;
1582 1829
1583 lock (m_parts) 1830 lockPartsForRead(true);
1584 { 1831
1585 partList = new List<SceneObjectPart>(m_parts.Values); 1832 partList = new List<SceneObjectPart>(m_parts.Values);
1586 } 1833
1834 lockPartsForRead(false);
1587 1835
1588 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1836 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1589 { 1837 {
@@ -1800,13 +2048,40 @@ namespace OpenSim.Region.Framework.Scenes
1800 } 2048 }
1801 } 2049 }
1802 2050
2051 public void rotLookAt(Quaternion target, float strength, float damping)
2052 {
2053 SceneObjectPart rootpart = m_rootPart;
2054 if (rootpart != null)
2055 {
2056 if (IsAttachment)
2057 {
2058 /*
2059 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2060 if (avatar != null)
2061 {
2062 Rotate the Av?
2063 } */
2064 }
2065 else
2066 {
2067 if (rootpart.PhysActor != null)
2068 { // APID must be implemented in your physics system for this to function.
2069 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2070 rootpart.PhysActor.APIDStrength = strength;
2071 rootpart.PhysActor.APIDDamping = damping;
2072 rootpart.PhysActor.APIDActive = true;
2073 }
2074 }
2075 }
2076 }
2077
1803 public void stopLookAt() 2078 public void stopLookAt()
1804 { 2079 {
1805 SceneObjectPart rootpart = m_rootPart; 2080 SceneObjectPart rootpart = m_rootPart;
1806 if (rootpart != null) 2081 if (rootpart != null)
1807 { 2082 {
1808 if (rootpart.PhysActor != null) 2083 if (rootpart.PhysActor != null)
1809 { 2084 { // APID must be implemented in your physics system for this to function.
1810 rootpart.PhysActor.APIDActive = false; 2085 rootpart.PhysActor.APIDActive = false;
1811 } 2086 }
1812 } 2087 }
@@ -1874,10 +2149,11 @@ namespace OpenSim.Region.Framework.Scenes
1874 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2149 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1875 newPart.SetParent(this); 2150 newPart.SetParent(this);
1876 2151
1877 lock (m_parts) 2152 lockPartsForWrite(true);
1878 { 2153 {
1879 m_parts.Add(newPart.UUID, newPart); 2154 m_parts.Add(newPart.UUID, newPart);
1880 } 2155 }
2156 lockPartsForWrite(false);
1881 2157
1882 SetPartAsNonRoot(newPart); 2158 SetPartAsNonRoot(newPart);
1883 2159
@@ -1940,7 +2216,7 @@ namespace OpenSim.Region.Framework.Scenes
1940 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2216 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1941 // return; 2217 // return;
1942 2218
1943 lock (m_parts) 2219 lockPartsForRead(true);
1944 { 2220 {
1945 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2221 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1946 2222
@@ -1960,9 +2236,12 @@ namespace OpenSim.Region.Framework.Scenes
1960 { 2236 {
1961 if (!IsSelected) 2237 if (!IsSelected)
1962 part.UpdateLookAt(); 2238 part.UpdateLookAt();
2239
1963 part.SendScheduledUpdates(); 2240 part.SendScheduledUpdates();
2241
1964 } 2242 }
1965 } 2243 }
2244 lockPartsForRead(false);
1966 } 2245 }
1967 2246
1968 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2247 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1971,27 +2250,29 @@ namespace OpenSim.Region.Framework.Scenes
1971 2250
1972 RootPart.AddFullUpdateToAvatar(presence); 2251 RootPart.AddFullUpdateToAvatar(presence);
1973 2252
1974 lock (m_parts) 2253 lockPartsForRead(true);
1975 { 2254 {
1976 foreach (SceneObjectPart part in m_parts.Values) 2255 foreach (SceneObjectPart part in m_parts.Values)
1977 { 2256 {
2257
1978 if (part != RootPart) 2258 if (part != RootPart)
1979 part.AddFullUpdateToAvatar(presence); 2259 part.AddFullUpdateToAvatar(presence);
2260
1980 } 2261 }
1981 } 2262 }
2263 lockPartsForRead(false);
1982 } 2264 }
1983 2265
1984 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2266 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1985 { 2267 {
1986// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2268 lockPartsForRead(true);
1987 2269
1988 lock (m_parts) 2270 foreach (SceneObjectPart part in m_parts.Values)
1989 { 2271 {
1990 foreach (SceneObjectPart part in m_parts.Values) 2272 part.AddTerseUpdateToAvatar(presence);
1991 {
1992 part.AddTerseUpdateToAvatar(presence);
1993 }
1994 } 2273 }
2274
2275 lockPartsForRead(false);
1995 } 2276 }
1996 2277
1997 /// <summary> 2278 /// <summary>
@@ -1999,20 +2280,23 @@ namespace OpenSim.Region.Framework.Scenes
1999 /// </summary> 2280 /// </summary>
2000 public void ScheduleGroupForFullUpdate() 2281 public void ScheduleGroupForFullUpdate()
2001 { 2282 {
2002 if (IsAttachment) 2283 //if (IsAttachment)
2003 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2284 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2004 2285
2005 checkAtTargets(); 2286 checkAtTargets();
2006 RootPart.ScheduleFullUpdate(); 2287 RootPart.ScheduleFullUpdate();
2007 2288
2008 lock (m_parts) 2289 lockPartsForRead(true);
2009 { 2290 {
2010 foreach (SceneObjectPart part in m_parts.Values) 2291 foreach (SceneObjectPart part in m_parts.Values)
2011 { 2292 {
2293
2012 if (part != RootPart) 2294 if (part != RootPart)
2013 part.ScheduleFullUpdate(); 2295 part.ScheduleFullUpdate();
2296
2014 } 2297 }
2015 } 2298 }
2299 lockPartsForRead(false);
2016 } 2300 }
2017 2301
2018 /// <summary> 2302 /// <summary>
@@ -2020,37 +2304,38 @@ namespace OpenSim.Region.Framework.Scenes
2020 /// </summary> 2304 /// </summary>
2021 public void ScheduleGroupForTerseUpdate() 2305 public void ScheduleGroupForTerseUpdate()
2022 { 2306 {
2023// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2307 lockPartsForRead(true);
2024 2308 foreach (SceneObjectPart part in m_parts.Values)
2025 lock (m_parts)
2026 { 2309 {
2027 foreach (SceneObjectPart part in m_parts.Values) 2310 part.ScheduleTerseUpdate();
2028 {
2029 part.ScheduleTerseUpdate();
2030 }
2031 } 2311 }
2312
2313 lockPartsForRead(false);
2032 } 2314 }
2033 2315
2034 /// <summary> 2316 /// <summary>
2035 /// Immediately send a full update for this scene object. 2317 /// Immediately send a full update for this scene object.
2036 /// </summary> 2318 /// </summary>
2037 public void SendGroupFullUpdate() 2319 public void SendGroupFullUpdate()
2038 { 2320 {
2039 if (IsDeleted) 2321 if (IsDeleted)
2040 return; 2322 return;
2041 2323
2042// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2324// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2043 2325
2044 RootPart.SendFullUpdateToAllClients(); 2326 RootPart.SendFullUpdateToAllClients();
2045 2327
2046 lock (m_parts) 2328 lockPartsForRead(true);
2047 { 2329 {
2048 foreach (SceneObjectPart part in m_parts.Values) 2330 foreach (SceneObjectPart part in m_parts.Values)
2049 { 2331 {
2332
2050 if (part != RootPart) 2333 if (part != RootPart)
2051 part.SendFullUpdateToAllClients(); 2334 part.SendFullUpdateToAllClients();
2335
2052 } 2336 }
2053 } 2337 }
2338 lockPartsForRead(false);
2054 } 2339 }
2055 2340
2056 /// <summary> 2341 /// <summary>
@@ -2082,14 +2367,15 @@ namespace OpenSim.Region.Framework.Scenes
2082 { 2367 {
2083 if (IsDeleted) 2368 if (IsDeleted)
2084 return; 2369 return;
2085 2370
2086 lock (m_parts) 2371 lockPartsForRead(true);
2087 { 2372 {
2088 foreach (SceneObjectPart part in m_parts.Values) 2373 foreach (SceneObjectPart part in m_parts.Values)
2089 { 2374 {
2090 part.SendTerseUpdateToAllClients(); 2375 part.SendTerseUpdateToAllClients();
2091 } 2376 }
2092 } 2377 }
2378 lockPartsForRead(false);
2093 } 2379 }
2094 2380
2095 #endregion 2381 #endregion
@@ -2103,16 +2389,18 @@ namespace OpenSim.Region.Framework.Scenes
2103 /// <returns>null if no child part with that linknum or child part</returns> 2389 /// <returns>null if no child part with that linknum or child part</returns>
2104 public SceneObjectPart GetLinkNumPart(int linknum) 2390 public SceneObjectPart GetLinkNumPart(int linknum)
2105 { 2391 {
2106 lock (m_parts) 2392 lockPartsForRead(true);
2107 { 2393 {
2108 foreach (SceneObjectPart part in m_parts.Values) 2394 foreach (SceneObjectPart part in m_parts.Values)
2109 { 2395 {
2110 if (part.LinkNum == linknum) 2396 if (part.LinkNum == linknum)
2111 { 2397 {
2398 lockPartsForRead(false);
2112 return part; 2399 return part;
2113 } 2400 }
2114 } 2401 }
2115 } 2402 }
2403 lockPartsForRead(false);
2116 2404
2117 return null; 2405 return null;
2118 } 2406 }
@@ -2140,17 +2428,19 @@ namespace OpenSim.Region.Framework.Scenes
2140 public SceneObjectPart GetChildPart(uint localID) 2428 public SceneObjectPart GetChildPart(uint localID)
2141 { 2429 {
2142 //m_log.DebugFormat("Entered looking for {0}", localID); 2430 //m_log.DebugFormat("Entered looking for {0}", localID);
2143 lock (m_parts) 2431 lockPartsForRead(true);
2144 { 2432 {
2145 foreach (SceneObjectPart part in m_parts.Values) 2433 foreach (SceneObjectPart part in m_parts.Values)
2146 { 2434 {
2147 //m_log.DebugFormat("Found {0}", part.LocalId); 2435 //m_log.DebugFormat("Found {0}", part.LocalId);
2148 if (part.LocalId == localID) 2436 if (part.LocalId == localID)
2149 { 2437 {
2438 lockPartsForRead(false);
2150 return part; 2439 return part;
2151 } 2440 }
2152 } 2441 }
2153 } 2442 }
2443 lockPartsForRead(false);
2154 2444
2155 return null; 2445 return null;
2156 } 2446 }
@@ -2180,17 +2470,19 @@ namespace OpenSim.Region.Framework.Scenes
2180 public bool HasChildPrim(uint localID) 2470 public bool HasChildPrim(uint localID)
2181 { 2471 {
2182 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2472 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2183 lock (m_parts) 2473 lockPartsForRead(true);
2184 { 2474 {
2185 foreach (SceneObjectPart part in m_parts.Values) 2475 foreach (SceneObjectPart part in m_parts.Values)
2186 { 2476 {
2187 //m_log.DebugFormat("Found {0}", part.LocalId); 2477 //m_log.DebugFormat("Found {0}", part.LocalId);
2188 if (part.LocalId == localID) 2478 if (part.LocalId == localID)
2189 { 2479 {
2480 lockPartsForRead(false);
2190 return true; 2481 return true;
2191 } 2482 }
2192 } 2483 }
2193 } 2484 }
2485 lockPartsForRead(false);
2194 2486
2195 return false; 2487 return false;
2196 } 2488 }
@@ -2240,53 +2532,57 @@ namespace OpenSim.Region.Framework.Scenes
2240 if (m_rootPart.LinkNum == 0) 2532 if (m_rootPart.LinkNum == 0)
2241 m_rootPart.LinkNum = 1; 2533 m_rootPart.LinkNum = 1;
2242 2534
2243 lock (m_parts) 2535 lockPartsForWrite(true);
2244 { 2536
2245 m_parts.Add(linkPart.UUID, linkPart); 2537 m_parts.Add(linkPart.UUID, linkPart);
2538
2539 lockPartsForWrite(false);
2246 2540
2247 // Insert in terms of link numbers, the new links 2541 // Insert in terms of link numbers, the new links
2248 // before the current ones (with the exception of 2542 // before the current ones (with the exception of
2249 // the root prim. Shuffle the old ones up 2543 // the root prim. Shuffle the old ones up
2250 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2544 lockPartsForRead(true);
2545 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2546 {
2547 if (kvp.Value.LinkNum != 1)
2251 { 2548 {
2252 if (kvp.Value.LinkNum != 1) 2549 // Don't update root prim link number
2253 { 2550 kvp.Value.LinkNum += objectGroup.PrimCount;
2254 // Don't update root prim link number
2255 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 }
2257 } 2551 }
2552 }
2553 lockPartsForRead(false);
2258 2554
2259 linkPart.LinkNum = 2; 2555 linkPart.LinkNum = 2;
2260 2556
2261 linkPart.SetParent(this); 2557 linkPart.SetParent(this);
2262 linkPart.CreateSelected = true; 2558 linkPart.CreateSelected = true;
2263 2559
2264 //if (linkPart.PhysActor != null) 2560 //if (linkPart.PhysActor != null)
2265 //{ 2561 //{
2266 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2562 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2267 2563
2268 //linkPart.PhysActor = null; 2564 //linkPart.PhysActor = null;
2269 //} 2565 //}
2270 2566
2271 //TODO: rest of parts 2567 //TODO: rest of parts
2272 int linkNum = 3; 2568 int linkNum = 3;
2273 foreach (SceneObjectPart part in objectGroup.Children.Values) 2569 foreach (SceneObjectPart part in objectGroup.Children.Values)
2570 {
2571 if (part.UUID != objectGroup.m_rootPart.UUID)
2274 { 2572 {
2275 if (part.UUID != objectGroup.m_rootPart.UUID) 2573 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2276 {
2277 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 }
2279 part.ClearUndoState();
2280 } 2574 }
2575 part.ClearUndoState();
2281 } 2576 }
2282 2577
2283 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2578 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2284 objectGroup.m_isDeleted = true; 2579 objectGroup.m_isDeleted = true;
2580
2581 objectGroup.lockPartsForWrite(true);
2285 2582
2286 lock (objectGroup.m_parts) 2583 objectGroup.m_parts.Clear();
2287 { 2584
2288 objectGroup.m_parts.Clear(); 2585 objectGroup.lockPartsForWrite(false);
2289 }
2290 2586
2291 // Can't do this yet since backup still makes use of the root part without any synchronization 2587 // Can't do this yet since backup still makes use of the root part without any synchronization
2292// objectGroup.m_rootPart = null; 2588// objectGroup.m_rootPart = null;
@@ -2356,11 +2652,12 @@ namespace OpenSim.Region.Framework.Scenes
2356 Quaternion worldRot = linkPart.GetWorldRotation(); 2652 Quaternion worldRot = linkPart.GetWorldRotation();
2357 2653
2358 // Remove the part from this object 2654 // Remove the part from this object
2359 lock (m_parts) 2655 lockPartsForWrite(true);
2360 { 2656 {
2361 m_parts.Remove(linkPart.UUID); 2657 m_parts.Remove(linkPart.UUID);
2362 } 2658 }
2363 2659 lockPartsForWrite(false);
2660 lockPartsForRead(true);
2364 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2661 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2365 RootPart.LinkNum = 0; 2662 RootPart.LinkNum = 0;
2366 else 2663 else
@@ -2371,6 +2668,7 @@ namespace OpenSim.Region.Framework.Scenes
2371 p.LinkNum--; 2668 p.LinkNum--;
2372 } 2669 }
2373 } 2670 }
2671 lockPartsForRead(false);
2374 2672
2375 linkPart.ParentID = 0; 2673 linkPart.ParentID = 0;
2376 linkPart.LinkNum = 0; 2674 linkPart.LinkNum = 0;
@@ -2414,6 +2712,8 @@ namespace OpenSim.Region.Framework.Scenes
2414 /// <param name="objectGroup"></param> 2712 /// <param name="objectGroup"></param>
2415 public virtual void DetachFromBackup() 2713 public virtual void DetachFromBackup()
2416 { 2714 {
2715 m_scene.SceneGraph.FireDetachFromBackup(this);
2716
2417 if (m_isBackedUp) 2717 if (m_isBackedUp)
2418 m_scene.EventManager.OnBackup -= ProcessBackup; 2718 m_scene.EventManager.OnBackup -= ProcessBackup;
2419 2719
@@ -2692,9 +2992,12 @@ namespace OpenSim.Region.Framework.Scenes
2692 2992
2693 if (selectionPart != null) 2993 if (selectionPart != null)
2694 { 2994 {
2695 lock (m_parts) 2995 lockPartsForRead(true);
2996 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2997 lockPartsForRead(false);
2998 foreach (SceneObjectPart part in parts)
2696 { 2999 {
2697 foreach (SceneObjectPart part in m_parts.Values) 3000 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2698 { 3001 {
2699 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3002 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2700 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3003 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2704,12 +3007,13 @@ namespace OpenSim.Region.Framework.Scenes
2704 break; 3007 break;
2705 } 3008 }
2706 } 3009 }
3010 }
2707 3011
2708 foreach (SceneObjectPart part in m_parts.Values) 3012 foreach (SceneObjectPart part in parts)
2709 { 3013 {
2710 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3014 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2711 }
2712 } 3015 }
3016
2713 } 3017 }
2714 } 3018 }
2715 3019
@@ -2722,6 +3026,17 @@ namespace OpenSim.Region.Framework.Scenes
2722 } 3026 }
2723 } 3027 }
2724 3028
3029
3030
3031 /// <summary>
3032 /// Gets the number of parts
3033 /// </summary>
3034 /// <returns></returns>
3035 public int GetPartCount()
3036 {
3037 return Children.Count;
3038 }
3039
2725 /// <summary> 3040 /// <summary>
2726 /// Get the parts of this scene object 3041 /// Get the parts of this scene object
2727 /// </summary> 3042 /// </summary>
@@ -2795,11 +3110,9 @@ namespace OpenSim.Region.Framework.Scenes
2795 scale.Y = m_scene.m_maxNonphys; 3110 scale.Y = m_scene.m_maxNonphys;
2796 if (scale.Z > m_scene.m_maxNonphys) 3111 if (scale.Z > m_scene.m_maxNonphys)
2797 scale.Z = m_scene.m_maxNonphys; 3112 scale.Z = m_scene.m_maxNonphys;
2798
2799 SceneObjectPart part = GetChildPart(localID); 3113 SceneObjectPart part = GetChildPart(localID);
2800 if (part != null) 3114 if (part != null)
2801 { 3115 {
2802 part.Resize(scale);
2803 if (part.PhysActor != null) 3116 if (part.PhysActor != null)
2804 { 3117 {
2805 if (part.PhysActor.IsPhysical) 3118 if (part.PhysActor.IsPhysical)
@@ -2814,7 +3127,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 part.PhysActor.Size = scale; 3127 part.PhysActor.Size = scale;
2815 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3128 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2816 } 3129 }
2817 //if (part.UUID != m_rootPart.UUID) 3130 part.Resize(scale);
2818 3131
2819 HasGroupChanged = true; 3132 HasGroupChanged = true;
2820 ScheduleGroupForFullUpdate(); 3133 ScheduleGroupForFullUpdate();
@@ -2836,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
2836 SceneObjectPart part = GetChildPart(localID); 3149 SceneObjectPart part = GetChildPart(localID);
2837 if (part != null) 3150 if (part != null)
2838 { 3151 {
2839 part.IgnoreUndoUpdate = true;
2840 if (scale.X > m_scene.m_maxNonphys) 3152 if (scale.X > m_scene.m_maxNonphys)
2841 scale.X = m_scene.m_maxNonphys; 3153 scale.X = m_scene.m_maxNonphys;
2842 if (scale.Y > m_scene.m_maxNonphys) 3154 if (scale.Y > m_scene.m_maxNonphys)
@@ -2856,94 +3168,100 @@ namespace OpenSim.Region.Framework.Scenes
2856 float y = (scale.Y / part.Scale.Y); 3168 float y = (scale.Y / part.Scale.Y);
2857 float z = (scale.Z / part.Scale.Z); 3169 float z = (scale.Z / part.Scale.Z);
2858 3170
2859 lock (m_parts) 3171 lockPartsForRead(true);
3172 if (x > 1.0f || y > 1.0f || z > 1.0f)
2860 { 3173 {
2861 if (x > 1.0f || y > 1.0f || z > 1.0f) 3174 foreach (SceneObjectPart obPart in m_parts.Values)
2862 { 3175 {
2863 foreach (SceneObjectPart obPart in m_parts.Values) 3176 if (obPart.UUID != m_rootPart.UUID)
2864 { 3177 {
2865 if (obPart.UUID != m_rootPart.UUID) 3178 Vector3 oldSize = new Vector3(obPart.Scale);
2866 { 3179 obPart.IgnoreUndoUpdate = true;
2867 obPart.IgnoreUndoUpdate = true;
2868 Vector3 oldSize = new Vector3(obPart.Scale);
2869 3180
2870 float f = 1.0f; 3181 float f = 1.0f;
2871 float a = 1.0f; 3182 float a = 1.0f;
2872 3183
2873 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3184 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3185 {
3186 if (oldSize.X*x > m_scene.m_maxPhys)
2874 { 3187 {
2875 if (oldSize.X*x > m_scene.m_maxPhys) 3188 f = m_scene.m_maxPhys / oldSize.X;
2876 { 3189 a = f / x;
2877 f = m_scene.m_maxPhys / oldSize.X; 3190 x *= a;
2878 a = f / x; 3191 y *= a;
2879 x *= a; 3192 z *= a;
2880 y *= a;
2881 z *= a;
2882 }
2883 if (oldSize.Y*y > m_scene.m_maxPhys)
2884 {
2885 f = m_scene.m_maxPhys / oldSize.Y;
2886 a = f / y;
2887 x *= a;
2888 y *= a;
2889 z *= a;
2890 }
2891 if (oldSize.Z*z > m_scene.m_maxPhys)
2892 {
2893 f = m_scene.m_maxPhys / oldSize.Z;
2894 a = f / z;
2895 x *= a;
2896 y *= a;
2897 z *= a;
2898 }
2899 } 3193 }
2900 else 3194 if (oldSize.Y*y > m_scene.m_maxPhys)
3195 {
3196 f = m_scene.m_maxPhys / oldSize.Y;
3197 a = f / y;
3198 x *= a;
3199 y *= a;
3200 z *= a;
3201 }
3202 if (oldSize.Z*z > m_scene.m_maxPhys)
3203 {
3204 f = m_scene.m_maxPhys / oldSize.Z;
3205 a = f / z;
3206 x *= a;
3207 y *= a;
3208 z *= a;
3209 }
3210 }
3211 else
3212 {
3213 if (oldSize.X*x > m_scene.m_maxNonphys)
3214 {
3215 f = m_scene.m_maxNonphys / oldSize.X;
3216 a = f / x;
3217 x *= a;
3218 y *= a;
3219 z *= a;
3220 }
3221 if (oldSize.Y*y > m_scene.m_maxNonphys)
3222 {
3223 f = m_scene.m_maxNonphys / oldSize.Y;
3224 a = f / y;
3225 x *= a;
3226 y *= a;
3227 z *= a;
3228 }
3229 if (oldSize.Z*z > m_scene.m_maxNonphys)
2901 { 3230 {
2902 if (oldSize.X*x > m_scene.m_maxNonphys) 3231 f = m_scene.m_maxNonphys / oldSize.Z;
2903 { 3232 a = f / z;
2904 f = m_scene.m_maxNonphys / oldSize.X; 3233 x *= a;
2905 a = f / x; 3234 y *= a;
2906 x *= a; 3235 z *= a;
2907 y *= a;
2908 z *= a;
2909 }
2910 if (oldSize.Y*y > m_scene.m_maxNonphys)
2911 {
2912 f = m_scene.m_maxNonphys / oldSize.Y;
2913 a = f / y;
2914 x *= a;
2915 y *= a;
2916 z *= a;
2917 }
2918 if (oldSize.Z*z > m_scene.m_maxNonphys)
2919 {
2920 f = m_scene.m_maxNonphys / oldSize.Z;
2921 a = f / z;
2922 x *= a;
2923 y *= a;
2924 z *= a;
2925 }
2926 } 3236 }
2927 obPart.IgnoreUndoUpdate = false; 3237
2928 obPart.StoreUndoState();
2929 } 3238 }
2930 } 3239 }
2931 } 3240 }
2932 } 3241 }
3242 lockPartsForRead(false);
2933 3243
2934 Vector3 prevScale = part.Scale; 3244 Vector3 prevScale = part.Scale;
2935 prevScale.X *= x; 3245 prevScale.X *= x;
2936 prevScale.Y *= y; 3246 prevScale.Y *= y;
2937 prevScale.Z *= z; 3247 prevScale.Z *= z;;
3248
3249 part.IgnoreUndoUpdate = false;
3250 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3251 part.IgnoreUndoUpdate = true;
2938 part.Resize(prevScale); 3252 part.Resize(prevScale);
3253 part.IgnoreUndoUpdate = false;
2939 3254
2940 lock (m_parts) 3255 lockPartsForRead(true);
2941 { 3256 {
2942 foreach (SceneObjectPart obPart in m_parts.Values) 3257 foreach (SceneObjectPart obPart in m_parts.Values)
2943 { 3258 {
2944 obPart.IgnoreUndoUpdate = true;
2945 if (obPart.UUID != m_rootPart.UUID) 3259 if (obPart.UUID != m_rootPart.UUID)
2946 { 3260 {
3261 obPart.IgnoreUndoUpdate = false;
3262 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3263 obPart.IgnoreUndoUpdate = true;
3264
2947 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3265 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2948 currentpos.X *= x; 3266 currentpos.X *= x;
2949 currentpos.Y *= y; 3267 currentpos.Y *= y;
@@ -2956,9 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes
2956 obPart.UpdateOffSet(currentpos); 3274 obPart.UpdateOffSet(currentpos);
2957 } 3275 }
2958 obPart.IgnoreUndoUpdate = false; 3276 obPart.IgnoreUndoUpdate = false;
2959 obPart.StoreUndoState();
2960 } 3277 }
2961 } 3278 }
3279 lockPartsForRead(false);
2962 3280
2963 if (part.PhysActor != null) 3281 if (part.PhysActor != null)
2964 { 3282 {
@@ -2967,7 +3285,6 @@ namespace OpenSim.Region.Framework.Scenes
2967 } 3285 }
2968 3286
2969 part.IgnoreUndoUpdate = false; 3287 part.IgnoreUndoUpdate = false;
2970 part.StoreUndoState();
2971 HasGroupChanged = true; 3288 HasGroupChanged = true;
2972 ScheduleGroupForTerseUpdate(); 3289 ScheduleGroupForTerseUpdate();
2973 } 3290 }
@@ -2983,14 +3300,11 @@ namespace OpenSim.Region.Framework.Scenes
2983 /// <param name="pos"></param> 3300 /// <param name="pos"></param>
2984 public void UpdateGroupPosition(Vector3 pos) 3301 public void UpdateGroupPosition(Vector3 pos)
2985 { 3302 {
2986 foreach (SceneObjectPart part in Children.Values)
2987 {
2988 part.StoreUndoState();
2989 }
2990 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3303 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2991 { 3304 {
2992 if (IsAttachment) 3305 if (IsAttachment)
2993 { 3306 {
3307 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2994 m_rootPart.AttachedPos = pos; 3308 m_rootPart.AttachedPos = pos;
2995 } 3309 }
2996 if (RootPart.GetStatusSandbox()) 3310 if (RootPart.GetStatusSandbox())
@@ -3023,7 +3337,7 @@ namespace OpenSim.Region.Framework.Scenes
3023 SceneObjectPart part = GetChildPart(localID); 3337 SceneObjectPart part = GetChildPart(localID);
3024 foreach (SceneObjectPart parts in Children.Values) 3338 foreach (SceneObjectPart parts in Children.Values)
3025 { 3339 {
3026 parts.StoreUndoState(); 3340 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3027 } 3341 }
3028 if (part != null) 3342 if (part != null)
3029 { 3343 {
@@ -3048,7 +3362,7 @@ namespace OpenSim.Region.Framework.Scenes
3048 { 3362 {
3049 foreach (SceneObjectPart part in Children.Values) 3363 foreach (SceneObjectPart part in Children.Values)
3050 { 3364 {
3051 part.StoreUndoState(); 3365 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3052 } 3366 }
3053 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3367 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3054 Vector3 oldPos = 3368 Vector3 oldPos =
@@ -3061,7 +3375,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 axDiff *= Quaternion.Inverse(partRotation); 3375 axDiff *= Quaternion.Inverse(partRotation);
3062 diff = axDiff; 3376 diff = axDiff;
3063 3377
3064 lock (m_parts) 3378 lockPartsForRead(true);
3065 { 3379 {
3066 foreach (SceneObjectPart obPart in m_parts.Values) 3380 foreach (SceneObjectPart obPart in m_parts.Values)
3067 { 3381 {
@@ -3071,11 +3385,29 @@ namespace OpenSim.Region.Framework.Scenes
3071 } 3385 }
3072 } 3386 }
3073 } 3387 }
3388 lockPartsForRead(false);
3074 3389
3075 AbsolutePosition = newPos; 3390 //We have to set undoing here because otherwise an undo state will be saved
3391 if (!m_rootPart.Undoing)
3392 {
3393 m_rootPart.Undoing = true;
3394 AbsolutePosition = newPos;
3395 m_rootPart.Undoing = false;
3396 }
3397 else
3398 {
3399 AbsolutePosition = newPos;
3400 }
3076 3401
3077 HasGroupChanged = true; 3402 HasGroupChanged = true;
3078 ScheduleGroupForTerseUpdate(); 3403 if (m_rootPart.Undoing)
3404 {
3405 ScheduleGroupForFullUpdate();
3406 }
3407 else
3408 {
3409 ScheduleGroupForTerseUpdate();
3410 }
3079 } 3411 }
3080 3412
3081 public void OffsetForNewRegion(Vector3 offset) 3413 public void OffsetForNewRegion(Vector3 offset)
@@ -3095,7 +3427,7 @@ namespace OpenSim.Region.Framework.Scenes
3095 { 3427 {
3096 foreach (SceneObjectPart parts in Children.Values) 3428 foreach (SceneObjectPart parts in Children.Values)
3097 { 3429 {
3098 parts.StoreUndoState(); 3430 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3099 } 3431 }
3100 m_rootPart.UpdateRotation(rot); 3432 m_rootPart.UpdateRotation(rot);
3101 3433
@@ -3119,7 +3451,7 @@ namespace OpenSim.Region.Framework.Scenes
3119 { 3451 {
3120 foreach (SceneObjectPart parts in Children.Values) 3452 foreach (SceneObjectPart parts in Children.Values)
3121 { 3453 {
3122 parts.StoreUndoState(); 3454 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3123 } 3455 }
3124 m_rootPart.UpdateRotation(rot); 3456 m_rootPart.UpdateRotation(rot);
3125 3457
@@ -3146,7 +3478,7 @@ namespace OpenSim.Region.Framework.Scenes
3146 SceneObjectPart part = GetChildPart(localID); 3478 SceneObjectPart part = GetChildPart(localID);
3147 foreach (SceneObjectPart parts in Children.Values) 3479 foreach (SceneObjectPart parts in Children.Values)
3148 { 3480 {
3149 parts.StoreUndoState(); 3481 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3150 } 3482 }
3151 if (part != null) 3483 if (part != null)
3152 { 3484 {
@@ -3174,15 +3506,24 @@ namespace OpenSim.Region.Framework.Scenes
3174 if (part.UUID == m_rootPart.UUID) 3506 if (part.UUID == m_rootPart.UUID)
3175 { 3507 {
3176 UpdateRootRotation(rot); 3508 UpdateRootRotation(rot);
3177 AbsolutePosition = pos; 3509 if (!m_rootPart.Undoing)
3510 {
3511 m_rootPart.Undoing = true;
3512 AbsolutePosition = pos;
3513 m_rootPart.Undoing = false;
3514 }
3515 else
3516 {
3517 AbsolutePosition = pos;
3518 }
3178 } 3519 }
3179 else 3520 else
3180 { 3521 {
3522 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3181 part.IgnoreUndoUpdate = true; 3523 part.IgnoreUndoUpdate = true;
3182 part.UpdateRotation(rot); 3524 part.UpdateRotation(rot);
3183 part.OffsetPosition = pos; 3525 part.OffsetPosition = pos;
3184 part.IgnoreUndoUpdate = false; 3526 part.IgnoreUndoUpdate = false;
3185 part.StoreUndoState();
3186 } 3527 }
3187 } 3528 }
3188 } 3529 }
@@ -3196,7 +3537,13 @@ namespace OpenSim.Region.Framework.Scenes
3196 Quaternion axRot = rot; 3537 Quaternion axRot = rot;
3197 Quaternion oldParentRot = m_rootPart.RotationOffset; 3538 Quaternion oldParentRot = m_rootPart.RotationOffset;
3198 3539
3199 m_rootPart.StoreUndoState(); 3540 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3541 bool cancelUndo = false;
3542 if (!m_rootPart.Undoing)
3543 {
3544 m_rootPart.Undoing = true;
3545 cancelUndo = true;
3546 }
3200 m_rootPart.UpdateRotation(rot); 3547 m_rootPart.UpdateRotation(rot);
3201 if (m_rootPart.PhysActor != null) 3548 if (m_rootPart.PhysActor != null)
3202 { 3549 {
@@ -3204,33 +3551,31 @@ namespace OpenSim.Region.Framework.Scenes
3204 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3551 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3205 } 3552 }
3206 3553
3207 lock (m_parts) 3554 lockPartsForRead(true);
3555
3556 foreach (SceneObjectPart prim in m_parts.Values)
3208 { 3557 {
3209 foreach (SceneObjectPart prim in m_parts.Values) 3558 if (prim.UUID != m_rootPart.UUID)
3210 { 3559 {
3211 if (prim.UUID != m_rootPart.UUID) 3560 prim.IgnoreUndoUpdate = true;
3212 { 3561 Vector3 axPos = prim.OffsetPosition;
3213 prim.IgnoreUndoUpdate = true; 3562 axPos *= oldParentRot;
3214 Vector3 axPos = prim.OffsetPosition; 3563 axPos *= Quaternion.Inverse(axRot);
3215 axPos *= oldParentRot; 3564 prim.OffsetPosition = axPos;
3216 axPos *= Quaternion.Inverse(axRot); 3565 Quaternion primsRot = prim.RotationOffset;
3217 prim.OffsetPosition = axPos; 3566 Quaternion newRot = primsRot * oldParentRot;
3218 Quaternion primsRot = prim.RotationOffset; 3567 newRot *= Quaternion.Inverse(axRot);
3219 Quaternion newRot = primsRot * oldParentRot; 3568 prim.RotationOffset = newRot;
3220 newRot *= Quaternion.Inverse(axRot); 3569 prim.ScheduleTerseUpdate();
3221 prim.RotationOffset = newRot; 3570 prim.IgnoreUndoUpdate = false;
3222 prim.ScheduleTerseUpdate();
3223 }
3224 } 3571 }
3225 } 3572 }
3226 foreach (SceneObjectPart childpart in Children.Values) 3573 if (cancelUndo == true)
3227 { 3574 {
3228 if (childpart != m_rootPart) 3575 m_rootPart.Undoing = false;
3229 {
3230 childpart.IgnoreUndoUpdate = false;
3231 childpart.StoreUndoState();
3232 }
3233 } 3576 }
3577 lockPartsForRead(false);
3578
3234 m_rootPart.ScheduleTerseUpdate(); 3579 m_rootPart.ScheduleTerseUpdate();
3235 } 3580 }
3236 3581
@@ -3352,7 +3697,7 @@ namespace OpenSim.Region.Framework.Scenes
3352 if (atTargets.Count > 0) 3697 if (atTargets.Count > 0)
3353 { 3698 {
3354 uint[] localids = new uint[0]; 3699 uint[] localids = new uint[0];
3355 lock (m_parts) 3700 lockPartsForRead(true);
3356 { 3701 {
3357 localids = new uint[m_parts.Count]; 3702 localids = new uint[m_parts.Count];
3358 int cntr = 0; 3703 int cntr = 0;
@@ -3362,6 +3707,7 @@ namespace OpenSim.Region.Framework.Scenes
3362 cntr++; 3707 cntr++;
3363 } 3708 }
3364 } 3709 }
3710 lockPartsForRead(false);
3365 3711
3366 for (int ctr = 0; ctr < localids.Length; ctr++) 3712 for (int ctr = 0; ctr < localids.Length; ctr++)
3367 { 3713 {
@@ -3380,7 +3726,7 @@ namespace OpenSim.Region.Framework.Scenes
3380 { 3726 {
3381 //trigger not_at_target 3727 //trigger not_at_target
3382 uint[] localids = new uint[0]; 3728 uint[] localids = new uint[0];
3383 lock (m_parts) 3729 lockPartsForRead(true);
3384 { 3730 {
3385 localids = new uint[m_parts.Count]; 3731 localids = new uint[m_parts.Count];
3386 int cntr = 0; 3732 int cntr = 0;
@@ -3390,7 +3736,8 @@ namespace OpenSim.Region.Framework.Scenes
3390 cntr++; 3736 cntr++;
3391 } 3737 }
3392 } 3738 }
3393 3739 lockPartsForRead(false);
3740
3394 for (int ctr = 0; ctr < localids.Length; ctr++) 3741 for (int ctr = 0; ctr < localids.Length; ctr++)
3395 { 3742 {
3396 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3743 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3431,7 +3778,8 @@ namespace OpenSim.Region.Framework.Scenes
3431 if (atRotTargets.Count > 0) 3778 if (atRotTargets.Count > 0)
3432 { 3779 {
3433 uint[] localids = new uint[0]; 3780 uint[] localids = new uint[0];
3434 lock (m_parts) 3781 lockPartsForRead(true);
3782 try
3435 { 3783 {
3436 localids = new uint[m_parts.Count]; 3784 localids = new uint[m_parts.Count];
3437 int cntr = 0; 3785 int cntr = 0;
@@ -3441,6 +3789,10 @@ namespace OpenSim.Region.Framework.Scenes
3441 cntr++; 3789 cntr++;
3442 } 3790 }
3443 } 3791 }
3792 finally
3793 {
3794 lockPartsForRead(false);
3795 }
3444 3796
3445 for (int ctr = 0; ctr < localids.Length; ctr++) 3797 for (int ctr = 0; ctr < localids.Length; ctr++)
3446 { 3798 {
@@ -3459,7 +3811,8 @@ namespace OpenSim.Region.Framework.Scenes
3459 { 3811 {
3460 //trigger not_at_target 3812 //trigger not_at_target
3461 uint[] localids = new uint[0]; 3813 uint[] localids = new uint[0];
3462 lock (m_parts) 3814 lockPartsForRead(true);
3815 try
3463 { 3816 {
3464 localids = new uint[m_parts.Count]; 3817 localids = new uint[m_parts.Count];
3465 int cntr = 0; 3818 int cntr = 0;
@@ -3469,6 +3822,10 @@ namespace OpenSim.Region.Framework.Scenes
3469 cntr++; 3822 cntr++;
3470 } 3823 }
3471 } 3824 }
3825 finally
3826 {
3827 lockPartsForRead(false);
3828 }
3472 3829
3473 for (int ctr = 0; ctr < localids.Length; ctr++) 3830 for (int ctr = 0; ctr < localids.Length; ctr++)
3474 { 3831 {
@@ -3482,19 +3839,20 @@ namespace OpenSim.Region.Framework.Scenes
3482 public float GetMass() 3839 public float GetMass()
3483 { 3840 {
3484 float retmass = 0f; 3841 float retmass = 0f;
3485 lock (m_parts) 3842 lockPartsForRead(true);
3486 { 3843 {
3487 foreach (SceneObjectPart part in m_parts.Values) 3844 foreach (SceneObjectPart part in m_parts.Values)
3488 { 3845 {
3489 retmass += part.GetMass(); 3846 retmass += part.GetMass();
3490 } 3847 }
3491 } 3848 }
3849 lockPartsForRead(false);
3492 return retmass; 3850 return retmass;
3493 } 3851 }
3494 3852
3495 public void CheckSculptAndLoad() 3853 public void CheckSculptAndLoad()
3496 { 3854 {
3497 lock (m_parts) 3855 lockPartsForRead(true);
3498 { 3856 {
3499 if (!IsDeleted) 3857 if (!IsDeleted)
3500 { 3858 {
@@ -3519,6 +3877,7 @@ namespace OpenSim.Region.Framework.Scenes
3519 } 3877 }
3520 } 3878 }
3521 } 3879 }
3880 lockPartsForRead(false);
3522 } 3881 }
3523 3882
3524 protected void AssetReceived(string id, Object sender, AssetBase asset) 3883 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3539,7 +3898,7 @@ namespace OpenSim.Region.Framework.Scenes
3539 /// <param name="client"></param> 3898 /// <param name="client"></param>
3540 public void SetGroup(UUID GroupID, IClientAPI client) 3899 public void SetGroup(UUID GroupID, IClientAPI client)
3541 { 3900 {
3542 lock (m_parts) 3901 lockPartsForRead(true);
3543 { 3902 {
3544 foreach (SceneObjectPart part in m_parts.Values) 3903 foreach (SceneObjectPart part in m_parts.Values)
3545 { 3904 {
@@ -3549,6 +3908,7 @@ namespace OpenSim.Region.Framework.Scenes
3549 3908
3550 HasGroupChanged = true; 3909 HasGroupChanged = true;
3551 } 3910 }
3911 lockPartsForRead(false);
3552 3912
3553 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3913 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3554 // for the same object with very different properties. The caller must schedule the update. 3914 // for the same object with very different properties. The caller must schedule the update.
@@ -3570,11 +3930,12 @@ namespace OpenSim.Region.Framework.Scenes
3570 3930
3571 public void SetAttachmentPoint(byte point) 3931 public void SetAttachmentPoint(byte point)
3572 { 3932 {
3573 lock (m_parts) 3933 lockPartsForRead(true);
3574 { 3934 {
3575 foreach (SceneObjectPart part in m_parts.Values) 3935 foreach (SceneObjectPart part in m_parts.Values)
3576 part.SetAttachmentPoint(point); 3936 part.SetAttachmentPoint(point);
3577 } 3937 }
3938 lockPartsForRead(false);
3578 } 3939 }
3579 3940
3580 #region ISceneObject 3941 #region ISceneObject
@@ -3608,6 +3969,14 @@ namespace OpenSim.Region.Framework.Scenes
3608 SetFromItemID(uuid); 3969 SetFromItemID(uuid);
3609 } 3970 }
3610 3971
3972 public void ResetOwnerChangeFlag()
3973 {
3974 ForEachPart(delegate(SceneObjectPart part)
3975 {
3976 part.ResetOwnerChangeFlag();
3977 });
3978 }
3979
3611 #endregion 3980 #endregion
3612 } 3981 }
3613} 3982}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 13e4b56..f8ae321 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -277,6 +277,7 @@ namespace OpenSim.Region.Framework.Scenes
277 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 277 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
278 private Vector3 m_sitTargetPosition; 278 private Vector3 m_sitTargetPosition;
279 private string m_sitAnimation = "SIT"; 279 private string m_sitAnimation = "SIT";
280 private bool m_occupied; // KF if any av is sitting on this prim
280 private string m_text = String.Empty; 281 private string m_text = String.Empty;
281 private string m_touchName = String.Empty; 282 private string m_touchName = String.Empty;
282 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 283 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -360,7 +361,7 @@ namespace OpenSim.Region.Framework.Scenes
360 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 361 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
361 Quaternion rotationOffset, Vector3 offsetPosition) 362 Quaternion rotationOffset, Vector3 offsetPosition)
362 { 363 {
363 m_name = "Primitive"; 364 m_name = "Object";
364 365
365 Rezzed = DateTime.UtcNow; 366 Rezzed = DateTime.UtcNow;
366 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 367 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -456,12 +457,16 @@ namespace OpenSim.Region.Framework.Scenes
456 } 457 }
457 458
458 /// <value> 459 /// <value>
459 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 460 /// Get the inventory list
460 /// </value> 461 /// </value>
461 public TaskInventoryDictionary TaskInventory 462 public TaskInventoryDictionary TaskInventory
462 { 463 {
463 get { return m_inventory.Items; } 464 get {
464 set { m_inventory.Items = value; } 465 return m_inventory.Items;
466 }
467 set {
468 m_inventory.Items = value;
469 }
465 } 470 }
466 471
467 public uint ObjectFlags 472 public uint ObjectFlags
@@ -590,14 +595,12 @@ namespace OpenSim.Region.Framework.Scenes
590 set { m_LoopSoundSlavePrims = value; } 595 set { m_LoopSoundSlavePrims = value; }
591 } 596 }
592 597
593 [XmlIgnore]
594 public Byte[] TextureAnimation 598 public Byte[] TextureAnimation
595 { 599 {
596 get { return m_TextureAnimation; } 600 get { return m_TextureAnimation; }
597 set { m_TextureAnimation = value; } 601 set { m_TextureAnimation = value; }
598 } 602 }
599 603
600 [XmlIgnore]
601 public Byte[] ParticleSystem 604 public Byte[] ParticleSystem
602 { 605 {
603 get { return m_particleSystem; } 606 get { return m_particleSystem; }
@@ -651,7 +654,6 @@ namespace OpenSim.Region.Framework.Scenes
651 set 654 set
652 { 655 {
653 m_groupPosition = value; 656 m_groupPosition = value;
654
655 PhysicsActor actor = PhysActor; 657 PhysicsActor actor = PhysActor;
656 if (actor != null) 658 if (actor != null)
657 { 659 {
@@ -698,7 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
698 get { return m_offsetPosition; } 700 get { return m_offsetPosition; }
699 set 701 set
700 { 702 {
701 StoreUndoState(); 703 StoreUndoState(UndoType.STATE_PRIM_POSITION);
702 m_offsetPosition = value; 704 m_offsetPosition = value;
703 705
704 if (ParentGroup != null && !ParentGroup.IsDeleted) 706 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -712,6 +714,12 @@ namespace OpenSim.Region.Framework.Scenes
712 // Tell the physics engines that this prim changed. 714 // Tell the physics engines that this prim changed.
713 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 715 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
714 } 716 }
717
718 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
719 foreach (ScenePresence av in avs)
720 {
721 av.SendFullUpdateToAllClients();
722 }
715 } 723 }
716 } 724 }
717 } 725 }
@@ -754,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
754 762
755 set 763 set
756 { 764 {
757 StoreUndoState(); 765 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
758 m_rotationOffset = value; 766 m_rotationOffset = value;
759 767
760 PhysicsActor actor = PhysActor; 768 PhysicsActor actor = PhysActor;
@@ -838,7 +846,16 @@ namespace OpenSim.Region.Framework.Scenes
838 /// <summary></summary> 846 /// <summary></summary>
839 public Vector3 Acceleration 847 public Vector3 Acceleration
840 { 848 {
841 get { return m_acceleration; } 849 get
850 {
851 PhysicsActor actor = PhysActor;
852 if (actor != null)
853 {
854 m_acceleration = actor.Acceleration;
855 }
856 return m_acceleration;
857 }
858
842 set { m_acceleration = value; } 859 set { m_acceleration = value; }
843 } 860 }
844 861
@@ -865,7 +882,6 @@ namespace OpenSim.Region.Framework.Scenes
865 set 882 set
866 { 883 {
867 m_color = value; 884 m_color = value;
868 TriggerScriptChangedEvent(Changed.COLOR);
869 885
870 /* ScheduleFullUpdate() need not be called b/c after 886 /* ScheduleFullUpdate() need not be called b/c after
871 * setting the color, the text will be set, so then 887 * setting the color, the text will be set, so then
@@ -944,7 +960,7 @@ namespace OpenSim.Region.Framework.Scenes
944 get { return m_shape.Scale; } 960 get { return m_shape.Scale; }
945 set 961 set
946 { 962 {
947 StoreUndoState(); 963 StoreUndoState(UndoType.STATE_PRIM_SCALE);
948 if (m_shape != null) 964 if (m_shape != null)
949 { 965 {
950 m_shape.Scale = value; 966 m_shape.Scale = value;
@@ -989,7 +1005,8 @@ namespace OpenSim.Region.Framework.Scenes
989 if (IsAttachment) 1005 if (IsAttachment)
990 return GroupPosition; 1006 return GroupPosition;
991 1007
992 return m_offsetPosition + m_groupPosition; } 1008// return m_offsetPosition + m_groupPosition; }
1009 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
993 } 1010 }
994 1011
995 public SceneObjectGroup ParentGroup 1012 public SceneObjectGroup ParentGroup
@@ -1140,6 +1157,13 @@ namespace OpenSim.Region.Framework.Scenes
1140 get { return _flags; } 1157 get { return _flags; }
1141 set { _flags = value; } 1158 set { _flags = value; }
1142 } 1159 }
1160
1161 [XmlIgnore]
1162 public bool IsOccupied // KF If an av is sittingon this prim
1163 {
1164 get { return m_occupied; }
1165 set { m_occupied = value; }
1166 }
1143 1167
1144 [XmlIgnore] 1168 [XmlIgnore]
1145 public UUID SitTargetAvatar 1169 public UUID SitTargetAvatar
@@ -1215,14 +1239,6 @@ namespace OpenSim.Region.Framework.Scenes
1215 } 1239 }
1216 } 1240 }
1217 1241
1218 /// <summary>
1219 /// Clear all pending updates of parts to clients
1220 /// </summary>
1221 private void ClearUpdateSchedule()
1222 {
1223 m_updateFlag = 0;
1224 }
1225
1226 private void SendObjectPropertiesToClient(UUID AgentID) 1242 private void SendObjectPropertiesToClient(UUID AgentID)
1227 { 1243 {
1228 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1244 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1508,7 +1524,7 @@ namespace OpenSim.Region.Framework.Scenes
1508 { 1524 {
1509 m_redo.Clear(); 1525 m_redo.Clear();
1510 } 1526 }
1511 StoreUndoState(); 1527 StoreUndoState(UndoType.STATE_ALL);
1512 } 1528 }
1513 1529
1514 public byte ConvertScriptUintToByte(uint indata) 1530 public byte ConvertScriptUintToByte(uint indata)
@@ -1611,7 +1627,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1627 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1612 part.Shape = shape; 1628 part.Shape = shape;
1613 1629
1614 part.Name = "Primitive"; 1630 part.Name = "Object";
1615 part._ownerID = UUID.Random(); 1631 part._ownerID = UUID.Random();
1616 1632
1617 return part; 1633 return part;
@@ -1734,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1734 // which stops client-side interpolation of deactivated joint proxy objects. 1750 // which stops client-side interpolation of deactivated joint proxy objects.
1735 } 1751 }
1736 1752
1737 if (!UsePhysics && !isNew) 1753 if (!UsePhysics)
1738 { 1754 {
1739 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1755 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1740 // prim still has velocity and continues to interpolate its position along the old 1756 // prim still has velocity and continues to interpolate its position along the old
@@ -1969,12 +1985,17 @@ namespace OpenSim.Region.Framework.Scenes
1969 public Vector3 GetWorldPosition() 1985 public Vector3 GetWorldPosition()
1970 { 1986 {
1971 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1987 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1972
1973 Vector3 axPos = OffsetPosition; 1988 Vector3 axPos = OffsetPosition;
1974
1975 axPos *= parentRot; 1989 axPos *= parentRot;
1976 Vector3 translationOffsetPosition = axPos; 1990 Vector3 translationOffsetPosition = axPos;
1977 return GroupPosition + translationOffsetPosition; 1991 if(_parentID == 0)
1992 {
1993 return GroupPosition;
1994 }
1995 else
1996 {
1997 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1998 }
1978 } 1999 }
1979 2000
1980 /// <summary> 2001 /// <summary>
@@ -1985,7 +2006,7 @@ namespace OpenSim.Region.Framework.Scenes
1985 { 2006 {
1986 Quaternion newRot; 2007 Quaternion newRot;
1987 2008
1988 if (this.LinkNum == 0) 2009 if (this.LinkNum < 2) //KF Single or root prim
1989 { 2010 {
1990 newRot = RotationOffset; 2011 newRot = RotationOffset;
1991 } 2012 }
@@ -2631,17 +2652,18 @@ namespace OpenSim.Region.Framework.Scenes
2631 //Trys to fetch sound id from prim's inventory. 2652 //Trys to fetch sound id from prim's inventory.
2632 //Prim's inventory doesn't support non script items yet 2653 //Prim's inventory doesn't support non script items yet
2633 2654
2634 lock (TaskInventory) 2655 TaskInventory.LockItemsForRead(true);
2656
2657 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2635 { 2658 {
2636 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2659 if (item.Value.Name == sound)
2637 { 2660 {
2638 if (item.Value.Name == sound) 2661 soundID = item.Value.ItemID;
2639 { 2662 break;
2640 soundID = item.Value.ItemID;
2641 break;
2642 }
2643 } 2663 }
2644 } 2664 }
2665
2666 TaskInventory.LockItemsForRead(false);
2645 } 2667 }
2646 2668
2647 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2669 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2701,7 +2723,7 @@ namespace OpenSim.Region.Framework.Scenes
2701 /// <param name="scale"></param> 2723 /// <param name="scale"></param>
2702 public void Resize(Vector3 scale) 2724 public void Resize(Vector3 scale)
2703 { 2725 {
2704 StoreUndoState(); 2726 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2705 m_shape.Scale = scale; 2727 m_shape.Scale = scale;
2706 2728
2707 ParentGroup.HasGroupChanged = true; 2729 ParentGroup.HasGroupChanged = true;
@@ -2710,38 +2732,7 @@ namespace OpenSim.Region.Framework.Scenes
2710 2732
2711 public void RotLookAt(Quaternion target, float strength, float damping) 2733 public void RotLookAt(Quaternion target, float strength, float damping)
2712 { 2734 {
2713 rotLookAt(target, strength, damping); 2735 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2714 }
2715
2716 public void rotLookAt(Quaternion target, float strength, float damping)
2717 {
2718 if (IsAttachment)
2719 {
2720 /*
2721 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2722 if (avatar != null)
2723 {
2724 Rotate the Av?
2725 } */
2726 }
2727 else
2728 {
2729 APIDDamp = damping;
2730 APIDStrength = strength;
2731 APIDTarget = target;
2732 }
2733 }
2734
2735 public void startLookAt(Quaternion rot, float damp, float strength)
2736 {
2737 APIDDamp = damp;
2738 APIDStrength = strength;
2739 APIDTarget = rot;
2740 }
2741
2742 public void stopLookAt()
2743 {
2744 APIDTarget = Quaternion.Identity;
2745 } 2736 }
2746 2737
2747 /// <summary> 2738 /// <summary>
@@ -2753,7 +2744,10 @@ namespace OpenSim.Region.Framework.Scenes
2753 2744
2754 if (m_parentGroup != null) 2745 if (m_parentGroup != null)
2755 { 2746 {
2756 m_parentGroup.QueueForUpdateCheck(); 2747 if (!m_parentGroup.areUpdatesSuspended)
2748 {
2749 m_parentGroup.QueueForUpdateCheck();
2750 }
2757 } 2751 }
2758 2752
2759 int timeNow = Util.UnixTimeSinceEpoch(); 2753 int timeNow = Util.UnixTimeSinceEpoch();
@@ -2970,8 +2964,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 { 2964 {
2971 const float ROTATION_TOLERANCE = 0.01f; 2965 const float ROTATION_TOLERANCE = 0.01f;
2972 const float VELOCITY_TOLERANCE = 0.001f; 2966 const float VELOCITY_TOLERANCE = 0.001f;
2973 const float POSITION_TOLERANCE = 0.05f; 2967 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2974 const int TIME_MS_TOLERANCE = 3000; 2968 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2975 2969
2976 if (m_updateFlag == 1) 2970 if (m_updateFlag == 1)
2977 { 2971 {
@@ -2985,7 +2979,7 @@ namespace OpenSim.Region.Framework.Scenes
2985 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2979 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2986 { 2980 {
2987 AddTerseUpdateToAllAvatars(); 2981 AddTerseUpdateToAllAvatars();
2988 ClearUpdateSchedule(); 2982
2989 2983
2990 // This causes the Scene to 'poll' physical objects every couple of frames 2984 // This causes the Scene to 'poll' physical objects every couple of frames
2991 // bad, so it's been replaced by an event driven method. 2985 // bad, so it's been replaced by an event driven method.
@@ -3003,16 +2997,18 @@ namespace OpenSim.Region.Framework.Scenes
3003 m_lastAngularVelocity = AngularVelocity; 2997 m_lastAngularVelocity = AngularVelocity;
3004 m_lastTerseSent = Environment.TickCount; 2998 m_lastTerseSent = Environment.TickCount;
3005 } 2999 }
3000 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3001 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3006 } 3002 }
3007 else 3003 else
3008 { 3004 {
3009 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3005 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3010 { 3006 {
3011 AddFullUpdateToAllAvatars(); 3007 AddFullUpdateToAllAvatars();
3012 ClearUpdateSchedule(); 3008 m_updateFlag = 0; //Same here
3013 } 3009 }
3014 } 3010 }
3015 ClearUpdateSchedule(); 3011 m_updateFlag = 0;
3016 } 3012 }
3017 3013
3018 /// <summary> 3014 /// <summary>
@@ -3039,17 +3035,16 @@ namespace OpenSim.Region.Framework.Scenes
3039 if (!UUID.TryParse(sound, out soundID)) 3035 if (!UUID.TryParse(sound, out soundID))
3040 { 3036 {
3041 // search sound file from inventory 3037 // search sound file from inventory
3042 lock (TaskInventory) 3038 TaskInventory.LockItemsForRead(true);
3039 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3043 { 3040 {
3044 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3041 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3045 { 3042 {
3046 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3043 soundID = item.Value.ItemID;
3047 { 3044 break;
3048 soundID = item.Value.ItemID;
3049 break;
3050 }
3051 } 3045 }
3052 } 3046 }
3047 TaskInventory.LockItemsForRead(false);
3053 } 3048 }
3054 3049
3055 if (soundID == UUID.Zero) 3050 if (soundID == UUID.Zero)
@@ -3484,7 +3479,7 @@ namespace OpenSim.Region.Framework.Scenes
3484 3479
3485 public void StopLookAt() 3480 public void StopLookAt()
3486 { 3481 {
3487 m_parentGroup.stopLookAt(); 3482 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3488 3483
3489 m_parentGroup.ScheduleGroupForTerseUpdate(); 3484 m_parentGroup.ScheduleGroupForTerseUpdate();
3490 } 3485 }
@@ -3511,10 +3506,9 @@ namespace OpenSim.Region.Framework.Scenes
3511 m_parentGroup.ScheduleGroupForTerseUpdate(); 3506 m_parentGroup.ScheduleGroupForTerseUpdate();
3512 //m_parentGroup.ScheduleGroupForFullUpdate(); 3507 //m_parentGroup.ScheduleGroupForFullUpdate();
3513 } 3508 }
3514 3509 public void StoreUndoState(UndoType type)
3515 public void StoreUndoState()
3516 { 3510 {
3517 if (!Undoing) 3511 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3518 { 3512 {
3519 if (!IgnoreUndoUpdate) 3513 if (!IgnoreUndoUpdate)
3520 { 3514 {
@@ -3525,17 +3519,25 @@ namespace OpenSim.Region.Framework.Scenes
3525 if (m_undo.Count > 0) 3519 if (m_undo.Count > 0)
3526 { 3520 {
3527 UndoState last = m_undo.Peek(); 3521 UndoState last = m_undo.Peek();
3528 if (last != null) 3522
3529 {
3530 if (last.Compare(this))
3531 return;
3532 }
3533 } 3523 }
3534 3524
3535 if (m_parentGroup.GetSceneMaxUndo() > 0) 3525 if (m_parentGroup.GetSceneMaxUndo() > 0)
3536 { 3526 {
3537 UndoState nUndo = new UndoState(this); 3527 UndoState lastUndo = m_undo.Peek();
3538 3528
3529 UndoState nUndo = new UndoState(this, type);
3530
3531 if (lastUndo != null)
3532 {
3533 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3534 if (ts.TotalMilliseconds < 500)
3535 {
3536 //Delete the last entry since it was less than 500 milliseconds ago
3537 nUndo.Merge(lastUndo);
3538 m_undo.Pop();
3539 }
3540 }
3539 m_undo.Push(nUndo); 3541 m_undo.Push(nUndo);
3540 } 3542 }
3541 3543
@@ -4012,11 +4014,13 @@ namespace OpenSim.Region.Framework.Scenes
4012 if (m_undo.Count > 0) 4014 if (m_undo.Count > 0)
4013 { 4015 {
4014 UndoState nUndo = null; 4016 UndoState nUndo = null;
4017 UndoState goback = m_undo.Pop();
4015 if (m_parentGroup.GetSceneMaxUndo() > 0) 4018 if (m_parentGroup.GetSceneMaxUndo() > 0)
4016 { 4019 {
4017 nUndo = new UndoState(this); 4020 nUndo = new UndoState(this, goback.Type);
4018 } 4021 }
4019 UndoState goback = m_undo.Pop(); 4022
4023
4020 if (goback != null) 4024 if (goback != null)
4021 { 4025 {
4022 goback.PlaybackState(this); 4026 goback.PlaybackState(this);
@@ -4031,13 +4035,13 @@ namespace OpenSim.Region.Framework.Scenes
4031 { 4035 {
4032 lock (m_redo) 4036 lock (m_redo)
4033 { 4037 {
4038 UndoState gofwd = m_redo.Pop();
4034 if (m_parentGroup.GetSceneMaxUndo() > 0) 4039 if (m_parentGroup.GetSceneMaxUndo() > 0)
4035 { 4040 {
4036 UndoState nUndo = new UndoState(this); 4041 UndoState nUndo = new UndoState(this, gofwd.Type);
4037 4042
4038 m_undo.Push(nUndo); 4043 m_undo.Push(nUndo);
4039 } 4044 }
4040 UndoState gofwd = m_redo.Pop();
4041 if (gofwd != null) 4045 if (gofwd != null)
4042 gofwd.PlayfwdState(this); 4046 gofwd.PlayfwdState(this);
4043 } 4047 }
@@ -4482,8 +4486,9 @@ namespace OpenSim.Region.Framework.Scenes
4482 { 4486 {
4483 m_shape.TextureEntry = textureEntry; 4487 m_shape.TextureEntry = textureEntry;
4484 TriggerScriptChangedEvent(Changed.TEXTURE); 4488 TriggerScriptChangedEvent(Changed.TEXTURE);
4485 4489 m_updateFlag = 1;
4486 ParentGroup.HasGroupChanged = true; 4490 ParentGroup.HasGroupChanged = true;
4491
4487 //This is madness.. 4492 //This is madness..
4488 //ParentGroup.ScheduleGroupForFullUpdate(); 4493 //ParentGroup.ScheduleGroupForFullUpdate();
4489 //This is sparta 4494 //This is sparta
@@ -4728,5 +4733,17 @@ namespace OpenSim.Region.Framework.Scenes
4728 Color color = Color; 4733 Color color = Color;
4729 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4734 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4730 } 4735 }
4736
4737 public void ResetOwnerChangeFlag()
4738 {
4739 List<UUID> inv = Inventory.GetInventoryList();
4740
4741 foreach (UUID itemID in inv)
4742 {
4743 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4744 item.OwnerChanged = false;
4745 Inventory.UpdateInventoryItem(item);
4746 }
4747 }
4731 } 4748 }
4732} 4749}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index cabcf37..0066158 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (Items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == Items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 Items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 Items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,25 +149,25 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return; 157 }
150 }
151 158
152 HasInventoryChanged = true; 159 HasInventoryChanged = true;
153 m_part.ParentGroup.HasGroupChanged = true; 160 m_part.ParentGroup.HasGroupChanged = true;
154 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
155 foreach (TaskInventoryItem item in items) 162 foreach (TaskInventoryItem item in items)
163 {
164 if (ownerId != item.OwnerID)
156 { 165 {
157 if (ownerId != item.OwnerID) 166 item.LastOwnerID = item.OwnerID;
158 { 167 item.OwnerID = ownerId;
159 item.LastOwnerID = item.OwnerID;
160 item.OwnerID = ownerId;
161 }
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return; 184 }
177 }
178 185
179 HasInventoryChanged = true; 186 HasInventoryChanged = true;
180 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
181 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
182 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
190 {
191 if (groupID != item.GroupID)
183 { 192 {
184 if (groupID != item.GroupID) 193 item.GroupID = groupID;
185 {
186 item.GroupID = groupID;
187 }
188 } 194 }
189 } 195 }
196 m_items.LockItemsForWrite(false);
190 } 197 }
191 198
192 /// <summary> 199 /// <summary>
@@ -194,15 +201,15 @@ namespace OpenSim.Region.Framework.Scenes
194 /// </summary> 201 /// </summary>
195 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
196 { 203 {
197 lock (m_items) 204 Items.LockItemsForRead(true);
205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
198 { 208 {
199 foreach (TaskInventoryItem item in Items.Values) 209 if ((int)InventoryType.LSL == item.InvType)
200 { 210 {
201 if ((int)InventoryType.LSL == item.InvType) 211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 { 212 Thread.Sleep(10); // workaround for Mono cpu utilization > 100% bug
203 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
204 Thread.Sleep(10); // workaround for Mono cpu utilization > 100% bug
205 }
206 } 213 }
207 } 214 }
208 } 215 }
@@ -237,16 +244,20 @@ namespace OpenSim.Region.Framework.Scenes
237 /// </param> 244 /// </param>
238 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 245 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
239 { 246 {
240 lock (Items) 247 Items.LockItemsForRead(true);
248 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
249 Items.LockItemsForRead(false);
250
251 foreach (TaskInventoryItem item in items)
241 { 252 {
242 foreach (TaskInventoryItem item in Items.Values) 253 if ((int)InventoryType.LSL == item.InvType)
243 { 254 {
244 if ((int)InventoryType.LSL == item.InvType) 255 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
245 { 256 m_part.RemoveScriptEvents(item.ItemID);
246 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
247 }
248 } 257 }
249 } 258 }
259
260
250 } 261 }
251 262
252 /// <summary> 263 /// <summary>
@@ -262,7 +273,10 @@ namespace OpenSim.Region.Framework.Scenes
262 // item.Name, item.ItemID, m_part.Name, m_part.UUID); 273 // item.Name, item.ItemID, m_part.Name, m_part.UUID);
263 274
264 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
276 {
277 StoreScriptError(item.ItemID, "no permission");
265 return; 278 return;
279 }
266 280
267 m_part.AddFlag(PrimFlags.Scripted); 281 m_part.AddFlag(PrimFlags.Scripted);
268 282
@@ -271,14 +285,13 @@ namespace OpenSim.Region.Framework.Scenes
271 if (stateSource == 1 && // Prim crossing 285 if (stateSource == 1 && // Prim crossing
272 m_part.ParentGroup.Scene.m_trustBinaries) 286 m_part.ParentGroup.Scene.m_trustBinaries)
273 { 287 {
274 lock (m_items) 288 m_items.LockItemsForWrite(true);
275 { 289 m_items[item.ItemID].PermsMask = 0;
276 m_items[item.ItemID].PermsMask = 0; 290 m_items[item.ItemID].PermsGranter = UUID.Zero;
277 m_items[item.ItemID].PermsGranter = UUID.Zero; 291 m_items.LockItemsForWrite(false);
278 }
279
280 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
281 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 293 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
294 StoreScriptErrors(item.ItemID, null);
282 m_part.ParentGroup.AddActiveScriptCount(1); 295 m_part.ParentGroup.AddActiveScriptCount(1);
283 m_part.ScheduleFullUpdate(); 296 m_part.ScheduleFullUpdate();
284 return; 297 return;
@@ -287,6 +300,8 @@ namespace OpenSim.Region.Framework.Scenes
287 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
288 if (null == asset) 301 if (null == asset)
289 { 302 {
303 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
304 StoreScriptError(item.ItemID, msg);
290 m_log.ErrorFormat( 305 m_log.ErrorFormat(
291 "[PRIM INVENTORY]: " + 306 "[PRIM INVENTORY]: " +
292 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 307 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -295,20 +310,22 @@ namespace OpenSim.Region.Framework.Scenes
295 } 310 }
296 else 311 else
297 { 312 {
298 lock (m_items) 313 if (m_part.ParentGroup.m_savedScriptState != null)
299 { 314 RestoreSavedScriptState(item.OldItemID, item.ItemID);
300 if (m_part.ParentGroup.m_savedScriptState != null)
301 RestoreSavedScriptState(item.OldItemID, item.ItemID);
302 315
303 m_items[item.ItemID].PermsMask = 0; 316 m_items.LockItemsForWrite(true);
304 m_items[item.ItemID].PermsGranter = UUID.Zero;
305 317
306 string script = Utils.BytesToString(asset.Data); 318 m_items[item.ItemID].PermsMask = 0;
307 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_items[item.ItemID].PermsGranter = UUID.Zero;
308 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320
309 m_part.ParentGroup.AddActiveScriptCount(1); 321 m_items.LockItemsForWrite(false);
310 m_part.ScheduleFullUpdate(); 322
311 } 323 string script = Utils.BytesToString(asset.Data);
324 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
325 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
326 StoreScriptErrors(item.ItemID, null);
327 m_part.ParentGroup.AddActiveScriptCount(1);
328 m_part.ScheduleFullUpdate();
312 } 329 }
313 } 330 }
314 } 331 }
@@ -370,27 +387,145 @@ namespace OpenSim.Region.Framework.Scenes
370 387
371 /// <summary> 388 /// <summary>
372 /// Start a script which is in this prim's inventory. 389 /// Start a script which is in this prim's inventory.
390 /// Some processing may occur in the background, but this routine returns asap.
373 /// </summary> 391 /// </summary>
374 /// <param name="itemId"> 392 /// <param name="itemId">
375 /// A <see cref="UUID"/> 393 /// A <see cref="UUID"/>
376 /// </param> 394 /// </param>
377 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 395 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
378 { 396 {
379 lock (m_items) 397 lock (m_scriptErrors)
398 {
399 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
400 m_scriptErrors.Remove(itemId);
401 }
402 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
403 }
404
405 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
406 {
407 m_items.LockItemsForRead(true);
408 if (m_items.ContainsKey(itemId))
380 { 409 {
381 if (m_items.ContainsKey(itemId)) 410 if (m_items.ContainsKey(itemId))
382 { 411 {
412 m_items.LockItemsForRead(false);
383 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 413 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
384 } 414 }
385 else 415 else
386 { 416 {
417 m_items.LockItemsForRead(false);
418 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
419 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
420 StoreScriptError(itemId, msg);
387 m_log.ErrorFormat( 421 m_log.ErrorFormat(
388 "[PRIM INVENTORY]: " + 422 "[PRIM INVENTORY]: " +
389 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 423 "Couldn't start script with ID {0} since it {1}", itemId, msg);
390 itemId, m_part.Name, m_part.UUID,
391 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
392 } 424 }
393 } 425 }
426 else
427 {
428 m_items.LockItemsForRead(false);
429 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
430 StoreScriptError(itemId, msg);
431 m_log.ErrorFormat(
432 "[PRIM INVENTORY]: " +
433 "Couldn't start script with ID {0} since it {1}", itemId, msg);
434 }
435
436 }
437
438 /// <summary>
439 /// Start a script which is in this prim's inventory and return any compilation error messages.
440 /// </summary>
441 /// <param name="itemId">
442 /// A <see cref="UUID"/>
443 /// </param>
444 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
445 {
446 ArrayList errors;
447
448 // Indicate to CreateScriptInstanceInternal() we want it to
449 // post any compilation/loading error messages
450 lock (m_scriptErrors)
451 {
452 m_scriptErrors[itemId] = null;
453 }
454
455 // Perform compilation/loading
456 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
457
458 // Wait for and retrieve any errors
459 lock (m_scriptErrors)
460 {
461 while ((errors = m_scriptErrors[itemId]) == null)
462 {
463 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
464 {
465 m_log.ErrorFormat(
466 "[PRIM INVENTORY]: " +
467 "timedout waiting for script {0} errors", itemId);
468 errors = m_scriptErrors[itemId];
469 if (errors == null)
470 {
471 errors = new ArrayList(1);
472 errors.Add("timedout waiting for errors");
473 }
474 break;
475 }
476 }
477 m_scriptErrors.Remove(itemId);
478 }
479 return errors;
480 }
481
482 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
483 private void StoreScriptErrors(UUID itemId, ArrayList errors)
484 {
485 lock (m_scriptErrors)
486 {
487 // If compilation/loading initiated via CreateScriptInstance(),
488 // it does not want the errors, so just get out
489 if (!m_scriptErrors.ContainsKey(itemId))
490 {
491 return;
492 }
493
494 // Initiated via CreateScriptInstanceEr(), if we know what the
495 // errors are, save them and wake CreateScriptInstanceEr().
496 if (errors != null)
497 {
498 m_scriptErrors[itemId] = errors;
499 System.Threading.Monitor.PulseAll(m_scriptErrors);
500 return;
501 }
502 }
503
504 // Initiated via CreateScriptInstanceEr() but we don't know what
505 // the errors are yet, so retrieve them from the script engine.
506 // This may involve some waiting internal to GetScriptErrors().
507 errors = GetScriptErrors(itemId);
508
509 // Get a default non-null value to indicate success.
510 if (errors == null)
511 {
512 errors = new ArrayList();
513 }
514
515 // Post to CreateScriptInstanceEr() and wake it up
516 lock (m_scriptErrors)
517 {
518 m_scriptErrors[itemId] = errors;
519 System.Threading.Monitor.PulseAll(m_scriptErrors);
520 }
521 }
522
523 // Like StoreScriptErrors(), but just posts a single string message
524 private void StoreScriptError(UUID itemId, string message)
525 {
526 ArrayList errors = new ArrayList(1);
527 errors.Add(message);
528 StoreScriptErrors(itemId, errors);
394 } 529 }
395 530
396 /// <summary> 531 /// <summary>
@@ -403,15 +538,7 @@ namespace OpenSim.Region.Framework.Scenes
403 /// </param> 538 /// </param>
404 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 539 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
405 { 540 {
406 bool scriptPresent = false; 541 if (m_items.ContainsKey(itemId))
407
408 lock (m_items)
409 {
410 if (m_items.ContainsKey(itemId))
411 scriptPresent = true;
412 }
413
414 if (scriptPresent)
415 { 542 {
416 if (!sceneObjectBeingDeleted) 543 if (!sceneObjectBeingDeleted)
417 m_part.RemoveScriptEvents(itemId); 544 m_part.RemoveScriptEvents(itemId);
@@ -437,11 +564,16 @@ namespace OpenSim.Region.Framework.Scenes
437 /// <returns></returns> 564 /// <returns></returns>
438 private bool InventoryContainsName(string name) 565 private bool InventoryContainsName(string name)
439 { 566 {
440 foreach (TaskInventoryItem item in Items.Values) 567 m_items.LockItemsForRead(true);
568 foreach (TaskInventoryItem item in m_items.Values)
441 { 569 {
442 if (item.Name == name) 570 if (item.Name == name)
571 {
572 m_items.LockItemsForRead(false);
443 return true; 573 return true;
574 }
444 } 575 }
576 m_items.LockItemsForRead(false);
445 return false; 577 return false;
446 } 578 }
447 579
@@ -483,13 +615,9 @@ namespace OpenSim.Region.Framework.Scenes
483 /// <param name="item"></param> 615 /// <param name="item"></param>
484 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 616 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
485 { 617 {
486 List<TaskInventoryItem> il; 618 m_items.LockItemsForRead(true);
487 619 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
488 lock (m_items) 620 m_items.LockItemsForRead(false);
489 {
490 il = new List<TaskInventoryItem>(m_items.Values);
491 }
492
493 foreach (TaskInventoryItem i in il) 621 foreach (TaskInventoryItem i in il)
494 { 622 {
495 if (i.Name == item.Name) 623 if (i.Name == item.Name)
@@ -527,15 +655,14 @@ namespace OpenSim.Region.Framework.Scenes
527 item.Name = name; 655 item.Name = name;
528 item.GroupID = m_part.GroupID; 656 item.GroupID = m_part.GroupID;
529 657
530 lock (m_items) 658 m_items.LockItemsForWrite(true);
531 { 659 m_items.Add(item.ItemID, item);
532 m_items.Add(item.ItemID, item); 660 m_items.LockItemsForWrite(false);
533
534 if (allowedDrop) 661 if (allowedDrop)
535 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 662 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
536 else 663 else
537 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 664 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
538 } 665
539 666
540 m_inventorySerial++; 667 m_inventorySerial++;
541 //m_inventorySerial += 2; 668 //m_inventorySerial += 2;
@@ -552,14 +679,13 @@ namespace OpenSim.Region.Framework.Scenes
552 /// <param name="items"></param> 679 /// <param name="items"></param>
553 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 680 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
554 { 681 {
555 lock (m_items) 682 m_items.LockItemsForWrite(true);
683 foreach (TaskInventoryItem item in items)
556 { 684 {
557 foreach (TaskInventoryItem item in items) 685 m_items.Add(item.ItemID, item);
558 { 686// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 m_items.Add(item.ItemID, item);
560// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 }
562 } 687 }
688 m_items.LockItemsForWrite(false);
563 689
564 m_inventorySerial++; 690 m_inventorySerial++;
565 } 691 }
@@ -572,10 +698,9 @@ namespace OpenSim.Region.Framework.Scenes
572 public TaskInventoryItem GetInventoryItem(UUID itemId) 698 public TaskInventoryItem GetInventoryItem(UUID itemId)
573 { 699 {
574 TaskInventoryItem item; 700 TaskInventoryItem item;
575 701 m_items.LockItemsForRead(true);
576 lock (m_items) 702 m_items.TryGetValue(itemId, out item);
577 m_items.TryGetValue(itemId, out item); 703 m_items.LockItemsForRead(false);
578
579 return item; 704 return item;
580 } 705 }
581 706
@@ -591,15 +716,16 @@ namespace OpenSim.Region.Framework.Scenes
591 { 716 {
592 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 717 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
593 718
594 lock (m_items) 719 m_items.LockItemsForRead(true);
720
721 foreach (TaskInventoryItem item in m_items.Values)
595 { 722 {
596 foreach (TaskInventoryItem item in m_items.Values) 723 if (item.Name == name)
597 { 724 items.Add(item);
598 if (item.Name == name)
599 items.Add(item);
600 }
601 } 725 }
602 726
727 m_items.LockItemsForRead(false);
728
603 return items; 729 return items;
604 } 730 }
605 731
@@ -616,45 +742,54 @@ namespace OpenSim.Region.Framework.Scenes
616 742
617 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 743 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
618 { 744 {
619 lock(m_items) 745 m_items.LockItemsForWrite(true);
746
747 if (m_items.ContainsKey(item.ItemID))
620 { 748 {
621 if (m_items.ContainsKey(item.ItemID)) 749 item.ParentID = m_part.UUID;
750 item.ParentPartID = m_part.UUID;
751 item.Flags = m_items[item.ItemID].Flags;
752
753 // If group permissions have been set on, check that the groupID is up to date in case it has
754 // changed since permissions were last set.
755 if (item.GroupPermissions != (uint)PermissionMask.None)
756 item.GroupID = m_part.GroupID;
757
758 if (item.AssetID == UUID.Zero)
622 { 759 {
623 if (m_items.ContainsKey(item.ItemID)) 760 item.AssetID = m_items[item.ItemID].AssetID;
624 { 761 }
625 item.ParentID = m_part.UUID; 762 else if ((InventoryType)item.Type == InventoryType.Notecard)
626 item.ParentPartID = m_part.UUID; 763 {
627 item.Flags = m_items[item.ItemID].Flags; 764 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
628 765
629 // If group permissions have been set on, check that the groupID is up to date in case it has 766 if (presence != null)
630 // changed since permissions were last set.
631 if (item.GroupPermissions != (uint)PermissionMask.None)
632 item.GroupID = m_part.GroupID;
633
634 if (item.AssetID == UUID.Zero)
635 {
636 item.AssetID = m_items[item.ItemID].AssetID;
637 }
638 m_items[item.ItemID] = item;
639 m_inventorySerial++;
640 if (fireScriptEvents)
641 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
642 HasInventoryChanged = true;
643 m_part.ParentGroup.HasGroupChanged = true;
644 return true;
645 }
646 else
647 { 767 {
648 m_log.ErrorFormat( 768 presence.ControllingClient.SendAgentAlertMessage(
649 "[PRIM INVENTORY]: " + 769 "Notecard saved", false);
650 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
651 item.ItemID, m_part.Name, m_part.UUID,
652 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
653 } 770 }
654
655 } 771 }
656 return false; 772
773 m_items[item.ItemID] = item;
774 m_inventorySerial++;
775 if (fireScriptEvents)
776 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
777 HasInventoryChanged = true;
778 m_part.ParentGroup.HasGroupChanged = true;
779 m_items.LockItemsForWrite(false);
780 return true;
657 } 781 }
782 else
783 {
784 m_log.ErrorFormat(
785 "[PRIM INVENTORY]: " +
786 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
787 item.ItemID, m_part.Name, m_part.UUID,
788 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
789 }
790 m_items.LockItemsForWrite(false);
791
792 return false;
658 } 793 }
659 794
660 /// <summary> 795 /// <summary>
@@ -665,52 +800,53 @@ namespace OpenSim.Region.Framework.Scenes
665 /// in this prim's inventory.</returns> 800 /// in this prim's inventory.</returns>
666 public int RemoveInventoryItem(UUID itemID) 801 public int RemoveInventoryItem(UUID itemID)
667 { 802 {
668 lock (m_items) 803 m_items.LockItemsForRead(true);
804
805 if (m_items.ContainsKey(itemID))
669 { 806 {
670 if (m_items.ContainsKey(itemID)) 807 int type = m_items[itemID].InvType;
808 m_items.LockItemsForRead(false);
809 if (type == 10) // Script
671 { 810 {
672 int type = m_items[itemID].InvType; 811 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
673 if (type == 10) // Script 812 }
674 { 813 m_items.LockItemsForWrite(true);
675 m_part.RemoveScriptEvents(itemID); 814 m_items.Remove(itemID);
676 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 815 m_items.LockItemsForWrite(false);
677 } 816 m_inventorySerial++;
678 m_items.Remove(itemID); 817 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679 m_inventorySerial++;
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true;
684 818
685 int scriptcount = 0; 819 HasInventoryChanged = true;
686 lock (m_items) 820 m_part.ParentGroup.HasGroupChanged = true;
687 {
688 foreach (TaskInventoryItem item in m_items.Values)
689 {
690 if (item.Type == 10)
691 {
692 scriptcount++;
693 }
694 }
695 }
696 821
697 if (scriptcount <= 0) 822 int scriptcount = 0;
823 m_items.LockItemsForRead(true);
824 foreach (TaskInventoryItem item in m_items.Values)
825 {
826 if (item.Type == 10)
698 { 827 {
699 m_part.RemFlag(PrimFlags.Scripted); 828 scriptcount++;
700 } 829 }
701
702 m_part.ScheduleFullUpdate();
703
704 return type;
705 } 830 }
706 else 831 m_items.LockItemsForRead(false);
832
833
834 if (scriptcount <= 0)
707 { 835 {
708 m_log.ErrorFormat( 836 m_part.RemFlag(PrimFlags.Scripted);
709 "[PRIM INVENTORY]: " +
710 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
711 itemID, m_part.Name, m_part.UUID,
712 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
713 } 837 }
838
839 m_part.ScheduleFullUpdate();
840
841 return type;
842 }
843 else
844 {
845 m_items.LockItemsForRead(false);
846 m_log.ErrorFormat(
847 "[PRIM INVENTORY]: " +
848 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
849 itemID, m_part.Name, m_part.UUID);
714 } 850 }
715 851
716 return -1; 852 return -1;
@@ -764,53 +900,54 @@ namespace OpenSim.Region.Framework.Scenes
764 // isn't available (such as drag from prim inventory to agent inventory) 900 // isn't available (such as drag from prim inventory to agent inventory)
765 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 901 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
766 902
767 lock (m_items) 903 m_items.LockItemsForRead(true);
904
905 foreach (TaskInventoryItem item in m_items.Values)
768 { 906 {
769 foreach (TaskInventoryItem item in m_items.Values) 907 UUID ownerID = item.OwnerID;
770 { 908 uint everyoneMask = 0;
771 UUID ownerID = item.OwnerID; 909 uint baseMask = item.BasePermissions;
772 uint everyoneMask = 0; 910 uint ownerMask = item.CurrentPermissions;
773 uint baseMask = item.BasePermissions; 911 uint groupMask = item.GroupPermissions;
774 uint ownerMask = item.CurrentPermissions;
775 uint groupMask = item.GroupPermissions;
776 912
777 invString.AddItemStart(); 913 invString.AddItemStart();
778 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 914 invString.AddNameValueLine("item_id", item.ItemID.ToString());
779 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 915 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
780 916
781 invString.AddPermissionsStart(); 917 invString.AddPermissionsStart();
782 918
783 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 919 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
784 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 920 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
785 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 921 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
786 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 922 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
787 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 923 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
788 924
789 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 925 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
790 invString.AddNameValueLine("owner_id", ownerID.ToString()); 926 invString.AddNameValueLine("owner_id", ownerID.ToString());
791 927
792 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 928 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
793 929
794 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 930 invString.AddNameValueLine("group_id", item.GroupID.ToString());
795 invString.AddSectionEnd(); 931 invString.AddSectionEnd();
796 932
797 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 933 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
798 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 934 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
799 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 935 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
800 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 936 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
801 937
802 invString.AddSaleStart(); 938 invString.AddSaleStart();
803 invString.AddNameValueLine("sale_type", "not"); 939 invString.AddNameValueLine("sale_type", "not");
804 invString.AddNameValueLine("sale_price", "0"); 940 invString.AddNameValueLine("sale_price", "0");
805 invString.AddSectionEnd(); 941 invString.AddSectionEnd();
806 942
807 invString.AddNameValueLine("name", item.Name + "|"); 943 invString.AddNameValueLine("name", item.Name + "|");
808 invString.AddNameValueLine("desc", item.Description + "|"); 944 invString.AddNameValueLine("desc", item.Description + "|");
809 945
810 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 946 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
811 invString.AddSectionEnd(); 947 invString.AddSectionEnd();
812 }
813 } 948 }
949 int count = m_items.Count;
950 m_items.LockItemsForRead(false);
814 951
815 fileData = Utils.StringToBytes(invString.BuildString); 952 fileData = Utils.StringToBytes(invString.BuildString);
816 953
@@ -831,10 +968,9 @@ namespace OpenSim.Region.Framework.Scenes
831 { 968 {
832 if (HasInventoryChanged) 969 if (HasInventoryChanged)
833 { 970 {
834 lock (Items) 971 Items.LockItemsForRead(true);
835 { 972 datastore.StorePrimInventory(m_part.UUID, Items.Values);
836 datastore.StorePrimInventory(m_part.UUID, Items.Values); 973 Items.LockItemsForRead(false);
837 }
838 974
839 HasInventoryChanged = false; 975 HasInventoryChanged = false;
840 } 976 }
@@ -903,89 +1039,75 @@ namespace OpenSim.Region.Framework.Scenes
903 { 1039 {
904 uint mask=0x7fffffff; 1040 uint mask=0x7fffffff;
905 1041
906 lock (m_items) 1042 foreach (TaskInventoryItem item in m_items.Values)
907 { 1043 {
908 foreach (TaskInventoryItem item in m_items.Values) 1044 if (item.InvType != (int)InventoryType.Object)
909 { 1045 {
910 if (item.InvType != (int)InventoryType.Object) 1046 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
911 { 1047 mask &= ~((uint)PermissionMask.Copy >> 13);
912 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1048 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
913 mask &= ~((uint)PermissionMask.Copy >> 13); 1049 mask &= ~((uint)PermissionMask.Transfer >> 13);
914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1050 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
915 mask &= ~((uint)PermissionMask.Transfer >> 13); 1051 mask &= ~((uint)PermissionMask.Modify >> 13);
916 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
917 mask &= ~((uint)PermissionMask.Modify >> 13);
918 }
919 else
920 {
921 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
922 mask &= ~((uint)PermissionMask.Copy >> 13);
923 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
924 mask &= ~((uint)PermissionMask.Transfer >> 13);
925 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
926 mask &= ~((uint)PermissionMask.Modify >> 13);
927 }
928
929 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
930 mask &= ~(uint)PermissionMask.Copy;
931 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
932 mask &= ~(uint)PermissionMask.Transfer;
933 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
934 mask &= ~(uint)PermissionMask.Modify;
935 } 1052 }
1053 else
1054 {
1055 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1056 mask &= ~((uint)PermissionMask.Copy >> 13);
1057 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1058 mask &= ~((uint)PermissionMask.Transfer >> 13);
1059 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1060 mask &= ~((uint)PermissionMask.Modify >> 13);
1061 }
1062
1063 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1064 mask &= ~(uint)PermissionMask.Copy;
1065 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1066 mask &= ~(uint)PermissionMask.Transfer;
1067 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1068 mask &= ~(uint)PermissionMask.Modify;
936 } 1069 }
937
938 return mask; 1070 return mask;
939 } 1071 }
940 1072
941 public void ApplyNextOwnerPermissions() 1073 public void ApplyNextOwnerPermissions()
942 { 1074 {
943 lock (m_items) 1075 foreach (TaskInventoryItem item in m_items.Values)
944 { 1076 {
945 foreach (TaskInventoryItem item in m_items.Values) 1077 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
946 { 1078 {
947 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1079 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
948 { 1080 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
949 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1081 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
950 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
951 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1083 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
952 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1084 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
953 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
954 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
955 }
956 item.CurrentPermissions &= item.NextPermissions;
957 item.BasePermissions &= item.NextPermissions;
958 item.EveryonePermissions &= item.NextPermissions;
959 item.OwnerChanged = true;
960 } 1085 }
1086 item.OwnerChanged = true;
1087 item.CurrentPermissions &= item.NextPermissions;
1088 item.BasePermissions &= item.NextPermissions;
1089 item.EveryonePermissions &= item.NextPermissions;
961 } 1090 }
962 } 1091 }
963 1092
964 public void ApplyGodPermissions(uint perms) 1093 public void ApplyGodPermissions(uint perms)
965 { 1094 {
966 lock (m_items) 1095 foreach (TaskInventoryItem item in m_items.Values)
967 { 1096 {
968 foreach (TaskInventoryItem item in m_items.Values) 1097 item.CurrentPermissions = perms;
969 { 1098 item.BasePermissions = perms;
970 item.CurrentPermissions = perms;
971 item.BasePermissions = perms;
972 }
973 } 1099 }
974 } 1100 }
975 1101
976 public bool ContainsScripts() 1102 public bool ContainsScripts()
977 { 1103 {
978 lock (m_items) 1104 foreach (TaskInventoryItem item in m_items.Values)
979 { 1105 {
980 foreach (TaskInventoryItem item in m_items.Values) 1106 if (item.InvType == (int)InventoryType.LSL)
981 { 1107 {
982 if (item.InvType == (int)InventoryType.LSL) 1108 return true;
983 {
984 return true;
985 }
986 } 1109 }
987 } 1110 }
988
989 return false; 1111 return false;
990 } 1112 }
991 1113
@@ -993,46 +1115,52 @@ namespace OpenSim.Region.Framework.Scenes
993 { 1115 {
994 List<UUID> ret = new List<UUID>(); 1116 List<UUID> ret = new List<UUID>();
995 1117
996 lock (m_items) 1118 foreach (TaskInventoryItem item in m_items.Values)
997 { 1119 ret.Add(item.ItemID);
998 foreach (TaskInventoryItem item in m_items.Values)
999 ret.Add(item.ItemID);
1000 }
1001 1120
1002 return ret; 1121 return ret;
1003 } 1122 }
1004 1123
1005 public Dictionary<UUID, string> GetScriptStates() 1124 public Dictionary<UUID, string> GetScriptStates()
1006 { 1125 {
1126 return GetScriptStates(false);
1127 }
1128
1129 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1130 {
1007 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1131 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1008 1132
1009 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1133 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1010 if (engines == null) // No engine at all 1134 if (engines == null) // No engine at all
1011 return ret; 1135 return ret;
1012 1136
1013 lock (m_items) 1137 foreach (TaskInventoryItem item in m_items.Values)
1014 { 1138 {
1015 foreach (TaskInventoryItem item in m_items.Values) 1139 if (item.InvType == (int)InventoryType.LSL)
1016 { 1140 {
1017 if (item.InvType == (int)InventoryType.LSL) 1141 foreach (IScriptModule e in engines)
1018 { 1142 {
1019 foreach (IScriptModule e in engines) 1143 if (e != null)
1020 { 1144 {
1021 if (e != null) 1145 string n = e.GetXMLState(item.ItemID);
1146 if (n != String.Empty)
1022 { 1147 {
1023 string n = e.GetXMLState(item.ItemID); 1148 if (oldIDs)
1024 if (n != String.Empty) 1149 {
1150 if (!ret.ContainsKey(item.OldItemID))
1151 ret[item.OldItemID] = n;
1152 }
1153 else
1025 { 1154 {
1026 if (!ret.ContainsKey(item.ItemID)) 1155 if (!ret.ContainsKey(item.ItemID))
1027 ret[item.ItemID] = n; 1156 ret[item.ItemID] = n;
1028 break;
1029 } 1157 }
1158 break;
1030 } 1159 }
1031 } 1160 }
1032 } 1161 }
1033 } 1162 }
1034 } 1163 }
1035
1036 return ret; 1164 return ret;
1037 } 1165 }
1038 1166
@@ -1042,25 +1170,27 @@ namespace OpenSim.Region.Framework.Scenes
1042 if (engines == null) 1170 if (engines == null)
1043 return; 1171 return;
1044 1172
1045 lock (m_items) 1173
1174 Items.LockItemsForRead(true);
1175
1176 foreach (TaskInventoryItem item in m_items.Values)
1046 { 1177 {
1047 foreach (TaskInventoryItem item in m_items.Values) 1178 if (item.InvType == (int)InventoryType.LSL)
1048 { 1179 {
1049 if (item.InvType == (int)InventoryType.LSL) 1180 foreach (IScriptModule engine in engines)
1050 { 1181 {
1051 foreach (IScriptModule engine in engines) 1182 if (engine != null)
1052 { 1183 {
1053 if (engine != null) 1184 if (item.OwnerChanged)
1054 { 1185 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1055 if (item.OwnerChanged) 1186 item.OwnerChanged = false;
1056 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1187 engine.ResumeScript(item.ItemID);
1057 item.OwnerChanged = false;
1058 engine.ResumeScript(item.ItemID);
1059 }
1060 } 1188 }
1061 } 1189 }
1062 } 1190 }
1063 } 1191 }
1192
1193 Items.LockItemsForRead(false);
1064 } 1194 }
1065 } 1195 }
1066} 1196}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1e8ce22..efe3365 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
@@ -668,7 +721,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 721 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 722 m_animator = new ScenePresenceAnimator(this);
670 } 723 }
671 724
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 725 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 726 {
674 m_rootRegionHandle = reginfo.RegionHandle; 727 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +753,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 753 m_reprioritization_timer.AutoReset = false;
701 754
702 AdjustKnownSeeds(); 755 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 756 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 757 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 758 // 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) 759 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 760 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 761 RegisterToEvents();
762 if (m_controllingClient != null)
763 {
764 m_controllingClient.ProcessPendingPackets();
765 }
713 SetDirectionVectors(); 766 SetDirectionVectors();
714 } 767 }
715 768
@@ -759,25 +812,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 812 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 813 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 814 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 815 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 816 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 817 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
818 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
819 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 820 }
766 821
767 private Vector3[] GetWalkDirectionVectors() 822 private Vector3[] GetWalkDirectionVectors()
768 { 823 {
769 Vector3[] vector = new Vector3[9]; 824 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 825 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 826 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 827 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 828 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 829 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 830 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 831 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 832 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 833 vector[8] = Vector3.UnitY; //LEFT_NUDGE
834 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
835 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 836 return vector;
780 } 837 }
838
839 private bool[] GetDirectionIsNudge()
840 {
841 bool[] isNudge = new bool[11];
842 isNudge[0] = false; //FORWARD
843 isNudge[1] = false; //BACK
844 isNudge[2] = false; //LEFT
845 isNudge[3] = false; //RIGHT
846 isNudge[4] = false; //UP
847 isNudge[5] = false; //DOWN
848 isNudge[6] = true; //FORWARD_NUDGE
849 isNudge[7] = true; //BACK_NUDGE
850 isNudge[8] = true; //LEFT_NUDGE
851 isNudge[9] = true; //RIGHT_NUDGE
852 isNudge[10] = true; //DOWN_Nudge
853 return isNudge;
854 }
855
781 856
782 #endregion 857 #endregion
783 858
@@ -820,7 +895,6 @@ namespace OpenSim.Region.Framework.Scenes
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 895 m_grouptitle = gm.GetGroupTitle(m_uuid);
821 896
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 897 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
823
824 m_scene.SetRootAgentScene(m_uuid); 898 m_scene.SetRootAgentScene(m_uuid);
825 899
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 900 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -839,6 +913,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 914 }
841 915
916 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
917 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
918 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
919 if (KnownChildRegionHandles.Count == 0)
920 {
921 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
922 if (land != null)
923 {
924 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
925 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)
926 {
927 pos = land.LandData.UserLocation;
928 }
929 }
930 }
931
932 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
933 {
934 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
935
936 if (pos.X < 0)
937 {
938 emergencyPos.X = (int)Constants.RegionSize + pos.X;
939 if (!(pos.Y < 0))
940 emergencyPos.Y = pos.Y;
941 if (!(pos.Z < 0))
942 emergencyPos.Z = pos.Z;
943 }
944 if (pos.Y < 0)
945 {
946 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
947 if (!(pos.X < 0))
948 emergencyPos.X = pos.X;
949 if (!(pos.Z < 0))
950 emergencyPos.Z = pos.Z;
951 }
952 if (pos.Z < 0)
953 {
954 emergencyPos.Z = 128;
955 if (!(pos.Y < 0))
956 emergencyPos.Y = pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 }
960 }
961
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 962 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 963 {
844 m_log.WarnFormat( 964 m_log.WarnFormat(
@@ -971,9 +1091,10 @@ namespace OpenSim.Region.Framework.Scenes
971 public void Teleport(Vector3 pos) 1091 public void Teleport(Vector3 pos)
972 { 1092 {
973 bool isFlying = false; 1093 bool isFlying = false;
1094
974 if (m_physicsActor != null) 1095 if (m_physicsActor != null)
975 isFlying = m_physicsActor.Flying; 1096 isFlying = m_physicsActor.Flying;
976 1097
977 RemoveFromPhysicalScene(); 1098 RemoveFromPhysicalScene();
978 Velocity = Vector3.Zero; 1099 Velocity = Vector3.Zero;
979 AbsolutePosition = pos; 1100 AbsolutePosition = pos;
@@ -985,6 +1106,7 @@ namespace OpenSim.Region.Framework.Scenes
985 } 1106 }
986 1107
987 SendTerseUpdateToAllClients(); 1108 SendTerseUpdateToAllClients();
1109
988 } 1110 }
989 1111
990 public void TeleportWithMomentum(Vector3 pos) 1112 public void TeleportWithMomentum(Vector3 pos)
@@ -1098,7 +1220,6 @@ namespace OpenSim.Region.Framework.Scenes
1098 pos.Z = ground + 1.5f; 1220 pos.Z = ground + 1.5f;
1099 AbsolutePosition = pos; 1221 AbsolutePosition = pos;
1100 } 1222 }
1101
1102 m_isChildAgent = false; 1223 m_isChildAgent = false;
1103 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1224 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1104 MakeRootAgent(AbsolutePosition, m_flying); 1225 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1197,6 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes
1197 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1318 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1198 1319
1199 m_pos = m_LastFinitePos; 1320 m_pos = m_LastFinitePos;
1321
1200 if (!m_pos.IsFinite()) 1322 if (!m_pos.IsFinite())
1201 { 1323 {
1202 m_pos.X = 127f; 1324 m_pos.X = 127f;
@@ -1263,7 +1385,6 @@ namespace OpenSim.Region.Framework.Scenes
1263 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1385 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1264 } 1386 }
1265 } 1387 }
1266
1267 lock (scriptedcontrols) 1388 lock (scriptedcontrols)
1268 { 1389 {
1269 if (scriptedcontrols.Count > 0) 1390 if (scriptedcontrols.Count > 0)
@@ -1278,6 +1399,9 @@ namespace OpenSim.Region.Framework.Scenes
1278 1399
1279 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1400 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1280 { 1401 {
1402 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1403 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1404
1281 // TODO: This doesn't prevent the user from walking yet. 1405 // TODO: This doesn't prevent the user from walking yet.
1282 // Setting parent ID would fix this, if we knew what value 1406 // Setting parent ID would fix this, if we knew what value
1283 // to use. Or we could add a m_isSitting variable. 1407 // to use. Or we could add a m_isSitting variable.
@@ -1332,6 +1456,11 @@ namespace OpenSim.Region.Framework.Scenes
1332 update_rotation = true; 1456 update_rotation = true;
1333 } 1457 }
1334 1458
1459 //guilty until proven innocent..
1460 bool Nudging = true;
1461 //Basically, if there is at least one non-nudge control then we don't need
1462 //to worry about stopping the avatar
1463
1335 if (m_parentID == 0) 1464 if (m_parentID == 0)
1336 { 1465 {
1337 bool bAllowUpdateMoveToPosition = false; 1466 bool bAllowUpdateMoveToPosition = false;
@@ -1346,9 +1475,12 @@ namespace OpenSim.Region.Framework.Scenes
1346 else 1475 else
1347 dirVectors = Dir_Vectors; 1476 dirVectors = Dir_Vectors;
1348 1477
1349 // The fact that m_movementflag is a byte needs to be fixed 1478 bool[] isNudge = GetDirectionIsNudge();
1350 // it really should be a uint 1479
1351 uint nudgehack = 250; 1480
1481
1482
1483
1352 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1484 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1353 { 1485 {
1354 if (((uint)flags & (uint)DCF) != 0) 1486 if (((uint)flags & (uint)DCF) != 0)
@@ -1358,40 +1490,28 @@ namespace OpenSim.Region.Framework.Scenes
1358 try 1490 try
1359 { 1491 {
1360 agent_control_v3 += dirVectors[i]; 1492 agent_control_v3 += dirVectors[i];
1361 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1493 if (isNudge[i] == false)
1494 {
1495 Nudging = false;
1496 }
1362 } 1497 }
1363 catch (IndexOutOfRangeException) 1498 catch (IndexOutOfRangeException)
1364 { 1499 {
1365 // Why did I get this? 1500 // Why did I get this?
1366 } 1501 }
1367 1502
1368 if ((m_movementflag & (byte)(uint)DCF) == 0) 1503 if ((m_movementflag & (uint)DCF) == 0)
1369 { 1504 {
1370 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1371 {
1372 m_movementflag |= (byte)nudgehack;
1373 }
1374 m_movementflag += (byte)(uint)DCF; 1505 m_movementflag += (byte)(uint)DCF;
1375 update_movementflag = true; 1506 update_movementflag = true;
1376 } 1507 }
1377 } 1508 }
1378 else 1509 else
1379 { 1510 {
1380 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1511 if ((m_movementflag & (uint)DCF) != 0)
1381 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1382 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1383 ) // This or is for Nudge forward
1384 { 1512 {
1385 m_movementflag -= ((byte)(uint)DCF); 1513 m_movementflag -= (byte)(uint)DCF;
1386
1387 update_movementflag = true; 1514 update_movementflag = true;
1388 /*
1389 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1390 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1391 {
1392 m_log.Debug("Removed Hack flag");
1393 }
1394 */
1395 } 1515 }
1396 else 1516 else
1397 { 1517 {
@@ -1400,7 +1520,6 @@ namespace OpenSim.Region.Framework.Scenes
1400 } 1520 }
1401 i++; 1521 i++;
1402 } 1522 }
1403
1404 //Paupaw:Do Proper PID for Autopilot here 1523 //Paupaw:Do Proper PID for Autopilot here
1405 if (bResetMoveToPosition) 1524 if (bResetMoveToPosition)
1406 { 1525 {
@@ -1435,6 +1554,9 @@ namespace OpenSim.Region.Framework.Scenes
1435 // Ignore z component of vector 1554 // Ignore z component of vector
1436 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1555 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1437 LocalVectorToTarget2D.Normalize(); 1556 LocalVectorToTarget2D.Normalize();
1557
1558 //We're not nudging
1559 Nudging = false;
1438 agent_control_v3 += LocalVectorToTarget2D; 1560 agent_control_v3 += LocalVectorToTarget2D;
1439 1561
1440 // update avatar movement flags. the avatar coordinate system is as follows: 1562 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1523,13 +1645,13 @@ namespace OpenSim.Region.Framework.Scenes
1523 // m_log.DebugFormat( 1645 // m_log.DebugFormat(
1524 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1646 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1525 1647
1526 AddNewMovement(agent_control_v3, q); 1648 AddNewMovement(agent_control_v3, q, Nudging);
1527 1649
1528 1650
1529 } 1651 }
1530 } 1652 }
1531 1653
1532 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1654 if (update_movementflag && !SitGround)
1533 Animator.UpdateMovementAnimations(); 1655 Animator.UpdateMovementAnimations();
1534 1656
1535 m_scene.EventManager.TriggerOnClientMovement(this); 1657 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1544,7 +1666,6 @@ namespace OpenSim.Region.Framework.Scenes
1544 m_sitAtAutoTarget = false; 1666 m_sitAtAutoTarget = false;
1545 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1667 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1546 //proxy.PCode = (byte)PCode.ParticleSystem; 1668 //proxy.PCode = (byte)PCode.ParticleSystem;
1547
1548 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1669 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1549 proxyObjectGroup.AttachToScene(m_scene); 1670 proxyObjectGroup.AttachToScene(m_scene);
1550 1671
@@ -1586,7 +1707,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 1707 }
1587 m_moveToPositionInProgress = true; 1708 m_moveToPositionInProgress = true;
1588 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1709 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1589 } 1710 }
1590 catch (Exception ex) 1711 catch (Exception ex)
1591 { 1712 {
1592 //Why did I get this error? 1713 //Why did I get this error?
@@ -1608,7 +1729,7 @@ namespace OpenSim.Region.Framework.Scenes
1608 Velocity = Vector3.Zero; 1729 Velocity = Vector3.Zero;
1609 SendFullUpdateToAllClients(); 1730 SendFullUpdateToAllClients();
1610 1731
1611 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1732 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1612 } 1733 }
1613 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1734 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1614 m_requestedSitTargetUUID = UUID.Zero; 1735 m_requestedSitTargetUUID = UUID.Zero;
@@ -1645,50 +1766,84 @@ namespace OpenSim.Region.Framework.Scenes
1645 1766
1646 if (m_parentID != 0) 1767 if (m_parentID != 0)
1647 { 1768 {
1648 m_log.Debug("StandupCode Executed"); 1769 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1649 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1650 if (part != null) 1770 if (part != null)
1651 { 1771 {
1772 part.TaskInventory.LockItemsForRead(true);
1652 TaskInventoryDictionary taskIDict = part.TaskInventory; 1773 TaskInventoryDictionary taskIDict = part.TaskInventory;
1653 if (taskIDict != null) 1774 if (taskIDict != null)
1654 { 1775 {
1655 lock (taskIDict) 1776 foreach (UUID taskID in taskIDict.Keys)
1656 { 1777 {
1657 foreach (UUID taskID in taskIDict.Keys) 1778 UnRegisterControlEventsToScript(LocalId, taskID);
1658 { 1779 taskIDict[taskID].PermsMask &= ~(
1659 UnRegisterControlEventsToScript(LocalId, taskID); 1780 2048 | //PERMISSION_CONTROL_CAMERA
1660 taskIDict[taskID].PermsMask &= ~( 1781 4); // PERMISSION_TAKE_CONTROLS
1661 2048 | //PERMISSION_CONTROL_CAMERA
1662 4); // PERMISSION_TAKE_CONTROLS
1663 }
1664 } 1782 }
1665
1666 } 1783 }
1784 part.TaskInventory.LockItemsForRead(false);
1667 // Reset sit target. 1785 // Reset sit target.
1668 if (part.GetAvatarOnSitTarget() == UUID) 1786 if (part.GetAvatarOnSitTarget() == UUID)
1669 part.SetAvatarOnSitTarget(UUID.Zero); 1787 part.SetAvatarOnSitTarget(UUID.Zero);
1670
1671 m_parentPosition = part.GetWorldPosition(); 1788 m_parentPosition = part.GetWorldPosition();
1672 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1789 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1673 } 1790 }
1791 // part.GetWorldRotation() is the rotation of the object being sat on
1792 // Rotation is the sittiing Av's rotation
1793
1794 Quaternion partRot;
1795// if (part.LinkNum == 1)
1796// { // Root prim of linkset
1797// partRot = part.ParentGroup.RootPart.RotationOffset;
1798// }
1799// else
1800// { // single or child prim
1801
1802// }
1803 if (part == null) //CW: Part may be gone. llDie() for example.
1804 {
1805 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1806 }
1807 else
1808 {
1809 partRot = part.GetWorldRotation();
1810 }
1811
1812 Quaternion partIRot = Quaternion.Inverse(partRot);
1674 1813
1814 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1815 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1816
1817
1675 if (m_physicsActor == null) 1818 if (m_physicsActor == null)
1676 { 1819 {
1677 AddToPhysicalScene(false); 1820 AddToPhysicalScene(false);
1678 } 1821 }
1679 1822 //CW: If the part isn't null then we can set the current position
1680 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1823 if (part != null)
1681 m_parentPosition = Vector3.Zero; 1824 {
1682 1825 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1683 m_parentID = 0; 1826 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1827 part.IsOccupied = false;
1828 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1829 }
1830 else
1831 {
1832 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1833 AbsolutePosition = m_lastWorldPosition;
1834 }
1835
1836 m_parentPosition = Vector3.Zero;
1837 m_parentID = 0;
1838 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1684 SendFullUpdateToAllClients(); 1839 SendFullUpdateToAllClients();
1685 m_requestedSitTargetID = 0; 1840 m_requestedSitTargetID = 0;
1841
1686 if ((m_physicsActor != null) && (m_avHeight > 0)) 1842 if ((m_physicsActor != null) && (m_avHeight > 0))
1687 { 1843 {
1688 SetHeight(m_avHeight); 1844 SetHeight(m_avHeight);
1689 } 1845 }
1690 } 1846 }
1691
1692 Animator.TrySetMovementAnimation("STAND"); 1847 Animator.TrySetMovementAnimation("STAND");
1693 } 1848 }
1694 1849
@@ -1719,13 +1874,9 @@ namespace OpenSim.Region.Framework.Scenes
1719 Vector3 avSitOffSet = part.SitTargetPosition; 1874 Vector3 avSitOffSet = part.SitTargetPosition;
1720 Quaternion avSitOrientation = part.SitTargetOrientation; 1875 Quaternion avSitOrientation = part.SitTargetOrientation;
1721 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1876 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1722 1877 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1723 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1878 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1724 bool SitTargetisSet = 1879 if (SitTargetisSet && !SitTargetOccupied)
1725 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1726 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1727
1728 if (SitTargetisSet && SitTargetUnOccupied)
1729 { 1880 {
1730 //switch the target to this prim 1881 //switch the target to this prim
1731 return part; 1882 return part;
@@ -1739,84 +1890,156 @@ namespace OpenSim.Region.Framework.Scenes
1739 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1890 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1740 { 1891 {
1741 bool autopilot = true; 1892 bool autopilot = true;
1893 Vector3 autopilotTarget = new Vector3();
1894 Quaternion sitOrientation = Quaternion.Identity;
1742 Vector3 pos = new Vector3(); 1895 Vector3 pos = new Vector3();
1743 Quaternion sitOrientation = pSitOrientation;
1744 Vector3 cameraEyeOffset = Vector3.Zero; 1896 Vector3 cameraEyeOffset = Vector3.Zero;
1745 Vector3 cameraAtOffset = Vector3.Zero; 1897 Vector3 cameraAtOffset = Vector3.Zero;
1746 bool forceMouselook = false; 1898 bool forceMouselook = false;
1747 1899
1748 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1900 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1749 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1901 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1750 if (part != null) 1902 if (part == null) return;
1751 { 1903
1752 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1904 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1753 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1905 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1754 1906
1755 // Is a sit target available? 1907 // part is the prim to sit on
1756 Vector3 avSitOffSet = part.SitTargetPosition; 1908 // offset is the world-ref vector distance from that prim center to the click-spot
1757 Quaternion avSitOrientation = part.SitTargetOrientation; 1909 // UUID is the UUID of the Avatar doing the clicking
1758 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1910
1759 1911 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1760 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1912
1761 bool SitTargetisSet = 1913 // Is a sit target available?
1762 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1914 Vector3 avSitOffSet = part.SitTargetPosition;
1763 ( 1915 Quaternion avSitOrientation = part.SitTargetOrientation;
1764 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1916
1765 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1917 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1766 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1918 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1767 ) 1919 Quaternion partRot;
1768 )); 1920// if (part.LinkNum == 1)
1769 1921// { // Root prim of linkset
1770 if (SitTargetisSet && SitTargetUnOccupied) 1922// partRot = part.ParentGroup.RootPart.RotationOffset;
1771 { 1923// }
1772 part.SetAvatarOnSitTarget(UUID); 1924// else
1773 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1925// { // single or child prim
1774 sitOrientation = avSitOrientation; 1926 partRot = part.GetWorldRotation();
1775 autopilot = false; 1927// }
1776 } 1928 Quaternion partIRot = Quaternion.Inverse(partRot);
1777 1929//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1778 pos = part.AbsolutePosition + offset; 1930 // Sit analysis rewritten by KF 091125
1779 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1931 if (SitTargetisSet) // scipted sit
1780 //{ 1932 {
1781 // offset = pos; 1933 if (!part.IsOccupied)
1782 //autopilot = false; 1934 {
1783 //} 1935//Console.WriteLine("Scripted, unoccupied");
1784 if (m_physicsActor != null) 1936 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1785 { 1937 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1786 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1938 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1787 // We can remove the physicsActor until they stand up. 1939 OffsetRotation = avSitOrientation;
1788 m_sitAvatarHeight = m_physicsActor.Size.Z; 1940 autopilot = false; // Jump direct to scripted llSitPos()
1789 1941 }
1790 if (autopilot) 1942 else
1791 { 1943 {
1792 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1944//Console.WriteLine("Scripted, occupied");
1793 { 1945 return;
1794 autopilot = false; 1946 }
1947 }
1948 else // Not Scripted
1949 {
1950 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1951 {
1952 // large prim & offset, ignore if other Avs sitting
1953// offset.Z -= 0.05f;
1954 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1955 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1956
1957//Console.WriteLine(" offset ={0}", offset);
1958//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1959//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1960
1961 }
1962 else // small offset
1963 {
1964//Console.WriteLine("Small offset");
1965 if (!part.IsOccupied)
1966 {
1967 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1968 autopilotTarget = part.AbsolutePosition;
1969//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1970 }
1971 else return; // occupied small
1972 } // end large/small
1973 } // end Scripted/not
1974 cameraAtOffset = part.GetCameraAtOffset();
1975 cameraEyeOffset = part.GetCameraEyeOffset();
1976 forceMouselook = part.GetForceMouselook();
1977 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1978 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1795 1979
1796 RemoveFromPhysicalScene(); 1980 if (m_physicsActor != null)
1797 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1981 {
1798 } 1982 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1799 } 1983 // We can remove the physicsActor until they stand up.
1800 else 1984 m_sitAvatarHeight = m_physicsActor.Size.Z;
1985 if (autopilot)
1986 { // its not a scripted sit
1987// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1988 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1801 { 1989 {
1990 autopilot = false; // close enough
1991 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1992 Not using the part's position because returning the AV to the last known standing
1993 position is likely to be more friendly, isn't it? */
1802 RemoveFromPhysicalScene(); 1994 RemoveFromPhysicalScene();
1803 } 1995 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1996 } // else the autopilot will get us close
1997 }
1998 else
1999 { // its a scripted sit
2000 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2001 I *am* using the part's position this time because we have no real idea how far away
2002 the avatar is from the sit target. */
2003 RemoveFromPhysicalScene();
1804 } 2004 }
1805
1806 cameraAtOffset = part.GetCameraAtOffset();
1807 cameraEyeOffset = part.GetCameraEyeOffset();
1808 forceMouselook = part.GetForceMouselook();
1809 } 2005 }
1810 2006 else return; // physactor is null!
1811 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2007
1812 m_requestedSitTargetUUID = targetID; 2008 Vector3 offsetr; // = offset * partIRot;
2009 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2010 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2011 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2012 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2013 offsetr = offset * partIRot;
2014//
2015 // else
2016 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2017 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2018 // (offset * partRot);
2019 // }
2020
2021//Console.WriteLine(" ");
2022//Console.WriteLine("link number ={0}", part.LinkNum);
2023//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2024//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2025//Console.WriteLine("Click offst ={0}", offset);
2026//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2027//Console.WriteLine("offsetr ={0}", offsetr);
2028//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2030
2031 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2032 ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2033
2034 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1813 // This calls HandleAgentSit twice, once from here, and the client calls 2035 // This calls HandleAgentSit twice, once from here, and the client calls
1814 // HandleAgentSit itself after it gets to the location 2036 // HandleAgentSit itself after it gets to the location
1815 // It doesn't get to the location until we've moved them there though 2037 // It doesn't get to the location until we've moved them there though
1816 // which happens in HandleAgentSit :P 2038 // which happens in HandleAgentSit :P
1817 m_autopilotMoving = autopilot; 2039 m_autopilotMoving = autopilot;
1818 m_autoPilotTarget = pos; 2040 m_autoPilotTarget = autopilotTarget;
1819 m_sitAtAutoTarget = autopilot; 2041 m_sitAtAutoTarget = autopilot;
2042 m_initialSitTarget = autopilotTarget;
1820 if (!autopilot) 2043 if (!autopilot)
1821 HandleAgentSit(remoteClient, UUID); 2044 HandleAgentSit(remoteClient, UUID);
1822 } 2045 }
@@ -2111,47 +2334,122 @@ namespace OpenSim.Region.Framework.Scenes
2111 { 2334 {
2112 if (part != null) 2335 if (part != null)
2113 { 2336 {
2337//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2114 if (part.GetAvatarOnSitTarget() == UUID) 2338 if (part.GetAvatarOnSitTarget() == UUID)
2115 { 2339 {
2340//Console.WriteLine("Scripted Sit");
2341 // Scripted sit
2116 Vector3 sitTargetPos = part.SitTargetPosition; 2342 Vector3 sitTargetPos = part.SitTargetPosition;
2117 Quaternion sitTargetOrient = part.SitTargetOrientation; 2343 Quaternion sitTargetOrient = part.SitTargetOrientation;
2118
2119 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2120 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2121
2122 //Quaternion result = (sitTargetOrient * vq) * nq;
2123
2124 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2344 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2125 m_pos += SIT_TARGET_ADJUSTMENT; 2345 m_pos += SIT_TARGET_ADJUSTMENT;
2126 m_bodyRot = sitTargetOrient; 2346 m_bodyRot = sitTargetOrient;
2127 //Rotation = sitTargetOrient;
2128 m_parentPosition = part.AbsolutePosition; 2347 m_parentPosition = part.AbsolutePosition;
2129 2348 part.IsOccupied = true;
2130 //SendTerseUpdateToAllClients(); 2349 part.ParentGroup.AddAvatar(agentID);
2350Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2131 } 2351 }
2132 else 2352 else
2133 { 2353 {
2134 m_pos -= part.AbsolutePosition; 2354 // if m_avUnscriptedSitPos is zero then Av sits above center
2355 // Else Av sits at m_avUnscriptedSitPos
2356
2357 // Non-scripted sit by Kitto Flora 21Nov09
2358 // Calculate angle of line from prim to Av
2359 Quaternion partIRot;
2360// if (part.LinkNum == 1)
2361// { // Root prim of linkset
2362// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2363// }
2364// else
2365// { // single or child prim
2366 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2367// }
2368 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2369 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2370 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2371 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2372 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2373 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2374 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2375 // Av sits at world euler <0,0, z>, translated by part rotation
2376 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2377
2135 m_parentPosition = part.AbsolutePosition; 2378 m_parentPosition = part.AbsolutePosition;
2136 } 2379 part.IsOccupied = true;
2380 part.ParentGroup.AddAvatar(agentID);
2381 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2382 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2383 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2384 m_avUnscriptedSitPos; // adds click offset, if any
2385 //Set up raytrace to find top surface of prim
2386 Vector3 size = part.Scale;
2387 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2388 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2389 Vector3 down = new Vector3(0f, 0f, -1f);
2390//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2391 m_scene.PhysicsScene.RaycastWorld(
2392 start, // Vector3 position,
2393 down, // Vector3 direction,
2394 mag, // float length,
2395 SitAltitudeCallback); // retMethod
2396 } // end scripted/not
2137 } 2397 }
2138 else 2398 else // no Av
2139 { 2399 {
2140 return; 2400 return;
2141 } 2401 }
2142 } 2402 }
2143 m_parentID = m_requestedSitTargetID; 2403
2404 //We want our offsets to reference the root prim, not the child we may have sat on
2405 if (!part.IsRoot)
2406 {
2407 m_parentID = part.ParentGroup.RootPart.LocalId;
2408 m_pos += part.OffsetPosition;
2409 }
2410 else
2411 {
2412 m_parentID = m_requestedSitTargetID;
2413 }
2144 2414
2145 Velocity = Vector3.Zero; 2415 Velocity = Vector3.Zero;
2146 RemoveFromPhysicalScene(); 2416 RemoveFromPhysicalScene();
2147 2417
2148 Animator.TrySetMovementAnimation(sitAnimation); 2418 Animator.TrySetMovementAnimation(sitAnimation);
2149 SendFullUpdateToAllClients(); 2419 SendFullUpdateToAllClients();
2150 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2151 // So we're also sending a terse update (which has avatar rotation)
2152 // [Update] We do now.
2153 //SendTerseUpdateToAllClients();
2154 } 2420 }
2421
2422 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2423 {
2424 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2425 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2426 if(hitYN)
2427 {
2428 // m_pos = Av offset from prim center to make look like on center
2429 // m_parentPosition = Actual center pos of prim
2430 // collisionPoint = spot on prim where we want to sit
2431 // collisionPoint.Z = global sit surface height
2432 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2433 Quaternion partIRot;
2434// if (part.LinkNum == 1)
2435/// { // Root prim of linkset
2436// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2437// }
2438// else
2439// { // single or child prim
2440 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2441// }
2442 if (m_initialSitTarget != null)
2443 {
2444 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2445 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2446 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2447 m_pos += offset;
2448 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2449 }
2450
2451 }
2452 } // End SitAltitudeCallback KF.
2155 2453
2156 /// <summary> 2454 /// <summary>
2157 /// Event handler for the 'Always run' setting on the client 2455 /// Event handler for the 'Always run' setting on the client
@@ -2181,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 /// </summary> 2479 /// </summary>
2182 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2480 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2183 /// <param name="rotation">The direction in which this avatar should now face. 2481 /// <param name="rotation">The direction in which this avatar should now face.
2184 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2482 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2185 { 2483 {
2186 if (m_isChildAgent) 2484 if (m_isChildAgent)
2187 { 2485 {
@@ -2222,10 +2520,11 @@ namespace OpenSim.Region.Framework.Scenes
2222 Rotation = rotation; 2520 Rotation = rotation;
2223 Vector3 direc = vec * rotation; 2521 Vector3 direc = vec * rotation;
2224 direc.Normalize(); 2522 direc.Normalize();
2523 PhysicsActor actor = m_physicsActor;
2524 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2225 2525
2226 direc *= 0.03f * 128f * m_speedModifier; 2526 direc *= 0.03f * 128f * m_speedModifier;
2227 2527
2228 PhysicsActor actor = m_physicsActor;
2229 if (actor != null) 2528 if (actor != null)
2230 { 2529 {
2231 if (actor.Flying) 2530 if (actor.Flying)
@@ -2247,18 +2546,25 @@ namespace OpenSim.Region.Framework.Scenes
2247 { 2546 {
2248 if (direc.Z > 2.0f) 2547 if (direc.Z > 2.0f)
2249 { 2548 {
2250 direc.Z *= 3.0f; 2549 if(m_animator.m_animTickJump == -1)
2251 2550 {
2252 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2551 direc.Z *= 3.0f; // jump
2253 Animator.TrySetMovementAnimation("PREJUMP"); 2552 }
2254 Animator.TrySetMovementAnimation("JUMP"); 2553 else
2554 {
2555 direc.Z *= 0.1f; // prejump
2556 }
2557 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2558 Animator.TrySetMovementAnimation("PREJUMP");
2559 Animator.TrySetMovementAnimation("JUMP");
2560 */
2255 } 2561 }
2256 } 2562 }
2257 } 2563 }
2258 2564
2259 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2565 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2260 m_forceToApply = direc; 2566 m_forceToApply = direc;
2261 2567 m_isNudging = Nudging;
2262 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2568 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2263 } 2569 }
2264 2570
@@ -2273,7 +2579,7 @@ namespace OpenSim.Region.Framework.Scenes
2273 const float POSITION_TOLERANCE = 0.05f; 2579 const float POSITION_TOLERANCE = 0.05f;
2274 //const int TIME_MS_TOLERANCE = 3000; 2580 //const int TIME_MS_TOLERANCE = 3000;
2275 2581
2276 SendPrimUpdates(); 2582
2277 2583
2278 if (m_isChildAgent == false) 2584 if (m_isChildAgent == false)
2279 { 2585 {
@@ -2303,6 +2609,9 @@ namespace OpenSim.Region.Framework.Scenes
2303 CheckForBorderCrossing(); 2609 CheckForBorderCrossing();
2304 CheckForSignificantMovement(); // sends update to the modules. 2610 CheckForSignificantMovement(); // sends update to the modules.
2305 } 2611 }
2612
2613 //Sending prim updates AFTER the avatar terse updates are sent
2614 SendPrimUpdates();
2306 } 2615 }
2307 2616
2308 #endregion 2617 #endregion
@@ -3087,6 +3396,7 @@ namespace OpenSim.Region.Framework.Scenes
3087 m_callbackURI = cAgent.CallbackURI; 3396 m_callbackURI = cAgent.CallbackURI;
3088 3397
3089 m_pos = cAgent.Position; 3398 m_pos = cAgent.Position;
3399
3090 m_velocity = cAgent.Velocity; 3400 m_velocity = cAgent.Velocity;
3091 m_CameraCenter = cAgent.Center; 3401 m_CameraCenter = cAgent.Center;
3092 //m_avHeight = cAgent.Size.Z; 3402 //m_avHeight = cAgent.Size.Z;
@@ -3197,14 +3507,25 @@ namespace OpenSim.Region.Framework.Scenes
3197 { 3507 {
3198 if (m_forceToApply.HasValue) 3508 if (m_forceToApply.HasValue)
3199 { 3509 {
3200 Vector3 force = m_forceToApply.Value;
3201 3510
3511 Vector3 force = m_forceToApply.Value;
3202 m_updateflag = true; 3512 m_updateflag = true;
3203// movementvector = force;
3204 Velocity = force; 3513 Velocity = force;
3205 3514
3206 m_forceToApply = null; 3515 m_forceToApply = null;
3207 } 3516 }
3517 else
3518 {
3519 if (m_isNudging)
3520 {
3521 Vector3 force = Vector3.Zero;
3522
3523 m_updateflag = true;
3524 Velocity = force;
3525 m_isNudging = false;
3526 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3527 }
3528 }
3208 } 3529 }
3209 3530
3210 public override void SetText(string text, Vector3 color, double alpha) 3531 public override void SetText(string text, Vector3 color, double alpha)
@@ -3255,18 +3576,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3576 {
3256 if (e == null) 3577 if (e == null)
3257 return; 3578 return;
3258 3579
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3580 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3581 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3582 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3583 {
3584 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3585 { // else its will lock out other animation changes, like ground sit.
3586 Animator.UpdateMovementAnimations();
3587 m_updateCount--;
3588 }
3589 }
3264 3590
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3591 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3592 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3593
3268 CollisionPlane = Vector4.UnitW; 3594 CollisionPlane = Vector4.UnitW;
3269 3595
3596 if (m_lastColCount != coldata.Count)
3597 {
3598 m_updateCount = UPDATE_COUNT;
3599 m_lastColCount = coldata.Count;
3600 }
3601
3270 if (coldata.Count != 0 && Animator != null) 3602 if (coldata.Count != 0 && Animator != null)
3271 { 3603 {
3272 switch (Animator.CurrentMovementAnimation) 3604 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3628,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3628 }
3297 } 3629 }
3298 3630
3631 List<uint> thisHitColliders = new List<uint>();
3632 List<uint> endedColliders = new List<uint>();
3633 List<uint> startedColliders = new List<uint>();
3634
3635 foreach (uint localid in coldata.Keys)
3636 {
3637 thisHitColliders.Add(localid);
3638 if (!m_lastColliders.Contains(localid))
3639 {
3640 startedColliders.Add(localid);
3641 }
3642 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3643 }
3644
3645 // calculate things that ended colliding
3646 foreach (uint localID in m_lastColliders)
3647 {
3648 if (!thisHitColliders.Contains(localID))
3649 {
3650 endedColliders.Add(localID);
3651 }
3652 }
3653 //add the items that started colliding this time to the last colliders list.
3654 foreach (uint localID in startedColliders)
3655 {
3656 m_lastColliders.Add(localID);
3657 }
3658 // remove things that ended colliding from the last colliders list
3659 foreach (uint localID in endedColliders)
3660 {
3661 m_lastColliders.Remove(localID);
3662 }
3663
3664 // do event notification
3665 if (startedColliders.Count > 0)
3666 {
3667 ColliderArgs StartCollidingMessage = new ColliderArgs();
3668 List<DetectedObject> colliding = new List<DetectedObject>();
3669 foreach (uint localId in startedColliders)
3670 {
3671 if (localId == 0)
3672 continue;
3673
3674 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3675 string data = "";
3676 if (obj != null)
3677 {
3678 DetectedObject detobj = new DetectedObject();
3679 detobj.keyUUID = obj.UUID;
3680 detobj.nameStr = obj.Name;
3681 detobj.ownerUUID = obj.OwnerID;
3682 detobj.posVector = obj.AbsolutePosition;
3683 detobj.rotQuat = obj.GetWorldRotation();
3684 detobj.velVector = obj.Velocity;
3685 detobj.colliderType = 0;
3686 detobj.groupUUID = obj.GroupID;
3687 colliding.Add(detobj);
3688 }
3689 }
3690
3691 if (colliding.Count > 0)
3692 {
3693 StartCollidingMessage.Colliders = colliding;
3694
3695 foreach (SceneObjectGroup att in Attachments)
3696 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3697 }
3698 }
3699
3700 if (endedColliders.Count > 0)
3701 {
3702 ColliderArgs EndCollidingMessage = new ColliderArgs();
3703 List<DetectedObject> colliding = new List<DetectedObject>();
3704 foreach (uint localId in endedColliders)
3705 {
3706 if (localId == 0)
3707 continue;
3708
3709 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3710 string data = "";
3711 if (obj != null)
3712 {
3713 DetectedObject detobj = new DetectedObject();
3714 detobj.keyUUID = obj.UUID;
3715 detobj.nameStr = obj.Name;
3716 detobj.ownerUUID = obj.OwnerID;
3717 detobj.posVector = obj.AbsolutePosition;
3718 detobj.rotQuat = obj.GetWorldRotation();
3719 detobj.velVector = obj.Velocity;
3720 detobj.colliderType = 0;
3721 detobj.groupUUID = obj.GroupID;
3722 colliding.Add(detobj);
3723 }
3724 }
3725
3726 if (colliding.Count > 0)
3727 {
3728 EndCollidingMessage.Colliders = colliding;
3729
3730 foreach (SceneObjectGroup att in Attachments)
3731 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3732 }
3733 }
3734
3735 if (thisHitColliders.Count > 0)
3736 {
3737 ColliderArgs CollidingMessage = new ColliderArgs();
3738 List<DetectedObject> colliding = new List<DetectedObject>();
3739 foreach (uint localId in thisHitColliders)
3740 {
3741 if (localId == 0)
3742 continue;
3743
3744 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3745 string data = "";
3746 if (obj != null)
3747 {
3748 DetectedObject detobj = new DetectedObject();
3749 detobj.keyUUID = obj.UUID;
3750 detobj.nameStr = obj.Name;
3751 detobj.ownerUUID = obj.OwnerID;
3752 detobj.posVector = obj.AbsolutePosition;
3753 detobj.rotQuat = obj.GetWorldRotation();
3754 detobj.velVector = obj.Velocity;
3755 detobj.colliderType = 0;
3756 detobj.groupUUID = obj.GroupID;
3757 colliding.Add(detobj);
3758 }
3759 }
3760
3761 if (colliding.Count > 0)
3762 {
3763 CollidingMessage.Colliders = colliding;
3764
3765 lock (m_attachments)
3766 {
3767 foreach (SceneObjectGroup att in m_attachments)
3768 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3769 }
3770 }
3771 }
3772
3299 if (m_invulnerable) 3773 if (m_invulnerable)
3300 return; 3774 return;
3301 3775
@@ -3470,7 +3944,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3944 m_scene = scene;
3471 3945
3472 RegisterToEvents(); 3946 RegisterToEvents();
3473 3947 if (m_controllingClient != null)
3948 {
3949 m_controllingClient.ProcessPendingPackets();
3950 }
3474 /* 3951 /*
3475 AbsolutePosition = client.StartPos; 3952 AbsolutePosition = client.StartPos;
3476 3953
@@ -3700,6 +4177,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4177 return;
3701 } 4178 }
3702 4179
4180 XmlDocument doc = new XmlDocument();
4181 string stateData = String.Empty;
4182
4183 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4184 if (attServ != null)
4185 {
4186 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4187 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4188 if (stateData != String.Empty)
4189 {
4190 try
4191 {
4192 doc.LoadXml(stateData);
4193 }
4194 catch { }
4195 }
4196 }
4197
4198 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4199
4200 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4201 if (nodes.Count > 0)
4202 {
4203 foreach (XmlNode n in nodes)
4204 {
4205 XmlElement elem = (XmlElement)n;
4206 string itemID = elem.GetAttribute("ItemID");
4207 string xml = elem.InnerXml;
4208
4209 itemData[new UUID(itemID)] = xml;
4210 }
4211 }
4212
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4213 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4214 foreach (int p in attPoints)
3705 { 4215 {
@@ -3719,9 +4229,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4229
3720 try 4230 try
3721 { 4231 {
3722 // Rez from inventory 4232 string xmlData;
3723 UUID asset 4233 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4234 UUID asset;
4235 if (itemData.TryGetValue(itemID, out xmlData))
4236 {
4237 d.LoadXml(xmlData);
4238 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4239
4240 // Rez from inventory
4241 asset
4242 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4243
4244 }
4245 else
4246 {
4247 // Rez from inventory (with a null doc to let
4248 // CHANGED_OWNER happen)
4249 asset
4250 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4251 }
3725 4252
3726 m_log.InfoFormat( 4253 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4254 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4285,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4285 m_reprioritization_called = false;
3759 } 4286 }
3760 } 4287 }
4288
4289 private Vector3 Quat2Euler(Quaternion rot){
4290 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4291 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4292 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4293 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4294 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4295 return(new Vector3(x,y,z));
4296 }
4297
4298
3761 } 4299 }
3762} 4300}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 754b925..d72ee6f 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -878,6 +878,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 878
879 } 879 }
880 880
881 public void ProcessPendingPackets()
882 {
883 }
884
881 public void ProcessInPacket(Packet NewPack) 885 public void ProcessInPacket(Packet NewPack)
882 { 886 {
883 887
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 12d6643..c3edba2 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -836,12 +836,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
836 { 836 {
837 } 837 }
838 838
839 public void ProcessPendingPackets()
840 {
841 }
842
839 public void ProcessInPacket(Packet NewPack) 843 public void ProcessInPacket(Packet NewPack)
840 { 844 {
841 } 845 }
842 846
843 public void Close() 847 public void Close()
844 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
845 } 854 }
846 855
847 public void Start() 856 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..61c16b8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1421 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568
569 if(Shell != IntPtr.Zero)
570 {
571 try
572 {
573 d.GeomDestroy(Shell);
574 }
575 catch (System.AccessViolationException)
576 {
577 m_log.Error("[PHYSICS]: PrimGeom dead");
578 }
579 // Remove any old entries
580//string tShell;
581//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
582//Console.WriteLine("**** Remove {0}", tShell);
583 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
584 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
585 }
586
587 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
588 _parent_scene.geom_name_map[Shell] = m_name;
589 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
590//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
591
592 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
593 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
594
595 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
596 Body = d.BodyCreate(_parent_scene.world);
597 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
598
599 _position.X = npositionX;
600 _position.Y = npositionY;
601 _position.Z = npositionZ;
602
603
604 m_taintPosition.X = npositionX;
605 m_taintPosition.Y = npositionY;
606 m_taintPosition.Z = npositionZ;
607
608 d.BodySetMass(Body, ref ShellMass);
609 d.Matrix3 m_caprot;
610 // 90 Stand up on the cap of the capped cyllinder
611 if (_parent_scene.IsAvCapsuleTilted)
612 {
613 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
614 }
615 else
616 {
617 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
618 }
619
620
621 d.GeomSetRotation(Shell, ref m_caprot);
622 d.BodySetRotation(Body, ref m_caprot);
623
624 d.GeomSetBody(Shell, Body);
625
626
627 // The purpose of the AMotor here is to keep the avatar's physical
628 // surrogate from rotating while moving
629 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
630 d.JointAttach(Amotor, Body, IntPtr.Zero);
631 d.JointSetAMotorMode(Amotor, dAMotorEuler);
632 d.JointSetAMotorNumAxes(Amotor, 3);
633 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
634 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
635 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
636 d.JointSetAMotorAngle(Amotor, 0, 0);
637 d.JointSetAMotorAngle(Amotor, 1, 0);
638 d.JointSetAMotorAngle(Amotor, 2, 0);
639
640 // These lowstops and high stops are effectively (no wiggle room)
641 if (_parent_scene.IsAvCapsuleTilted)
642 {
643 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
644 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
645 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
646 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
647 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
648 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
649 }
650 else
651 {
652 #region Documentation of capsule motor LowStop and HighStop parameters
653 // Intentionally introduce some tilt into the capsule by setting
654 // the motor stops to small epsilon values. This small tilt prevents
655 // the capsule from falling into the terrain; a straight-up capsule
656 // (with -0..0 motor stops) falls into the terrain for reasons yet
657 // to be comprehended in their entirety.
658 #endregion
659 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
660 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
661 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
662 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
663 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
664 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
665 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
666 }
667
668 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
669 // capped cyllinder will fall over
670 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
671 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
672
673 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
674 //d.QfromR(
675 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
676 //
677 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
678 //standupStraight();
679 }
680
681 //
682 /// <summary>
683 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
684 /// This may be used in calculations in the scene/scenepresence
685 /// </summary>
686 public override float Mass
687 {
688 get
689 {
690 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
691 return m_density*AVvolume;
692 }
693 }
694 public override void link(PhysicsActor obj)
695 {
696
697 }
698
699 public override void delink()
700 {
701
702 }
703
704 public override void LockAngularMotion(Vector3 axis)
705 {
706
707 }
708
709// This code is very useful. Written by DanX0r. We're just not using it right now.
710// Commented out to prevent a warning.
711//
712// private void standupStraight()
713// {
714// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
715// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
716// // change appearance and when you enter the simulator
717// // After this routine is done, the amotor stabilizes much quicker
718// d.Vector3 feet;
719// d.Vector3 head;
720// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
721// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
722// float posture = head.Z - feet.Z;
723
724// // restoring force proportional to lack of posture:
725// float servo = (2.5f - posture) * POSTURE_SERVO;
726// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
727// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
728// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
729// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
730// }
731
732 public override Vector3 Force
733 {
734 get { return _target_velocity; }
735 set { return; }
736 }
737
738 public override int VehicleType
739 {
740 get { return 0; }
741 set { return; }
742 }
743
744 public override void VehicleFloatParam(int param, float value)
745 {
746
747 }
748
749 public override void VehicleVectorParam(int param, Vector3 value)
750 {
751
752 }
753
754 public override void VehicleRotationParam(int param, Quaternion rotation)
755 {
756
757 }
758
759 public override void VehicleFlags(int flags, bool remove)
760 {
761 }
762
763 public override void SetVolumeDetect(int param)
764 {
765
766 }
767
768 public override Vector3 CenterOfMass
769 {
770 get { return Vector3.Zero; }
771 }
772
773 public override Vector3 GeometricCenter
774 {
775 get { return Vector3.Zero; }
776 }
777
778 public override PrimitiveBaseShape Shape
779 {
780 set { return; }
781 }
782
783 public override Vector3 Velocity
784 {
785 get {
786 // There's a problem with Vector3.Zero! Don't Use it Here!
787 if (_zeroFlag)
788 return Vector3.Zero;
789 m_lastUpdateSent = false;
790 return _velocity;
791 }
792 set
793 {
794 if (value.IsFinite())
795 {
796 m_pidControllerActive = true;
797 _target_velocity = value;
798 }
799 else
800 {
801 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
802 }
803 }
804 }
805
806 public override Vector3 Torque
807 {
808 get { return Vector3.Zero; }
809 set { return; }
810 }
811
812 public override float CollisionScore
813 {
814 get { return 0f; }
815 set { }
816 }
817
818 public override bool Kinematic
819 {
820 get { return false; }
821 set { }
822 }
823
824 public override Quaternion Orientation
825 {
826 get { return Quaternion.Identity; }
827 set {
828 //Matrix3 or = Orientation.ToRotationMatrix();
829 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
830 //d.BodySetRotation(Body, ref ord);
831 }
832 }
833
834 public override Vector3 Acceleration
835 {
836 get { return _acceleration; }
837 }
838
839 public void SetAcceleration(Vector3 accel)
840 {
841 m_pidControllerActive = true;
842 _acceleration = accel;
843 }
844
845 /// <summary>
846 /// Adds the force supplied to the Target Velocity
847 /// The PID controller takes this target velocity and tries to make it a reality
848 /// </summary>
849 /// <param name="force"></param>
850 public override void AddForce(Vector3 force, bool pushforce)
851 {
852 if (force.IsFinite())
853 {
854 if (pushforce)
855 {
856 m_pidControllerActive = false;
857 force *= 100f;
858 doForce(force);
859 // If uncommented, things get pushed off world
860 //
861 // m_log.Debug("Push!");
862 // _target_velocity.X += force.X;
863 // _target_velocity.Y += force.Y;
864 // _target_velocity.Z += force.Z;
865 }
866 else
867 {
868 m_pidControllerActive = true;
869 _target_velocity.X += force.X;
870 _target_velocity.Y += force.Y;
871 _target_velocity.Z += force.Z;
872 }
873 }
874 else
875 {
876 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
877 }
878 //m_lastUpdateSent = false;
879 }
880
881 public override void AddAngularForce(Vector3 force, bool pushforce)
882 {
883
884 }
885
886 /// <summary>
887 /// After all of the forces add up with 'add force' we apply them with doForce
888 /// </summary>
889 /// <param name="force"></param>
890 public void doForce(Vector3 force)
891 {
892 if (!collidelock)
893 {
894 d.BodyAddForce(Body, force.X, force.Y, force.Z);
895 //d.BodySetRotation(Body, ref m_StandUpRotation);
896 //standupStraight();
897
898 }
899 }
900
901 public override void SetMomentum(Vector3 momentum)
902 {
903 }
904
905
906 /// <summary>
907 /// Called from Simulate
908 /// This is the avatar's movement control + PID Controller
909 /// </summary>
910 /// <param name="timeStep"></param>
911 public void Move(float timeStep, List<OdeCharacter> defects)
912 {
913 // no lock; for now it's only called from within Simulate()
914
915 // If the PID Controller isn't active then we set our force
916 // calculating base velocity to the current position
917
918 if (Body == IntPtr.Zero)
919 return;
920
921 if (m_pidControllerActive == false)
922 {
923 _zeroPosition = d.BodyGetPosition(Body);
924 }
925 //PidStatus = true;
926
927 d.Vector3 localpos = d.BodyGetPosition(Body);
928 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
929
930 if (!localPos.IsFinite())
931 {
932
933 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
934 defects.Add(this);
935 // _parent_scene.RemoveCharacter(this);
936
937 // destroy avatar capsule and related ODE data
938 if (Amotor != IntPtr.Zero)
939 {
940 // Kill the Amotor
941 d.JointDestroy(Amotor);
942 Amotor = IntPtr.Zero;
943 }
944
945 //kill the Geometry
946 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
947
948 if (Body != IntPtr.Zero)
949 {
950 //kill the body
951 d.BodyDestroy(Body);
952
953 Body = IntPtr.Zero;
954 }
955
956 if(Shell != IntPtr.Zero)
957 {
958 try
959 {
960 d.GeomDestroy(Shell);
961 }
962 catch (System.AccessViolationException)
963 {
964 m_log.Error("[PHYSICS]: PrimGeom dead");
965 }
966 // Remove any old entries
967//string tShell;
968//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
969//Console.WriteLine("**** Remove {0}", tShell);
970
971 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
972 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
973 Shell = IntPtr.Zero;
974 }
975
976 return;
977 }
978
979 Vector3 vec = Vector3.Zero;
980 d.Vector3 vel = d.BodyGetLinearVel(Body);
981
982 float movementdivisor = 1f;
983
984 if (!m_alwaysRun)
985 {
986 movementdivisor = walkDivisor;
987 }
988 else
989 {
990 movementdivisor = runDivisor;
991 }
992
993 // if velocity is zero, use position control; otherwise, velocity control
994 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
995 {
996 // keep track of where we stopped. No more slippin' & slidin'
997 if (!_zeroFlag)
998 {
999 _zeroFlag = true;
1000 _zeroPosition = d.BodyGetPosition(Body);
1001 }
1002 if (m_pidControllerActive)
1003 {
1004 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1005 // react to the physics scene by moving it's position.
1006 // Avatar to Avatar collisions
1007 // Prim to avatar collisions
1008
1009 d.Vector3 pos = d.BodyGetPosition(Body);
1010 float errX = _zeroPosition.X - pos.X;
1011 float errY = _zeroPosition.Y - pos.Y;
1012 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1013 {
1014 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1015 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1016 }
1017 else
1018 { // close, jump to lateral destination
1019 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1020 }
1021 if (flying)
1022 {
1023 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1024 }
1025 }
1026 //PidStatus = true;
1027 }
1028 else
1029 {
1030 m_pidControllerActive = true;
1031 _zeroFlag = false;
1032 if (m_iscolliding && !flying)
1033 {
1034 // We're standing on something
1035 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1036 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1037 }
1038 else if (m_iscolliding && flying)
1039 {
1040 // We're flying and colliding with something
1041 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1042 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1043 }
1044 else if (!m_iscolliding && flying)
1045 {
1046 // we're in mid air suspended
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1049 }
1050
1051 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1052 {
1053 // We're colliding with something and we're not flying but we're moving
1054 // This means we're walking or running.
1055 d.Vector3 pos = d.BodyGetPosition(Body);
1056 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1057 if (_target_velocity.X > 0)
1058 {
1059 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1060 }
1061 if (_target_velocity.Y > 0)
1062 {
1063 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1064 }
1065 }
1066 else if (!m_iscolliding && !flying)
1067 {
1068 // we're not colliding and we're not flying so that means we're falling!
1069 // m_iscolliding includes collisions with the ground.
1070
1071 // d.Vector3 pos = d.BodyGetPosition(Body);
1072 if (Math.Abs(_target_velocity.X) > 0)
1073 {
1074 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1075 }
1076 if (Math.Abs(_target_velocity.Y) > 0)
1077 {
1078 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1079 }
1080 }
1081
1082 if (flying)
1083 {
1084 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1085 }
1086 }
1087 if (flying)
1088 {
1089 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1090
1091 //Added for auto fly height. Kitto Flora
1092 //d.Vector3 pos = d.BodyGetPosition(Body);
1093 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1094
1095 if (_position.Z < target_altitude)
1096 {
1097 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1098 }
1099 // end add Kitto Flora
1100 }
1101 if (vec.IsFinite())
1102 {
1103 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1104 {
1105 doForce(vec);
1106 if (!_zeroFlag)
1107 {
1108 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1109 }
1110 }
1111 }
1112 else
1113 {
1114 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1115 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1116 defects.Add(this);
1117 // _parent_scene.RemoveCharacter(this);
1118 // destroy avatar capsule and related ODE data
1119 if (Amotor != IntPtr.Zero)
1120 {
1121 // Kill the Amotor
1122 d.JointDestroy(Amotor);
1123 Amotor = IntPtr.Zero;
1124 }
1125 //kill the Geometry
1126 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1127
1128 if (Body != IntPtr.Zero)
1129 {
1130 //kill the body
1131 d.BodyDestroy(Body);
1132
1133 Body = IntPtr.Zero;
1134 }
1135
1136 if(Shell != IntPtr.Zero)
1137 {
1138 try
1139 {
1140 d.GeomDestroy(Shell);
1141 }
1142 catch (System.AccessViolationException)
1143 {
1144 m_log.Error("[PHYSICS]: PrimGeom dead");
1145 }
1146 // Remove any old entries
1147//string tShell;
1148//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1149//Console.WriteLine("**** Remove {0}", tShell);
1150
1151 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1152 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1153 Shell = IntPtr.Zero;
1154 }
1155 }
1156 }
1157
1158 /// <summary>
1159 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1160 /// </summary>
1161 public void UpdatePositionAndVelocity()
1162 {
1163 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1164 d.Vector3 vec;
1165 try
1166 {
1167 vec = d.BodyGetPosition(Body);
1168 }
1169 catch (NullReferenceException)
1170 {
1171 bad = true;
1172 _parent_scene.BadCharacter(this);
1173 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1174 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1175 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1176 }
1177
1178
1179 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1180 if (vec.X < 0.0f) vec.X = 0.0f;
1181 if (vec.Y < 0.0f) vec.Y = 0.0f;
1182 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1183 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1184
1185 _position.X = vec.X;
1186 _position.Y = vec.Y;
1187 _position.Z = vec.Z;
1188
1189 // Did we move last? = zeroflag
1190 // This helps keep us from sliding all over
1191
1192 if (_zeroFlag)
1193 {
1194 _velocity.X = 0.0f;
1195 _velocity.Y = 0.0f;
1196 _velocity.Z = 0.0f;
1197
1198 // Did we send out the 'stopped' message?
1199 if (!m_lastUpdateSent)
1200 {
1201 m_lastUpdateSent = true;
1202 //base.RequestPhysicsterseUpdate();
1203
1204 }
1205 }
1206 else
1207 {
1208 m_lastUpdateSent = false;
1209 try
1210 {
1211 vec = d.BodyGetLinearVel(Body);
1212 }
1213 catch (NullReferenceException)
1214 {
1215 vec.X = _velocity.X;
1216 vec.Y = _velocity.Y;
1217 vec.Z = _velocity.Z;
1218 }
1219 _velocity.X = (vec.X);
1220 _velocity.Y = (vec.Y);
1221
1222 _velocity.Z = (vec.Z);
1223
1224 if (_velocity.Z < -6 && !m_hackSentFall)
1225 {
1226 m_hackSentFall = true;
1227 m_pidControllerActive = false;
1228 }
1229 else if (flying && !m_hackSentFly)
1230 {
1231 //m_hackSentFly = true;
1232 //base.SendCollisionUpdate(new CollisionEventUpdate());
1233 }
1234 else
1235 {
1236 m_hackSentFly = false;
1237 m_hackSentFall = false;
1238 }
1239 }
1240 }
1241
1242 /// <summary>
1243 /// Cleanup the things we use in the scene.
1244 /// </summary>
1245 public void Destroy()
1246 {
1247 m_tainted_isPhysical = false;
1248 _parent_scene.AddPhysicsActorTaint(this);
1249 }
1250
1251 public override void CrossingFailure()
1252 {
1253 }
1254
1255 public override Vector3 PIDTarget { set { return; } }
1256 public override bool PIDActive { set { return; } }
1257 public override float PIDTau { set { return; } }
1258
1259 public override float PIDHoverHeight { set { return; } }
1260 public override bool PIDHoverActive { set { return; } }
1261 public override PIDHoverType PIDHoverType { set { return; } }
1262 public override float PIDHoverTau { set { return; } }
1263
1264 public override Quaternion APIDTarget{ set { return; } }
1265
1266 public override bool APIDActive{ set { return; } }
1267
1268 public override float APIDStrength{ set { return; } }
1269
1270 public override float APIDDamping{ set { return; } }
1271
1272
1273 public override void SubscribeEvents(int ms)
1274 {
1275 m_requestedUpdateFrequency = ms;
1276 m_eventsubscription = ms;
1277 _parent_scene.addCollisionEventReporting(this);
1278 }
1279 public override void UnSubscribeEvents()
1280 {
1281 _parent_scene.remCollisionEventReporting(this);
1282 m_requestedUpdateFrequency = 0;
1283 m_eventsubscription = 0;
1284 }
1285 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1286 {
1287 if (m_eventsubscription > 0)
1288 {
1289 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1290 }
1291 }
1292
1293 public void SendCollisions()
1294 {
1295 if (m_eventsubscription > m_requestedUpdateFrequency)
1296 {
1297 if (CollisionEventsThisFrame != null)
1298 {
1299 base.SendCollisionUpdate(CollisionEventsThisFrame);
1300 }
1301 CollisionEventsThisFrame = new CollisionEventUpdate();
1302 m_eventsubscription = 0;
1303 }
1304 }
1305 public override bool SubscribedEvents()
1306 {
1307 if (m_eventsubscription > 0)
1308 return true;
1309 return false;
1310 }
1311
1312 public void ProcessTaints(float timestep)
1313 {
1314
1315 if (m_tainted_isPhysical != m_isPhysical)
1316 {
1317 if (m_tainted_isPhysical)
1318 {
1319 // Create avatar capsule and related ODE data
1320 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1321 {
1322 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1323 + (Shell!=IntPtr.Zero ? "Shell ":"")
1324 + (Body!=IntPtr.Zero ? "Body ":"")
1325 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1326 }
1327 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1328 _parent_scene.AddCharacter(this);
1329 }
1330 else
1331 {
1332 _parent_scene.RemoveCharacter(this);
1333 // destroy avatar capsule and related ODE data
1334 if (Amotor != IntPtr.Zero)
1335 {
1336 // Kill the Amotor
1337 d.JointDestroy(Amotor);
1338 Amotor = IntPtr.Zero;
1339 }
1340 //kill the Geometry
1341 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1342
1343 if (Body != IntPtr.Zero)
1344 {
1345 //kill the body
1346 d.BodyDestroy(Body);
1347 Body = IntPtr.Zero;
1348 }
1349
1350 if(Shell != IntPtr.Zero)
1351 {
1352 try
1353 {
1354 d.GeomDestroy(Shell);
1355 }
1356 catch (System.AccessViolationException)
1357 {
1358 m_log.Error("[PHYSICS]: PrimGeom dead");
1359 }
1360 // Remove any old entries
1361//string tShell;
1362//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1363//Console.WriteLine("**** Remove {0}", tShell);
1364
1365 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1366 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1367 Shell = IntPtr.Zero;
1368 }
1369 }
1370
1371 m_isPhysical = m_tainted_isPhysical;
1372 }
1373
1374 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1375 {
1376 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1377 {
1378
1379 m_pidControllerActive = true;
1380 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1381 d.JointDestroy(Amotor);
1382 float prevCapsule = CAPSULE_LENGTH;
1383 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1384 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1385 d.BodyDestroy(Body);
1386 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1387 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1388 Velocity = Vector3.Zero;
1389 }
1390 else
1391 {
1392 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1393 + (Shell==IntPtr.Zero ? "Shell ":"")
1394 + (Body==IntPtr.Zero ? "Body ":"")
1395 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1396 }
1397 }
1398
1399 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1400 {
1401 if (Body != IntPtr.Zero)
1402 {
1403 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1404
1405 _position.X = m_taintPosition.X;
1406 _position.Y = m_taintPosition.Y;
1407 _position.Z = m_taintPosition.Z;
1408 }
1409 }
1410
1411 }
1412
1413 internal void AddCollisionFrameTime(int p)
1414 {
1415 // protect it from overflow crashing
1416 if (m_eventsubscription + p >= int.MaxValue)
1417 m_eventsubscription = 0;
1418 m_eventsubscription += p;
1419 }
1420 }
1421}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..6b17ce7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3901 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_taintforce = false;
135 private bool m_taintaddangularforce = false;
136 private Vector3 m_force;
137 private List<Vector3> m_forcelist = new List<Vector3>();
138 private List<Vector3> m_angularforcelist = new List<Vector3>();
139
140 private IMesh _mesh;
141 private PrimitiveBaseShape _pbs;
142 private OdeScene _parent_scene;
143 public IntPtr m_targetSpace = IntPtr.Zero;
144 public IntPtr prim_geom;
145// public IntPtr prev_geom;
146 public IntPtr _triMeshData;
147
148 private IntPtr _linkJointGroup = IntPtr.Zero;
149 private PhysicsActor _parent;
150 private PhysicsActor m_taintparent;
151
152 private List<OdePrim> childrenPrim = new List<OdePrim>();
153
154 private bool iscolliding;
155 private bool m_isphysical;
156 private bool m_isSelected;
157
158 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
159
160 private bool m_throttleUpdates;
161 private int throttleCounter;
162 public int m_interpenetrationcount;
163 public float m_collisionscore;
164 public int m_roundsUnderMotionThreshold;
165 private int m_crossingfailures;
166
167 public bool outofBounds;
168 private float m_density = 10.000006836f; // Aluminum g/cm3;
169
170 public bool _zeroFlag; // if body has been stopped
171 private bool m_lastUpdateSent;
172
173 public IntPtr Body = IntPtr.Zero;
174 public String m_primName;
175 private Vector3 _target_velocity;
176 public d.Mass pMass;
177
178 public int m_eventsubscription;
179 private CollisionEventUpdate CollisionEventsThisFrame;
180
181 private IntPtr m_linkJoint = IntPtr.Zero;
182
183 public volatile bool childPrim;
184
185 internal int m_material = (int)Material.Wood;
186
187 private int frcount = 0; // Used to limit dynamics debug output to
188 private int revcount = 0; // Reverse motion while > 0
189
190 private IntPtr m_body = IntPtr.Zero;
191
192 // Vehicle properties ============================================================================================
193 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
194 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
195 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
196 // HOVER_TERRAIN_ONLY
197 // HOVER_GLOBAL_HEIGHT
198 // NO_DEFLECTION_UP
199 // HOVER_WATER_ONLY
200 // HOVER_UP_ONLY
201 // LIMIT_MOTOR_UP
202 // LIMIT_ROLL_ONLY
203
204 // Linear properties
205 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
206 //requested by LSL
207 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
208 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
209 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
210
211 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
212 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
213 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
214
215 //Angular properties
216 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
217
218 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
219 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
220 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
221
222 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
223// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
224 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
225
226 //Deflection properties
227 // private float m_angularDeflectionEfficiency = 0;
228 // private float m_angularDeflectionTimescale = 0;
229 // private float m_linearDeflectionEfficiency = 0;
230 // private float m_linearDeflectionTimescale = 0;
231
232 //Banking properties
233 // private float m_bankingEfficiency = 0;
234 // private float m_bankingMix = 0;
235 // private float m_bankingTimescale = 0;
236
237 //Hover and Buoyancy properties
238 private float m_VhoverHeight = 0f;
239// private float m_VhoverEfficiency = 0f;
240 private float m_VhoverTimescale = 0f;
241 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
242 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
243 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
244 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
245 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
246
247 //Attractor properties
248 private float m_verticalAttractionEfficiency = 1.0f; // damped
249 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
250
251
252
253
254
255
256 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
257 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
258 {
259 ode = dode;
260 if (!pos.IsFinite())
261 {
262 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
263 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
264 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
265 }
266
267 _position = pos;
268 m_taintposition = pos;
269 PID_D = parent_scene.bodyPIDD;
270 PID_G = parent_scene.bodyPIDG;
271 m_density = parent_scene.geomDefaultDensity;
272 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
273 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
274
275
276 prim_geom = IntPtr.Zero;
277// prev_geom = IntPtr.Zero;
278
279 if (!pos.IsFinite())
280 {
281 size = new Vector3(0.5f, 0.5f, 0.5f);
282 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
283 }
284
285 if (size.X <= 0) size.X = 0.01f;
286 if (size.Y <= 0) size.Y = 0.01f;
287 if (size.Z <= 0) size.Z = 0.01f;
288
289 _size = size;
290 m_taintsize = _size;
291
292 if (!QuaternionIsFinite(rotation))
293 {
294 rotation = Quaternion.Identity;
295 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
296 }
297
298 _orientation = rotation;
299 m_taintrot = _orientation;
300 _mesh = mesh;
301 _pbs = pbs;
302
303 _parent_scene = parent_scene;
304 m_targetSpace = (IntPtr)0;
305
306// if (pos.Z < 0)
307 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
308 m_isphysical = false;
309 else
310 {
311 m_isphysical = pisPhysical;
312 // If we're physical, we need to be in the master space for now.
313 // linksets *should* be in a space together.. but are not currently
314 if (m_isphysical)
315 m_targetSpace = _parent_scene.space;
316 }
317 m_primName = primName;
318 m_taintadd = true;
319 _parent_scene.AddPhysicsActorTaint(this);
320 // don't do .add() here; old geoms get recycled with the same hash
321 }
322
323 public override int PhysicsActorType
324 {
325 get { return (int) ActorTypes.Prim; }
326 set { return; }
327 }
328
329 public override bool SetAlwaysRun
330 {
331 get { return false; }
332 set { return; }
333 }
334
335 public override uint LocalID
336 {
337 set {
338 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
339 m_localID = value; }
340 }
341
342 public override bool Grabbed
343 {
344 set { return; }
345 }
346
347 public override bool Selected
348 {
349 set {
350
351//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
352 // This only makes the object not collidable if the object
353 // is physical or the object is modified somehow *IN THE FUTURE*
354 // without this, if an avatar selects prim, they can walk right
355 // through it while it's selected
356 m_collisionscore = 0;
357 if ((m_isphysical && !_zeroFlag) || !value)
358 {
359 m_taintselected = value;
360 _parent_scene.AddPhysicsActorTaint(this);
361 }
362 else
363 {
364 m_taintselected = value;
365 m_isSelected = value;
366 }
367 if(m_isSelected) disableBodySoft();
368 }
369 }
370
371 public override bool IsPhysical
372 {
373 get { return m_isphysical; }
374 set
375 {
376 m_isphysical = value;
377 if (!m_isphysical)
378 { // Zero the remembered last velocity
379 m_lastVelocity = Vector3.Zero;
380 if (m_type != Vehicle.TYPE_NONE) Halt();
381 }
382 }
383 }
384
385 public void setPrimForRemoval()
386 {
387 m_taintremove = true;
388 }
389
390 public override bool Flying
391 {
392 // no flying prims for you
393 get { return false; }
394 set { }
395 }
396
397 public override bool IsColliding
398 {
399 get { return iscolliding; }
400 set { iscolliding = value; }
401 }
402
403 public override bool CollidingGround
404 {
405 get { return false; }
406 set { return; }
407 }
408
409 public override bool CollidingObj
410 {
411 get { return false; }
412 set { return; }
413 }
414
415 public override bool ThrottleUpdates
416 {
417 get { return m_throttleUpdates; }
418 set { m_throttleUpdates = value; }
419 }
420
421 public override bool Stopped
422 {
423 get { return _zeroFlag; }
424 }
425
426 public override Vector3 Position
427 {
428 get { return _position; }
429
430 set { _position = value;
431 //m_log.Info("[PHYSICS]: " + _position.ToString());
432 }
433 }
434
435 public override Vector3 Size
436 {
437 get { return _size; }
438 set
439 {
440 if (value.IsFinite())
441 {
442 _size = value;
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got NaN Size on object");
447 }
448 }
449 }
450
451 public override float Mass
452 {
453 get { return CalculateMass(); }
454 }
455
456 public override Vector3 Force
457 {
458 //get { return Vector3.Zero; }
459 get { return m_force; }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_force = value;
465 }
466 else
467 {
468 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
469 }
470 }
471 }
472
473 public override int VehicleType
474 {
475 get { return (int)m_type; }
476 set { ProcessTypeChange((Vehicle)value); }
477 }
478
479 public override void VehicleFloatParam(int param, float value)
480 {
481 ProcessFloatVehicleParam((Vehicle) param, value);
482 }
483
484 public override void VehicleVectorParam(int param, Vector3 value)
485 {
486 ProcessVectorVehicleParam((Vehicle) param, value);
487 }
488
489 public override void VehicleRotationParam(int param, Quaternion rotation)
490 {
491 ProcessRotationVehicleParam((Vehicle) param, rotation);
492 }
493
494 public override void VehicleFlags(int param, bool remove)
495 {
496 ProcessVehicleFlags(param, remove);
497 }
498
499 public override void SetVolumeDetect(int param)
500 {
501 lock (_parent_scene.OdeLock)
502 {
503 m_isVolumeDetect = (param!=0);
504 }
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get { return Vector3.Zero; }
510 }
511
512 public override Vector3 GeometricCenter
513 {
514 get { return Vector3.Zero; }
515 }
516
517 public override PrimitiveBaseShape Shape
518 {
519 set
520 {
521 _pbs = value;
522 m_taintshape = true;
523 }
524 }
525
526 public override Vector3 Velocity
527 {
528 get
529 {
530 // Averate previous velocity with the new one so
531 // client object interpolation works a 'little' better
532 if (_zeroFlag)
533 return Vector3.Zero;
534
535 Vector3 returnVelocity = Vector3.Zero;
536 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
537 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
538 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
539 return returnVelocity;
540 }
541 set
542 {
543 if (value.IsFinite())
544 {
545 _velocity = value;
546
547 m_taintVelocity = value;
548 _parent_scene.AddPhysicsActorTaint(this);
549 }
550 else
551 {
552 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
553 }
554
555 }
556 }
557
558 public override Vector3 Torque
559 {
560 get
561 {
562 if (!m_isphysical || Body == IntPtr.Zero)
563 return Vector3.Zero;
564
565 return _torque;
566 }
567
568 set
569 {
570 if (value.IsFinite())
571 {
572 m_taintTorque = value;
573 _parent_scene.AddPhysicsActorTaint(this);
574 }
575 else
576 {
577 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
578 }
579 }
580 }
581
582 public override float CollisionScore
583 {
584 get { return m_collisionscore; }
585 set { m_collisionscore = value; }
586 }
587
588 public override bool Kinematic
589 {
590 get { return false; }
591 set { }
592 }
593
594 public override Quaternion Orientation
595 {
596 get { return _orientation; }
597 set
598 {
599 if (QuaternionIsFinite(value))
600 {
601 _orientation = value;
602 }
603 else
604 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
605
606 }
607 }
608
609
610 public override bool FloatOnWater
611 {
612 set {
613 m_taintCollidesWater = value;
614 _parent_scene.AddPhysicsActorTaint(this);
615 }
616 }
617
618 public override void SetMomentum(Vector3 momentum)
619 {
620 }
621
622 public override Vector3 PIDTarget
623 {
624 set
625 {
626 if (value.IsFinite())
627 {
628 m_PIDTarget = value;
629 }
630 else
631 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
632 }
633 }
634 public override bool PIDActive { set { m_usePID = value; } }
635 public override float PIDTau { set { m_PIDTau = value; } }
636
637 // For RotLookAt
638 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
639 public override bool APIDActive { set { m_useAPID = value; } }
640 public override float APIDStrength { set { m_APIDStrength = value; } }
641 public override float APIDDamping { set { m_APIDDamping = value; } }
642
643 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
644 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
645 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
646 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
647
648 internal static bool QuaternionIsFinite(Quaternion q)
649 {
650 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
651 return false;
652 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
653 return false;
654 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
655 return false;
656 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
657 return false;
658 return true;
659 }
660
661 public override Vector3 Acceleration // client updates read data via here
662 {
663 get { return _acceleration; }
664 }
665
666
667 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
668 {
669 _acceleration = accel;
670 }
671
672 public override void AddForce(Vector3 force, bool pushforce)
673 {
674 if (force.IsFinite())
675 {
676 lock (m_forcelist)
677 m_forcelist.Add(force);
678
679 m_taintforce = true;
680 }
681 else
682 {
683 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
684 }
685 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
686 }
687
688 public override void AddAngularForce(Vector3 force, bool pushforce)
689 {
690 if (force.IsFinite())
691 {
692 m_angularforcelist.Add(force);
693 m_taintaddangularforce = true;
694 }
695 else
696 {
697 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
698 }
699 }
700
701 public override Vector3 RotationalVelocity
702 {
703 get
704 {
705 return m_rotationalVelocity;
706 }
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_rotationalVelocity = value;
712 }
713 else
714 {
715 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
716 }
717 }
718 }
719
720 public override void CrossingFailure()
721 {
722 m_crossingfailures++;
723 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
724 {
725 base.RaiseOutOfBounds(_position);
726 return;
727 }
728 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
729 {
730 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
731 }
732 }
733
734 public override float Buoyancy
735 {
736 get { return m_buoyancy; }
737// set { m_buoyancy = value; }
738 set {
739 m_buoyancy = value;
740
741 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
742 }
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 m_taintparent = obj;
748 }
749
750 public override void delink()
751 {
752 m_taintparent = null;
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // This is actually ROTATION ENABLE, not a lock.
758 // default is <1,1,1> which is all enabled.
759 // The lock value is updated inside Move(), no point in using the taint system.
760 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
761 if (axis.IsFinite())
762 {
763 axis.X = (axis.X > 0) ? 1f : 0f;
764 axis.Y = (axis.Y > 0) ? 1f : 0f;
765 axis.Z = (axis.Z > 0) ? 1f : 0f;
766 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
767 m_rotateEnableRequest = axis;
768 m_rotateEnableUpdate = true;
769 }
770 else
771 {
772 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
773 }
774 }
775
776
777 public void SetGeom(IntPtr geom)
778 {
779 if(prim_geom != IntPtr.Zero)
780 {
781 // Remove any old entries
782//string tPA;
783//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
784//Console.WriteLine("**** Remove {0}", tPA);
785 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
786 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
787 d.GeomDestroy(prim_geom);
788 }
789
790 prim_geom = geom;
791//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
792 if (prim_geom != IntPtr.Zero)
793 {
794 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
795 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
796 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
797 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
798//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
799 }
800
801 if (childPrim)
802 {
803 if (_parent != null && _parent is OdePrim)
804 {
805 OdePrim parent = (OdePrim)_parent;
806//Console.WriteLine("SetGeom calls ChildSetGeom");
807 parent.ChildSetGeom(this);
808 }
809 }
810 //m_log.Warn("Setting Geom to: " + prim_geom);
811 }
812
813 public void enableBodySoft()
814 {
815 if (!childPrim)
816 {
817 if (m_isphysical && Body != IntPtr.Zero)
818 {
819 d.BodyEnable(Body);
820 if (m_type != Vehicle.TYPE_NONE)
821 Enable(Body, _parent_scene);
822 }
823
824 m_disabled = false;
825 }
826 }
827
828 public void disableBodySoft()
829 {
830 m_disabled = true;
831
832 if (m_isphysical && Body != IntPtr.Zero)
833 {
834 d.BodyDisable(Body);
835 Halt();
836 }
837 }
838
839 public void enableBody()
840 {
841 // Don't enable this body if we're a child prim
842 // this should be taken care of in the parent function not here
843 if (!childPrim)
844 {
845 // Sets the geom to a body
846 Body = d.BodyCreate(_parent_scene.world);
847
848 setMass();
849 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
850 d.Quaternion myrot = new d.Quaternion();
851 myrot.X = _orientation.X;
852 myrot.Y = _orientation.Y;
853 myrot.Z = _orientation.Z;
854 myrot.W = _orientation.W;
855 d.BodySetQuaternion(Body, ref myrot);
856 d.GeomSetBody(prim_geom, Body);
857 m_collisionCategories |= CollisionCategories.Body;
858 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
859
860 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
861 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
862
863 d.BodySetAutoDisableFlag(Body, true);
864 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
865
866 // disconnect from world gravity so we can apply buoyancy
867 d.BodySetGravityMode (Body, false);
868
869 m_interpenetrationcount = 0;
870 m_collisionscore = 0;
871 m_disabled = false;
872
873 if (m_type != Vehicle.TYPE_NONE)
874 {
875 Enable(Body, _parent_scene);
876 }
877
878 _parent_scene.addActivePrim(this);
879 }
880 }
881
882 #region Mass Calculation
883
884 private float CalculateMass()
885 {
886 float volume = 0;
887
888 // No material is passed to the physics engines yet.. soo..
889 // we're using the m_density constant in the class definition
890
891 float returnMass = 0;
892
893 switch (_pbs.ProfileShape)
894 {
895 case ProfileShape.Square:
896 // Profile Volume
897
898 volume = _size.X*_size.Y*_size.Z;
899
900 // If the user has 'hollowed out'
901 // ProfileHollow is one of those 0 to 50000 values :P
902 // we like percentages better.. so turning into a percentage
903
904 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
905 {
906 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
907
908 // calculate the hollow volume by it's shape compared to the prim shape
909 float hollowVolume = 0;
910 switch (_pbs.HollowShape)
911 {
912 case HollowShape.Square:
913 case HollowShape.Same:
914 // Cube Hollow volume calculation
915 float hollowsizex = _size.X*hollowAmount;
916 float hollowsizey = _size.Y*hollowAmount;
917 float hollowsizez = _size.Z*hollowAmount;
918 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
919 break;
920
921 case HollowShape.Circle:
922 // Hollow shape is a perfect cyllinder in respect to the cube's scale
923 // Cyllinder hollow volume calculation
924 float hRadius = _size.X/2;
925 float hLength = _size.Z;
926
927 // pi * r2 * h
928 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
929 break;
930
931 case HollowShape.Triangle:
932 // Equilateral Triangular Prism volume hollow calculation
933 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
934
935 float aLength = _size.Y;
936 // 1/2 abh
937 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
938 break;
939
940 default:
941 hollowVolume = 0;
942 break;
943 }
944 volume = volume - hollowVolume;
945 }
946
947 break;
948 case ProfileShape.Circle:
949 if (_pbs.PathCurve == (byte)Extrusion.Straight)
950 {
951 // Cylinder
952 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
953 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
954
955 // Approximating the cylinder's irregularity.
956 if (volume1 > volume2)
957 {
958 volume = (float)volume1 - (volume1 - volume2);
959 }
960 else if (volume2 > volume1)
961 {
962 volume = (float)volume2 - (volume2 - volume1);
963 }
964 else
965 {
966 // Regular cylinder
967 volume = volume1;
968 }
969 }
970 else
971 {
972 // We don't know what the shape is yet, so use default
973 volume = _size.X * _size.Y * _size.Z;
974 }
975 // If the user has 'hollowed out'
976 // ProfileHollow is one of those 0 to 50000 values :P
977 // we like percentages better.. so turning into a percentage
978
979 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
980 {
981 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
982
983 // calculate the hollow volume by it's shape compared to the prim shape
984 float hollowVolume = 0;
985 switch (_pbs.HollowShape)
986 {
987 case HollowShape.Same:
988 case HollowShape.Circle:
989 // Hollow shape is a perfect cyllinder in respect to the cube's scale
990 // Cyllinder hollow volume calculation
991 float hRadius = _size.X / 2;
992 float hLength = _size.Z;
993
994 // pi * r2 * h
995 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
996 break;
997
998 case HollowShape.Square:
999 // Cube Hollow volume calculation
1000 float hollowsizex = _size.X * hollowAmount;
1001 float hollowsizey = _size.Y * hollowAmount;
1002 float hollowsizez = _size.Z * hollowAmount;
1003 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1004 break;
1005
1006 case HollowShape.Triangle:
1007 // Equilateral Triangular Prism volume hollow calculation
1008 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1009
1010 float aLength = _size.Y;
1011 // 1/2 abh
1012 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1013 break;
1014
1015 default:
1016 hollowVolume = 0;
1017 break;
1018 }
1019 volume = volume - hollowVolume;
1020 }
1021 break;
1022
1023 case ProfileShape.HalfCircle:
1024 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1025 {
1026 if (_size.X == _size.Y && _size.Y == _size.Z)
1027 {
1028 // regular sphere
1029 // v = 4/3 * pi * r^3
1030 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1031 volume = (float)((4f / 3f) * Math.PI * sradius3);
1032 }
1033 else
1034 {
1035 // we treat this as a box currently
1036 volume = _size.X * _size.Y * _size.Z;
1037 }
1038 }
1039 else
1040 {
1041 // We don't know what the shape is yet, so use default
1042 volume = _size.X * _size.Y * _size.Z;
1043 }
1044 break;
1045
1046 case ProfileShape.EquilateralTriangle:
1047 /*
1048 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1049
1050 // seed mesh
1051 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1052 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1053 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1054 */
1055 float xA = -0.25f * _size.X;
1056 float yA = -0.45f * _size.Y;
1057
1058 float xB = 0.5f * _size.X;
1059 float yB = 0;
1060
1061 float xC = -0.25f * _size.X;
1062 float yC = 0.45f * _size.Y;
1063
1064 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1065
1066 // If the user has 'hollowed out'
1067 // ProfileHollow is one of those 0 to 50000 values :P
1068 // we like percentages better.. so turning into a percentage
1069 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1070 if (((float)fhollowFactor / 50000f) > 0.0)
1071 {
1072 float hollowAmount = (float)fhollowFactor / 50000f;
1073
1074 // calculate the hollow volume by it's shape compared to the prim shape
1075 float hollowVolume = 0;
1076 switch (_pbs.HollowShape)
1077 {
1078 case HollowShape.Same:
1079 case HollowShape.Triangle:
1080 // Equilateral Triangular Prism volume hollow calculation
1081 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1082
1083 float aLength = _size.Y;
1084 // 1/2 abh
1085 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1086 break;
1087
1088 case HollowShape.Square:
1089 // Cube Hollow volume calculation
1090 float hollowsizex = _size.X * hollowAmount;
1091 float hollowsizey = _size.Y * hollowAmount;
1092 float hollowsizez = _size.Z * hollowAmount;
1093 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1094 break;
1095
1096 case HollowShape.Circle:
1097 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1098 // Cyllinder hollow volume calculation
1099 float hRadius = _size.X / 2;
1100 float hLength = _size.Z;
1101
1102 // pi * r2 * h
1103 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1104 break;
1105
1106 default:
1107 hollowVolume = 0;
1108 break;
1109 }
1110 volume = volume - hollowVolume;
1111 }
1112 break;
1113
1114 default:
1115 // we don't have all of the volume formulas yet so
1116 // use the common volume formula for all
1117 volume = _size.X*_size.Y*_size.Z;
1118 break;
1119 }
1120
1121 // Calculate Path cut effect on volume
1122 // Not exact, in the triangle hollow example
1123 // They should never be zero or less then zero..
1124 // we'll ignore it if it's less then zero
1125
1126 // ProfileEnd and ProfileBegin are values
1127 // from 0 to 50000
1128
1129 // Turning them back into percentages so that I can cut that percentage off the volume
1130
1131 float PathCutEndAmount = _pbs.ProfileEnd;
1132 float PathCutStartAmount = _pbs.ProfileBegin;
1133 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1134 {
1135 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1136
1137 // Check the return amount for sanity
1138 if (pathCutAmount >= 0.99f)
1139 pathCutAmount = 0.99f;
1140
1141 volume = volume - (volume*pathCutAmount);
1142 }
1143 UInt16 taperX = _pbs.PathScaleX;
1144 UInt16 taperY = _pbs.PathScaleY;
1145 float taperFactorX = 0;
1146 float taperFactorY = 0;
1147
1148 // Mass = density * volume
1149 if (taperX != 100)
1150 {
1151 if (taperX > 100)
1152 {
1153 taperFactorX = 1.0f - ((float)taperX / 200);
1154 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1155 }
1156 else
1157 {
1158 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1159 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1160 }
1161 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1162 }
1163
1164 if (taperY != 100)
1165 {
1166 if (taperY > 100)
1167 {
1168 taperFactorY = 1.0f - ((float)taperY / 200);
1169 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1170 }
1171 else
1172 {
1173 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1174 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1175 }
1176 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1177 }
1178 returnMass = m_density*volume;
1179 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1180
1181
1182
1183 // Recursively calculate mass
1184 bool HasChildPrim = false;
1185 lock (childrenPrim)
1186 {
1187 if (childrenPrim.Count > 0)
1188 {
1189 HasChildPrim = true;
1190 }
1191
1192 }
1193 if (HasChildPrim)
1194 {
1195 OdePrim[] childPrimArr = new OdePrim[0];
1196
1197 lock (childrenPrim)
1198 childPrimArr = childrenPrim.ToArray();
1199
1200 for (int i = 0; i < childPrimArr.Length; i++)
1201 {
1202 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1203 returnMass += childPrimArr[i].CalculateMass();
1204 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1205 if (i > 256)
1206 break;
1207 }
1208 }
1209 if (returnMass > _parent_scene.maximumMassObject)
1210 returnMass = _parent_scene.maximumMassObject;
1211 return returnMass;
1212 }// end CalculateMass
1213
1214 #endregion
1215
1216 public void setMass()
1217 {
1218 if (Body != (IntPtr) 0)
1219 {
1220 float newmass = CalculateMass();
1221
1222 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1223
1224 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1225 d.BodySetMass(Body, ref pMass);
1226 }
1227 }
1228
1229 public void disableBody()
1230 {
1231 //this kills the body so things like 'mesh' can re-create it.
1232 lock (this)
1233 {
1234 if (!childPrim)
1235 {
1236 if (Body != IntPtr.Zero)
1237 {
1238 _parent_scene.remActivePrim(this);
1239 m_collisionCategories &= ~CollisionCategories.Body;
1240 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1241
1242 if (prim_geom != IntPtr.Zero)
1243 {
1244 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1245 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1246 }
1247
1248
1249 d.BodyDestroy(Body);
1250 lock (childrenPrim)
1251 {
1252 if (childrenPrim.Count > 0)
1253 {
1254 foreach (OdePrim prm in childrenPrim)
1255 {
1256 _parent_scene.remActivePrim(prm);
1257 prm.Body = IntPtr.Zero;
1258 }
1259 }
1260 }
1261 Body = IntPtr.Zero;
1262 }
1263 }
1264 else
1265 {
1266 _parent_scene.remActivePrim(this);
1267
1268 m_collisionCategories &= ~CollisionCategories.Body;
1269 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1270
1271 if (prim_geom != IntPtr.Zero)
1272 {
1273 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1274 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1275 }
1276
1277
1278 Body = IntPtr.Zero;
1279 }
1280 }
1281 m_disabled = true;
1282 m_collisionscore = 0;
1283 }
1284
1285 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1286
1287 public void setMesh(OdeScene parent_scene, IMesh mesh)
1288 {
1289 // This sleeper is there to moderate how long it takes between
1290 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1291
1292 //Thread.Sleep(10);
1293
1294 //Kill Body so that mesh can re-make the geom
1295 if (IsPhysical && Body != IntPtr.Zero)
1296 {
1297 if (childPrim)
1298 {
1299 if (_parent != null)
1300 {
1301 OdePrim parent = (OdePrim)_parent;
1302 parent.ChildDelink(this);
1303 }
1304 }
1305 else
1306 {
1307 disableBody();
1308 }
1309 }
1310
1311 IntPtr vertices, indices;
1312 int vertexCount, indexCount;
1313 int vertexStride, triStride;
1314 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1315 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1316
1317 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1318 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1319 {
1320 _triMeshData = m_MeshToTriMeshMap[mesh];
1321 }
1322 else
1323 {
1324 _triMeshData = d.GeomTriMeshDataCreate();
1325
1326 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1327 d.GeomTriMeshDataPreprocess(_triMeshData);
1328 m_MeshToTriMeshMap[mesh] = _triMeshData;
1329 }
1330
1331 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1332 try
1333 {
1334 if (prim_geom == IntPtr.Zero)
1335 {
1336 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1337 }
1338 }
1339 catch (AccessViolationException)
1340 {
1341 m_log.Error("[PHYSICS]: MESH LOCKED");
1342 return;
1343 }
1344
1345
1346 // if (IsPhysical && Body == (IntPtr) 0)
1347 // {
1348 // Recreate the body
1349 // m_interpenetrationcount = 0;
1350 // m_collisionscore = 0;
1351
1352 // enableBody();
1353 // }
1354 }
1355
1356 public void ProcessTaints(float timestep) //=============================================================================
1357 {
1358 if (m_taintadd)
1359 {
1360 changeadd(timestep);
1361 }
1362
1363 if (prim_geom != IntPtr.Zero)
1364 {
1365 if (!_position.ApproxEquals(m_taintposition, 0f))
1366 changemove(timestep);
1367
1368 if (m_taintrot != _orientation)
1369 {
1370 if(childPrim && IsPhysical) // For physical child prim...
1371 {
1372 rotate(timestep);
1373 // KF: ODE will also rotate the parent prim!
1374 // so rotate the root back to where it was
1375 OdePrim parent = (OdePrim)_parent;
1376 parent.rotate(timestep);
1377 }
1378 else
1379 {
1380 //Just rotate the prim
1381 rotate(timestep);
1382 }
1383 }
1384 //
1385
1386 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1387 changePhysicsStatus(timestep);
1388 //
1389
1390 if (!_size.ApproxEquals(m_taintsize,0f))
1391 changesize(timestep);
1392 //
1393
1394 if (m_taintshape)
1395 changeshape(timestep);
1396 //
1397
1398 if (m_taintforce)
1399 changeAddForce(timestep);
1400
1401 if (m_taintaddangularforce)
1402 changeAddAngularForce(timestep);
1403
1404 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1405 changeSetTorque(timestep);
1406
1407 if (m_taintdisable)
1408 changedisable(timestep);
1409
1410 if (m_taintselected != m_isSelected)
1411 changeSelectedStatus(timestep);
1412
1413 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1414 changevelocity(timestep);
1415
1416 if (m_taintparent != _parent)
1417 changelink(timestep);
1418
1419 if (m_taintCollidesWater != m_collidesWater)
1420 changefloatonwater(timestep);
1421/* obsolete
1422 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1423 changeAngularLock(timestep);
1424 */
1425 }
1426 else
1427 {
1428 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
1429 }
1430 }
1431
1432/* obsolete
1433 private void changeAngularLock(float timestep)
1434 {
1435 if (_parent == null)
1436 {
1437 m_angularLock = m_taintAngularLock;
1438 m_angularLockSet = true;
1439 }
1440 }
1441 */
1442 private void changelink(float timestep)
1443 {
1444 // If the newly set parent is not null
1445 // create link
1446 if (_parent == null && m_taintparent != null)
1447 {
1448 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1449 {
1450 OdePrim obj = (OdePrim)m_taintparent;
1451 //obj.disableBody();
1452 obj.ParentPrim(this);
1453
1454 /*
1455 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1456 {
1457 _linkJointGroup = d.JointGroupCreate(0);
1458 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1459 d.JointAttach(m_linkJoint, obj.Body, Body);
1460 d.JointSetFixed(m_linkJoint);
1461 }
1462 */
1463 }
1464 }
1465 // If the newly set parent is null
1466 // destroy link
1467 else if (_parent != null && m_taintparent == null)
1468 {
1469 if (_parent is OdePrim)
1470 {
1471 OdePrim obj = (OdePrim)_parent;
1472 obj.ChildDelink(this);
1473 childPrim = false;
1474 //_parent = null;
1475 }
1476
1477 /*
1478 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1479 d.JointGroupDestroy(_linkJointGroup);
1480
1481 _linkJointGroup = (IntPtr)0;
1482 m_linkJoint = (IntPtr)0;
1483 */
1484 }
1485
1486 _parent = m_taintparent;
1487 m_taintPhysics = m_isphysical;
1488 }
1489
1490 // I'm the parent
1491 // prim is the child
1492 public void ParentPrim(OdePrim prim)
1493 {
1494 if (this.m_localID != prim.m_localID)
1495 {
1496 if (Body == IntPtr.Zero)
1497 {
1498 Body = d.BodyCreate(_parent_scene.world);
1499 setMass();
1500 }
1501 if (Body != IntPtr.Zero)
1502 {
1503 lock (childrenPrim)
1504 {
1505 if (!childrenPrim.Contains(prim))
1506 {
1507 childrenPrim.Add(prim);
1508
1509 foreach (OdePrim prm in childrenPrim)
1510 {
1511 d.Mass m2;
1512 d.MassSetZero(out m2);
1513 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1514
1515
1516 d.Quaternion quat = new d.Quaternion();
1517 quat.W = prm._orientation.W;
1518 quat.X = prm._orientation.X;
1519 quat.Y = prm._orientation.Y;
1520 quat.Z = prm._orientation.Z;
1521
1522 d.Matrix3 mat = new d.Matrix3();
1523 d.RfromQ(out mat, ref quat);
1524 d.MassRotate(ref m2, ref mat);
1525 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1526 d.MassAdd(ref pMass, ref m2);
1527 }
1528 foreach (OdePrim prm in childrenPrim)
1529 {
1530
1531 prm.m_collisionCategories |= CollisionCategories.Body;
1532 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1533
1534 if (prm.prim_geom == IntPtr.Zero)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1537 continue;
1538 }
1539//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1540 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1541 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1542
1543
1544 d.Quaternion quat = new d.Quaternion();
1545 quat.W = prm._orientation.W;
1546 quat.X = prm._orientation.X;
1547 quat.Y = prm._orientation.Y;
1548 quat.Z = prm._orientation.Z;
1549
1550 d.Matrix3 mat = new d.Matrix3();
1551 d.RfromQ(out mat, ref quat);
1552 if (Body != IntPtr.Zero)
1553 {
1554 d.GeomSetBody(prm.prim_geom, Body);
1555 prm.childPrim = true;
1556 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1557 //d.GeomSetOffsetPosition(prim.prim_geom,
1558 // (Position.X - prm.Position.X) - pMass.c.X,
1559 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1560 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1561 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1562 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1563 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1564 d.BodySetMass(Body, ref pMass);
1565 }
1566 else
1567 {
1568 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1569 }
1570
1571
1572 prm.m_interpenetrationcount = 0;
1573 prm.m_collisionscore = 0;
1574 prm.m_disabled = false;
1575
1576 prm.Body = Body;
1577 _parent_scene.addActivePrim(prm);
1578 }
1579 m_collisionCategories |= CollisionCategories.Body;
1580 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1581
1582//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1583 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1584//Console.WriteLine(" Post GeomSetCategoryBits 2");
1585 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1586
1587
1588 d.Quaternion quat2 = new d.Quaternion();
1589 quat2.W = _orientation.W;
1590 quat2.X = _orientation.X;
1591 quat2.Y = _orientation.Y;
1592 quat2.Z = _orientation.Z;
1593
1594 d.Matrix3 mat2 = new d.Matrix3();
1595 d.RfromQ(out mat2, ref quat2);
1596 d.GeomSetBody(prim_geom, Body);
1597 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1598 //d.GeomSetOffsetPosition(prim.prim_geom,
1599 // (Position.X - prm.Position.X) - pMass.c.X,
1600 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1601 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1602 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1603 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1604 d.BodySetMass(Body, ref pMass);
1605
1606 d.BodySetAutoDisableFlag(Body, true);
1607 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1608
1609
1610 m_interpenetrationcount = 0;
1611 m_collisionscore = 0;
1612 m_disabled = false;
1613
1614 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1615 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1616 _parent_scene.addActivePrim(this);
1617 }
1618 }
1619 }
1620 }
1621
1622 }
1623
1624 private void ChildSetGeom(OdePrim odePrim)
1625 {
1626 //if (m_isphysical && Body != IntPtr.Zero)
1627 lock (childrenPrim)
1628 {
1629 foreach (OdePrim prm in childrenPrim)
1630 {
1631 //prm.childPrim = true;
1632 prm.disableBody();
1633 //prm.m_taintparent = null;
1634 //prm._parent = null;
1635 //prm.m_taintPhysics = false;
1636 //prm.m_disabled = true;
1637 //prm.childPrim = false;
1638 }
1639 }
1640 disableBody();
1641
1642
1643 if (Body != IntPtr.Zero)
1644 {
1645 _parent_scene.remActivePrim(this);
1646 }
1647
1648 lock (childrenPrim)
1649 {
1650 foreach (OdePrim prm in childrenPrim)
1651 {
1652 ParentPrim(prm);
1653 }
1654 }
1655
1656 }
1657
1658 private void ChildDelink(OdePrim odePrim)
1659 {
1660 // Okay, we have a delinked child.. need to rebuild the body.
1661 lock (childrenPrim)
1662 {
1663 foreach (OdePrim prm in childrenPrim)
1664 {
1665 prm.childPrim = true;
1666 prm.disableBody();
1667 //prm.m_taintparent = null;
1668 //prm._parent = null;
1669 //prm.m_taintPhysics = false;
1670 //prm.m_disabled = true;
1671 //prm.childPrim = false;
1672 }
1673 }
1674 disableBody();
1675
1676 lock (childrenPrim)
1677 {
1678 childrenPrim.Remove(odePrim);
1679 }
1680
1681 if (Body != IntPtr.Zero)
1682 {
1683 _parent_scene.remActivePrim(this);
1684 }
1685
1686 lock (childrenPrim)
1687 {
1688 foreach (OdePrim prm in childrenPrim)
1689 {
1690 ParentPrim(prm);
1691 }
1692 }
1693 }
1694
1695 private void changeSelectedStatus(float timestep)
1696 {
1697 if (m_taintselected)
1698 {
1699 m_collisionCategories = CollisionCategories.Selected;
1700 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1701
1702 // We do the body disable soft twice because 'in theory' a collision could have happened
1703 // in between the disabling and the collision properties setting
1704 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1705 // through the ground.
1706
1707 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1708 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1709 // so that causes the selected part to wake up and continue moving.
1710
1711 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1712 // assembly will stop simulating during the selection, because of the lack of atomicity
1713 // of select operations (their processing could be interrupted by a thread switch, causing
1714 // simulation to continue before all of the selected object notifications trickle down to
1715 // the physics engine).
1716
1717 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1718 // selected and disabled. then, due to a thread switch, the selection processing is
1719 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1720 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1721 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1722 // up, start simulating again, which in turn wakes up the last 50.
1723
1724 if (m_isphysical)
1725 {
1726 disableBodySoft();
1727 }
1728
1729 if (prim_geom != IntPtr.Zero)
1730 {
1731 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1732 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1733 }
1734
1735 if (m_isphysical)
1736 {
1737 disableBodySoft();
1738 }
1739 }
1740 else
1741 {
1742 m_collisionCategories = CollisionCategories.Geom;
1743
1744 if (m_isphysical)
1745 m_collisionCategories |= CollisionCategories.Body;
1746
1747 m_collisionFlags = m_default_collisionFlags;
1748
1749 if (m_collidesLand)
1750 m_collisionFlags |= CollisionCategories.Land;
1751 if (m_collidesWater)
1752 m_collisionFlags |= CollisionCategories.Water;
1753
1754 if (prim_geom != IntPtr.Zero)
1755 {
1756 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1757 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1758 }
1759 if (m_isphysical)
1760 {
1761 if (Body != IntPtr.Zero)
1762 {
1763 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1764 d.BodySetForce(Body, 0, 0, 0);
1765 enableBodySoft();
1766 }
1767 }
1768 }
1769
1770 resetCollisionAccounting();
1771 m_isSelected = m_taintselected;
1772 }//end changeSelectedStatus
1773
1774 public void ResetTaints()
1775 {
1776 m_taintposition = _position;
1777 m_taintrot = _orientation;
1778 m_taintPhysics = m_isphysical;
1779 m_taintselected = m_isSelected;
1780 m_taintsize = _size;
1781 m_taintshape = false;
1782 m_taintforce = false;
1783 m_taintdisable = false;
1784 m_taintVelocity = Vector3.Zero;
1785 }
1786
1787 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1788 {
1789//Console.WriteLine("CreateGeom:");
1790 if (_mesh != null) // Special - make mesh
1791 {
1792 setMesh(_parent_scene, _mesh);
1793 }
1794 else // not a mesh
1795 {
1796 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1797 {
1798 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1799 {
1800 if (((_size.X / 2f) > 0f)) // Has size
1801 {
1802 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1803 try
1804 {
1805//Console.WriteLine(" CreateGeom 1");
1806 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1807 }
1808 catch (AccessViolationException)
1809 {
1810 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1811 ode.dunlock(_parent_scene.world);
1812 return;
1813 }
1814 }
1815 else
1816 {
1817 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1818 try
1819 {
1820//Console.WriteLine(" CreateGeom 2");
1821 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1822 }
1823 catch (AccessViolationException)
1824 {
1825 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1826 ode.dunlock(_parent_scene.world);
1827 return;
1828 }
1829 }
1830 }
1831 else // not equi-size
1832 {
1833 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1834 try
1835 {
1836//Console.WriteLine(" CreateGeom 3");
1837 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1838 }
1839 catch (AccessViolationException)
1840 {
1841 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1842 ode.dunlock(_parent_scene.world);
1843 return;
1844 }
1845 }
1846 }
1847
1848 else // not special profile
1849 {
1850 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1851 try
1852 {
1853//Console.WriteLine(" CreateGeom 4");
1854 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1855 }
1856 catch (AccessViolationException)
1857 {
1858 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1859 ode.dunlock(_parent_scene.world);
1860 return;
1861 }
1862 }
1863 }
1864 }
1865
1866 public void changeadd(float timestep)
1867 {
1868 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1869 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1870
1871 if (targetspace == IntPtr.Zero)
1872 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1873
1874 m_targetSpace = targetspace;
1875
1876 if (_mesh == null)
1877 {
1878 if (_parent_scene.needsMeshing(_pbs))
1879 {
1880 // Don't need to re-enable body.. it's done in SetMesh
1881 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1882 // createmesh returns null when it's a shape that isn't a cube.
1883 // m_log.Debug(m_localID);
1884 }
1885 }
1886
1887
1888 lock (_parent_scene.OdeLock)
1889 {
1890//Console.WriteLine("changeadd 1");
1891 CreateGeom(m_targetSpace, _mesh);
1892
1893 if (prim_geom != IntPtr.Zero)
1894 {
1895 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1896 d.Quaternion myrot = new d.Quaternion();
1897 myrot.X = _orientation.X;
1898 myrot.Y = _orientation.Y;
1899 myrot.Z = _orientation.Z;
1900 myrot.W = _orientation.W;
1901 d.GeomSetQuaternion(prim_geom, ref myrot);
1902 }
1903
1904 if (m_isphysical && Body == IntPtr.Zero)
1905 {
1906 enableBody();
1907 }
1908 }
1909
1910 changeSelectedStatus(timestep);
1911
1912 m_taintadd = false;
1913 }
1914
1915 public void changemove(float timestep)
1916 {
1917//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1918 if (m_isphysical)
1919 {
1920//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1921// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1922 if (!m_taintremove && !childPrim)
1923 {
1924 if (Body == IntPtr.Zero)
1925 enableBody();
1926 //Prim auto disable after 20 frames,
1927 //if you move it, re-enable the prim manually.
1928 if (_parent != null)
1929 {
1930 if (m_linkJoint != IntPtr.Zero)
1931 {
1932 d.JointDestroy(m_linkJoint);
1933 m_linkJoint = IntPtr.Zero;
1934 }
1935 }
1936 if (Body != IntPtr.Zero)
1937 {
1938 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1939
1940 if (_parent != null)
1941 {
1942 OdePrim odParent = (OdePrim)_parent;
1943 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1944 {
1945// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1946Console.WriteLine(" JointCreateFixed");
1947 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1948 d.JointAttach(m_linkJoint, Body, odParent.Body);
1949 d.JointSetFixed(m_linkJoint);
1950 }
1951 }
1952 d.BodyEnable(Body);
1953 if (m_type != Vehicle.TYPE_NONE)
1954 {
1955 Enable(Body, _parent_scene);
1956 }
1957 }
1958 else
1959 {
1960 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1961 }
1962 }
1963 //else
1964 // {
1965 //m_log.Debug("[BUG]: race!");
1966 //}
1967 }
1968 else
1969 {
1970 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1971 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1972 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1973
1974 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1975 m_targetSpace = tempspace;
1976
1977 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1978 if (prim_geom != IntPtr.Zero)
1979 {
1980 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1981
1982 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1983 d.SpaceAdd(m_targetSpace, prim_geom);
1984 }
1985 }
1986
1987 changeSelectedStatus(timestep);
1988
1989 resetCollisionAccounting();
1990 m_taintposition = _position;
1991 }
1992
1993
1994
1995 public void rotate(float timestep)
1996 {
1997 d.Quaternion myrot = new d.Quaternion();
1998 myrot.X = _orientation.X;
1999 myrot.Y = _orientation.Y;
2000 myrot.Z = _orientation.Z;
2001 myrot.W = _orientation.W;
2002 if (Body != IntPtr.Zero)
2003 {
2004 // KF: If this is a root prim do BodySet
2005 d.BodySetQuaternion(Body, ref myrot);
2006 }
2007 else
2008 {
2009 // daughter prim, do Geom set
2010 d.GeomSetQuaternion(prim_geom, ref myrot);
2011 }
2012
2013 resetCollisionAccounting();
2014 m_taintrot = _orientation;
2015 }
2016
2017 private void resetCollisionAccounting()
2018 {
2019 m_collisionscore = 0;
2020 m_interpenetrationcount = 0;
2021 m_disabled = false;
2022 }
2023
2024 public void changedisable(float timestep)
2025 {
2026 m_disabled = true;
2027 if (Body != IntPtr.Zero)
2028 {
2029 d.BodyDisable(Body);
2030 Body = IntPtr.Zero;
2031 }
2032
2033 m_taintdisable = false;
2034 }
2035
2036 public void changePhysicsStatus(float timestep)
2037 {
2038 if (m_isphysical == true)
2039 {
2040 if (Body == IntPtr.Zero)
2041 {
2042 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2043 {
2044 changeshape(2f);
2045 }
2046 else
2047 {
2048 enableBody();
2049 }
2050 }
2051 }
2052 else
2053 {
2054 if (Body != IntPtr.Zero)
2055 {
2056 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2057 {
2058 _mesh = null;
2059//Console.WriteLine("changePhysicsStatus for " + m_primName );
2060 changeadd(2f);
2061 }
2062 if (childPrim)
2063 {
2064 if (_parent != null)
2065 {
2066 OdePrim parent = (OdePrim)_parent;
2067 parent.ChildDelink(this);
2068 }
2069 }
2070 else
2071 {
2072 disableBody();
2073 }
2074 }
2075 }
2076
2077 changeSelectedStatus(timestep);
2078
2079 resetCollisionAccounting();
2080 m_taintPhysics = m_isphysical;
2081 }
2082
2083 public void changesize(float timestamp)
2084 {
2085
2086 string oldname = _parent_scene.geom_name_map[prim_geom];
2087
2088 if (_size.X <= 0) _size.X = 0.01f;
2089 if (_size.Y <= 0) _size.Y = 0.01f;
2090 if (_size.Z <= 0) _size.Z = 0.01f;
2091
2092 // Cleanup of old prim geometry
2093 if (_mesh != null)
2094 {
2095 // Cleanup meshing here
2096 }
2097 //kill body to rebuild
2098 if (IsPhysical && Body != IntPtr.Zero)
2099 {
2100 if (childPrim)
2101 {
2102 if (_parent != null)
2103 {
2104 OdePrim parent = (OdePrim)_parent;
2105 parent.ChildDelink(this);
2106 }
2107 }
2108 else
2109 {
2110 disableBody();
2111 }
2112 }
2113 if (d.SpaceQuery(m_targetSpace, prim_geom))
2114 {
2115 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2116 d.SpaceRemove(m_targetSpace, prim_geom);
2117 }
2118 // we don't need to do space calculation because the client sends a position update also.
2119
2120 // Construction of new prim
2121 if (_parent_scene.needsMeshing(_pbs))
2122 {
2123 float meshlod = _parent_scene.meshSculptLOD;
2124
2125 if (IsPhysical)
2126 meshlod = _parent_scene.MeshSculptphysicalLOD;
2127 // Don't need to re-enable body.. it's done in SetMesh
2128
2129 IMesh mesh = null;
2130
2131 if (_parent_scene.needsMeshing(_pbs))
2132 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2133
2134 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2135//Console.WriteLine("changesize 1");
2136 CreateGeom(m_targetSpace, mesh);
2137
2138
2139 }
2140 else
2141 {
2142 _mesh = null;
2143//Console.WriteLine("changesize 2");
2144 CreateGeom(m_targetSpace, _mesh);
2145 }
2146
2147 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2148 d.Quaternion myrot = new d.Quaternion();
2149 myrot.X = _orientation.X;
2150 myrot.Y = _orientation.Y;
2151 myrot.Z = _orientation.Z;
2152 myrot.W = _orientation.W;
2153 d.GeomSetQuaternion(prim_geom, ref myrot);
2154
2155 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2156 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2157 {
2158 // Re creates body on size.
2159 // EnableBody also does setMass()
2160 enableBody();
2161 d.BodyEnable(Body);
2162 }
2163
2164 _parent_scene.geom_name_map[prim_geom] = oldname;
2165
2166 changeSelectedStatus(timestamp);
2167 if (childPrim)
2168 {
2169 if (_parent is OdePrim)
2170 {
2171 OdePrim parent = (OdePrim)_parent;
2172 parent.ChildSetGeom(this);
2173 }
2174 }
2175 resetCollisionAccounting();
2176 m_taintsize = _size;
2177 }
2178
2179
2180
2181 public void changefloatonwater(float timestep)
2182 {
2183 m_collidesWater = m_taintCollidesWater;
2184
2185 if (prim_geom != IntPtr.Zero)
2186 {
2187 if (m_collidesWater)
2188 {
2189 m_collisionFlags |= CollisionCategories.Water;
2190 }
2191 else
2192 {
2193 m_collisionFlags &= ~CollisionCategories.Water;
2194 }
2195 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2196 }
2197 }
2198
2199 public void changeshape(float timestamp)
2200 {
2201 string oldname = _parent_scene.geom_name_map[prim_geom];
2202
2203 // Cleanup of old prim geometry and Bodies
2204 if (IsPhysical && Body != IntPtr.Zero)
2205 {
2206 if (childPrim)
2207 {
2208 if (_parent != null)
2209 {
2210 OdePrim parent = (OdePrim)_parent;
2211 parent.ChildDelink(this);
2212 }
2213 }
2214 else
2215 {
2216 disableBody();
2217 }
2218 }
2219
2220
2221 // we don't need to do space calculation because the client sends a position update also.
2222 if (_size.X <= 0) _size.X = 0.01f;
2223 if (_size.Y <= 0) _size.Y = 0.01f;
2224 if (_size.Z <= 0) _size.Z = 0.01f;
2225 // Construction of new prim
2226
2227 if (_parent_scene.needsMeshing(_pbs))
2228 {
2229 // Don't need to re-enable body.. it's done in SetMesh
2230 float meshlod = _parent_scene.meshSculptLOD;
2231
2232 if (IsPhysical)
2233 meshlod = _parent_scene.MeshSculptphysicalLOD;
2234
2235 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2236 // createmesh returns null when it doesn't mesh.
2237 CreateGeom(m_targetSpace, mesh);
2238 }
2239 else
2240 {
2241 _mesh = null;
2242//Console.WriteLine("changeshape");
2243 CreateGeom(m_targetSpace, null);
2244 }
2245
2246 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2247 d.Quaternion myrot = new d.Quaternion();
2248 //myrot.W = _orientation.w;
2249 myrot.W = _orientation.W;
2250 myrot.X = _orientation.X;
2251 myrot.Y = _orientation.Y;
2252 myrot.Z = _orientation.Z;
2253 d.GeomSetQuaternion(prim_geom, ref myrot);
2254
2255 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2256 if (IsPhysical && Body == IntPtr.Zero)
2257 {
2258 // Re creates body on size.
2259 // EnableBody also does setMass()
2260 enableBody();
2261 if (Body != IntPtr.Zero)
2262 {
2263 d.BodyEnable(Body);
2264 }
2265 }
2266 _parent_scene.geom_name_map[prim_geom] = oldname;
2267
2268 changeSelectedStatus(timestamp);
2269 if (childPrim)
2270 {
2271 if (_parent is OdePrim)
2272 {
2273 OdePrim parent = (OdePrim)_parent;
2274 parent.ChildSetGeom(this);
2275 }
2276 }
2277 resetCollisionAccounting();
2278 m_taintshape = false;
2279 }
2280
2281 public void changeAddForce(float timestamp)
2282 {
2283 if (!m_isSelected)
2284 {
2285 lock (m_forcelist)
2286 {
2287 //m_log.Info("[PHYSICS]: dequeing forcelist");
2288 if (IsPhysical)
2289 {
2290 Vector3 iforce = Vector3.Zero;
2291 int i = 0;
2292 try
2293 {
2294 for (i = 0; i < m_forcelist.Count; i++)
2295 {
2296
2297 iforce = iforce + (m_forcelist[i] * 100);
2298 }
2299 }
2300 catch (IndexOutOfRangeException)
2301 {
2302 m_forcelist = new List<Vector3>();
2303 m_collisionscore = 0;
2304 m_interpenetrationcount = 0;
2305 m_taintforce = false;
2306 return;
2307 }
2308 catch (ArgumentOutOfRangeException)
2309 {
2310 m_forcelist = new List<Vector3>();
2311 m_collisionscore = 0;
2312 m_interpenetrationcount = 0;
2313 m_taintforce = false;
2314 return;
2315 }
2316 d.BodyEnable(Body);
2317 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2318 }
2319 m_forcelist.Clear();
2320 }
2321
2322 m_collisionscore = 0;
2323 m_interpenetrationcount = 0;
2324 }
2325
2326 m_taintforce = false;
2327
2328 }
2329
2330
2331
2332 public void changeSetTorque(float timestamp)
2333 {
2334 if (!m_isSelected)
2335 {
2336 if (IsPhysical && Body != IntPtr.Zero)
2337 {
2338 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2339 }
2340 }
2341
2342 m_taintTorque = Vector3.Zero;
2343 }
2344
2345 public void changeAddAngularForce(float timestamp)
2346 {
2347 if (!m_isSelected)
2348 {
2349 lock (m_angularforcelist)
2350 {
2351 //m_log.Info("[PHYSICS]: dequeing forcelist");
2352 if (IsPhysical)
2353 {
2354 Vector3 iforce = Vector3.Zero;
2355 for (int i = 0; i < m_angularforcelist.Count; i++)
2356 {
2357 iforce = iforce + (m_angularforcelist[i] * 100);
2358 }
2359 d.BodyEnable(Body);
2360 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2361
2362 }
2363 m_angularforcelist.Clear();
2364 }
2365
2366 m_collisionscore = 0;
2367 m_interpenetrationcount = 0;
2368 }
2369
2370 m_taintaddangularforce = false;
2371 }
2372
2373 private void changevelocity(float timestep)
2374 {
2375 if (!m_isSelected)
2376 {
2377 Thread.Sleep(20);
2378 if (IsPhysical)
2379 {
2380 if (Body != IntPtr.Zero)
2381 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2382 }
2383
2384 //resetCollisionAccounting();
2385 }
2386 m_taintVelocity = Vector3.Zero;
2387 }
2388
2389 public void UpdatePositionAndVelocity()
2390 {
2391 return; // moved to the Move () method
2392 }
2393
2394 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2395 {
2396 obj.I.M00 = pMat[0, 0];
2397 obj.I.M01 = pMat[0, 1];
2398 obj.I.M02 = pMat[0, 2];
2399 obj.I.M10 = pMat[1, 0];
2400 obj.I.M11 = pMat[1, 1];
2401 obj.I.M12 = pMat[1, 2];
2402 obj.I.M20 = pMat[2, 0];
2403 obj.I.M21 = pMat[2, 1];
2404 obj.I.M22 = pMat[2, 2];
2405 return obj;
2406 }
2407
2408 public override void SubscribeEvents(int ms)
2409 {
2410 m_eventsubscription = ms;
2411 _parent_scene.addCollisionEventReporting(this);
2412 }
2413
2414 public override void UnSubscribeEvents()
2415 {
2416 _parent_scene.remCollisionEventReporting(this);
2417 m_eventsubscription = 0;
2418 }
2419
2420 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2421 {
2422 if (CollisionEventsThisFrame == null)
2423 CollisionEventsThisFrame = new CollisionEventUpdate();
2424 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2425 }
2426
2427 public void SendCollisions()
2428 {
2429 if (CollisionEventsThisFrame == null)
2430 return;
2431
2432 base.SendCollisionUpdate(CollisionEventsThisFrame);
2433
2434 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2435 CollisionEventsThisFrame = null;
2436 else
2437 CollisionEventsThisFrame = new CollisionEventUpdate();
2438 }
2439
2440 public override bool SubscribedEvents()
2441 {
2442 if (m_eventsubscription > 0)
2443 return true;
2444 return false;
2445 }
2446
2447 public static Matrix4 Inverse(Matrix4 pMat)
2448 {
2449 if (determinant3x3(pMat) == 0)
2450 {
2451 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2452 }
2453
2454
2455
2456 return (Adjoint(pMat) / determinant3x3(pMat));
2457 }
2458
2459 public static Matrix4 Adjoint(Matrix4 pMat)
2460 {
2461 Matrix4 adjointMatrix = new Matrix4();
2462 for (int i=0; i<4; i++)
2463 {
2464 for (int j=0; j<4; j++)
2465 {
2466 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2467 }
2468 }
2469
2470 adjointMatrix = Transpose(adjointMatrix);
2471 return adjointMatrix;
2472 }
2473
2474 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2475 {
2476 Matrix4 minor = new Matrix4();
2477 int m = 0, n = 0;
2478 for (int i = 0; i < 4; i++)
2479 {
2480 if (i == iRow)
2481 continue;
2482 n = 0;
2483 for (int j = 0; j < 4; j++)
2484 {
2485 if (j == iCol)
2486 continue;
2487 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2488 n++;
2489 }
2490 m++;
2491 }
2492 return minor;
2493 }
2494
2495 public static Matrix4 Transpose(Matrix4 pMat)
2496 {
2497 Matrix4 transposeMatrix = new Matrix4();
2498 for (int i = 0; i < 4; i++)
2499 for (int j = 0; j < 4; j++)
2500 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2501 return transposeMatrix;
2502 }
2503
2504 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2505 {
2506 switch (r)
2507 {
2508 case 0:
2509 switch (c)
2510 {
2511 case 0:
2512 pMat.M11 = val;
2513 break;
2514 case 1:
2515 pMat.M12 = val;
2516 break;
2517 case 2:
2518 pMat.M13 = val;
2519 break;
2520 case 3:
2521 pMat.M14 = val;
2522 break;
2523 }
2524
2525 break;
2526 case 1:
2527 switch (c)
2528 {
2529 case 0:
2530 pMat.M21 = val;
2531 break;
2532 case 1:
2533 pMat.M22 = val;
2534 break;
2535 case 2:
2536 pMat.M23 = val;
2537 break;
2538 case 3:
2539 pMat.M24 = val;
2540 break;
2541 }
2542
2543 break;
2544 case 2:
2545 switch (c)
2546 {
2547 case 0:
2548 pMat.M31 = val;
2549 break;
2550 case 1:
2551 pMat.M32 = val;
2552 break;
2553 case 2:
2554 pMat.M33 = val;
2555 break;
2556 case 3:
2557 pMat.M34 = val;
2558 break;
2559 }
2560
2561 break;
2562 case 3:
2563 switch (c)
2564 {
2565 case 0:
2566 pMat.M41 = val;
2567 break;
2568 case 1:
2569 pMat.M42 = val;
2570 break;
2571 case 2:
2572 pMat.M43 = val;
2573 break;
2574 case 3:
2575 pMat.M44 = val;
2576 break;
2577 }
2578
2579 break;
2580 }
2581 }
2582 private static float determinant3x3(Matrix4 pMat)
2583 {
2584 float det = 0;
2585 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2586 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2587 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2588 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2589 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2590 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2591
2592 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2593 return det;
2594
2595 }
2596
2597 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2598 {
2599 dst.c.W = src.c.W;
2600 dst.c.X = src.c.X;
2601 dst.c.Y = src.c.Y;
2602 dst.c.Z = src.c.Z;
2603 dst.mass = src.mass;
2604 dst.I.M00 = src.I.M00;
2605 dst.I.M01 = src.I.M01;
2606 dst.I.M02 = src.I.M02;
2607 dst.I.M10 = src.I.M10;
2608 dst.I.M11 = src.I.M11;
2609 dst.I.M12 = src.I.M12;
2610 dst.I.M20 = src.I.M20;
2611 dst.I.M21 = src.I.M21;
2612 dst.I.M22 = src.I.M22;
2613 }
2614
2615 public override void SetMaterial(int pMaterial)
2616 {
2617 m_material = pMaterial;
2618 }
2619
2620 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2621 {
2622 switch (pParam)
2623 {
2624 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2625 if (pValue < 0.01f) pValue = 0.01f;
2626 // m_angularDeflectionEfficiency = pValue;
2627 break;
2628 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2629 if (pValue < 0.1f) pValue = 0.1f;
2630 // m_angularDeflectionTimescale = pValue;
2631 break;
2632 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2633 if (pValue < 0.3f) pValue = 0.3f;
2634 m_angularMotorDecayTimescale = pValue;
2635 break;
2636 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2637 if (pValue < 0.3f) pValue = 0.3f;
2638 m_angularMotorTimescale = pValue;
2639 break;
2640 case Vehicle.BANKING_EFFICIENCY:
2641 if (pValue < 0.01f) pValue = 0.01f;
2642 // m_bankingEfficiency = pValue;
2643 break;
2644 case Vehicle.BANKING_MIX:
2645 if (pValue < 0.01f) pValue = 0.01f;
2646 // m_bankingMix = pValue;
2647 break;
2648 case Vehicle.BANKING_TIMESCALE:
2649 if (pValue < 0.01f) pValue = 0.01f;
2650 // m_bankingTimescale = pValue;
2651 break;
2652 case Vehicle.BUOYANCY:
2653 if (pValue < -1f) pValue = -1f;
2654 if (pValue > 1f) pValue = 1f;
2655 m_VehicleBuoyancy = pValue;
2656 break;
2657// case Vehicle.HOVER_EFFICIENCY:
2658// if (pValue < 0f) pValue = 0f;
2659// if (pValue > 1f) pValue = 1f;
2660// m_VhoverEfficiency = pValue;
2661// break;
2662 case Vehicle.HOVER_HEIGHT:
2663 m_VhoverHeight = pValue;
2664 break;
2665 case Vehicle.HOVER_TIMESCALE:
2666 if (pValue < 0.1f) pValue = 0.1f;
2667 m_VhoverTimescale = pValue;
2668 break;
2669 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2670 if (pValue < 0.01f) pValue = 0.01f;
2671 // m_linearDeflectionEfficiency = pValue;
2672 break;
2673 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2674 if (pValue < 0.01f) pValue = 0.01f;
2675 // m_linearDeflectionTimescale = pValue;
2676 break;
2677 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2678 if (pValue < 0.3f) pValue = 0.3f;
2679 m_linearMotorDecayTimescale = pValue;
2680 break;
2681 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2682 if (pValue < 0.1f) pValue = 0.1f;
2683 m_linearMotorTimescale = pValue;
2684 break;
2685 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2686 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2687 if (pValue > 1.0f) pValue = 1.0f;
2688 m_verticalAttractionEfficiency = pValue;
2689 break;
2690 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2691 if (pValue < 0.1f) pValue = 0.1f;
2692 m_verticalAttractionTimescale = pValue;
2693 break;
2694
2695 // These are vector properties but the engine lets you use a single float value to
2696 // set all of the components to the same value
2697 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2698 if (pValue > 30f) pValue = 30f;
2699 if (pValue < 0.1f) pValue = 0.1f;
2700 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2701 break;
2702 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2703 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2704 UpdateAngDecay();
2705 break;
2706 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2707 if (pValue < 0.1f) pValue = 0.1f;
2708 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2709 break;
2710 case Vehicle.LINEAR_MOTOR_DIRECTION:
2711 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2712 UpdateLinDecay();
2713 break;
2714 case Vehicle.LINEAR_MOTOR_OFFSET:
2715 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2716 break;
2717
2718 }
2719
2720 }//end ProcessFloatVehicleParam
2721
2722 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2723 {
2724 switch (pParam)
2725 {
2726 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2727 if (pValue.X > 30f) pValue.X = 30f;
2728 if (pValue.X < 0.1f) pValue.X = 0.1f;
2729 if (pValue.Y > 30f) pValue.Y = 30f;
2730 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2731 if (pValue.Z > 30f) pValue.Z = 30f;
2732 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2733 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2734 break;
2735 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2736 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2737 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2738 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2739 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2740 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2741 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2742 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2743 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2744 UpdateAngDecay();
2745 break;
2746 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2747 if (pValue.X < 0.1f) pValue.X = 0.1f;
2748 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2749 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2750 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2751 break;
2752 case Vehicle.LINEAR_MOTOR_DIRECTION:
2753 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2754 UpdateLinDecay();
2755 break;
2756 case Vehicle.LINEAR_MOTOR_OFFSET:
2757 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2758 break;
2759 }
2760
2761 }//end ProcessVectorVehicleParam
2762
2763 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2764 {
2765 switch (pParam)
2766 {
2767 case Vehicle.REFERENCE_FRAME:
2768 // m_referenceFrame = pValue;
2769 break;
2770 }
2771
2772 }//end ProcessRotationVehicleParam
2773
2774 internal void ProcessVehicleFlags(int pParam, bool remove)
2775 {
2776 if (remove)
2777 {
2778 m_flags &= ~((VehicleFlag)pParam);
2779 }
2780 else
2781 {
2782 m_flags |= (VehicleFlag)pParam;
2783 }
2784 }
2785
2786 internal void ProcessTypeChange(Vehicle pType)
2787 {
2788 // Set Defaults For Type
2789 m_type = pType;
2790 switch (pType)
2791 {
2792 case Vehicle.TYPE_SLED:
2793 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2794 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2795// m_lLinMotorVel = Vector3.Zero;
2796 m_linearMotorTimescale = 1000;
2797 m_linearMotorDecayTimescale = 120;
2798 m_angularMotorDirection = Vector3.Zero;
2799 m_angularMotorDVel = Vector3.Zero;
2800 m_angularMotorTimescale = 1000;
2801 m_angularMotorDecayTimescale = 120;
2802 m_VhoverHeight = 0;
2803// m_VhoverEfficiency = 1;
2804 m_VhoverTimescale = 10;
2805 m_VehicleBuoyancy = 0;
2806 // m_linearDeflectionEfficiency = 1;
2807 // m_linearDeflectionTimescale = 1;
2808 // m_angularDeflectionEfficiency = 1;
2809 // m_angularDeflectionTimescale = 1000;
2810 // m_bankingEfficiency = 0;
2811 // m_bankingMix = 1;
2812 // m_bankingTimescale = 10;
2813 // m_referenceFrame = Quaternion.Identity;
2814 m_flags &=
2815 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2816 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2817 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2818 break;
2819 case Vehicle.TYPE_CAR:
2820 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2821 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2822// m_lLinMotorVel = Vector3.Zero;
2823 m_linearMotorTimescale = 1;
2824 m_linearMotorDecayTimescale = 60;
2825 m_angularMotorDirection = Vector3.Zero;
2826 m_angularMotorDVel = Vector3.Zero;
2827 m_angularMotorTimescale = 1;
2828 m_angularMotorDecayTimescale = 0.8f;
2829 m_VhoverHeight = 0;
2830// m_VhoverEfficiency = 0;
2831 m_VhoverTimescale = 1000;
2832 m_VehicleBuoyancy = 0;
2833 // // m_linearDeflectionEfficiency = 1;
2834 // // m_linearDeflectionTimescale = 2;
2835 // // m_angularDeflectionEfficiency = 0;
2836 // m_angularDeflectionTimescale = 10;
2837 m_verticalAttractionEfficiency = 1f;
2838 m_verticalAttractionTimescale = 10f;
2839 // m_bankingEfficiency = -0.2f;
2840 // m_bankingMix = 1;
2841 // m_bankingTimescale = 1;
2842 // m_referenceFrame = Quaternion.Identity;
2843 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2844 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2845 VehicleFlag.LIMIT_MOTOR_UP);
2846 break;
2847 case Vehicle.TYPE_BOAT:
2848 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2849 m_angularFrictionTimescale = new Vector3(10,10,10);
2850// m_lLinMotorVel = Vector3.Zero;
2851 m_linearMotorTimescale = 5;
2852 m_linearMotorDecayTimescale = 60;
2853 m_angularMotorDirection = Vector3.Zero;
2854 m_angularMotorDVel = Vector3.Zero;
2855 m_angularMotorTimescale = 4;
2856 m_angularMotorDecayTimescale = 4;
2857 m_VhoverHeight = 0;
2858// m_VhoverEfficiency = 0.5f;
2859 m_VhoverTimescale = 2;
2860 m_VehicleBuoyancy = 1;
2861 // m_linearDeflectionEfficiency = 0.5f;
2862 // m_linearDeflectionTimescale = 3;
2863 // m_angularDeflectionEfficiency = 0.5f;
2864 // m_angularDeflectionTimescale = 5;
2865 m_verticalAttractionEfficiency = 0.5f;
2866 m_verticalAttractionTimescale = 5f;
2867 // m_bankingEfficiency = -0.3f;
2868 // m_bankingMix = 0.8f;
2869 // m_bankingTimescale = 1;
2870 // m_referenceFrame = Quaternion.Identity;
2871 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2872 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2873 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2874 VehicleFlag.LIMIT_MOTOR_UP);
2875 break;
2876 case Vehicle.TYPE_AIRPLANE:
2877 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2878 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2879// m_lLinMotorVel = Vector3.Zero;
2880 m_linearMotorTimescale = 2;
2881 m_linearMotorDecayTimescale = 60;
2882 m_angularMotorDirection = Vector3.Zero;
2883 m_angularMotorDVel = Vector3.Zero;
2884 m_angularMotorTimescale = 4;
2885 m_angularMotorDecayTimescale = 4;
2886 m_VhoverHeight = 0;
2887// m_VhoverEfficiency = 0.5f;
2888 m_VhoverTimescale = 1000;
2889 m_VehicleBuoyancy = 0;
2890 // m_linearDeflectionEfficiency = 0.5f;
2891 // m_linearDeflectionTimescale = 3;
2892 // m_angularDeflectionEfficiency = 1;
2893 // m_angularDeflectionTimescale = 2;
2894 m_verticalAttractionEfficiency = 0.9f;
2895 m_verticalAttractionTimescale = 2f;
2896 // m_bankingEfficiency = 1;
2897 // m_bankingMix = 0.7f;
2898 // m_bankingTimescale = 2;
2899 // m_referenceFrame = Quaternion.Identity;
2900 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2901 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2902 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2903 break;
2904 case Vehicle.TYPE_BALLOON:
2905 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2906 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2907 m_linearMotorTimescale = 5;
2908 m_linearMotorDecayTimescale = 60;
2909 m_angularMotorDirection = Vector3.Zero;
2910 m_angularMotorDVel = Vector3.Zero;
2911 m_angularMotorTimescale = 6;
2912 m_angularMotorDecayTimescale = 10;
2913 m_VhoverHeight = 5;
2914// m_VhoverEfficiency = 0.8f;
2915 m_VhoverTimescale = 10;
2916 m_VehicleBuoyancy = 1;
2917 // m_linearDeflectionEfficiency = 0;
2918 // m_linearDeflectionTimescale = 5;
2919 // m_angularDeflectionEfficiency = 0;
2920 // m_angularDeflectionTimescale = 5;
2921 m_verticalAttractionEfficiency = 1f;
2922 m_verticalAttractionTimescale = 100f;
2923 // m_bankingEfficiency = 0;
2924 // m_bankingMix = 0.7f;
2925 // m_bankingTimescale = 5;
2926 // m_referenceFrame = Quaternion.Identity;
2927 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2928 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2929 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2930 break;
2931
2932 }
2933 }//end SetDefaultsForType
2934
2935 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2936 {
2937 if (m_type == Vehicle.TYPE_NONE)
2938 return;
2939
2940 m_body = pBody;
2941 }
2942
2943
2944 internal void Halt()
2945 { // Kill all motions, when non-physical
2946 // m_linearMotorDirection = Vector3.Zero;
2947 m_lLinMotorDVel = Vector3.Zero;
2948 m_lLinObjectVel = Vector3.Zero;
2949 m_wLinObjectVel = Vector3.Zero;
2950 m_angularMotorDirection = Vector3.Zero;
2951 m_lastAngularVelocity = Vector3.Zero;
2952 m_angularMotorDVel = Vector3.Zero;
2953 _acceleration = Vector3.Zero;
2954 }
2955
2956 private void UpdateLinDecay()
2957 {
2958// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2959// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2960// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2961 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2962 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2963 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2964 } // else let the motor decay on its own
2965
2966 private void UpdateAngDecay()
2967 {
2968// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2969// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2970// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2971 m_angularMotorDVel.X = m_angularMotorDirection.X;
2972 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2973 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2974 } // else let the motor decay on its own
2975
2976 public void Move(float timestep)
2977 {
2978 float fx = 0;
2979 float fy = 0;
2980 float fz = 0;
2981 Vector3 linvel; // velocity applied, including any reversal
2982 int outside = 0;
2983
2984 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
2985 // This is a temp patch until proper region crossing is developed.
2986
2987 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
2988 int fence = _parent_scene.geomRegionFence;
2989
2990 float border_limit = 0.05f; // original limit
2991 if (fence == 1) border_limit = 0.5f; // bounce point
2992
2993 frcount++; // used to limit debug comment output
2994 if (frcount > 50)
2995 frcount = 0;
2996
2997 if(revcount > 0) revcount--;
2998
2999 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3000 {
3001 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3002 bool lastZeroFlag = _zeroFlag; // was it stopped
3003
3004 d.Vector3 vec = d.BodyGetPosition(Body);
3005 Vector3 l_position = Vector3.Zero;
3006 l_position.X = vec.X;
3007 l_position.Y = vec.Y;
3008 l_position.Z = vec.Z;
3009 m_lastposition = _position;
3010 _position = l_position;
3011
3012 d.Quaternion ori = d.BodyGetQuaternion(Body);
3013 // Quaternion l_orientation = Quaternion.Identity;
3014 _orientation.X = ori.X;
3015 _orientation.Y = ori.Y;
3016 _orientation.Z = ori.Z;
3017 _orientation.W = ori.W;
3018 m_lastorientation = _orientation;
3019
3020 d.Vector3 vel = d.BodyGetLinearVel(Body);
3021 m_lastVelocity = _velocity;
3022 _velocity.X = vel.X;
3023 _velocity.Y = vel.Y;
3024 _velocity.Z = vel.Z;
3025 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3026
3027 d.Vector3 torque = d.BodyGetTorque(Body);
3028 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3029
3030 base.RequestPhysicsterseUpdate();
3031
3032//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3033
3034 // Check if outside region
3035 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3036 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3037 {
3038 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3039 outside = 1;
3040 }
3041
3042 if (l_position.X < border_limit)
3043 {
3044 l_position.X = border_limit;
3045 outside = 2;
3046 }
3047 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3048 {
3049 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3050 outside = 3;
3051 }
3052
3053 if (l_position.Y < border_limit)
3054 {
3055 l_position.Y = border_limit;
3056 outside = 4;
3057 }
3058
3059 if (outside > 0)
3060 {
3061//Console.WriteLine(" fence = {0}",fence);
3062
3063//Console.WriteLine("Border {0}", l_position);
3064 if (fence == 1) // bounce object off boundary
3065 {
3066 if (revcount == 0)
3067 {
3068 if (outside < 3)
3069 {
3070 _velocity.X = -_velocity.X;
3071 }
3072 else
3073 {
3074 _velocity.Y = -_velocity.Y;
3075 }
3076 if (m_type != Vehicle.TYPE_NONE) Halt();
3077 _position = l_position;
3078 m_taintposition = _position;
3079 m_lastVelocity = _velocity;
3080 _acceleration = Vector3.Zero;
3081 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3082 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3083 base.RequestPhysicsterseUpdate();
3084
3085 revcount = 25; // wait for object to move away from border
3086 }
3087 } // else old crossing mode
3088 else if (m_crossingfailures < failureLimit)
3089 { // keep trying to cross?
3090 _position = l_position;
3091 //_parent_scene.remActivePrim(this);
3092 if (_parent == null) base.RequestPhysicsterseUpdate();
3093 return; // Dont process any other motion?
3094 }
3095 else
3096 { // Too many tries
3097 if (_parent == null) base.RaiseOutOfBounds(l_position);
3098//Console.WriteLine("ROOB 2");
3099
3100 return; // Dont process any other motion?
3101 } // end various methods
3102 } // end outside region horizontally
3103
3104
3105 if (l_position.Z < 0)
3106 {
3107 // This is so prim that get lost underground don't fall forever and suck up
3108 //
3109 // Sim resources and memory.
3110 // Disables the prim's movement physics....
3111 // It's a hack and will generate a console message if it fails.
3112
3113 //IsPhysical = false;
3114 if (_parent == null) base.RaiseOutOfBounds(_position);
3115//Console.WriteLine("ROOB 3");
3116
3117
3118 _acceleration.X = 0; // This stuff may stop client display but it has no
3119 _acceleration.Y = 0; // effect on the object in phys engine!
3120 _acceleration.Z = 0;
3121
3122 _velocity.X = 0;
3123 _velocity.Y = 0;
3124 _velocity.Z = 0;
3125 m_rotationalVelocity.X = 0;
3126 m_rotationalVelocity.Y = 0;
3127 m_rotationalVelocity.Z = 0;
3128
3129 if (_parent == null) base.RequestPhysicsterseUpdate();
3130
3131 m_throttleUpdates = false;
3132 throttleCounter = 0;
3133 _zeroFlag = true;
3134 //outofBounds = true;
3135 } // end neg Z check
3136
3137 // Is it moving?
3138 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3139 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3140 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3141 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3142 {
3143 _zeroFlag = true;
3144 m_throttleUpdates = false;
3145 }
3146 else
3147 {
3148 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3149 _zeroFlag = false;
3150 m_lastUpdateSent = false;
3151 //m_throttleUpdates = false;
3152 }
3153
3154 if (_zeroFlag)
3155 { // Its stopped
3156 _velocity.X = 0.0f;
3157 _velocity.Y = 0.0f;
3158 _velocity.Z = 0.0f;
3159
3160 _acceleration.X = 0;
3161 _acceleration.Y = 0;
3162 _acceleration.Z = 0;
3163
3164 m_rotationalVelocity.X = 0;
3165 m_rotationalVelocity.Y = 0;
3166 m_rotationalVelocity.Z = 0;
3167 if (!m_lastUpdateSent)
3168 {
3169 m_throttleUpdates = false;
3170 throttleCounter = 0;
3171 if (_parent == null)
3172 {
3173 base.RequestPhysicsterseUpdate();
3174 }
3175
3176 m_lastUpdateSent = true;
3177 }
3178 }
3179 else
3180 { // Its moving
3181 if (lastZeroFlag != _zeroFlag)
3182 {
3183 if (_parent == null)
3184 {
3185 base.RequestPhysicsterseUpdate();
3186 }
3187 }
3188 m_lastUpdateSent = false;
3189 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3190 {
3191 if (_parent == null)
3192 {
3193 base.RequestPhysicsterseUpdate();
3194 }
3195 }
3196 else
3197 {
3198 throttleCounter++;
3199 }
3200 }
3201 m_lastposition = l_position;
3202
3203 /// End UpdatePositionAndVelocity insert
3204
3205
3206 // Rotation lock =====================================
3207 if(m_rotateEnableUpdate)
3208 {
3209 // Snapshot current angles, set up Amotor(s)
3210 m_rotateEnableUpdate = false;
3211 m_rotateEnable = m_rotateEnableRequest;
3212Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3213
3214 if (Amotor != IntPtr.Zero)
3215 {
3216 d.JointDestroy(Amotor);
3217 Amotor = IntPtr.Zero;
3218Console.WriteLine("Old Amotor Destroyed");
3219 }
3220
3221 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3222 { // not all are enabled
3223 d.Quaternion r = d.BodyGetQuaternion(Body);
3224 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3225 // extract the axes vectors
3226 Vector3 vX = new Vector3(1f,0f,0f);
3227 Vector3 vY = new Vector3(0f,1f,0f);
3228 Vector3 vZ = new Vector3(0f,0f,1f);
3229 vX = vX * locrot;
3230 vY = vY * locrot;
3231 vZ = vZ * locrot;
3232 // snapshot the current angle vectors
3233 m_lockX = vX;
3234 m_lockY = vY;
3235 m_lockZ = vZ;
3236 // m_lockRot = locrot;
3237 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3238 d.JointAttach(Amotor, Body, IntPtr.Zero);
3239 d.JointSetAMotorMode(Amotor, 0); // User mode??
3240Console.WriteLine("New Amotor Created for {0}", m_primName);
3241
3242 float axisnum = 3; // how many to lock
3243 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3244 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3245Console.WriteLine("AxisNum={0}",(int)axisnum);
3246
3247 int i = 0;
3248
3249 if (m_rotateEnable.X == 0)
3250 {
3251 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3252Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3253 i++;
3254 }
3255
3256 if (m_rotateEnable.Y == 0)
3257 {
3258 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3259Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3260 i++;
3261 }
3262
3263 if (m_rotateEnable.Z == 0)
3264 {
3265 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3266Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3267 i++;
3268 }
3269
3270 // These lowstops and high stops are effectively (no wiggle room)
3271 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3272 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3273 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3274 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3275 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3276 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3277 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3278 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3279 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3280 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3281 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3282 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3283 } // else none are locked
3284 } // end Rotation Update
3285
3286
3287 // VEHICLE processing ==========================================
3288 if (m_type != Vehicle.TYPE_NONE)
3289 {
3290 // get body attitude
3291 d.Quaternion rot = d.BodyGetQuaternion(Body);
3292 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3293 Quaternion irotq = Quaternion.Inverse(rotq);
3294
3295 // VEHICLE Linear Motion
3296 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3297 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3298 m_lLinObjectVel = vel_now * irotq;
3299
3300 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3301 {
3302 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3303 {
3304 float decayfactor = m_linearMotorDecayTimescale/timestep;
3305 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3306 m_lLinMotorDVel -= decayAmount;
3307 }
3308 else
3309 {
3310 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3311 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3312 m_lLinMotorDVel -= decel;
3313 }
3314 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3315 {
3316 m_lLinMotorDVel = Vector3.Zero;
3317 }
3318
3319 /* else
3320 {
3321 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3322 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3323 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3324 } */
3325 } // end linear motor decay
3326
3327 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3328 {
3329 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3330 if (m_linearMotorTimescale < 300.0f)
3331 {
3332 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3333 float linfactor = m_linearMotorTimescale/timestep;
3334 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3335 m_lLinObjectVel += attackAmount;
3336 }
3337 if (m_linearFrictionTimescale.X < 300.0f)
3338 {
3339 float fricfactor = m_linearFrictionTimescale.X / timestep;
3340 float fricX = m_lLinObjectVel.X / fricfactor;
3341 m_lLinObjectVel.X -= fricX;
3342 }
3343 if (m_linearFrictionTimescale.Y < 300.0f)
3344 {
3345 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3346 float fricY = m_lLinObjectVel.Y / fricfactor;
3347 m_lLinObjectVel.Y -= fricY;
3348 }
3349 if (m_linearFrictionTimescale.Z < 300.0f)
3350 {
3351 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3352 float fricZ = m_lLinObjectVel.Z / fricfactor;
3353 m_lLinObjectVel.Z -= fricZ;
3354 }
3355 }
3356 m_wLinObjectVel = m_lLinObjectVel * rotq;
3357
3358 // Gravity and Buoyancy
3359 Vector3 grav = Vector3.Zero;
3360 if(m_VehicleBuoyancy < 1.0f)
3361 {
3362 // There is some gravity, make a gravity force vector
3363 // that is applied after object velocity.
3364 d.Mass objMass;
3365 d.BodyGetMass(Body, out objMass);
3366 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3367 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3368 } // else its 1.0, no gravity.
3369
3370 // Hovering
3371 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3372 {
3373 // We should hover, get the target height
3374 d.Vector3 pos = d.BodyGetPosition(Body);
3375 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3376 {
3377 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3378 }
3379 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3380 {
3381 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3382 }
3383 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3384 {
3385 m_VhoverTargetHeight = m_VhoverHeight;
3386 }
3387
3388 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3389 {
3390 // If body is aready heigher, use its height as target height
3391 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3392 }
3393
3394// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3395// m_VhoverTimescale = 0f; // time to acheive height
3396// timestep is time since last frame,in secs
3397 float herr0 = pos.Z - m_VhoverTargetHeight;
3398 // Replace Vertical speed with correction figure if significant
3399 if(Math.Abs(herr0) > 0.01f )
3400 {
3401 //? d.Mass objMass;
3402 //? d.BodyGetMass(Body, out objMass);
3403 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3404 //KF: m_VhoverEfficiency is not yet implemented
3405 }
3406 else
3407 {
3408 m_wLinObjectVel.Z = 0f;
3409 }
3410 }
3411 else
3412 { // not hovering
3413 if (m_wLinObjectVel.Z == 0f)
3414 { // Gravity rules
3415 m_wLinObjectVel.Z = vel_now.Z;
3416 } // else the motor has it
3417 }
3418 linvel = m_wLinObjectVel;
3419
3420 // Vehicle Linear Motion done =======================================
3421 // Apply velocity
3422 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3423 // apply gravity force
3424 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3425//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3426 // end MoveLinear()
3427
3428
3429 // MoveAngular
3430 /*
3431 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3432
3433 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3434 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3435 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3436
3437 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3438 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3439 */
3440//if(frcount == 0) Console.WriteLine("MoveAngular ");
3441
3442 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3443 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3444 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3445
3446//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3447
3448 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3449 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3450 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3451 // Decay Angular Motor 2.
3452 if (m_angularMotorDecayTimescale < 300.0f)
3453 {
3454 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3455 {
3456 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3457 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3458 m_angularMotorDVel -= decayAmount;
3459 }
3460 else
3461 {
3462 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3463 m_angularMotorDVel -= decel;
3464 }
3465
3466 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3467 {
3468 m_angularMotorDVel = Vector3.Zero;
3469 }
3470 else
3471 {
3472 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3473 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3474 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3475 }
3476 } // end decay angular motor
3477//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3478
3479//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3480
3481 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3482 { // if motor or object have motion
3483 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3484
3485 if (m_angularMotorTimescale < 300.0f)
3486 {
3487 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3488 float angfactor = m_angularMotorTimescale/timestep;
3489 Vector3 attackAmount = (attack_error/angfactor);
3490 angObjectVel += attackAmount;
3491//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3492//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3493 }
3494
3495 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3496 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3497 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3498 } // else no signif. motion
3499
3500//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3501 // Bank section tba
3502 // Deflection section tba
3503//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3504
3505
3506 /* // Rotation Axis Disables:
3507 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3508 {
3509 if (m_angularEnable.X == 0)
3510 angObjectVel.X = 0f;
3511 if (m_angularEnable.Y == 0)
3512 angObjectVel.Y = 0f;
3513 if (m_angularEnable.Z == 0)
3514 angObjectVel.Z = 0f;
3515 }
3516 */
3517 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3518
3519 // Vertical attractor section
3520 Vector3 vertattr = Vector3.Zero;
3521
3522 if(m_verticalAttractionTimescale < 300)
3523 {
3524 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3525 // make a vector pointing up
3526 Vector3 verterr = Vector3.Zero;
3527 verterr.Z = 1.0f;
3528 // rotate it to Body Angle
3529 verterr = verterr * rotq;
3530 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3531 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3532 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3533
3534 if (verterr.Z < 0.0f)
3535 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3536 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3537//Console.WriteLine("InvertFlip");
3538 verterr.X = 2.0f - verterr.X;
3539 verterr.Y = 2.0f - verterr.Y;
3540 }
3541 verterr *= 0.5f;
3542 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3543 Vector3 xyav = angObjectVel;
3544 xyav.Z = 0.0f;
3545 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3546 {
3547 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3548 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3549 vertattr.X = verterr.Y;
3550 vertattr.Y = - verterr.X;
3551 vertattr.Z = 0f;
3552//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3553
3554 // scaling appears better usingsquare-law
3555 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3556 float bounce = 1.0f - damped;
3557 // 0 = crit damp, 1 = bouncy
3558 float oavz = angObjectVel.Z; // retain z velocity
3559 // time-scaled correction, which sums, therefore is bouncy:
3560 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3561 // damped, good @ < 90:
3562 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3563 angObjectVel.Z = oavz;
3564//if(frcount == 0) Console.WriteLine("VA+");
3565//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3566 }
3567 else
3568 {
3569 // else error is very small
3570 angObjectVel.X = 0f;
3571 angObjectVel.Y = 0f;
3572//if(frcount == 0) Console.WriteLine("VA0");
3573 }
3574 } // else vertical attractor is off
3575//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3576
3577
3578 m_lastAngularVelocity = angObjectVel;
3579 // apply Angular Velocity to body
3580 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3581//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3582
3583 } // end VEHICLES
3584 else
3585 {
3586 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3587
3588 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3589
3590 /// Dynamics Buoyancy
3591 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3592 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3593 // NB Prims in ODE are no subject to global gravity
3594 // This should only affect gravity operations
3595
3596 float m_mass = CalculateMass();
3597 // calculate z-force due togravity on object.
3598 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3599
3600 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3601 {
3602 fz = 0; // llMoveToTarget ignores gravity.
3603 // it also ignores mass of object, and any physical resting on it.
3604 // Vector3 m_PIDTarget is where we are going
3605 // float m_PIDTau is time to get there
3606 fx = 0;
3607 fy = 0;
3608 d.Vector3 pos = d.BodyGetPosition(Body);
3609 Vector3 error = new Vector3(
3610 (m_PIDTarget.X - pos.X),
3611 (m_PIDTarget.Y - pos.Y),
3612 (m_PIDTarget.Z - pos.Z));
3613 if (error.ApproxEquals(Vector3.Zero,0.01f))
3614 { // Very close, Jump there and quit move
3615 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3616 _target_velocity = Vector3.Zero;
3617 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3618 }
3619 else
3620 {
3621 float scale = 50.0f * timestep / m_PIDTau;
3622 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3623 {
3624 // Nearby, quit update of velocity
3625 }
3626 else
3627 { // Far, calc damped velocity
3628 _target_velocity = error * scale;
3629 }
3630 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3631 }
3632 } // end PID MoveToTarget
3633
3634 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3635 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3636
3637 //if (!d.BodyIsEnabled(Body))
3638 //d.BodySetForce(Body, 0f, 0f, 0f);
3639
3640 // no lock; for now it's only called from within Simulate()
3641
3642 // If the PID Controller isn't active then we set our force
3643 // calculating base velocity to the current position
3644
3645 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3646 {
3647 //PID_G = PID_G / m_PIDTau;
3648 m_PIDTau = 1;
3649 }
3650
3651 if ((PID_G - m_PIDTau) <= 0)
3652 {
3653 PID_G = m_PIDTau + 1;
3654 }
3655 //PidStatus = true;
3656
3657 // PhysicsVector vec = new PhysicsVector();
3658// d.Vector3 vel = d.BodyGetLinearVel(Body);
3659
3660 d.Vector3 pos = d.BodyGetPosition(Body);
3661 _target_velocity =
3662 new Vector3(
3663 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3664 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3665 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3666 );
3667
3668if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3669 // if velocity is zero, use position control; otherwise, velocity control
3670
3671 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3672 {
3673 // keep track of where we stopped. No more slippin' & slidin'
3674
3675 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3676 // react to the physics scene by moving it's position.
3677 // Avatar to Avatar collisions
3678 // Prim to avatar collisions
3679
3680 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3681 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3682 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3683 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3684 d.BodySetLinearVel(Body, 0, 0, 0);
3685 d.BodyAddForce(Body, 0, 0, fz);
3686 // return;
3687 }
3688 else
3689 {
3690 _zeroFlag = false;
3691
3692 // We're flying and colliding with something
3693 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3694 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3695
3696 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3697
3698 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3699 }
3700 } // end if (m_usePID)
3701 End of old PID system */
3702
3703
3704 /// Dynamics Hover ===================================================================================
3705 // Hover PID Controller can only run if the PIDcontroller is not in use.
3706 if (m_useHoverPID && !m_usePID)
3707 {
3708//Console.WriteLine("Hover " + m_primName);
3709
3710 // If we're using the PID controller, then we have no gravity
3711 fz = (-1 * _parent_scene.gravityz) * m_mass;
3712
3713 // no lock; for now it's only called from within Simulate()
3714
3715 // If the PID Controller isn't active then we set our force
3716 // calculating base velocity to the current position
3717
3718 if ((m_PIDTau < 1))
3719 {
3720 PID_G = PID_G / m_PIDTau;
3721 }
3722
3723 if ((PID_G - m_PIDTau) <= 0)
3724 {
3725 PID_G = m_PIDTau + 1;
3726 }
3727
3728
3729 // Where are we, and where are we headed?
3730 d.Vector3 pos = d.BodyGetPosition(Body);
3731// d.Vector3 vel = d.BodyGetLinearVel(Body);
3732
3733
3734 // Non-Vehicles have a limited set of Hover options.
3735 // determine what our target height really is based on HoverType
3736 switch (m_PIDHoverType)
3737 {
3738 case PIDHoverType.Ground:
3739 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3740 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3741 break;
3742 case PIDHoverType.GroundAndWater:
3743 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3744 m_waterHeight = _parent_scene.GetWaterLevel();
3745 if (m_groundHeight > m_waterHeight)
3746 {
3747 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3748 }
3749 else
3750 {
3751 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3752 }
3753 break;
3754
3755 } // end switch (m_PIDHoverType)
3756
3757
3758 _target_velocity =
3759 new Vector3(0.0f, 0.0f,
3760 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3761 );
3762
3763 // if velocity is zero, use position control; otherwise, velocity control
3764
3765 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3766 {
3767 // keep track of where we stopped. No more slippin' & slidin'
3768
3769 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3770 // react to the physics scene by moving it's position.
3771 // Avatar to Avatar collisions
3772 // Prim to avatar collisions
3773 d.Vector3 dlinvel = vel;
3774
3775 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3776 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3777 d.BodyAddForce(Body, 0, 0, fz);
3778 //KF this prevents furthur motions return;
3779 }
3780 else
3781 {
3782 _zeroFlag = false;
3783
3784 // We're flying and colliding with something
3785 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3786 }
3787 } // end m_useHoverPID && !m_usePID
3788
3789 /// Dynamics RotLookAt =================================================================================
3790 if (m_useAPID)
3791 {
3792 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3793 // Quaternion m_APIDTarget
3794 // float m_APIDStrength // From SL experiments, this is the time to get there
3795 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3796 // Also in SL the mass of the object has no effect on time to get there.
3797 // Factors:
3798 // get present body rotation
3799 float limit = 1.0f;
3800 float scaler = 50f; // adjusts damping time
3801 float RLAservo = 0f;
3802
3803 d.Quaternion rot = d.BodyGetQuaternion(Body);
3804 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3805 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3806 float diff_angle;
3807 Vector3 diff_axis;
3808 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3809 diff_axis.Normalize();
3810 if(diff_angle > 0.01f) // diff_angle is always +ve
3811 {
3812// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3813 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3814 rotforce = rotforce * rotq;
3815 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3816// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3817 // rotforce = rotforce * RLAservo * diff_angle ;
3818 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3819 RLAservo = timestep / m_APIDStrength * scaler;
3820 rotforce = rotforce * RLAservo * diff_angle ;
3821 /*
3822 if (m_angularEnable.X == 0)
3823 rotforce.X = 0;
3824 if (m_angularEnable.Y == 0)
3825 rotforce.Y = 0;
3826 if (m_angularEnable.Z == 0)
3827 rotforce.Z = 0;
3828 */
3829 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3830//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3831 }
3832//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3833 } // end m_useAPID
3834
3835 /// Dynamics Apply Forces ===================================================================================
3836 fx *= m_mass;
3837 fy *= m_mass;
3838 //fz *= m_mass;
3839
3840 fx += m_force.X;
3841 fy += m_force.Y;
3842 fz += m_force.Z;
3843
3844 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3845 if (fx != 0 || fy != 0 || fz != 0)
3846 {
3847 //m_taintdisable = true;
3848 //base.RaiseOutOfBounds(Position);
3849 //d.BodySetLinearVel(Body, fx, fy, 0f);
3850 if (!d.BodyIsEnabled(Body))
3851 {
3852 // A physical body at rest on a surface will auto-disable after a while,
3853 // this appears to re-enable it incase the surface it is upon vanishes,
3854 // and the body should fall again.
3855 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3856 d.BodySetForce(Body, 0, 0, 0);
3857 enableBodySoft();
3858 }
3859
3860 // 35x10 = 350n times the mass per second applied maximum.
3861 float nmax = 35f * m_mass;
3862 float nmin = -35f * m_mass;
3863
3864
3865 if (fx > nmax)
3866 fx = nmax;
3867 if (fx < nmin)
3868 fx = nmin;
3869 if (fy > nmax)
3870 fy = nmax;
3871 if (fy < nmin)
3872 fy = nmin;
3873 d.BodyAddForce(Body, fx, fy, fz);
3874//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3875 } // end apply forces
3876 } // end Dynamics
3877
3878/* obsolete?
3879 else
3880 { // is not physical, or is not a body or is selected
3881 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3882 _velocity.X = 0;
3883 _velocity.Y = 0;
3884 _velocity.Z = 0;
3885
3886 _acceleration.X = 0;
3887 _acceleration.Y = 0;
3888 _acceleration.Z = 0;
3889
3890 m_rotationalVelocity.X = 0;
3891 m_rotationalVelocity.Y = 0;
3892 m_rotationalVelocity.Z = 0;
3893 _zeroFlag = true;
3894 return;
3895 }
3896 */
3897 } // end root prims
3898
3899 } // end Move()
3900 } // end class
3901}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..ab084fd
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3859 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true;
849 }
850 else
851 {
852 p2.IsColliding = true;
853 }
854
855 //if ((framecount % m_returncollisions) == 0)
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 p2.CollidingObj = true;
861 break;
862 case (int)ActorTypes.Prim:
863 if (p2.Velocity.LengthSquared() > 0.0f)
864 p2.CollidingObj = true;
865 break;
866 case (int)ActorTypes.Unknown:
867 p2.CollidingGround = true;
868 break;
869 default:
870 p2.CollidingGround = true;
871 break;
872 }
873
874 // we don't want prim or avatar to explode
875
876 #region InterPenetration Handling - Unintended physics explosions
877# region disabled code1
878
879 if (curContact.depth >= 0.08f)
880 {
881 //This is disabled at the moment only because it needs more tweaking
882 //It will eventually be uncommented
883 /*
884 if (contact.depth >= 1.00f)
885 {
886 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
887 }
888
889 //If you interpenetrate a prim with an agent
890 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
891 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
892 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
893 p2.PhysicsActorType == (int) ActorTypes.Prim))
894 {
895
896 //contact.depth = contact.depth * 4.15f;
897 /*
898 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
899 {
900 p2.CollidingObj = true;
901 contact.depth = 0.003f;
902 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
903 OdeCharacter character = (OdeCharacter) p2;
904 character.SetPidStatus(true);
905 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
906
907 }
908 else
909 {
910
911 //contact.depth = 0.0000000f;
912 }
913 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
914 {
915
916 p1.CollidingObj = true;
917 contact.depth = 0.003f;
918 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
919 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
920 OdeCharacter character = (OdeCharacter)p1;
921 character.SetPidStatus(true);
922 }
923 else
924 {
925
926 //contact.depth = 0.0000000f;
927 }
928
929
930
931 }
932*/
933 // If you interpenetrate a prim with another prim
934 /*
935 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
936 {
937 #region disabledcode2
938 //OdePrim op1 = (OdePrim)p1;
939 //OdePrim op2 = (OdePrim)p2;
940 //op1.m_collisionscore++;
941 //op2.m_collisionscore++;
942
943 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
944 //{
945 //op1.m_taintdisable = true;
946 //AddPhysicsActorTaint(p1);
947 //op2.m_taintdisable = true;
948 //AddPhysicsActorTaint(p2);
949 //}
950
951 //if (contact.depth >= 0.25f)
952 //{
953 // Don't collide, one or both prim will expld.
954
955 //op1.m_interpenetrationcount++;
956 //op2.m_interpenetrationcount++;
957 //interpenetrations_before_disable = 200;
958 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
959 //{
960 //op1.m_taintdisable = true;
961 //AddPhysicsActorTaint(p1);
962 //}
963 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
964 //{
965 // op2.m_taintdisable = true;
966 //AddPhysicsActorTaint(p2);
967 //}
968
969 //contact.depth = contact.depth / 8f;
970 //contact.normal = new d.Vector3(0, 0, 1);
971 //}
972 //if (op1.m_disabled || op2.m_disabled)
973 //{
974 //Manually disabled objects stay disabled
975 //contact.depth = 0f;
976 //}
977 #endregion
978 }
979 */
980#endregion
981 if (curContact.depth >= 1.00f)
982 {
983 //m_log.Info("[P]: " + contact.depth.ToString());
984 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
985 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
986 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
987 p2.PhysicsActorType == (int) ActorTypes.Unknown))
988 {
989 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
990 {
991 if (p2 is OdeCharacter)
992 {
993 OdeCharacter character = (OdeCharacter) p2;
994
995 //p2.CollidingObj = true;
996 curContact.depth = 0.00000003f;
997 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
998 curContact.pos =
999 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1000 curContact.pos.Y + (p1.Size.Y/2),
1001 curContact.pos.Z + (p1.Size.Z/2));
1002 character.SetPidStatus(true);
1003 }
1004 }
1005
1006
1007 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1008 {
1009 if (p1 is OdeCharacter)
1010 {
1011 OdeCharacter character = (OdeCharacter) p1;
1012
1013 //p2.CollidingObj = true;
1014 curContact.depth = 0.00000003f;
1015 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1016 curContact.pos =
1017 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1018 curContact.pos.Y + (p1.Size.Y/2),
1019 curContact.pos.Z + (p1.Size.Z/2));
1020 character.SetPidStatus(true);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027 #endregion
1028
1029 // Logic for collision handling
1030 // Note, that if *all* contacts are skipped (VolumeDetect)
1031 // The prim still detects (and forwards) collision events but
1032 // appears to be phantom for the world
1033 Boolean skipThisContact = false;
1034
1035 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1036 skipThisContact = true; // No collision on volume detect prims
1037
1038 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1039 skipThisContact = true; // No collision on volume detect prims
1040
1041 if (!skipThisContact && curContact.depth < 0f)
1042 skipThisContact = true;
1043
1044 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1045 skipThisContact = true;
1046
1047 const int maxContactsbeforedeath = 4000;
1048 joint = IntPtr.Zero;
1049
1050 if (!skipThisContact)
1051 {
1052 // If we're colliding against terrain
1053 if (name1 == "Terrain" || name2 == "Terrain")
1054 {
1055 // If we're moving
1056 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1057 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1058 {
1059 // Use the movement terrain contact
1060 AvatarMovementTerrainContact.geom = curContact;
1061 _perloopContact.Add(curContact);
1062 if (m_global_contactcount < maxContactsbeforedeath)
1063 {
1064 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1065 m_global_contactcount++;
1066 }
1067 }
1068 else
1069 {
1070 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1071 {
1072 // Use the non moving terrain contact
1073 TerrainContact.geom = curContact;
1074 _perloopContact.Add(curContact);
1075 if (m_global_contactcount < maxContactsbeforedeath)
1076 {
1077 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1078 m_global_contactcount++;
1079 }
1080 }
1081 else
1082 {
1083 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1084 {
1085 // prim prim contact
1086 // int pj294950 = 0;
1087 int movintYN = 0;
1088 int material = (int) Material.Wood;
1089 // prim terrain contact
1090 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1091 {
1092 movintYN = 1;
1093 }
1094
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097
1098 //m_log.DebugFormat("Material: {0}", material);
1099 m_materialContacts[material, movintYN].geom = curContact;
1100 _perloopContact.Add(curContact);
1101
1102 if (m_global_contactcount < maxContactsbeforedeath)
1103 {
1104 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1105 m_global_contactcount++;
1106
1107 }
1108
1109 }
1110 else
1111 {
1112
1113 int movintYN = 0;
1114 // prim terrain contact
1115 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1116 {
1117 movintYN = 1;
1118 }
1119
1120 int material = (int)Material.Wood;
1121
1122 if (p2 is OdePrim)
1123 material = ((OdePrim)p2).m_material;
1124 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact);
1127
1128 if (m_global_contactcount < maxContactsbeforedeath)
1129 {
1130 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1131 m_global_contactcount++;
1132
1133 }
1134 }
1135 }
1136 }
1137 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1138 //{
1139 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1140 //}
1141 }
1142 else if (name1 == "Water" || name2 == "Water")
1143 {
1144 /*
1145 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1146 {
1147 }
1148 else
1149 {
1150 }
1151 */
1152 //WaterContact.surface.soft_cfm = 0.0000f;
1153 //WaterContact.surface.soft_erp = 0.00000f;
1154 if (curContact.depth > 0.1f)
1155 {
1156 curContact.depth *= 52;
1157 //contact.normal = new d.Vector3(0, 0, 1);
1158 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1159 }
1160 WaterContact.geom = curContact;
1161 _perloopContact.Add(curContact);
1162 if (m_global_contactcount < maxContactsbeforedeath)
1163 {
1164 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1165 m_global_contactcount++;
1166 }
1167 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1168 }
1169 else
1170 {
1171 // we're colliding with prim or avatar
1172 // check if we're moving
1173 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1174 {
1175 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1176 {
1177 // Use the Movement prim contact
1178 AvatarMovementprimContact.geom = curContact;
1179 _perloopContact.Add(curContact);
1180 if (m_global_contactcount < maxContactsbeforedeath)
1181 {
1182 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1183 m_global_contactcount++;
1184 }
1185 }
1186 else
1187 {
1188 // Use the non movement contact
1189 contact.geom = curContact;
1190 _perloopContact.Add(curContact);
1191
1192 if (m_global_contactcount < maxContactsbeforedeath)
1193 {
1194 joint = d.JointCreateContact(world, contactgroup, ref contact);
1195 m_global_contactcount++;
1196 }
1197 }
1198 }
1199 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1200 {
1201 //p1.PhysicsActorType
1202 int material = (int)Material.Wood;
1203
1204 if (p2 is OdePrim)
1205 material = ((OdePrim)p2).m_material;
1206
1207 //m_log.DebugFormat("Material: {0}", material);
1208 m_materialContacts[material, 0].geom = curContact;
1209 _perloopContact.Add(curContact);
1210
1211 if (m_global_contactcount < maxContactsbeforedeath)
1212 {
1213 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1214 m_global_contactcount++;
1215
1216 }
1217 }
1218 }
1219
1220 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1221 {
1222 d.JointAttach(joint, b1, b2);
1223 m_global_contactcount++;
1224 }
1225
1226 }
1227 collision_accounting_events(p1, p2, maxDepthContact);
1228 if (count > geomContactPointsStartthrottle)
1229 {
1230 // If there are more then 3 contact points, it's likely
1231 // that we've got a pile of objects, so ...
1232 // We don't want to send out hundreds of terse updates over and over again
1233 // so lets throttle them and send them again after it's somewhat sorted out.
1234 p2.ThrottleUpdates = true;
1235 }
1236 //m_log.Debug(count.ToString());
1237 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1238 }
1239 }
1240
1241 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1242 {
1243 bool result = false;
1244 //return result;
1245 if (!m_filterCollisions)
1246 return false;
1247
1248 ActorTypes at = (ActorTypes)atype;
1249 lock (_perloopContact)
1250 {
1251 foreach (d.ContactGeom contact in _perloopContact)
1252 {
1253 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1254 //{
1255 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1256 if (at == ActorTypes.Agent)
1257 {
1258 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1259 {
1260
1261 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1262 {
1263 //contactGeom.depth *= .00005f;
1264 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1265 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1266 result = true;
1267 break;
1268 }
1269 else
1270 {
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1272 }
1273 }
1274 else
1275 {
1276 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1277 //int i = 0;
1278 }
1279 }
1280 else if (at == ActorTypes.Prim)
1281 {
1282 //d.AABB aabb1 = new d.AABB();
1283 //d.AABB aabb2 = new d.AABB();
1284
1285 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1286 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1287 //aabb1.
1288 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1289 {
1290 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1291 {
1292 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1293 {
1294 result = true;
1295 break;
1296 }
1297 }
1298 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1299 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1300 }
1301
1302 }
1303
1304 //}
1305
1306 }
1307 }
1308 return result;
1309 }
1310
1311 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1312 {
1313 // obj1LocalID = 0;
1314 //returncollisions = false;
1315 obj2LocalID = 0;
1316 //ctype = 0;
1317 //cStartStop = 0;
1318 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1319 return;
1320
1321 switch ((ActorTypes)p2.PhysicsActorType)
1322 {
1323 case ActorTypes.Agent:
1324 cc2 = (OdeCharacter)p2;
1325
1326 // obj1LocalID = cc2.m_localID;
1327 switch ((ActorTypes)p1.PhysicsActorType)
1328 {
1329 case ActorTypes.Agent:
1330 cc1 = (OdeCharacter)p1;
1331 obj2LocalID = cc1.m_localID;
1332 cc1.AddCollisionEvent(cc2.m_localID, contact);
1333 //ctype = (int)CollisionCategories.Character;
1334
1335 //if (cc1.CollidingObj)
1336 //cStartStop = (int)StatusIndicators.Generic;
1337 //else
1338 //cStartStop = (int)StatusIndicators.Start;
1339
1340 //returncollisions = true;
1341 break;
1342 case ActorTypes.Prim:
1343 if (p1 is OdePrim)
1344 {
1345 cp1 = (OdePrim) p1;
1346 obj2LocalID = cp1.m_localID;
1347 cp1.AddCollisionEvent(cc2.m_localID, contact);
1348 }
1349 //ctype = (int)CollisionCategories.Geom;
1350
1351 //if (cp1.CollidingObj)
1352 //cStartStop = (int)StatusIndicators.Generic;
1353 //else
1354 //cStartStop = (int)StatusIndicators.Start;
1355
1356 //returncollisions = true;
1357 break;
1358
1359 case ActorTypes.Ground:
1360 case ActorTypes.Unknown:
1361 obj2LocalID = 0;
1362 //ctype = (int)CollisionCategories.Land;
1363 //returncollisions = true;
1364 break;
1365 }
1366
1367 cc2.AddCollisionEvent(obj2LocalID, contact);
1368 break;
1369 case ActorTypes.Prim:
1370
1371 if (p2 is OdePrim)
1372 {
1373 cp2 = (OdePrim) p2;
1374
1375 // obj1LocalID = cp2.m_localID;
1376 switch ((ActorTypes) p1.PhysicsActorType)
1377 {
1378 case ActorTypes.Agent:
1379 if (p1 is OdeCharacter)
1380 {
1381 cc1 = (OdeCharacter) p1;
1382 obj2LocalID = cc1.m_localID;
1383 cc1.AddCollisionEvent(cp2.m_localID, contact);
1384 //ctype = (int)CollisionCategories.Character;
1385
1386 //if (cc1.CollidingObj)
1387 //cStartStop = (int)StatusIndicators.Generic;
1388 //else
1389 //cStartStop = (int)StatusIndicators.Start;
1390 //returncollisions = true;
1391 }
1392 break;
1393 case ActorTypes.Prim:
1394
1395 if (p1 is OdePrim)
1396 {
1397 cp1 = (OdePrim) p1;
1398 obj2LocalID = cp1.m_localID;
1399 cp1.AddCollisionEvent(cp2.m_localID, contact);
1400 //ctype = (int)CollisionCategories.Geom;
1401
1402 //if (cp1.CollidingObj)
1403 //cStartStop = (int)StatusIndicators.Generic;
1404 //else
1405 //cStartStop = (int)StatusIndicators.Start;
1406
1407 //returncollisions = true;
1408 }
1409 break;
1410
1411 case ActorTypes.Ground:
1412 case ActorTypes.Unknown:
1413 obj2LocalID = 0;
1414 //ctype = (int)CollisionCategories.Land;
1415
1416 //returncollisions = true;
1417 break;
1418 }
1419
1420 cp2.AddCollisionEvent(obj2LocalID, contact);
1421 }
1422 break;
1423 }
1424 //if (returncollisions)
1425 //{
1426
1427 //lock (m_storedCollisions)
1428 //{
1429 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1430 //if (m_storedCollisions.ContainsKey(cDictKey))
1431 //{
1432 //sCollisionData objd = m_storedCollisions[cDictKey];
1433 //objd.NumberOfCollisions += 1;
1434 //objd.lastframe = framecount;
1435 //m_storedCollisions[cDictKey] = objd;
1436 //}
1437 //else
1438 //{
1439 //sCollisionData objd = new sCollisionData();
1440 //objd.ColliderLocalId = obj1LocalID;
1441 //objd.CollidedWithLocalId = obj2LocalID;
1442 //objd.CollisionType = ctype;
1443 //objd.NumberOfCollisions = 1;
1444 //objd.lastframe = framecount;
1445 //objd.StatusIndicator = cStartStop;
1446 //m_storedCollisions.Add(cDictKey, objd);
1447 //}
1448 //}
1449 // }
1450 }
1451
1452 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1453 {
1454 /* String name1 = null;
1455 String name2 = null;
1456
1457 if (!geom_name_map.TryGetValue(trimesh, out name1))
1458 {
1459 name1 = "null";
1460 }
1461 if (!geom_name_map.TryGetValue(refObject, out name2))
1462 {
1463 name2 = "null";
1464 }
1465
1466 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1467 */
1468 return 1;
1469 }
1470
1471 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1472 {
1473 String name1 = null;
1474 String name2 = null;
1475
1476 if (!geom_name_map.TryGetValue(trimesh, out name1))
1477 {
1478 name1 = "null";
1479 }
1480
1481 if (!geom_name_map.TryGetValue(refObject, out name2))
1482 {
1483 name2 = "null";
1484 }
1485
1486 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1487
1488 d.Vector3 v0 = new d.Vector3();
1489 d.Vector3 v1 = new d.Vector3();
1490 d.Vector3 v2 = new d.Vector3();
1491
1492 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1493 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1494
1495 return 1;
1496 }
1497
1498 /// <summary>
1499 /// This is our collision testing routine in ODE
1500 /// </summary>
1501 /// <param name="timeStep"></param>
1502 private void collision_optimized(float timeStep)
1503 {
1504 _perloopContact.Clear();
1505
1506 lock (_characters)
1507 {
1508 foreach (OdeCharacter chr in _characters)
1509 {
1510 // Reset the collision values to false
1511 // since we don't know if we're colliding yet
1512
1513 // For some reason this can happen. Don't ask...
1514 //
1515 if (chr == null)
1516 continue;
1517
1518 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1519 continue;
1520
1521 chr.IsColliding = false;
1522 chr.CollidingGround = false;
1523 chr.CollidingObj = false;
1524
1525 // test the avatar's geometry for collision with the space
1526 // This will return near and the space that they are the closest to
1527 // And we'll run this again against the avatar and the space segment
1528 // This will return with a bunch of possible objects in the space segment
1529 // and we'll run it again on all of them.
1530 try
1531 {
1532 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1533 }
1534 catch (AccessViolationException)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to space collide");
1537 }
1538 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1539 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1540 //{
1541 //chr.Position.Z = terrainheight + 10.0f;
1542 //forcedZ = true;
1543 //}
1544 }
1545 }
1546
1547 lock (_activeprims)
1548 {
1549 List<OdePrim> removeprims = null;
1550 foreach (OdePrim chr in _activeprims)
1551 {
1552 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1553 {
1554 try
1555 {
1556 lock (chr)
1557 {
1558 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1559 {
1560 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1561 }
1562 else
1563 {
1564 if (removeprims == null)
1565 {
1566 removeprims = new List<OdePrim>();
1567 }
1568 removeprims.Add(chr);
1569 m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1570 }
1571 }
1572 }
1573 catch (AccessViolationException)
1574 {
1575 m_log.Warn("[PHYSICS]: Unable to space collide");
1576 }
1577 }
1578 }
1579 if (removeprims != null)
1580 {
1581 foreach (OdePrim chr in removeprims)
1582 {
1583 _activeprims.Remove(chr);
1584 }
1585 }
1586 }
1587
1588 _perloopContact.Clear();
1589 }
1590
1591 #endregion
1592
1593 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1594 {
1595 m_worldOffset = offset;
1596 WorldExtents = new Vector2(extents.X, extents.Y);
1597 m_parentScene = pScene;
1598
1599 }
1600
1601 // Recovered for use by fly height. Kitto Flora
1602 public float GetTerrainHeightAtXY(float x, float y)
1603 {
1604
1605 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1606 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1607
1608 IntPtr heightFieldGeom = IntPtr.Zero;
1609
1610 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1611 {
1612 if (heightFieldGeom != IntPtr.Zero)
1613 {
1614 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1615 {
1616
1617 int index;
1618
1619
1620 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1621 (int)x < 0.001f || (int)y < 0.001f)
1622 return 0;
1623
1624 x = x - offsetX;
1625 y = y - offsetY;
1626
1627 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1628
1629 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1630 {
1631 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1632 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1633 }
1634
1635 else
1636 return 0f;
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643 }
1644 else
1645 {
1646 return 0f;
1647 }
1648
1649 }
1650 else
1651 {
1652 return 0f;
1653 }
1654
1655
1656 }
1657// End recovered. Kitto Flora
1658
1659 public void addCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Add(obj);
1665 }
1666 }
1667
1668 public void remCollisionEventReporting(PhysicsActor obj)
1669 {
1670 lock (_collisionEventPrim)
1671 {
1672 if (!_collisionEventPrim.Contains(obj))
1673 _collisionEventPrim.Remove(obj);
1674 }
1675 }
1676
1677 #region Add/Remove Entities
1678
1679 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1680 {
1681 Vector3 pos;
1682 pos.X = position.X;
1683 pos.Y = position.Y;
1684 pos.Z = position.Z;
1685 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1686 newAv.Flying = isFlying;
1687 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1688
1689 return newAv;
1690 }
1691
1692 public void AddCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (!_characters.Contains(chr))
1697 {
1698 _characters.Add(chr);
1699 if (chr.bad)
1700 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1701 }
1702 }
1703 }
1704
1705 public void RemoveCharacter(OdeCharacter chr)
1706 {
1707 lock (_characters)
1708 {
1709 if (_characters.Contains(chr))
1710 {
1711 _characters.Remove(chr);
1712 }
1713 }
1714 }
1715 public void BadCharacter(OdeCharacter chr)
1716 {
1717 lock (_badCharacter)
1718 {
1719 if (!_badCharacter.Contains(chr))
1720 _badCharacter.Add(chr);
1721 }
1722 }
1723
1724 public override void RemoveAvatar(PhysicsActor actor)
1725 {
1726 //m_log.Debug("[PHYSICS]:ODELOCK");
1727 ((OdeCharacter) actor).Destroy();
1728
1729 }
1730
1731 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1732 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1733 {
1734
1735 Vector3 pos = position;
1736 Vector3 siz = size;
1737 Quaternion rot = rotation;
1738
1739 OdePrim newPrim;
1740 lock (OdeLock)
1741 {
1742 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1743
1744 lock (_prims)
1745 _prims.Add(newPrim);
1746 }
1747
1748 return newPrim;
1749 }
1750
1751 public void addActivePrim(OdePrim activatePrim)
1752 {
1753 // adds active prim.. (ones that should be iterated over in collisions_optimized
1754 lock (_activeprims)
1755 {
1756 if (!_activeprims.Contains(activatePrim))
1757 _activeprims.Add(activatePrim);
1758 //else
1759 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1760 }
1761 }
1762
1763 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1764 Vector3 size, Quaternion rotation) //To be removed
1765 {
1766 return AddPrimShape(primName, pbs, position, size, rotation, false);
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1779
1780 return result;
1781 }
1782
1783 public override float TimeDilation
1784 {
1785 get { return m_timeDilation; }
1786 }
1787
1788 public override bool SupportsNINJAJoints
1789 {
1790 get { return m_NINJA_physics_joints_enabled; }
1791 }
1792
1793 // internal utility function: must be called within a lock (OdeLock)
1794 private void InternalAddActiveJoint(PhysicsJoint joint)
1795 {
1796 activeJoints.Add(joint);
1797 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1798 }
1799
1800 // internal utility function: must be called within a lock (OdeLock)
1801 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1802 {
1803 pendingJoints.Add(joint);
1804 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalRemovePendingJoint(PhysicsJoint joint)
1809 {
1810 pendingJoints.Remove(joint);
1811 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1816 {
1817 activeJoints.Remove(joint);
1818 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1819 }
1820
1821 public override void DumpJointInfo()
1822 {
1823 string hdr = "[NINJA] JOINTINFO: ";
1824 foreach (PhysicsJoint j in pendingJoints)
1825 {
1826 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1827 }
1828 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1829 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1830 {
1831 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1832 }
1833 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1834 foreach (PhysicsJoint j in activeJoints)
1835 {
1836 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1839 foreach (string jointName in SOPName_to_activeJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1844
1845 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1846 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1847 foreach (string actorName in joints_connecting_actor.Keys)
1848 {
1849 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1850 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1851 {
1852 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1853 }
1854 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1855 }
1856 }
1857
1858 public override void RequestJointDeletion(string ObjectNameInScene)
1859 {
1860 lock (externalJointRequestsLock)
1861 {
1862 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1863 {
1864 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1865 }
1866 }
1867 }
1868
1869 private void DeleteRequestedJoints()
1870 {
1871 List<string> myRequestedJointsToBeDeleted;
1872 lock (externalJointRequestsLock)
1873 {
1874 // make a local copy of the shared list for processing (threading issues)
1875 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1876 }
1877
1878 foreach (string jointName in myRequestedJointsToBeDeleted)
1879 {
1880 lock (OdeLock)
1881 {
1882 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1883 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1884 {
1885 OdePhysicsJoint joint = null;
1886 if (SOPName_to_activeJoint.ContainsKey(jointName))
1887 {
1888 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1889 InternalRemoveActiveJoint(joint);
1890 }
1891 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1892 {
1893 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1894 InternalRemovePendingJoint(joint);
1895 }
1896
1897 if (joint != null)
1898 {
1899 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1900 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1901 {
1902 string bodyName = joint.BodyNames[iBodyName];
1903 if (bodyName != "NULL")
1904 {
1905 joints_connecting_actor[bodyName].Remove(joint);
1906 if (joints_connecting_actor[bodyName].Count == 0)
1907 {
1908 joints_connecting_actor.Remove(bodyName);
1909 }
1910 }
1911 }
1912
1913 DoJointDeactivated(joint);
1914 if (joint.jointID != IntPtr.Zero)
1915 {
1916 d.JointDestroy(joint.jointID);
1917 joint.jointID = IntPtr.Zero;
1918 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1919 }
1920 else
1921 {
1922 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1923 }
1924 }
1925 else
1926 {
1927 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1928 }
1929 }
1930 else
1931 {
1932 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1933 }
1934 }
1935 }
1936
1937 // remove processed joints from the shared list
1938 lock (externalJointRequestsLock)
1939 {
1940 foreach (string jointName in myRequestedJointsToBeDeleted)
1941 {
1942 requestedJointsToBeDeleted.Remove(jointName);
1943 }
1944 }
1945 }
1946
1947 // for pending joints we don't know if their associated bodies exist yet or not.
1948 // the joint is actually created during processing of the taints
1949 private void CreateRequestedJoints()
1950 {
1951 List<PhysicsJoint> myRequestedJointsToBeCreated;
1952 lock (externalJointRequestsLock)
1953 {
1954 // make a local copy of the shared list for processing (threading issues)
1955 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1956 }
1957
1958 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1959 {
1960 lock (OdeLock)
1961 {
1962 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1963 {
1964 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1965 continue;
1966 }
1967 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1968 {
1969 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1970 continue;
1971 }
1972
1973 InternalAddPendingJoint(joint as OdePhysicsJoint);
1974
1975 if (joint.BodyNames.Count >= 2)
1976 {
1977 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1978 {
1979 string bodyName = joint.BodyNames[iBodyName];
1980 if (bodyName != "NULL")
1981 {
1982 if (!joints_connecting_actor.ContainsKey(bodyName))
1983 {
1984 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1985 }
1986 joints_connecting_actor[bodyName].Add(joint);
1987 }
1988 }
1989 }
1990 }
1991 }
1992
1993 // remove processed joints from shared list
1994 lock (externalJointRequestsLock)
1995 {
1996 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1997 {
1998 requestedJointsToBeCreated.Remove(joint);
1999 }
2000 }
2001
2002 }
2003
2004 // public function to add an request for joint creation
2005 // this joint will just be added to a waiting list that is NOT processed during the main
2006 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2007
2008 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2009 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2010
2011 {
2012
2013 OdePhysicsJoint joint = new OdePhysicsJoint();
2014 joint.ObjectNameInScene = objectNameInScene;
2015 joint.Type = jointType;
2016 joint.Position = position;
2017 joint.Rotation = rotation;
2018 joint.RawParams = parms;
2019 joint.BodyNames = new List<string>(bodyNames);
2020 joint.TrackedBodyName = trackedBodyName;
2021 joint.LocalRotation = localRotation;
2022 joint.jointID = IntPtr.Zero;
2023 joint.ErrorMessageCount = 0;
2024
2025 lock (externalJointRequestsLock)
2026 {
2027 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2028 {
2029 requestedJointsToBeCreated.Add(joint);
2030 }
2031 }
2032 return joint;
2033 }
2034
2035 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2036 {
2037 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2038 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2039 {
2040
2041 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2042 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2043 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2044 {
2045 jointsToRemove.Add(j);
2046 }
2047 foreach (PhysicsJoint j in jointsToRemove)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2050 RequestJointDeletion(j.ObjectNameInScene);
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2052 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2053 }
2054 }
2055 }
2056
2057 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2060 lock (OdeLock)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2063 RemoveAllJointsConnectedToActor(actor);
2064 }
2065 }
2066
2067 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2068 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2069 {
2070 Debug.Assert(joint.IsInPhysicsEngine);
2071 d.Vector3 pos = new d.Vector3();
2072
2073 if (!(joint is OdePhysicsJoint))
2074 {
2075 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2076 }
2077 else
2078 {
2079 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2080 switch (odeJoint.Type)
2081 {
2082 case PhysicsJointType.Ball:
2083 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2084 break;
2085 case PhysicsJointType.Hinge:
2086 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2087 break;
2088 }
2089 }
2090 return new Vector3(pos.X, pos.Y, pos.Z);
2091 }
2092
2093 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2094 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2095 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2096 // keeping track of the joint's original orientation relative to one of the involved bodies.
2097 public override Vector3 GetJointAxis(PhysicsJoint joint)
2098 {
2099 Debug.Assert(joint.IsInPhysicsEngine);
2100 d.Vector3 axis = new d.Vector3();
2101
2102 if (!(joint is OdePhysicsJoint))
2103 {
2104 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2105 }
2106 else
2107 {
2108 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2109 switch (odeJoint.Type)
2110 {
2111 case PhysicsJointType.Ball:
2112 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2113 break;
2114 case PhysicsJointType.Hinge:
2115 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2116 break;
2117 }
2118 }
2119 return new Vector3(axis.X, axis.Y, axis.Z);
2120 }
2121
2122
2123 public void remActivePrim(OdePrim deactivatePrim)
2124 {
2125 lock (_activeprims)
2126 {
2127 _activeprims.Remove(deactivatePrim);
2128 }
2129 }
2130
2131 public override void RemovePrim(PhysicsActor prim)
2132 {
2133 if (prim is OdePrim)
2134 {
2135 lock (OdeLock)
2136 {
2137 OdePrim p = (OdePrim) prim;
2138
2139 p.setPrimForRemoval();
2140 AddPhysicsActorTaint(prim);
2141 //RemovePrimThreadLocked(p);
2142 }
2143 }
2144 }
2145
2146 /// <summary>
2147 /// This is called from within simulate but outside the locked portion
2148 /// We need to do our own locking here
2149 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2150 ///
2151 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2152 /// that the space was using.
2153 /// </summary>
2154 /// <param name="prim"></param>
2155 public void RemovePrimThreadLocked(OdePrim prim)
2156 {
2157//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2158 lock (prim)
2159 {
2160 remCollisionEventReporting(prim);
2161 lock (ode)
2162 {
2163 if (prim.prim_geom != IntPtr.Zero)
2164 {
2165 prim.ResetTaints();
2166
2167 if (prim.IsPhysical)
2168 {
2169 prim.disableBody();
2170 if (prim.childPrim)
2171 {
2172 prim.childPrim = false;
2173 prim.Body = IntPtr.Zero;
2174 prim.m_disabled = true;
2175 prim.IsPhysical = false;
2176 }
2177
2178
2179 }
2180 // we don't want to remove the main space
2181
2182 // If the geometry is in the targetspace, remove it from the target space
2183 //m_log.Warn(prim.m_targetSpace);
2184
2185 //if (prim.m_targetSpace != IntPtr.Zero)
2186 //{
2187 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2188 //{
2189
2190 //if (d.GeomIsSpace(prim.m_targetSpace))
2191 //{
2192 //waitForSpaceUnlock(prim.m_targetSpace);
2193 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2194 prim.m_targetSpace = IntPtr.Zero;
2195 //}
2196 //else
2197 //{
2198 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2199 //((OdePrim)prim).m_targetSpace.ToString());
2200 //}
2201
2202 //}
2203 //}
2204 //m_log.Warn(prim.prim_geom);
2205 try
2206 {
2207 if (prim.prim_geom != IntPtr.Zero)
2208 {
2209
2210//string tPA;
2211//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2212//Console.WriteLine("**** Remove {0}", tPA);
2213 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2214 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2215 d.GeomDestroy(prim.prim_geom);
2216 prim.prim_geom = IntPtr.Zero;
2217 }
2218 else
2219 {
2220 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2221 }
2222 }
2223 catch (AccessViolationException)
2224 {
2225 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2226 }
2227 lock (_prims)
2228 _prims.Remove(prim);
2229
2230 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2231 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2232 //{
2233 //if (prim.m_targetSpace != null)
2234 //{
2235 //if (d.GeomIsSpace(prim.m_targetSpace))
2236 //{
2237 //waitForSpaceUnlock(prim.m_targetSpace);
2238 //d.SpaceRemove(space, prim.m_targetSpace);
2239 // free up memory used by the space.
2240 //d.SpaceDestroy(prim.m_targetSpace);
2241 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2242 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2243 //}
2244 //else
2245 //{
2246 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2247 //((OdePrim) prim).m_targetSpace.ToString());
2248 //}
2249 //}
2250 //}
2251
2252 if (SupportsNINJAJoints)
2253 {
2254 RemoveAllJointsConnectedToActorThreadLocked(prim);
2255 }
2256 }
2257 }
2258 }
2259 }
2260
2261 #endregion
2262
2263 #region Space Separation Calculation
2264
2265 /// <summary>
2266 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2267 /// </summary>
2268 /// <param name="pSpace"></param>
2269 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2270 {
2271 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2272 {
2273 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2274 {
2275 if (staticPrimspace[x, y] == pSpace)
2276 staticPrimspace[x, y] = IntPtr.Zero;
2277 }
2278 }
2279 }
2280
2281 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2282 {
2283 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2284 }
2285
2286 /// <summary>
2287 /// Called when a static prim moves. Allocates a space for the prim based on its position
2288 /// </summary>
2289 /// <param name="geom">the pointer to the geom that moved</param>
2290 /// <param name="pos">the position that the geom moved to</param>
2291 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2292 /// <returns>a pointer to the new space it's in</returns>
2293 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2294 {
2295 // Called from setting the Position and Size of an ODEPrim so
2296 // it's already in locked space.
2297
2298 // we don't want to remove the main space
2299 // we don't need to test physical here because this function should
2300 // never be called if the prim is physical(active)
2301
2302 // All physical prim end up in the root space
2303 //Thread.Sleep(20);
2304 if (currentspace != space)
2305 {
2306 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2307 //if (currentspace == IntPtr.Zero)
2308 //{
2309 //int adfadf = 0;
2310 //}
2311 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2312 {
2313 if (d.GeomIsSpace(currentspace))
2314 {
2315 waitForSpaceUnlock(currentspace);
2316 d.SpaceRemove(currentspace, geom);
2317 }
2318 else
2319 {
2320 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2321 " Geom:" + geom);
2322 }
2323 }
2324 else
2325 {
2326 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2327 if (sGeomIsIn != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(sGeomIsIn);
2332 d.SpaceRemove(sGeomIsIn, geom);
2333 }
2334 else
2335 {
2336 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2337 sGeomIsIn + " Geom:" + geom);
2338 }
2339 }
2340 }
2341
2342 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2343 if (d.SpaceGetNumGeoms(currentspace) == 0)
2344 {
2345 if (currentspace != IntPtr.Zero)
2346 {
2347 if (d.GeomIsSpace(currentspace))
2348 {
2349 waitForSpaceUnlock(currentspace);
2350 waitForSpaceUnlock(space);
2351 d.SpaceRemove(space, currentspace);
2352 // free up memory used by the space.
2353
2354 //d.SpaceDestroy(currentspace);
2355 resetSpaceArrayItemToZero(currentspace);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 currentspace + " Geom:" + geom);
2361 }
2362 }
2363 }
2364 }
2365 else
2366 {
2367 // this is a physical object that got disabled. ;.;
2368 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2369 {
2370 if (d.SpaceQuery(currentspace, geom))
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(currentspace);
2375 d.SpaceRemove(currentspace, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 currentspace + " Geom:" + geom);
2381 }
2382 }
2383 else
2384 {
2385 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2386 if (sGeomIsIn != IntPtr.Zero)
2387 {
2388 if (d.GeomIsSpace(sGeomIsIn))
2389 {
2390 waitForSpaceUnlock(sGeomIsIn);
2391 d.SpaceRemove(sGeomIsIn, geom);
2392 }
2393 else
2394 {
2395 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2396 sGeomIsIn + " Geom:" + geom);
2397 }
2398 }
2399 }
2400 }
2401 }
2402
2403 // The routines in the Position and Size sections do the 'inserting' into the space,
2404 // so all we have to do is make sure that the space that we're putting the prim into
2405 // is in the 'main' space.
2406 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2407 IntPtr newspace = calculateSpaceForGeom(pos);
2408
2409 if (newspace == IntPtr.Zero)
2410 {
2411 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2412 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2413 }
2414
2415 return newspace;
2416 }
2417
2418 /// <summary>
2419 /// Creates a new space at X Y
2420 /// </summary>
2421 /// <param name="iprimspaceArrItemX"></param>
2422 /// <param name="iprimspaceArrItemY"></param>
2423 /// <returns>A pointer to the created space</returns>
2424 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2425 {
2426 // creating a new space for prim and inserting it into main space.
2427 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2428 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2429 waitForSpaceUnlock(space);
2430 d.SpaceSetSublevel(space, 1);
2431 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2432 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2433 }
2434
2435 /// <summary>
2436 /// Calculates the space the prim should be in by its position
2437 /// </summary>
2438 /// <param name="pos"></param>
2439 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2440 public IntPtr calculateSpaceForGeom(Vector3 pos)
2441 {
2442 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2443 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2444 return staticPrimspace[xyspace[0], xyspace[1]];
2445 }
2446
2447 /// <summary>
2448 /// Holds the space allocation logic
2449 /// </summary>
2450 /// <param name="pos"></param>
2451 /// <returns>an array item based on the position</returns>
2452 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2453 {
2454 int[] returnint = new int[2];
2455
2456 returnint[0] = (int) (pos.X/metersInSpace);
2457
2458 if (returnint[0] > ((int) (259f/metersInSpace)))
2459 returnint[0] = ((int) (259f/metersInSpace));
2460 if (returnint[0] < 0)
2461 returnint[0] = 0;
2462
2463 returnint[1] = (int) (pos.Y/metersInSpace);
2464 if (returnint[1] > ((int) (259f/metersInSpace)))
2465 returnint[1] = ((int) (259f/metersInSpace));
2466 if (returnint[1] < 0)
2467 returnint[1] = 0;
2468
2469 return returnint;
2470 }
2471
2472 #endregion
2473
2474 /// <summary>
2475 /// Routine to figure out if we need to mesh this prim with our mesher
2476 /// </summary>
2477 /// <param name="pbs"></param>
2478 /// <returns></returns>
2479 public bool needsMeshing(PrimitiveBaseShape pbs)
2480 {
2481 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2482 // but we still need to check for sculptie meshing being enabled so this is the most
2483 // convenient place to do it for now...
2484
2485 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2486 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2487 int iPropertiesNotSupportedDefault = 0;
2488
2489 if (pbs.SculptEntry && !meshSculptedPrim)
2490 {
2491#if SPAM
2492 m_log.Warn("NonMesh");
2493#endif
2494 return false;
2495 }
2496
2497 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2498 if (!forceSimplePrimMeshing)
2499 {
2500 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2501 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2502 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2503 {
2504
2505 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2506 && pbs.ProfileHollow == 0
2507 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2508 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2509 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2510 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2511 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2512 {
2513#if SPAM
2514 m_log.Warn("NonMesh");
2515#endif
2516 return false;
2517 }
2518 }
2519 }
2520
2521 if (pbs.ProfileHollow != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2528 iPropertiesNotSupportedDefault++;
2529
2530 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2531 iPropertiesNotSupportedDefault++;
2532
2533 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2537 iPropertiesNotSupportedDefault++;
2538
2539 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2540 iPropertiesNotSupportedDefault++;
2541
2542 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2543 iPropertiesNotSupportedDefault++;
2544
2545 // test for torus
2546 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2547 {
2548 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Straight)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559
2560 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2567 {
2568 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2569 {
2570 iPropertiesNotSupportedDefault++;
2571 }
2572 }
2573 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2574 {
2575 if (pbs.PathCurve == (byte)Extrusion.Straight)
2576 {
2577 iPropertiesNotSupportedDefault++;
2578 }
2579 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2580 {
2581 iPropertiesNotSupportedDefault++;
2582 }
2583 }
2584
2585
2586 if (iPropertiesNotSupportedDefault == 0)
2587 {
2588#if SPAM
2589 m_log.Warn("NonMesh");
2590#endif
2591 return false;
2592 }
2593#if SPAM
2594 m_log.Debug("Mesh");
2595#endif
2596 return true;
2597 }
2598
2599 /// <summary>
2600 /// Called after our prim properties are set Scale, position etc.
2601 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2602 /// This assures us that we have no race conditions
2603 /// </summary>
2604 /// <param name="prim"></param>
2605 public override void AddPhysicsActorTaint(PhysicsActor prim)
2606 {
2607
2608 if (prim is OdePrim)
2609 {
2610 OdePrim taintedprim = ((OdePrim) prim);
2611 lock (_taintedPrimLock)
2612 {
2613 if (!(_taintedPrimH.Contains(taintedprim)))
2614 {
2615//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2616 _taintedPrimH.Add(taintedprim); // HashSet for searching
2617 _taintedPrimL.Add(taintedprim); // List for ordered readout
2618 }
2619 }
2620 return;
2621 }
2622 else if (prim is OdeCharacter)
2623 {
2624 OdeCharacter taintedchar = ((OdeCharacter)prim);
2625 lock (_taintedActors)
2626 {
2627 if (!(_taintedActors.Contains(taintedchar)))
2628 {
2629 _taintedActors.Add(taintedchar);
2630 if (taintedchar.bad)
2631 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2632 }
2633 }
2634 }
2635 }
2636
2637 /// <summary>
2638 /// This is our main simulate loop
2639 /// It's thread locked by a Mutex in the scene.
2640 /// It holds Collisions, it instructs ODE to step through the physical reactions
2641 /// It moves the objects around in memory
2642 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2643 /// </summary>
2644 /// <param name="timeStep"></param>
2645 /// <returns></returns>
2646 public override float Simulate(float timeStep)
2647 {
2648 if (framecount >= int.MaxValue)
2649 framecount = 0;
2650 //if (m_worldOffset != Vector3.Zero)
2651 // return 0;
2652
2653 framecount++;
2654
2655 DateTime now = DateTime.UtcNow;
2656 TimeSpan SinceLastFrame = now - m_lastframe;
2657 m_lastframe = now;
2658 float realtime = (float)SinceLastFrame.TotalSeconds;
2659// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2660 timeStep = realtime;
2661
2662 // float fps = 1.0f / realtime;
2663 float fps = 0.0f; // number of ODE steps in this Simulate step
2664 //m_log.Info(timeStep.ToString());
2665 step_time += timeStep;
2666
2667 // If We're loaded down by something else,
2668 // or debugging with the Visual Studio project on pause
2669 // skip a few frames to catch up gracefully.
2670 // without shooting the physicsactors all over the place
2671
2672 if (step_time >= m_SkipFramesAtms)
2673 {
2674 // Instead of trying to catch up, it'll do 5 physics frames only
2675 step_time = ODE_STEPSIZE;
2676 m_physicsiterations = 5;
2677 }
2678 else
2679 {
2680 m_physicsiterations = 10;
2681 }
2682
2683 if (SupportsNINJAJoints)
2684 {
2685 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2686 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2687 }
2688
2689 lock (OdeLock)
2690 {
2691 // Process 10 frames if the sim is running normal..
2692 // process 5 frames if the sim is running slow
2693 //try
2694 //{
2695 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2696 //}
2697 //catch (StackOverflowException)
2698 //{
2699 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2700 // ode.drelease(world);
2701 //base.TriggerPhysicsBasedRestart();
2702 //}
2703
2704 int i = 0;
2705
2706 // Figure out the Frames Per Second we're going at.
2707 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2708
2709 // fps = (step_time / ODE_STEPSIZE) * 1000;
2710 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2711 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2712
2713 // step_time = 0.09375f;
2714
2715 while (step_time > 0.0f)
2716 {
2717 //lock (ode)
2718 //{
2719 //if (!ode.lockquery())
2720 //{
2721 // ode.dlock(world);
2722 try
2723 {
2724 // Insert, remove Characters
2725 bool processedtaints = false;
2726
2727 lock (_taintedActors)
2728 {
2729 if (_taintedActors.Count > 0)
2730 {
2731 foreach (OdeCharacter character in _taintedActors)
2732 {
2733
2734 character.ProcessTaints(ODE_STEPSIZE);
2735
2736 processedtaints = true;
2737 //character.m_collisionscore = 0;
2738 }
2739
2740 if (processedtaints)
2741 _taintedActors.Clear();
2742 }
2743 } // end lock _taintedActors
2744
2745 // Modify other objects in the scene.
2746 processedtaints = false;
2747
2748 lock (_taintedPrimLock)
2749 {
2750 foreach (OdePrim prim in _taintedPrimL)
2751 {
2752 if (prim.m_taintremove)
2753 {
2754 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2755 RemovePrimThreadLocked(prim);
2756 }
2757 else
2758 {
2759 //Console.WriteLine("Simulate calls ProcessTaints");
2760 prim.ProcessTaints(ODE_STEPSIZE);
2761 }
2762 processedtaints = true;
2763 prim.m_collisionscore = 0;
2764
2765 // This loop can block up the Heartbeat for a very long time on large regions.
2766 // We need to let the Watchdog know that the Heartbeat is not dead
2767 // NOTE: This is currently commented out, but if things like OAR loading are
2768 // timing the heartbeat out we will need to uncomment it
2769 //Watchdog.UpdateThread();
2770 }
2771
2772 if (SupportsNINJAJoints)
2773 {
2774 // Create pending joints, if possible
2775
2776 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2777 // a joint requires specifying the body id of both involved bodies
2778 if (pendingJoints.Count > 0)
2779 {
2780 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2781 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2782 foreach (PhysicsJoint joint in pendingJoints)
2783 {
2784 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2785 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2786 System.StringSplitOptions.RemoveEmptyEntries);
2787 List<IntPtr> jointBodies = new List<IntPtr>();
2788 bool allJointBodiesAreReady = true;
2789 foreach (string jointParam in jointParams)
2790 {
2791 if (jointParam == "NULL")
2792 {
2793 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2794 jointBodies.Add(IntPtr.Zero);
2795 }
2796 else
2797 {
2798 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2799 bool foundPrim = false;
2800 lock (_prims)
2801 {
2802 foreach (OdePrim prim in _prims) // FIXME: inefficient
2803 {
2804 if (prim.SOPName == jointParam)
2805 {
2806 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2807 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2808 {
2809 jointBodies.Add(prim.Body);
2810 foundPrim = true;
2811 break;
2812 }
2813 else
2814 {
2815 DoJointErrorMessage(joint, "prim name " + jointParam +
2816 " exists but is not (yet) physical; deferring joint creation. " +
2817 "IsPhysical property is " + prim.IsPhysical +
2818 " and body is " + prim.Body);
2819 foundPrim = false;
2820 break;
2821 }
2822 }
2823 }
2824 }
2825 if (foundPrim)
2826 {
2827 // all is fine
2828 }
2829 else
2830 {
2831 allJointBodiesAreReady = false;
2832 break;
2833 }
2834 }
2835 }
2836 if (allJointBodiesAreReady)
2837 {
2838 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2839 if (jointBodies[0] == jointBodies[1])
2840 {
2841 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2842 }
2843 else
2844 {
2845 switch (joint.Type)
2846 {
2847 case PhysicsJointType.Ball:
2848 {
2849 IntPtr odeJoint;
2850 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2851 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2852 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2853 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2854 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2855 d.JointSetBallAnchor(odeJoint,
2856 joint.Position.X,
2857 joint.Position.Y,
2858 joint.Position.Z);
2859 //DoJointErrorMessage(joint, "ODE joint setting OK");
2860 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2861 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2862 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2863 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2864
2865 if (joint is OdePhysicsJoint)
2866 {
2867 ((OdePhysicsJoint)joint).jointID = odeJoint;
2868 }
2869 else
2870 {
2871 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2872 }
2873 }
2874 break;
2875 case PhysicsJointType.Hinge:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2879 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetHingeAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 // We use the orientation of the x-axis of the joint's coordinate frame
2888 // as the axis for the hinge.
2889
2890 // Therefore, we must get the joint's coordinate frame based on the
2891 // joint.Rotation field, which originates from the orientation of the
2892 // joint's proxy object in the scene.
2893
2894 // The joint's coordinate frame is defined as the transformation matrix
2895 // that converts a vector from joint-local coordinates into world coordinates.
2896 // World coordinates are defined as the XYZ coordinate system of the sim,
2897 // as shown in the top status-bar of the viewer.
2898
2899 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2900 // and use that as the hinge axis.
2901
2902 //joint.Rotation.Normalize();
2903 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2904
2905 // Now extract the X axis of the joint's coordinate frame.
2906
2907 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2908 // tar pit of transposed, inverted, and generally messed-up orientations.
2909 // (In other words, Matrix4.AtAxis() is borked.)
2910 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2911
2912 // Instead, compute the X axis of the coordinate frame by transforming
2913 // the (1,0,0) vector. At least that works.
2914
2915 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2916 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2917 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2918 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2919 d.JointSetHingeAxis(odeJoint,
2920 jointAxis.X,
2921 jointAxis.Y,
2922 jointAxis.Z);
2923 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2924 if (joint is OdePhysicsJoint)
2925 {
2926 ((OdePhysicsJoint)joint).jointID = odeJoint;
2927 }
2928 else
2929 {
2930 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2931 }
2932 }
2933 break;
2934 }
2935 successfullyProcessedPendingJoints.Add(joint);
2936 }
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2941 }
2942 }
2943 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2944 {
2945 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2946 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2947 InternalRemovePendingJoint(successfullyProcessedJoint);
2948 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2949 InternalAddActiveJoint(successfullyProcessedJoint);
2950 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2951 }
2952 }
2953 } // end SupportsNINJAJoints
2954
2955 if (processedtaints)
2956//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2957 _taintedPrimH.Clear(); // ??? if this only ???
2958 _taintedPrimL.Clear();
2959 } // end lock _taintedPrimLock
2960
2961 // Move characters
2962 lock (_characters)
2963 {
2964 List<OdeCharacter> defects = new List<OdeCharacter>();
2965 foreach (OdeCharacter actor in _characters)
2966 {
2967 if (actor != null)
2968 actor.Move(ODE_STEPSIZE, defects);
2969 }
2970 if (0 != defects.Count)
2971 {
2972 foreach (OdeCharacter defect in defects)
2973 {
2974 RemoveCharacter(defect);
2975 }
2976 }
2977 } // end lock _characters
2978
2979 // Move other active objects
2980 lock (_activeprims)
2981 {
2982 foreach (OdePrim prim in _activeprims)
2983 {
2984 prim.m_collisionscore = 0;
2985 prim.Move(ODE_STEPSIZE);
2986 }
2987 } // end lock _activeprims
2988
2989 //if ((framecount % m_randomizeWater) == 0)
2990 // randomizeWater(waterlevel);
2991
2992 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2993 m_rayCastManager.ProcessQueuedRequests();
2994
2995 collision_optimized(ODE_STEPSIZE);
2996
2997 lock (_collisionEventPrim)
2998 {
2999 foreach (PhysicsActor obj in _collisionEventPrim)
3000 {
3001 if (obj == null)
3002 continue;
3003
3004 switch ((ActorTypes)obj.PhysicsActorType)
3005 {
3006 case ActorTypes.Agent:
3007 OdeCharacter cobj = (OdeCharacter)obj;
3008 cobj.AddCollisionFrameTime(100);
3009 cobj.SendCollisions();
3010 break;
3011 case ActorTypes.Prim:
3012 OdePrim pobj = (OdePrim)obj;
3013 pobj.SendCollisions();
3014 break;
3015 }
3016 }
3017 } // end lock _collisionEventPrim
3018
3019 //if (m_global_contactcount > 5)
3020 //{
3021 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3022 //}
3023
3024 m_global_contactcount = 0;
3025
3026 d.WorldQuickStep(world, ODE_STEPSIZE);
3027 d.JointGroupEmpty(contactgroup);
3028 fps++;
3029 //ode.dunlock(world);
3030 } // end try
3031 catch (Exception e)
3032 {
3033 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3034 ode.dunlock(world);
3035 }
3036
3037 step_time -= ODE_STEPSIZE;
3038 i++;
3039 //}
3040 //else
3041 //{
3042 //fps = 0;
3043 //}
3044 //}
3045 } // end while (step_time > 0.0f)
3046
3047 lock (_characters)
3048 {
3049 foreach (OdeCharacter actor in _characters)
3050 {
3051 if (actor != null)
3052 {
3053 if (actor.bad)
3054 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3055 actor.UpdatePositionAndVelocity();
3056 }
3057 }
3058 }
3059
3060 lock (_badCharacter)
3061 {
3062 if (_badCharacter.Count > 0)
3063 {
3064 foreach (OdeCharacter chr in _badCharacter)
3065 {
3066 RemoveCharacter(chr);
3067 }
3068 _badCharacter.Clear();
3069 }
3070 }
3071
3072 lock (_activeprims)
3073 {
3074 //if (timeStep < 0.2f)
3075 {
3076 foreach (OdePrim actor in _activeprims)
3077 {
3078 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3079 {
3080 actor.UpdatePositionAndVelocity();
3081
3082 if (SupportsNINJAJoints)
3083 {
3084 // If an actor moved, move its joint proxy objects as well.
3085 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3086 // for this purpose but it is never called! So we just do the joint
3087 // movement code here.
3088
3089 if (actor.SOPName != null &&
3090 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3091 joints_connecting_actor[actor.SOPName] != null &&
3092 joints_connecting_actor[actor.SOPName].Count > 0)
3093 {
3094 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3095 {
3096 if (affectedJoint.IsInPhysicsEngine)
3097 {
3098 DoJointMoved(affectedJoint);
3099 }
3100 else
3101 {
3102 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3103 }
3104 }
3105 }
3106 }
3107 }
3108 }
3109 }
3110 } // end lock _activeprims
3111
3112 //DumpJointInfo();
3113
3114 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3115 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3116 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3117 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3118 {
3119 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3120 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3121
3122 if (physics_logging_append_existing_logfile)
3123 {
3124 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3125 TextWriter fwriter = File.AppendText(fname);
3126 fwriter.WriteLine(header);
3127 fwriter.Close();
3128 }
3129 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3130 }
3131 } // end lock OdeLock
3132
3133 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3134 } // end Simulate
3135
3136 public override void GetResults()
3137 {
3138 }
3139
3140 public override bool IsThreaded
3141 {
3142 // for now we won't be multithreaded
3143 get { return (false); }
3144 }
3145
3146 #region ODE Specific Terrain Fixes
3147 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3148 {
3149 float[] returnarr = new float[262144];
3150 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3151
3152 // Filling out the array into its multi-dimensional components
3153 for (int y = 0; y < WorldExtents.Y; y++)
3154 {
3155 for (int x = 0; x < WorldExtents.X; x++)
3156 {
3157 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3158 }
3159 }
3160
3161 // Resize using Nearest Neighbour
3162
3163 // This particular way is quick but it only works on a multiple of the original
3164
3165 // The idea behind this method can be described with the following diagrams
3166 // second pass and third pass happen in the same loop really.. just separated
3167 // them to show what this does.
3168
3169 // First Pass
3170 // ResultArr:
3171 // 1,1,1,1,1,1
3172 // 1,1,1,1,1,1
3173 // 1,1,1,1,1,1
3174 // 1,1,1,1,1,1
3175 // 1,1,1,1,1,1
3176 // 1,1,1,1,1,1
3177
3178 // Second Pass
3179 // ResultArr2:
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185 // ,,,,,,,,,,
3186 // 1,,1,,1,,1,,1,,1,
3187 // ,,,,,,,,,,
3188 // 1,,1,,1,,1,,1,,1,
3189 // ,,,,,,,,,,
3190 // 1,,1,,1,,1,,1,,1,
3191
3192 // Third pass fills in the blanks
3193 // ResultArr2:
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197 // 1,1,1,1,1,1,1,1,1,1,1,1
3198 // 1,1,1,1,1,1,1,1,1,1,1,1
3199 // 1,1,1,1,1,1,1,1,1,1,1,1
3200 // 1,1,1,1,1,1,1,1,1,1,1,1
3201 // 1,1,1,1,1,1,1,1,1,1,1,1
3202 // 1,1,1,1,1,1,1,1,1,1,1,1
3203 // 1,1,1,1,1,1,1,1,1,1,1,1
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205
3206 // X,Y = .
3207 // X+1,y = ^
3208 // X,Y+1 = *
3209 // X+1,Y+1 = #
3210
3211 // Filling in like this;
3212 // .*
3213 // ^#
3214 // 1st .
3215 // 2nd *
3216 // 3rd ^
3217 // 4th #
3218 // on single loop.
3219
3220 float[,] resultarr2 = new float[512, 512];
3221 for (int y = 0; y < WorldExtents.Y; y++)
3222 {
3223 for (int x = 0; x < WorldExtents.X; x++)
3224 {
3225 resultarr2[y * 2, x * 2] = resultarr[y, x];
3226
3227 if (y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3230 }
3231 if (x < WorldExtents.X)
3232 {
3233 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3234 }
3235 if (x < WorldExtents.X && y < WorldExtents.Y)
3236 {
3237 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3238 }
3239 }
3240 }
3241
3242 //Flatten out the array
3243 int i = 0;
3244 for (int y = 0; y < 512; y++)
3245 {
3246 for (int x = 0; x < 512; x++)
3247 {
3248 if (resultarr2[y, x] <= 0)
3249 returnarr[i] = 0.0000001f;
3250 else
3251 returnarr[i] = resultarr2[y, x];
3252
3253 i++;
3254 }
3255 }
3256
3257 return returnarr;
3258 }
3259
3260 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3261 {
3262 float[] returnarr = new float[262144];
3263 float[,] resultarr = new float[512,512];
3264
3265 // Filling out the array into its multi-dimensional components
3266 for (int y = 0; y < 256; y++)
3267 {
3268 for (int x = 0; x < 256; x++)
3269 {
3270 resultarr[y, x] = heightMap[y * 256 + x];
3271 }
3272 }
3273
3274 // Resize using interpolation
3275
3276 // This particular way is quick but it only works on a multiple of the original
3277
3278 // The idea behind this method can be described with the following diagrams
3279 // second pass and third pass happen in the same loop really.. just separated
3280 // them to show what this does.
3281
3282 // First Pass
3283 // ResultArr:
3284 // 1,1,1,1,1,1
3285 // 1,1,1,1,1,1
3286 // 1,1,1,1,1,1
3287 // 1,1,1,1,1,1
3288 // 1,1,1,1,1,1
3289 // 1,1,1,1,1,1
3290
3291 // Second Pass
3292 // ResultArr2:
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298 // ,,,,,,,,,,
3299 // 1,,1,,1,,1,,1,,1,
3300 // ,,,,,,,,,,
3301 // 1,,1,,1,,1,,1,,1,
3302 // ,,,,,,,,,,
3303 // 1,,1,,1,,1,,1,,1,
3304
3305 // Third pass fills in the blanks
3306 // ResultArr2:
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310 // 1,1,1,1,1,1,1,1,1,1,1,1
3311 // 1,1,1,1,1,1,1,1,1,1,1,1
3312 // 1,1,1,1,1,1,1,1,1,1,1,1
3313 // 1,1,1,1,1,1,1,1,1,1,1,1
3314 // 1,1,1,1,1,1,1,1,1,1,1,1
3315 // 1,1,1,1,1,1,1,1,1,1,1,1
3316 // 1,1,1,1,1,1,1,1,1,1,1,1
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318
3319 // X,Y = .
3320 // X+1,y = ^
3321 // X,Y+1 = *
3322 // X+1,Y+1 = #
3323
3324 // Filling in like this;
3325 // .*
3326 // ^#
3327 // 1st .
3328 // 2nd *
3329 // 3rd ^
3330 // 4th #
3331 // on single loop.
3332
3333 float[,] resultarr2 = new float[512,512];
3334 for (int y = 0; y < (int)Constants.RegionSize; y++)
3335 {
3336 for (int x = 0; x < (int)Constants.RegionSize; x++)
3337 {
3338 resultarr2[y*2, x*2] = resultarr[y, x];
3339
3340 if (y < (int)Constants.RegionSize)
3341 {
3342 if (y + 1 < (int)Constants.RegionSize)
3343 {
3344 if (x + 1 < (int)Constants.RegionSize)
3345 {
3346 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3347 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3348 }
3349 else
3350 {
3351 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3352 }
3353 }
3354 else
3355 {
3356 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3357 }
3358 }
3359 if (x < (int)Constants.RegionSize)
3360 {
3361 if (x + 1 < (int)Constants.RegionSize)
3362 {
3363 if (y + 1 < (int)Constants.RegionSize)
3364 {
3365 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3366 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3367 }
3368 else
3369 {
3370 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3371 }
3372 }
3373 else
3374 {
3375 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3376 }
3377 }
3378 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3379 {
3380 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3381 {
3382 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3383 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3384 }
3385 else
3386 {
3387 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3388 }
3389 }
3390 }
3391 }
3392 //Flatten out the array
3393 int i = 0;
3394 for (int y = 0; y < 512; y++)
3395 {
3396 for (int x = 0; x < 512; x++)
3397 {
3398 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3399 {
3400 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3401 resultarr2[y, x] = 0;
3402 }
3403 returnarr[i] = resultarr2[y, x];
3404 i++;
3405 }
3406 }
3407
3408 return returnarr;
3409 }
3410
3411 #endregion
3412
3413 public override void SetTerrain(float[] heightMap)
3414 {
3415 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3416 {
3417 if (m_parentScene is OdeScene)
3418 {
3419 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3420 }
3421 }
3422 else
3423 {
3424 SetTerrain(heightMap, m_worldOffset);
3425 }
3426 }
3427
3428 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3429 {
3430
3431 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3432
3433 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3434 uint heightmapHeight = regionsize + 1;
3435
3436 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3437 uint heightmapHeightSamples = (uint)regionsize + 2;
3438
3439 // Array of height samples for ODE
3440 float[] _heightmap;
3441 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3442
3443 // Other ODE parameters
3444 const float scale = 1.0f;
3445 const float offset = 0.0f;
3446 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3447 const int wrap = 0;
3448
3449 float hfmin = 2000f;
3450 float hfmax = -2000f;
3451 float minele = 0.0f; // Dont allow -ve heights
3452
3453 uint x = 0;
3454 uint y = 0;
3455 uint xx = 0;
3456 uint yy = 0;
3457
3458 // load the height samples array from the heightMap
3459 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3460 {
3461 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3462 {
3463 xx = x - 1;
3464 if (xx < 0) xx = 0;
3465 if (xx > (regionsize - 1)) xx = regionsize - 1;
3466
3467 yy = y - 1;
3468 if (yy < 0) yy = 0;
3469 if (yy > (regionsize - 1)) yy = regionsize - 1;
3470 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3471 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3472 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3473 if (val < minele) val = minele;
3474 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3475 hfmin = (val < hfmin) ? val : hfmin;
3476 hfmax = (val > hfmax) ? val : hfmax;
3477 }
3478 }
3479
3480 lock (OdeLock)
3481 {
3482 IntPtr GroundGeom = IntPtr.Zero;
3483 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3484 {
3485 RegionTerrain.Remove(pOffset);
3486 if (GroundGeom != IntPtr.Zero)
3487 {
3488 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3489 {
3490 TerrainHeightFieldHeights.Remove(GroundGeom);
3491 }
3492 d.SpaceRemove(space, GroundGeom);
3493 d.GeomDestroy(GroundGeom);
3494 }
3495 }
3496 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3497 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3498 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3499 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3500 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3501 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3502 if (GroundGeom != IntPtr.Zero)
3503 {
3504 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3505 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3506 }
3507 geom_name_map[GroundGeom] = "Terrain";
3508
3509 d.Matrix3 R = new d.Matrix3();
3510
3511 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3512 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3513 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3514
3515 q1 = q1 * q2;
3516 //q1 = q1 * q3;
3517 Vector3 v3;
3518 float angle;
3519 q1.GetAxisAngle(out v3, out angle);
3520
3521 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3522 d.GeomSetRotation(GroundGeom, ref R);
3523 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3524 IntPtr testGround = IntPtr.Zero;
3525 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3526 {
3527 RegionTerrain.Remove(pOffset);
3528 }
3529 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3530 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3531 }
3532 }
3533
3534 public override void DeleteTerrain()
3535 {
3536 }
3537
3538 public float GetWaterLevel()
3539 {
3540 return waterlevel;
3541 }
3542
3543 public override bool SupportsCombining()
3544 {
3545 return true;
3546 }
3547
3548 public override void UnCombine(PhysicsScene pScene)
3549 {
3550 IntPtr localGround = IntPtr.Zero;
3551// float[] localHeightfield;
3552 bool proceed = false;
3553 List<IntPtr> geomDestroyList = new List<IntPtr>();
3554
3555 lock (OdeLock)
3556 {
3557 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3558 {
3559 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3560 {
3561 if (geom == localGround)
3562 {
3563// localHeightfield = TerrainHeightFieldHeights[geom];
3564 proceed = true;
3565 }
3566 else
3567 {
3568 geomDestroyList.Add(geom);
3569 }
3570 }
3571
3572 if (proceed)
3573 {
3574 m_worldOffset = Vector3.Zero;
3575 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3576 m_parentScene = null;
3577
3578 foreach (IntPtr g in geomDestroyList)
3579 {
3580 // removingHeightField needs to be done or the garbage collector will
3581 // collect the terrain data before we tell ODE to destroy it causing
3582 // memory corruption
3583 if (TerrainHeightFieldHeights.ContainsKey(g))
3584 {
3585// float[] removingHeightField = TerrainHeightFieldHeights[g];
3586 TerrainHeightFieldHeights.Remove(g);
3587
3588 if (RegionTerrain.ContainsKey(g))
3589 {
3590 RegionTerrain.Remove(g);
3591 }
3592
3593 d.GeomDestroy(g);
3594 //removingHeightField = new float[0];
3595 }
3596 }
3597
3598 }
3599 else
3600 {
3601 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3602
3603 }
3604 }
3605 }
3606 }
3607
3608 public override void SetWaterLevel(float baseheight)
3609 {
3610 waterlevel = baseheight;
3611 randomizeWater(waterlevel);
3612 }
3613
3614 public void randomizeWater(float baseheight)
3615 {
3616 const uint heightmapWidth = m_regionWidth + 2;
3617 const uint heightmapHeight = m_regionHeight + 2;
3618 const uint heightmapWidthSamples = m_regionWidth + 2;
3619 const uint heightmapHeightSamples = m_regionHeight + 2;
3620 const float scale = 1.0f;
3621 const float offset = 0.0f;
3622 const float thickness = 2.9f;
3623 const int wrap = 0;
3624
3625 for (int i = 0; i < (258 * 258); i++)
3626 {
3627 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3628 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3629 }
3630
3631 lock (OdeLock)
3632 {
3633 if (WaterGeom != IntPtr.Zero)
3634 {
3635 d.SpaceRemove(space, WaterGeom);
3636 }
3637 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3638 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3639 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3640 offset, thickness, wrap);
3641 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3642 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3646 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3647
3648 }
3649 geom_name_map[WaterGeom] = "Water";
3650
3651 d.Matrix3 R = new d.Matrix3();
3652
3653 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3654 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3655 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3656
3657 q1 = q1 * q2;
3658 //q1 = q1 * q3;
3659 Vector3 v3;
3660 float angle;
3661 q1.GetAxisAngle(out v3, out angle);
3662
3663 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3664 d.GeomSetRotation(WaterGeom, ref R);
3665 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3666
3667 }
3668
3669 }
3670
3671 public override void Dispose()
3672 {
3673 m_rayCastManager.Dispose();
3674 m_rayCastManager = null;
3675
3676 lock (OdeLock)
3677 {
3678 lock (_prims)
3679 {
3680 foreach (OdePrim prm in _prims)
3681 {
3682 RemovePrim(prm);
3683 }
3684 }
3685
3686 //foreach (OdeCharacter act in _characters)
3687 //{
3688 //RemoveAvatar(act);
3689 //}
3690 d.WorldDestroy(world);
3691 //d.CloseODE();
3692 }
3693 }
3694 public override Dictionary<uint, float> GetTopColliders()
3695 {
3696 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3697 int cnt = 0;
3698 lock (_prims)
3699 {
3700 foreach (OdePrim prm in _prims)
3701 {
3702 if (prm.CollisionScore > 0)
3703 {
3704 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3705 cnt++;
3706 prm.CollisionScore = 0f;
3707 if (cnt > 25)
3708 {
3709 break;
3710 }
3711 }
3712 }
3713 }
3714 return returncolliders;
3715 }
3716
3717 public override bool SupportsRayCast()
3718 {
3719 return true;
3720 }
3721
3722 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3723 {
3724 if (retMethod != null)
3725 {
3726 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3727 }
3728 }
3729
3730#if USE_DRAWSTUFF
3731 // Keyboard callback
3732 public void command(int cmd)
3733 {
3734 IntPtr geom;
3735 d.Mass mass;
3736 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3737
3738
3739
3740 Char ch = Char.ToLower((Char)cmd);
3741 switch ((Char)ch)
3742 {
3743 case 'w':
3744 try
3745 {
3746 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3747
3748 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3749 ds.SetViewpoint(ref xyz, ref hpr);
3750 }
3751 catch (ArgumentException)
3752 { hpr.X = 0; }
3753 break;
3754
3755 case 'a':
3756 hpr.X++;
3757 ds.SetViewpoint(ref xyz, ref hpr);
3758 break;
3759
3760 case 's':
3761 try
3762 {
3763 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3764
3765 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3766 ds.SetViewpoint(ref xyz, ref hpr);
3767 }
3768 catch (ArgumentException)
3769 { hpr.X = 0; }
3770 break;
3771 case 'd':
3772 hpr.X--;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 break;
3775 case 'r':
3776 xyz.Z++;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 break;
3779 case 'f':
3780 xyz.Z--;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783 case 'e':
3784 xyz.Y++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'q':
3788 xyz.Y--;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 }
3792 }
3793
3794 public void step(int pause)
3795 {
3796
3797 ds.SetColor(1.0f, 1.0f, 0.0f);
3798 ds.SetTexture(ds.Texture.Wood);
3799 lock (_prims)
3800 {
3801 foreach (OdePrim prm in _prims)
3802 {
3803 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3804 if (prm.prim_geom != IntPtr.Zero)
3805 {
3806 d.Vector3 pos;
3807 d.GeomCopyPosition(prm.prim_geom, out pos);
3808 //d.BodyCopyPosition(body, out pos);
3809
3810 d.Matrix3 R;
3811 d.GeomCopyRotation(prm.prim_geom, out R);
3812 //d.BodyCopyRotation(body, out R);
3813
3814
3815 d.Vector3 sides = new d.Vector3();
3816 sides.X = prm.Size.X;
3817 sides.Y = prm.Size.Y;
3818 sides.Z = prm.Size.Z;
3819
3820 ds.DrawBox(ref pos, ref R, ref sides);
3821 }
3822 }
3823 }
3824 ds.SetColor(1.0f, 0.0f, 0.0f);
3825 lock (_characters)
3826 {
3827 foreach (OdeCharacter chr in _characters)
3828 {
3829 if (chr.Shell != IntPtr.Zero)
3830 {
3831 IntPtr body = d.GeomGetBody(chr.Shell);
3832
3833 d.Vector3 pos;
3834 d.GeomCopyPosition(chr.Shell, out pos);
3835 //d.BodyCopyPosition(body, out pos);
3836
3837 d.Matrix3 R;
3838 d.GeomCopyRotation(chr.Shell, out R);
3839 //d.BodyCopyRotation(body, out R);
3840
3841 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3842 d.Vector3 sides = new d.Vector3();
3843 sides.X = 0.5f;
3844 sides.Y = 0.5f;
3845 sides.Z = 0.5f;
3846
3847 ds.DrawBox(ref pos, ref R, ref sides);
3848 }
3849 }
3850 }
3851 }
3852
3853 public void start(int unused)
3854 {
3855 ds.SetViewpoint(ref xyz, ref hpr);
3856 }
3857#endif
3858 }
3859}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..2e39726 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c5226ba..976a9ff 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 /// </summary> 74 /// </summary>
74 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 75 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
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 protected IScriptEngine m_ScriptEngine; 78 protected IScriptEngine m_ScriptEngine;
78 protected SceneObjectPart m_host; 79 protected SceneObjectPart m_host;
79 protected uint m_localID; 80 protected uint m_localID;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -216,9 +219,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
216 } 219 }
217 } 220 }
218 221
222 public List<ScenePresence> GetLinkAvatars(int linkType)
223 {
224 List<ScenePresence> ret = new List<ScenePresence>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
227
228 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
229
230 switch (linkType)
231 {
232 case ScriptBaseClass.LINK_SET:
233 return avs;
234
235 case ScriptBaseClass.LINK_ROOT:
236 return ret;
237
238 case ScriptBaseClass.LINK_ALL_OTHERS:
239 return avs;
240
241 case ScriptBaseClass.LINK_ALL_CHILDREN:
242 return avs;
243
244 case ScriptBaseClass.LINK_THIS:
245 return ret;
246
247 default:
248 if (linkType < 0)
249 return ret;
250
251 int partCount = m_host.ParentGroup.GetPartCount();
252
253 if (linkType <= partCount)
254 {
255 return ret;
256 }
257 else
258 {
259 linkType = linkType - partCount;
260 if (linkType > avs.Count)
261 {
262 return ret;
263 }
264 else
265 {
266 ret.Add(avs[linkType-1]);
267 return ret;
268 }
269 }
270 }
271 }
272
219 public List<SceneObjectPart> GetLinkParts(int linkType) 273 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 274 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 275 List<SceneObjectPart> ret = new List<SceneObjectPart>();
276 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
277 return ret;
222 ret.Add(m_host); 278 ret.Add(m_host);
223 279
224 switch (linkType) 280 switch (linkType)
@@ -272,40 +328,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 328 protected UUID InventorySelf()
273 { 329 {
274 UUID invItemID = new UUID(); 330 UUID invItemID = new UUID();
275 331 bool unlock = false;
276 lock (m_host.TaskInventory) 332 if (!m_host.TaskInventory.IsReadLockedByMe())
333 {
334 m_host.TaskInventory.LockItemsForRead(true);
335 unlock = true;
336 }
337 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 338 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 339 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 340 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 341 invItemID = inv.Key;
281 { 342 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 343 }
286 } 344 }
287 345 if (unlock)
346 {
347 m_host.TaskInventory.LockItemsForRead(false);
348 }
288 return invItemID; 349 return invItemID;
289 } 350 }
290 351
291 protected UUID InventoryKey(string name, int type) 352 protected UUID InventoryKey(string name, int type)
292 { 353 {
293 m_host.AddScriptLPS(1); 354 m_host.AddScriptLPS(1);
294 355 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 356
357 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 358 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 359 if (inv.Value.Name == name)
298 { 360 {
299 if (inv.Value.Name == name) 361 m_host.TaskInventory.LockItemsForRead(false);
362
363 if (inv.Value.Type != type)
300 { 364 {
301 if (inv.Value.Type != type) 365 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 366 }
367
368 return inv.Value.AssetID;
306 } 369 }
307 } 370 }
308 371
372 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 373 return UUID.Zero;
310 } 374 }
311 375
@@ -313,17 +377,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 377 {
314 m_host.AddScriptLPS(1); 378 m_host.AddScriptLPS(1);
315 379
316 lock (m_host.TaskInventory) 380
381 m_host.TaskInventory.LockItemsForRead(true);
382
383 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 384 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 385 if (inv.Value.Name == name)
319 { 386 {
320 if (inv.Value.Name == name) 387 m_host.TaskInventory.LockItemsForRead(false);
321 { 388 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 389 }
325 } 390 }
326 391
392 m_host.TaskInventory.LockItemsForRead(false);
393
394
327 return UUID.Zero; 395 return UUID.Zero;
328 } 396 }
329 397
@@ -480,25 +548,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
480 return remainder; 548 return remainder;
481 } 549 }
482 550
483 // Old implementation of llRot2Euler, now normalized 551 public LSL_Vector llRot2Euler(LSL_Rotation q1)
484
485 public LSL_Vector llRot2Euler(LSL_Rotation r)
486 { 552 {
487 m_host.AddScriptLPS(1); 553 m_host.AddScriptLPS(1);
488 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 554 LSL_Vector eul = new LSL_Vector();
489 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 555
490 double m = (t.x + t.y + t.z + t.s); 556 double sqw = q1.s*q1.s;
491 if (m == 0) return new LSL_Vector(); 557 double sqx = q1.x*q1.x;
492 double n = 2 * (r.y * r.s + r.x * r.z); 558 double sqy = q1.z*q1.z;
493 double p = m * m - n * n; 559 double sqz = q1.y*q1.y;
494 if (p > 0) 560 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
495 return new LSL_Vector(NormalizeAngle(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s))), 561 double test = q1.x*q1.z + q1.y*q1.s;
496 NormalizeAngle(Math.Atan2(n, Math.Sqrt(p))), 562 if (test > 0.4999*unit) { // singularity at north pole
497 NormalizeAngle(Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s)))); 563 eul.z = 2 * Math.Atan2(q1.x,q1.s);
498 else if (n > 0) 564 eul.y = Math.PI/2;
499 return new LSL_Vector(0.0, Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); 565 eul.x = 0;
500 else 566 return eul;
501 return new LSL_Vector(0.0, -Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); 567 }
568 if (test < -0.4999*unit) { // singularity at south pole
569 eul.z = -2 * Math.Atan2(q1.x,q1.s);
570 eul.y = -Math.PI/2;
571 eul.x = 0;
572 return eul;
573 }
574 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
575 eul.y = Math.Asin(2*test/unit);
576 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
577 return eul;
502 } 578 }
503 579
504 /* From wiki: 580 /* From wiki:
@@ -700,77 +776,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
700 { 776 {
701 //A and B should both be normalized 777 //A and B should both be normalized
702 m_host.AddScriptLPS(1); 778 m_host.AddScriptLPS(1);
703 LSL_Rotation rotBetween; 779 /* This method is more accurate than the SL one, and thus causes problems
704 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 780 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
705 // continue calculation. 781
706 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 782 double dotProduct = LSL_Vector.Dot(a, b);
783 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
784 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
785 double angle = Math.Acos(dotProduct / magProduct);
786 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
787 double s = Math.Sin(angle / 2);
788
789 double x = axis.x * s;
790 double y = axis.y * s;
791 double z = axis.z * s;
792 double w = Math.Cos(angle / 2);
793
794 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
795 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
796
797 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
798 */
799
800 // This method mimics the 180 errors found in SL
801 // See www.euclideanspace.com... angleBetween
802 LSL_Vector vec_a = a;
803 LSL_Vector vec_b = b;
804
805 // Eliminate zero length
806 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
807 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
808 if (vec_a_mag < 0.00001 ||
809 vec_b_mag < 0.00001)
707 { 810 {
708 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 811 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
709 } 812 }
710 else 813
814 // Normalize
815 vec_a = llVecNorm(vec_a);
816 vec_b = llVecNorm(vec_b);
817
818 // Calculate axis and rotation angle
819 LSL_Vector axis = vec_a % vec_b;
820 LSL_Float cos_theta = vec_a * vec_b;
821
822 // Check if parallel
823 if (cos_theta > 0.99999)
711 { 824 {
712 a = LSL_Vector.Norm(a); 825 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
713 b = LSL_Vector.Norm(b); 826 }
714 double dotProduct = LSL_Vector.Dot(a, b); 827
715 // There are two degenerate cases possible. These are for vectors 180 or 828 // Check if anti-parallel
716 // 0 degrees apart. These have to be detected and handled individually. 829 else if (cos_theta < -0.99999)
717 // 830 {
718 // Check for vectors 180 degrees apart. 831 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
719 // A dot product of -1 would mean the angle between vectors is 180 degrees. 832 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
720 if (dotProduct < -0.9999999f) 833 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
721 { 834 }
722 // First assume X axis is orthogonal to the vectors. 835 else // other rotation
723 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 836 {
724 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 837 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
725 // Check for near zero vector. A very small non-zero number here will create 838 axis = llVecNorm(axis);
726 // a rotation in an undesired direction. 839 double x, y, z, s, t;
727 if (LSL_Vector.Mag(orthoVector) > 0.0001) 840 s = Math.Cos(theta);
728 { 841 t = Math.Sin(theta);
729 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 842 x = axis.x * t;
730 } 843 y = axis.y * t;
731 // If the magnitude of the vector was near zero, then assume the X axis is not 844 z = axis.z * t;
732 // orthogonal and use the Z axis instead. 845 return new LSL_Rotation(x,y,z,s);
733 else
734 {
735 // Set 180 z rotation.
736 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
737 }
738 }
739 // Check for parallel vectors.
740 // A dot product of 1 would mean the angle between vectors is 0 degrees.
741 else if (dotProduct > 0.9999999f)
742 {
743 // Set zero rotation.
744 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
745 }
746 else
747 {
748 // All special checks have been performed so get the axis of rotation.
749 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
750 // Quarternion s value is the length of the unit vector + dot product.
751 double qs = 1.0 + dotProduct;
752 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
753 // Normalize the rotation.
754 double mag = LSL_Rotation.Mag(rotBetween);
755 // We shouldn't have to worry about a divide by zero here. The qs value will be
756 // non-zero because we already know if we're here, then the dotProduct is not -1 so
757 // qs will not be zero. Also, we've already handled the input vectors being zero so the
758 // crossProduct vector should also not be zero.
759 rotBetween.x = rotBetween.x / mag;
760 rotBetween.y = rotBetween.y / mag;
761 rotBetween.z = rotBetween.z / mag;
762 rotBetween.s = rotBetween.s / mag;
763 // Check for undefined values and set zero rotation if any found. This code might not actually be required
764 // any longer since zero vectors are checked for at the top.
765 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
766 {
767 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
768 }
769 }
770 } 846 }
771 return rotBetween;
772 } 847 }
773 848
774 public void llWhisper(int channelID, string text) 849 public void llWhisper(int channelID, string text)
775 { 850 {
776 m_host.AddScriptLPS(1); 851 m_host.AddScriptLPS(1);
@@ -1094,10 +1169,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1094 return detectedParams.TouchUV; 1169 return detectedParams.TouchUV;
1095 } 1170 }
1096 1171
1172 [DebuggerNonUserCode]
1097 public virtual void llDie() 1173 public virtual void llDie()
1098 { 1174 {
1099 m_host.AddScriptLPS(1); 1175 m_host.AddScriptLPS(1);
1100 throw new SelfDeleteException(); 1176 if (!m_host.IsAttachment) throw new SelfDeleteException();
1101 } 1177 }
1102 1178
1103 public LSL_Float llGround(LSL_Vector offset) 1179 public LSL_Float llGround(LSL_Vector offset)
@@ -1170,6 +1246,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1170 1246
1171 public void llSetStatus(int status, int value) 1247 public void llSetStatus(int status, int value)
1172 { 1248 {
1249 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1250 return;
1173 m_host.AddScriptLPS(1); 1251 m_host.AddScriptLPS(1);
1174 1252
1175 int statusrotationaxis = 0; 1253 int statusrotationaxis = 0;
@@ -1399,6 +1477,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1399 { 1477 {
1400 m_host.AddScriptLPS(1); 1478 m_host.AddScriptLPS(1);
1401 1479
1480 SetColor(m_host, color, face);
1481 }
1482
1483 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1484 {
1485 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1486 return;
1487
1488 Primitive.TextureEntry tex = part.Shape.Textures;
1489 Color4 texcolor;
1490 if (face >= 0 && face < GetNumberOfSides(part))
1491 {
1492 texcolor = tex.CreateFace((uint)face).RGBA;
1493 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1494 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1495 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1496 tex.FaceTextures[face].RGBA = texcolor;
1497 part.UpdateTexture(tex);
1498 return;
1499 }
1500 else if (face == ScriptBaseClass.ALL_SIDES)
1501 {
1502 for (uint i = 0; i < GetNumberOfSides(part); i++)
1503 {
1504 if (tex.FaceTextures[i] != null)
1505 {
1506 texcolor = tex.FaceTextures[i].RGBA;
1507 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1508 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1509 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1510 tex.FaceTextures[i].RGBA = texcolor;
1511 }
1512 texcolor = tex.DefaultTexture.RGBA;
1513 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1514 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1515 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1516 tex.DefaultTexture.RGBA = texcolor;
1517 }
1518 part.UpdateTexture(tex);
1519 return;
1520 }
1521
1402 if (face == ScriptBaseClass.ALL_SIDES) 1522 if (face == ScriptBaseClass.ALL_SIDES)
1403 face = SceneObjectPart.ALL_SIDES; 1523 face = SceneObjectPart.ALL_SIDES;
1404 1524
@@ -1407,6 +1527,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1407 1527
1408 public void SetTexGen(SceneObjectPart part, int face,int style) 1528 public void SetTexGen(SceneObjectPart part, int face,int style)
1409 { 1529 {
1530 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1531 return;
1532
1410 Primitive.TextureEntry tex = part.Shape.Textures; 1533 Primitive.TextureEntry tex = part.Shape.Textures;
1411 MappingType textype; 1534 MappingType textype;
1412 textype = MappingType.Default; 1535 textype = MappingType.Default;
@@ -1437,6 +1560,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1437 1560
1438 public void SetGlow(SceneObjectPart part, int face, float glow) 1561 public void SetGlow(SceneObjectPart part, int face, float glow)
1439 { 1562 {
1563 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1564 return;
1565
1440 Primitive.TextureEntry tex = part.Shape.Textures; 1566 Primitive.TextureEntry tex = part.Shape.Textures;
1441 if (face >= 0 && face < GetNumberOfSides(part)) 1567 if (face >= 0 && face < GetNumberOfSides(part))
1442 { 1568 {
@@ -1462,6 +1588,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1462 1588
1463 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1589 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1464 { 1590 {
1591 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1592 return;
1465 1593
1466 Shininess sval = new Shininess(); 1594 Shininess sval = new Shininess();
1467 1595
@@ -1512,6 +1640,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1512 1640
1513 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1641 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1514 { 1642 {
1643 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1644 return;
1645
1515 Primitive.TextureEntry tex = part.Shape.Textures; 1646 Primitive.TextureEntry tex = part.Shape.Textures;
1516 if (face >= 0 && face < GetNumberOfSides(part)) 1647 if (face >= 0 && face < GetNumberOfSides(part))
1517 { 1648 {
@@ -1572,13 +1703,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1572 m_host.AddScriptLPS(1); 1703 m_host.AddScriptLPS(1);
1573 1704
1574 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1705 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1575 1706 if (parts.Count > 0)
1576 foreach (SceneObjectPart part in parts) 1707 {
1577 SetAlpha(part, alpha, face); 1708 try
1709 {
1710 parts[0].ParentGroup.areUpdatesSuspended = true;
1711 foreach (SceneObjectPart part in parts)
1712 SetAlpha(part, alpha, face);
1713 }
1714 finally
1715 {
1716 parts[0].ParentGroup.areUpdatesSuspended = false;
1717 }
1718 }
1578 } 1719 }
1579 1720
1580 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1721 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1581 { 1722 {
1723 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1724 return;
1725
1582 Primitive.TextureEntry tex = part.Shape.Textures; 1726 Primitive.TextureEntry tex = part.Shape.Textures;
1583 Color4 texcolor; 1727 Color4 texcolor;
1584 if (face >= 0 && face < GetNumberOfSides(part)) 1728 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1624,7 +1768,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1624 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1768 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1625 float wind, float tension, LSL_Vector Force) 1769 float wind, float tension, LSL_Vector Force)
1626 { 1770 {
1627 if (part == null) 1771 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1628 return; 1772 return;
1629 1773
1630 if (flexi) 1774 if (flexi)
@@ -1659,7 +1803,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1659 /// <param name="falloff"></param> 1803 /// <param name="falloff"></param>
1660 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1804 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1661 { 1805 {
1662 if (part == null) 1806 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1663 return; 1807 return;
1664 1808
1665 if (light) 1809 if (light)
@@ -1736,15 +1880,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1736 m_host.AddScriptLPS(1); 1880 m_host.AddScriptLPS(1);
1737 1881
1738 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1882 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1739 1883 if (parts.Count > 0)
1740 foreach (SceneObjectPart part in parts) 1884 {
1741 SetTexture(part, texture, face); 1885 try
1742 1886 {
1887 parts[0].ParentGroup.areUpdatesSuspended = true;
1888 foreach (SceneObjectPart part in parts)
1889 SetTexture(part, texture, face);
1890 }
1891 finally
1892 {
1893 parts[0].ParentGroup.areUpdatesSuspended = false;
1894 }
1895 }
1743 ScriptSleep(200); 1896 ScriptSleep(200);
1744 } 1897 }
1745 1898
1746 protected void SetTexture(SceneObjectPart part, string texture, int face) 1899 protected void SetTexture(SceneObjectPart part, string texture, int face)
1747 { 1900 {
1901 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1902 return;
1903
1748 UUID textureID=new UUID(); 1904 UUID textureID=new UUID();
1749 1905
1750 if (!UUID.TryParse(texture, out textureID)) 1906 if (!UUID.TryParse(texture, out textureID))
@@ -1790,6 +1946,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1790 1946
1791 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1947 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1792 { 1948 {
1949 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1950 return;
1951
1793 Primitive.TextureEntry tex = part.Shape.Textures; 1952 Primitive.TextureEntry tex = part.Shape.Textures;
1794 if (face >= 0 && face < GetNumberOfSides(part)) 1953 if (face >= 0 && face < GetNumberOfSides(part))
1795 { 1954 {
@@ -1826,6 +1985,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1826 1985
1827 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1986 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1828 { 1987 {
1988 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1989 return;
1990
1829 Primitive.TextureEntry tex = part.Shape.Textures; 1991 Primitive.TextureEntry tex = part.Shape.Textures;
1830 if (face >= 0 && face < GetNumberOfSides(part)) 1992 if (face >= 0 && face < GetNumberOfSides(part))
1831 { 1993 {
@@ -1862,6 +2024,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1862 2024
1863 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2025 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1864 { 2026 {
2027 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2028 return;
2029
1865 Primitive.TextureEntry tex = part.Shape.Textures; 2030 Primitive.TextureEntry tex = part.Shape.Textures;
1866 if (face >= 0 && face < GetNumberOfSides(part)) 2031 if (face >= 0 && face < GetNumberOfSides(part))
1867 { 2032 {
@@ -1932,6 +2097,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1932 2097
1933 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2098 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1934 { 2099 {
2100 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2101 return;
2102
1935 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2103 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1936 LSL_Vector currentPos = llGetLocalPos(); 2104 LSL_Vector currentPos = llGetLocalPos();
1937 2105
@@ -1968,6 +2136,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1968 public LSL_Vector llGetLocalPos() 2136 public LSL_Vector llGetLocalPos()
1969 { 2137 {
1970 m_host.AddScriptLPS(1); 2138 m_host.AddScriptLPS(1);
2139 if (m_host.IsAttachment == true) {
2140 if (m_host.IsRoot == true)
2141 {
2142 return new LSL_Vector(m_host.AbsolutePosition.X,
2143 m_host.AbsolutePosition.Y,
2144 m_host.AbsolutePosition.Z);
2145
2146 }
2147 else
2148 {
2149 return new LSL_Vector(m_host.OffsetPosition.X,
2150 m_host.OffsetPosition.Y,
2151 m_host.OffsetPosition.Z);
2152 }
2153 }
2154
1971 if (m_host.ParentID != 0) 2155 if (m_host.ParentID != 0)
1972 { 2156 {
1973 return new LSL_Vector(m_host.OffsetPosition.X, 2157 return new LSL_Vector(m_host.OffsetPosition.X,
@@ -2018,6 +2202,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2018 2202
2019 protected void SetRot(SceneObjectPart part, Quaternion rot) 2203 protected void SetRot(SceneObjectPart part, Quaternion rot)
2020 { 2204 {
2205 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2206 return;
2207
2021 part.UpdateRotation(rot); 2208 part.UpdateRotation(rot);
2022 // Update rotation does not move the object in the physics scene if it's a linkset. 2209 // Update rotation does not move the object in the physics scene if it's a linkset.
2023 2210
@@ -2637,12 +2824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2637 2824
2638 m_host.AddScriptLPS(1); 2825 m_host.AddScriptLPS(1);
2639 2826
2827 m_host.TaskInventory.LockItemsForRead(true);
2640 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2828 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2641 2829 m_host.TaskInventory.LockItemsForRead(false);
2642 lock (m_host.TaskInventory)
2643 {
2644 item = m_host.TaskInventory[invItemID];
2645 }
2646 2830
2647 if (item.PermsGranter == UUID.Zero) 2831 if (item.PermsGranter == UUID.Zero)
2648 return 0; 2832 return 0;
@@ -2717,6 +2901,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2717 if (dist > m_ScriptDistanceFactor * 10.0f) 2901 if (dist > m_ScriptDistanceFactor * 10.0f)
2718 return; 2902 return;
2719 2903
2904 //Clone is thread-safe
2720 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2905 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2721 2906
2722 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2907 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2779,6 +2964,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2779 2964
2780 public void llLookAt(LSL_Vector target, double strength, double damping) 2965 public void llLookAt(LSL_Vector target, double strength, double damping)
2781 { 2966 {
2967 /*
2782 m_host.AddScriptLPS(1); 2968 m_host.AddScriptLPS(1);
2783 // Determine where we are looking from 2969 // Determine where we are looking from
2784 LSL_Vector from = llGetPos(); 2970 LSL_Vector from = llGetPos();
@@ -2798,10 +2984,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2798 // the angles of rotation in radians into rotation value 2984 // the angles of rotation in radians into rotation value
2799 2985
2800 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2986 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2801 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2987
2802 m_host.startLookAt(rotation, (float)damping, (float)strength); 2988 // This would only work if your physics system contains an APID controller:
2989 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2990 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2991
2803 // Orient the object to the angle calculated 2992 // Orient the object to the angle calculated
2804 //llSetRot(rot); 2993 llSetRot(rot);
2994 */
2995
2996 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2997 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2998 // http://bugs.meta7.com/view.php?id=28
2999 // - Tom
3000
3001 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3002 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3003
3004 }
3005
3006 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3007 {
3008 m_host.AddScriptLPS(1);
3009// NotImplemented("llRotLookAt");
3010 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3011
2805 } 3012 }
2806 3013
2807 public void llStopLookAt() 3014 public void llStopLookAt()
@@ -2850,13 +3057,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2850 { 3057 {
2851 TaskInventoryItem item; 3058 TaskInventoryItem item;
2852 3059
2853 lock (m_host.TaskInventory) 3060 m_host.TaskInventory.LockItemsForRead(true);
3061 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2854 { 3062 {
2855 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3063 m_host.TaskInventory.LockItemsForRead(false);
2856 return; 3064 return;
2857 else 3065 }
2858 item = m_host.TaskInventory[InventorySelf()]; 3066 else
3067 {
3068 item = m_host.TaskInventory[InventorySelf()];
2859 } 3069 }
3070 m_host.TaskInventory.LockItemsForRead(false);
2860 3071
2861 if (item.PermsGranter != UUID.Zero) 3072 if (item.PermsGranter != UUID.Zero)
2862 { 3073 {
@@ -2878,13 +3089,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2878 { 3089 {
2879 TaskInventoryItem item; 3090 TaskInventoryItem item;
2880 3091
3092 m_host.TaskInventory.LockItemsForRead(true);
2881 lock (m_host.TaskInventory) 3093 lock (m_host.TaskInventory)
2882 { 3094 {
3095
2883 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3096 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3097 {
3098 m_host.TaskInventory.LockItemsForRead(false);
2884 return; 3099 return;
3100 }
2885 else 3101 else
3102 {
2886 item = m_host.TaskInventory[InventorySelf()]; 3103 item = m_host.TaskInventory[InventorySelf()];
3104 }
2887 } 3105 }
3106 m_host.TaskInventory.LockItemsForRead(false);
2888 3107
2889 m_host.AddScriptLPS(1); 3108 m_host.AddScriptLPS(1);
2890 3109
@@ -2916,19 +3135,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2916 { 3135 {
2917 m_host.AddScriptLPS(1); 3136 m_host.AddScriptLPS(1);
2918 3137
2919 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2920 return;
2921
2922 TaskInventoryItem item; 3138 TaskInventoryItem item;
2923 3139
2924 lock (m_host.TaskInventory) 3140 m_host.TaskInventory.LockItemsForRead(true);
3141
3142 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2925 { 3143 {
2926 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3144 m_host.TaskInventory.LockItemsForRead(false);
2927 return; 3145 return;
2928 else 3146 }
2929 item = m_host.TaskInventory[InventorySelf()]; 3147 else
3148 {
3149 item = m_host.TaskInventory[InventorySelf()];
2930 } 3150 }
2931 3151
3152 m_host.TaskInventory.LockItemsForRead(false);
3153
2932 if (item.PermsGranter != m_host.OwnerID) 3154 if (item.PermsGranter != m_host.OwnerID)
2933 return; 3155 return;
2934 3156
@@ -2938,11 +3160,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2938 3160
2939 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3161 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2940 3162
3163 /*
2941 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3164 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
2942 if (attachmentsModule != null) 3165 if (attachmentsModule != null)
3166 {
2943 attachmentsModule.AttachObject( 3167 attachmentsModule.AttachObject(
2944 presence.ControllingClient, grp.LocalId, 3168 presence.ControllingClient, grp.LocalId,
2945 (uint)attachment, Quaternion.Identity, Vector3.Zero, false); 3169 (uint)attachment, Quaternion.Identity, Vector3.Zero, false);
3170 }
3171 */
3172 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2946 } 3173 }
2947 } 3174 }
2948 3175
@@ -2955,13 +3182,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2955 3182
2956 TaskInventoryItem item; 3183 TaskInventoryItem item;
2957 3184
2958 lock (m_host.TaskInventory) 3185 m_host.TaskInventory.LockItemsForRead(true);
3186
3187 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2959 { 3188 {
2960 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3189 m_host.TaskInventory.LockItemsForRead(false);
2961 return; 3190 return;
2962 else 3191 }
2963 item = m_host.TaskInventory[InventorySelf()]; 3192 else
3193 {
3194 item = m_host.TaskInventory[InventorySelf()];
2964 } 3195 }
3196 m_host.TaskInventory.LockItemsForRead(false);
3197
2965 3198
2966 if (item.PermsGranter != m_host.OwnerID) 3199 if (item.PermsGranter != m_host.OwnerID)
2967 return; 3200 return;
@@ -2998,8 +3231,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2998 return m_host.OwnerID.ToString(); 3231 return m_host.OwnerID.ToString();
2999 } 3232 }
3000 3233
3234 [DebuggerNonUserCode]
3001 public void llInstantMessage(string user, string message) 3235 public void llInstantMessage(string user, string message)
3002 { 3236 {
3237 UUID result;
3238 if (!UUID.TryParse(user, out result))
3239 {
3240 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3241 return;
3242 }
3243
3244
3003 m_host.AddScriptLPS(1); 3245 m_host.AddScriptLPS(1);
3004 3246
3005 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3247 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3014,14 +3256,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3014 UUID friendTransactionID = UUID.Random(); 3256 UUID friendTransactionID = UUID.Random();
3015 3257
3016 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3258 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3017 3259
3018 GridInstantMessage msg = new GridInstantMessage(); 3260 GridInstantMessage msg = new GridInstantMessage();
3019 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3261 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3020 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3262 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3021 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3263 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3022// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3264// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3023// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3265// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3024 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3266 DateTime dt = DateTime.UtcNow;
3267
3268 // Ticks from UtcNow, but make it look like local. Evil, huh?
3269 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3270
3271 try
3272 {
3273 // Convert that to the PST timezone
3274 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3275 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3276 }
3277 catch
3278 {
3279 // No logging here, as it could be VERY spammy
3280 }
3281
3282 // And make it look local again to fool the unix time util
3283 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3284
3285 msg.timestamp = (uint)Util.ToUnixTime(dt);
3286
3025 //if (client != null) 3287 //if (client != null)
3026 //{ 3288 //{
3027 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3289 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3035,13 +3297,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3035 msg.message = message.Substring(0, 1024); 3297 msg.message = message.Substring(0, 1024);
3036 else 3298 else
3037 msg.message = message; 3299 msg.message = message;
3038 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3300 msg.dialog = (byte)19; // MessageFromObject
3039 msg.fromGroup = false;// fromGroup; 3301 msg.fromGroup = false;// fromGroup;
3040 msg.offline = (byte)0; //offline; 3302 msg.offline = (byte)0; //offline;
3041 msg.ParentEstateID = 0; //ParentEstateID; 3303 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3042 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3304 msg.Position = new Vector3(m_host.AbsolutePosition);
3043 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3305 msg.RegionID = World.RegionInfo.RegionID.Guid;
3044 msg.binaryBucket = new byte[0];// binaryBucket; 3306 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3045 3307
3046 if (m_TransferModule != null) 3308 if (m_TransferModule != null)
3047 { 3309 {
@@ -3163,13 +3425,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3163 m_host.AddScriptLPS(1); 3425 m_host.AddScriptLPS(1);
3164 } 3426 }
3165 3427
3166 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3167 {
3168 m_host.AddScriptLPS(1);
3169 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3170 m_host.RotLookAt(rot, (float)strength, (float)damping);
3171 }
3172
3173 public LSL_Integer llStringLength(string str) 3428 public LSL_Integer llStringLength(string str)
3174 { 3429 {
3175 m_host.AddScriptLPS(1); 3430 m_host.AddScriptLPS(1);
@@ -3193,14 +3448,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3193 3448
3194 TaskInventoryItem item; 3449 TaskInventoryItem item;
3195 3450
3196 lock (m_host.TaskInventory) 3451 m_host.TaskInventory.LockItemsForRead(true);
3452 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3197 { 3453 {
3198 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3454 m_host.TaskInventory.LockItemsForRead(false);
3199 return; 3455 return;
3200 else
3201 item = m_host.TaskInventory[InventorySelf()];
3202 } 3456 }
3203 3457 else
3458 {
3459 item = m_host.TaskInventory[InventorySelf()];
3460 }
3461 m_host.TaskInventory.LockItemsForRead(false);
3204 if (item.PermsGranter == UUID.Zero) 3462 if (item.PermsGranter == UUID.Zero)
3205 return; 3463 return;
3206 3464
@@ -3230,13 +3488,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3230 3488
3231 TaskInventoryItem item; 3489 TaskInventoryItem item;
3232 3490
3233 lock (m_host.TaskInventory) 3491 m_host.TaskInventory.LockItemsForRead(true);
3492 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3234 { 3493 {
3235 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3494 m_host.TaskInventory.LockItemsForRead(false);
3236 return; 3495 return;
3237 else 3496 }
3238 item = m_host.TaskInventory[InventorySelf()]; 3497 else
3498 {
3499 item = m_host.TaskInventory[InventorySelf()];
3239 } 3500 }
3501 m_host.TaskInventory.LockItemsForRead(false);
3502
3240 3503
3241 if (item.PermsGranter == UUID.Zero) 3504 if (item.PermsGranter == UUID.Zero)
3242 return; 3505 return;
@@ -3313,10 +3576,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3313 3576
3314 TaskInventoryItem item; 3577 TaskInventoryItem item;
3315 3578
3316 lock (m_host.TaskInventory) 3579
3580 m_host.TaskInventory.LockItemsForRead(true);
3581 if (!m_host.TaskInventory.ContainsKey(invItemID))
3582 {
3583 m_host.TaskInventory.LockItemsForRead(false);
3584 return;
3585 }
3586 else
3317 { 3587 {
3318 item = m_host.TaskInventory[invItemID]; 3588 item = m_host.TaskInventory[invItemID];
3319 } 3589 }
3590 m_host.TaskInventory.LockItemsForRead(false);
3320 3591
3321 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3592 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3322 { 3593 {
@@ -3348,11 +3619,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3348 3619
3349 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3620 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3350 { 3621 {
3351 lock (m_host.TaskInventory) 3622 m_host.TaskInventory.LockItemsForWrite(true);
3352 { 3623 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3353 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3624 m_host.TaskInventory[invItemID].PermsMask = perm;
3354 m_host.TaskInventory[invItemID].PermsMask = perm; 3625 m_host.TaskInventory.LockItemsForWrite(false);
3355 }
3356 3626
3357 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3627 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3358 "run_time_permissions", new Object[] { 3628 "run_time_permissions", new Object[] {
@@ -3372,11 +3642,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3372 3642
3373 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3643 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3374 { 3644 {
3375 lock (m_host.TaskInventory) 3645 m_host.TaskInventory.LockItemsForWrite(true);
3376 { 3646 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3377 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3647 m_host.TaskInventory[invItemID].PermsMask = perm;
3378 m_host.TaskInventory[invItemID].PermsMask = perm; 3648 m_host.TaskInventory.LockItemsForWrite(false);
3379 }
3380 3649
3381 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3650 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3382 "run_time_permissions", new Object[] { 3651 "run_time_permissions", new Object[] {
@@ -3397,11 +3666,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3397 3666
3398 if (!m_waitingForScriptAnswer) 3667 if (!m_waitingForScriptAnswer)
3399 { 3668 {
3400 lock (m_host.TaskInventory) 3669 m_host.TaskInventory.LockItemsForWrite(true);
3401 { 3670 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3402 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3671 m_host.TaskInventory[invItemID].PermsMask = 0;
3403 m_host.TaskInventory[invItemID].PermsMask = 0; 3672 m_host.TaskInventory.LockItemsForWrite(false);
3404 }
3405 3673
3406 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3674 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3407 m_waitingForScriptAnswer=true; 3675 m_waitingForScriptAnswer=true;
@@ -3436,10 +3704,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3436 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3704 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3437 llReleaseControls(); 3705 llReleaseControls();
3438 3706
3439 lock (m_host.TaskInventory) 3707
3440 { 3708 m_host.TaskInventory.LockItemsForWrite(true);
3441 m_host.TaskInventory[invItemID].PermsMask = answer; 3709 m_host.TaskInventory[invItemID].PermsMask = answer;
3442 } 3710 m_host.TaskInventory.LockItemsForWrite(false);
3711
3443 3712
3444 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3713 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3445 "run_time_permissions", new Object[] { 3714 "run_time_permissions", new Object[] {
@@ -3451,16 +3720,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3451 { 3720 {
3452 m_host.AddScriptLPS(1); 3721 m_host.AddScriptLPS(1);
3453 3722
3454 lock (m_host.TaskInventory) 3723 m_host.TaskInventory.LockItemsForRead(true);
3724
3725 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3455 { 3726 {
3456 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3727 if (item.Type == 10 && item.ItemID == m_itemID)
3457 { 3728 {
3458 if (item.Type == 10 && item.ItemID == m_itemID) 3729 m_host.TaskInventory.LockItemsForRead(false);
3459 { 3730 return item.PermsGranter.ToString();
3460 return item.PermsGranter.ToString();
3461 }
3462 } 3731 }
3463 } 3732 }
3733 m_host.TaskInventory.LockItemsForRead(false);
3464 3734
3465 return UUID.Zero.ToString(); 3735 return UUID.Zero.ToString();
3466 } 3736 }
@@ -3469,19 +3739,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3469 { 3739 {
3470 m_host.AddScriptLPS(1); 3740 m_host.AddScriptLPS(1);
3471 3741
3472 lock (m_host.TaskInventory) 3742 m_host.TaskInventory.LockItemsForRead(true);
3743
3744 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3473 { 3745 {
3474 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3746 if (item.Type == 10 && item.ItemID == m_itemID)
3475 { 3747 {
3476 if (item.Type == 10 && item.ItemID == m_itemID) 3748 int perms = item.PermsMask;
3477 { 3749 if (m_automaticLinkPermission)
3478 int perms = item.PermsMask; 3750 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3479 if (m_automaticLinkPermission) 3751 m_host.TaskInventory.LockItemsForRead(false);
3480 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3752 return perms;
3481 return perms;
3482 }
3483 } 3753 }
3484 } 3754 }
3755 m_host.TaskInventory.LockItemsForRead(false);
3485 3756
3486 return 0; 3757 return 0;
3487 } 3758 }
@@ -3503,9 +3774,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3503 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3774 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3504 { 3775 {
3505 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3776 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3506 3777 if (parts.Count > 0)
3507 foreach (SceneObjectPart part in parts) 3778 {
3508 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3779 try
3780 {
3781 parts[0].ParentGroup.areUpdatesSuspended = true;
3782 foreach (SceneObjectPart part in parts)
3783 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3784 }
3785 finally
3786 {
3787 parts[0].ParentGroup.areUpdatesSuspended = false;
3788 }
3789 }
3509 } 3790 }
3510 3791
3511 public void llCreateLink(string target, int parent) 3792 public void llCreateLink(string target, int parent)
@@ -3514,11 +3795,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3514 UUID invItemID = InventorySelf(); 3795 UUID invItemID = InventorySelf();
3515 3796
3516 TaskInventoryItem item; 3797 TaskInventoryItem item;
3517 lock (m_host.TaskInventory) 3798 m_host.TaskInventory.LockItemsForRead(true);
3518 { 3799 item = m_host.TaskInventory[invItemID];
3519 item = m_host.TaskInventory[invItemID]; 3800 m_host.TaskInventory.LockItemsForRead(false);
3520 } 3801
3521
3522 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3802 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3523 && !m_automaticLinkPermission) 3803 && !m_automaticLinkPermission)
3524 { 3804 {
@@ -3571,16 +3851,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3571 m_host.AddScriptLPS(1); 3851 m_host.AddScriptLPS(1);
3572 UUID invItemID = InventorySelf(); 3852 UUID invItemID = InventorySelf();
3573 3853
3574 lock (m_host.TaskInventory) 3854 m_host.TaskInventory.LockItemsForRead(true);
3575 {
3576 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3855 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3577 && !m_automaticLinkPermission) 3856 && !m_automaticLinkPermission)
3578 { 3857 {
3579 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3858 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3859 m_host.TaskInventory.LockItemsForRead(false);
3580 return; 3860 return;
3581 } 3861 }
3582 } 3862 m_host.TaskInventory.LockItemsForRead(false);
3583 3863
3584 if (linknum < ScriptBaseClass.LINK_THIS) 3864 if (linknum < ScriptBaseClass.LINK_THIS)
3585 return; 3865 return;
3586 3866
@@ -3619,10 +3899,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3619 // Restructuring Multiple Prims. 3899 // Restructuring Multiple Prims.
3620 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3900 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3621 parts.Remove(parentPrim.RootPart); 3901 parts.Remove(parentPrim.RootPart);
3622 foreach (SceneObjectPart part in parts) 3902 if (parts.Count > 0)
3623 { 3903 {
3624 parentPrim.DelinkFromGroup(part.LocalId, true); 3904 try
3905 {
3906 parts[0].ParentGroup.areUpdatesSuspended = true;
3907 foreach (SceneObjectPart part in parts)
3908 {
3909 parentPrim.DelinkFromGroup(part.LocalId, true);
3910 }
3911 }
3912 finally
3913 {
3914 parts[0].ParentGroup.areUpdatesSuspended = false;
3915 }
3625 } 3916 }
3917
3626 parentPrim.HasGroupChanged = true; 3918 parentPrim.HasGroupChanged = true;
3627 parentPrim.ScheduleGroupForFullUpdate(); 3919 parentPrim.ScheduleGroupForFullUpdate();
3628 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3920 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3631,11 +3923,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3631 { 3923 {
3632 SceneObjectPart newRoot = parts[0]; 3924 SceneObjectPart newRoot = parts[0];
3633 parts.Remove(newRoot); 3925 parts.Remove(newRoot);
3634 foreach (SceneObjectPart part in parts) 3926
3927 try
3635 { 3928 {
3636 part.UpdateFlag = 0; 3929 parts[0].ParentGroup.areUpdatesSuspended = true;
3637 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3930 foreach (SceneObjectPart part in parts)
3931 {
3932 part.UpdateFlag = 0;
3933 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3934 }
3638 } 3935 }
3936 finally
3937 {
3938 parts[0].ParentGroup.areUpdatesSuspended = false;
3939 }
3940
3941
3639 newRoot.ParentGroup.HasGroupChanged = true; 3942 newRoot.ParentGroup.HasGroupChanged = true;
3640 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3943 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3641 } 3944 }
@@ -3661,11 +3964,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3661 3964
3662 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3965 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3663 parts.Remove(parentPrim.RootPart); 3966 parts.Remove(parentPrim.RootPart);
3664 3967 if (parts.Count > 0)
3665 foreach (SceneObjectPart part in parts)
3666 { 3968 {
3667 parentPrim.DelinkFromGroup(part.LocalId, true); 3969 try
3668 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3970 {
3971 parts[0].ParentGroup.areUpdatesSuspended = true;
3972 foreach (SceneObjectPart part in parts)
3973 {
3974 parentPrim.DelinkFromGroup(part.LocalId, true);
3975 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3976 }
3977 }
3978 finally
3979 {
3980 parts[0].ParentGroup.areUpdatesSuspended = false;
3981 }
3669 } 3982 }
3670 parentPrim.HasGroupChanged = true; 3983 parentPrim.HasGroupChanged = true;
3671 parentPrim.ScheduleGroupForFullUpdate(); 3984 parentPrim.ScheduleGroupForFullUpdate();
@@ -3757,17 +4070,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3757 m_host.AddScriptLPS(1); 4070 m_host.AddScriptLPS(1);
3758 int count = 0; 4071 int count = 0;
3759 4072
3760 lock (m_host.TaskInventory) 4073 m_host.TaskInventory.LockItemsForRead(true);
4074 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3761 { 4075 {
3762 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4076 if (inv.Value.Type == type || type == -1)
3763 { 4077 {
3764 if (inv.Value.Type == type || type == -1) 4078 count = count + 1;
3765 {
3766 count = count + 1;
3767 }
3768 } 4079 }
3769 } 4080 }
3770 4081
4082 m_host.TaskInventory.LockItemsForRead(false);
3771 return count; 4083 return count;
3772 } 4084 }
3773 4085
@@ -3776,16 +4088,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3776 m_host.AddScriptLPS(1); 4088 m_host.AddScriptLPS(1);
3777 ArrayList keys = new ArrayList(); 4089 ArrayList keys = new ArrayList();
3778 4090
3779 lock (m_host.TaskInventory) 4091 m_host.TaskInventory.LockItemsForRead(true);
4092 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3780 { 4093 {
3781 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4094 if (inv.Value.Type == type || type == -1)
3782 { 4095 {
3783 if (inv.Value.Type == type || type == -1) 4096 keys.Add(inv.Value.Name);
3784 {
3785 keys.Add(inv.Value.Name);
3786 }
3787 } 4097 }
3788 } 4098 }
4099 m_host.TaskInventory.LockItemsForRead(false);
3789 4100
3790 if (keys.Count == 0) 4101 if (keys.Count == 0)
3791 { 4102 {
@@ -3822,20 +4133,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3822 } 4133 }
3823 4134
3824 // move the first object found with this inventory name 4135 // move the first object found with this inventory name
3825 lock (m_host.TaskInventory) 4136 m_host.TaskInventory.LockItemsForRead(true);
4137 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3826 { 4138 {
3827 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4139 if (inv.Value.Name == inventory)
3828 { 4140 {
3829 if (inv.Value.Name == inventory) 4141 found = true;
3830 { 4142 objId = inv.Key;
3831 found = true; 4143 assetType = inv.Value.Type;
3832 objId = inv.Key; 4144 objName = inv.Value.Name;
3833 assetType = inv.Value.Type; 4145 break;
3834 objName = inv.Value.Name;
3835 break;
3836 }
3837 } 4146 }
3838 } 4147 }
4148 m_host.TaskInventory.LockItemsForRead(false);
3839 4149
3840 if (!found) 4150 if (!found)
3841 { 4151 {
@@ -3843,9 +4153,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3843 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4153 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3844 } 4154 }
3845 4155
3846 // check if destination is an avatar 4156 // check if destination is an object
3847 if (World.GetScenePresence(destId) != null) 4157 if (World.GetSceneObjectPart(destId) != null)
3848 { 4158 {
4159 // destination is an object
4160 World.MoveTaskInventoryItem(destId, m_host, objId);
4161 }
4162 else
4163 {
4164 ScenePresence presence = World.GetScenePresence(destId);
4165
4166 if (presence == null)
4167 {
4168 UserAccount account =
4169 World.UserAccountService.GetUserAccount(
4170 World.RegionInfo.ScopeID,
4171 destId);
4172
4173 if (account == null)
4174 {
4175 llSay(0, "Can't find destination "+destId.ToString());
4176 return;
4177 }
4178 }
4179
3849 // destination is an avatar 4180 // destination is an avatar
3850 InventoryItemBase agentItem = 4181 InventoryItemBase agentItem =
3851 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4182 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
@@ -3871,33 +4202,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3871 4202
3872 if (m_TransferModule != null) 4203 if (m_TransferModule != null)
3873 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4204 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4205
4206 //This delay should only occur when giving inventory to avatars.
4207 ScriptSleep(3000);
3874 } 4208 }
3875 else
3876 {
3877 // destination is an object
3878 World.MoveTaskInventoryItem(destId, m_host, objId);
3879 }
3880 ScriptSleep(3000);
3881 } 4209 }
3882 4210
4211 [DebuggerNonUserCode]
3883 public void llRemoveInventory(string name) 4212 public void llRemoveInventory(string name)
3884 { 4213 {
3885 m_host.AddScriptLPS(1); 4214 m_host.AddScriptLPS(1);
3886 4215
3887 lock (m_host.TaskInventory) 4216 m_host.TaskInventory.LockItemsForRead(true);
4217 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3888 { 4218 {
3889 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4219 if (item.Name == name)
3890 { 4220 {
3891 if (item.Name == name) 4221 if (item.ItemID == m_itemID)
3892 { 4222 throw new ScriptDeleteException();
3893 if (item.ItemID == m_itemID) 4223 else
3894 throw new ScriptDeleteException(); 4224 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3895 else 4225
3896 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4226 m_host.TaskInventory.LockItemsForRead(false);
3897 return; 4227 return;
3898 }
3899 } 4228 }
3900 } 4229 }
4230 m_host.TaskInventory.LockItemsForRead(false);
3901 } 4231 }
3902 4232
3903 public void llSetText(string text, LSL_Vector color, double alpha) 4233 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3933,22 +4263,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3933 UUID uuid = (UUID)id; 4263 UUID uuid = (UUID)id;
3934 4264
3935 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4265 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4266 if (account == null)
4267 return UUID.Zero.ToString();
4268
3936 4269
3937 PresenceInfo pinfo = null; 4270 PresenceInfo pinfo = null;
3938 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4271 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
3939 if (pinfos != null && pinfos.Length > 0) 4272 if (pinfos != null && pinfos.Length > 0)
3940 pinfo = pinfos[0]; 4273 pinfo = pinfos[0];
3941 4274
3942 if (pinfo == null)
3943 return UUID.Zero.ToString();
3944
3945 string reply = String.Empty; 4275 string reply = String.Empty;
3946 4276
3947 switch (data) 4277 switch (data)
3948 { 4278 {
3949 case 1: // DATA_ONLINE (0|1) 4279 case 1: // DATA_ONLINE (0|1)
3950 // TODO: implement fetching of this information 4280 if (pinfo != null && pinfo.RegionID != UUID.Zero)
3951 if (pinfo != null)
3952 reply = "1"; 4281 reply = "1";
3953 else 4282 else
3954 reply = "0"; 4283 reply = "0";
@@ -3988,6 +4317,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3988 { 4317 {
3989 m_host.AddScriptLPS(1); 4318 m_host.AddScriptLPS(1);
3990 4319
4320 //Clone is thread safe
3991 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4321 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3992 4322
3993 foreach (TaskInventoryItem item in itemDictionary.Values) 4323 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4041,6 +4371,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4041 ScenePresence presence = World.GetScenePresence(agentId); 4371 ScenePresence presence = World.GetScenePresence(agentId);
4042 if (presence != null) 4372 if (presence != null)
4043 { 4373 {
4374 // agent must not be a god
4375 if (presence.GodLevel >= 200) return;
4376
4044 // agent must be over the owners land 4377 // agent must be over the owners land
4045 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4378 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4046 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4379 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4101,17 +4434,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4101 UUID soundId = UUID.Zero; 4434 UUID soundId = UUID.Zero;
4102 if (!UUID.TryParse(impact_sound, out soundId)) 4435 if (!UUID.TryParse(impact_sound, out soundId))
4103 { 4436 {
4104 lock (m_host.TaskInventory) 4437 m_host.TaskInventory.LockItemsForRead(true);
4438 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4105 { 4439 {
4106 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4440 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4107 { 4441 {
4108 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4442 soundId = item.AssetID;
4109 { 4443 break;
4110 soundId = item.AssetID;
4111 break;
4112 }
4113 } 4444 }
4114 } 4445 }
4446 m_host.TaskInventory.LockItemsForRead(false);
4115 } 4447 }
4116 m_host.CollisionSound = soundId; 4448 m_host.CollisionSound = soundId;
4117 m_host.CollisionSoundVolume = (float)impact_volume; 4449 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4157,6 +4489,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4157 UUID partItemID; 4489 UUID partItemID;
4158 foreach (SceneObjectPart part in parts) 4490 foreach (SceneObjectPart part in parts)
4159 { 4491 {
4492 //Clone is thread safe
4160 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4493 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4161 4494
4162 foreach (TaskInventoryItem item in itemsDictionary.Values) 4495 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4371,17 +4704,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4371 4704
4372 m_host.AddScriptLPS(1); 4705 m_host.AddScriptLPS(1);
4373 4706
4374 lock (m_host.TaskInventory) 4707 m_host.TaskInventory.LockItemsForRead(true);
4708 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4375 { 4709 {
4376 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4710 if (item.Type == 10 && item.ItemID == m_itemID)
4377 { 4711 {
4378 if (item.Type == 10 && item.ItemID == m_itemID) 4712 result = item.Name!=null?item.Name:String.Empty;
4379 { 4713 break;
4380 result = item.Name != null ? item.Name : String.Empty;
4381 break;
4382 }
4383 } 4714 }
4384 } 4715 }
4716 m_host.TaskInventory.LockItemsForRead(false);
4385 4717
4386 return result; 4718 return result;
4387 } 4719 }
@@ -4534,23 +4866,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4534 { 4866 {
4535 m_host.AddScriptLPS(1); 4867 m_host.AddScriptLPS(1);
4536 4868
4537 lock (m_host.TaskInventory) 4869 m_host.TaskInventory.LockItemsForRead(true);
4870 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4538 { 4871 {
4539 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4872 if (inv.Value.Name == name)
4540 { 4873 {
4541 if (inv.Value.Name == name) 4874 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4542 { 4875 {
4543 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4876 m_host.TaskInventory.LockItemsForRead(false);
4544 { 4877 return inv.Value.AssetID.ToString();
4545 return inv.Value.AssetID.ToString(); 4878 }
4546 } 4879 else
4547 else 4880 {
4548 { 4881 m_host.TaskInventory.LockItemsForRead(false);
4549 return UUID.Zero.ToString(); 4882 return UUID.Zero.ToString();
4550 }
4551 } 4883 }
4552 } 4884 }
4553 } 4885 }
4886 m_host.TaskInventory.LockItemsForRead(false);
4554 4887
4555 return UUID.Zero.ToString(); 4888 return UUID.Zero.ToString();
4556 } 4889 }
@@ -5486,10 +5819,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5486 m_host.AddScriptLPS(1); 5819 m_host.AddScriptLPS(1);
5487 5820
5488 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5821 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5489 5822 if (parts.Count > 0)
5490 foreach (var part in parts)
5491 { 5823 {
5492 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5824 try
5825 {
5826 parts[0].ParentGroup.areUpdatesSuspended = true;
5827 foreach (var part in parts)
5828 {
5829 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5830 }
5831 }
5832 finally
5833 {
5834 parts[0].ParentGroup.areUpdatesSuspended = false;
5835 }
5493 } 5836 }
5494 } 5837 }
5495 5838
@@ -5545,74 +5888,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5545 5888
5546 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers) 5889 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5547 { 5890 {
5548 m_host.AddScriptLPS(1); 5891 return ParseString2List(str, separators, in_spacers, false);
5549 LSL_List ret = new LSL_List();
5550 LSL_List spacers = new LSL_List();
5551 if (in_spacers.Length > 0 && separators.Length > 0)
5552 {
5553 for (int i = 0; i < in_spacers.Length; i++)
5554 {
5555 object s = in_spacers.Data[i];
5556 for (int j = 0; j < separators.Length; j++)
5557 {
5558 if (separators.Data[j].ToString() == s.ToString())
5559 {
5560 s = null;
5561 break;
5562 }
5563 }
5564 if (s != null)
5565 {
5566 spacers.Add(s);
5567 }
5568 }
5569 }
5570 object[] delimiters = new object[separators.Length + spacers.Length];
5571 separators.Data.CopyTo(delimiters, 0);
5572 spacers.Data.CopyTo(delimiters, separators.Length);
5573 bool dfound = false;
5574 do
5575 {
5576 dfound = false;
5577 int cindex = -1;
5578 string cdeli = "";
5579 for (int i = 0; i < delimiters.Length; i++)
5580 {
5581 int index = str.IndexOf(delimiters[i].ToString());
5582 bool found = index != -1;
5583 if (found && String.Empty != delimiters[i].ToString())
5584 {
5585 if ((cindex > index) || (cindex == -1))
5586 {
5587 cindex = index;
5588 cdeli = delimiters[i].ToString();
5589 }
5590 dfound = dfound || found;
5591 }
5592 }
5593 if (cindex != -1)
5594 {
5595 if (cindex > 0)
5596 {
5597 ret.Add(new LSL_String(str.Substring(0, cindex)));
5598 }
5599 // Cannot use spacers.Contains() because spacers may be either type String or LSLString
5600 for (int j = 0; j < spacers.Length; j++)
5601 {
5602 if (spacers.Data[j].ToString() == cdeli)
5603 {
5604 ret.Add(new LSL_String(cdeli));
5605 break;
5606 }
5607 }
5608 str = str.Substring(cindex + cdeli.Length);
5609 }
5610 } while (dfound);
5611 if (str != "")
5612 {
5613 ret.Add(new LSL_String(str));
5614 }
5615 return ret;
5616 } 5892 }
5617 5893
5618 public LSL_Integer llOverMyLand(string id) 5894 public LSL_Integer llOverMyLand(string id)
@@ -6068,6 +6344,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6068 tempf = (float)rules.GetLSLFloatItem(i + 1); 6344 tempf = (float)rules.GetLSLFloatItem(i + 1);
6069 prules.OuterAngle = (float)tempf; 6345 prules.OuterAngle = (float)tempf;
6070 break; 6346 break;
6347
6348 case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
6349 tempf = (float)rules.GetLSLFloatItem(i + 1);
6350 prules.InnerAngle = (float)tempf;
6351 break;
6352
6353 case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
6354 tempf = (float)rules.GetLSLFloatItem(i + 1);
6355 prules.OuterAngle = (float)tempf;
6356 break;
6071 } 6357 }
6072 6358
6073 } 6359 }
@@ -6106,14 +6392,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6106 6392
6107 protected UUID GetTaskInventoryItem(string name) 6393 protected UUID GetTaskInventoryItem(string name)
6108 { 6394 {
6109 lock (m_host.TaskInventory) 6395 m_host.TaskInventory.LockItemsForRead(true);
6396 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6110 { 6397 {
6111 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6398 if (inv.Value.Name == name)
6112 { 6399 {
6113 if (inv.Value.Name == name) 6400 m_host.TaskInventory.LockItemsForRead(false);
6114 return inv.Key; 6401 return inv.Key;
6115 } 6402 }
6116 } 6403 }
6404 m_host.TaskInventory.LockItemsForRead(false);
6117 6405
6118 return UUID.Zero; 6406 return UUID.Zero;
6119 } 6407 }
@@ -6441,22 +6729,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6441 } 6729 }
6442 6730
6443 // copy the first script found with this inventory name 6731 // copy the first script found with this inventory name
6444 lock (m_host.TaskInventory) 6732 m_host.TaskInventory.LockItemsForRead(true);
6733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6445 { 6734 {
6446 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6735 if (inv.Value.Name == name)
6447 { 6736 {
6448 if (inv.Value.Name == name) 6737 // make sure the object is a script
6738 if (10 == inv.Value.Type)
6449 { 6739 {
6450 // make sure the object is a script 6740 found = true;
6451 if (10 == inv.Value.Type) 6741 srcId = inv.Key;
6452 { 6742 break;
6453 found = true;
6454 srcId = inv.Key;
6455 break;
6456 }
6457 } 6743 }
6458 } 6744 }
6459 } 6745 }
6746 m_host.TaskInventory.LockItemsForRead(false);
6460 6747
6461 if (!found) 6748 if (!found)
6462 { 6749 {
@@ -6540,6 +6827,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6540 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6827 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6541 { 6828 {
6542 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6829 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6830 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6831 return shapeBlock;
6543 6832
6544 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6833 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6545 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6834 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6615,6 +6904,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6615 6904
6616 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6905 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6617 { 6906 {
6907 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6908 return;
6909
6618 ObjectShapePacket.ObjectDataBlock shapeBlock; 6910 ObjectShapePacket.ObjectDataBlock shapeBlock;
6619 6911
6620 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6912 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6664,6 +6956,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6664 6956
6665 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6957 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6666 { 6958 {
6959 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6960 return;
6961
6667 ObjectShapePacket.ObjectDataBlock shapeBlock; 6962 ObjectShapePacket.ObjectDataBlock shapeBlock;
6668 6963
6669 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6964 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6706,6 +7001,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6706 7001
6707 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 7002 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6708 { 7003 {
7004 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7005 return;
7006
6709 ObjectShapePacket.ObjectDataBlock shapeBlock; 7007 ObjectShapePacket.ObjectDataBlock shapeBlock;
6710 7008
6711 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7009 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6832,6 +7130,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6832 7130
6833 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7131 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6834 { 7132 {
7133 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7134 return;
7135
6835 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7136 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6836 UUID sculptId; 7137 UUID sculptId;
6837 7138
@@ -6847,13 +7148,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6847 shapeBlock.PathScaleX = 100; 7148 shapeBlock.PathScaleX = 100;
6848 shapeBlock.PathScaleY = 150; 7149 shapeBlock.PathScaleY = 150;
6849 7150
6850 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7151 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6851 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7152 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6852 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7153 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6853 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7154 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6854 { 7155 {
6855 // default 7156 // default
6856 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7157 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6857 } 7158 }
6858 7159
6859 // retain pathcurve 7160 // retain pathcurve
@@ -6872,12 +7173,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6872 7173
6873 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7174 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6874 { 7175 {
6875 m_host.AddScriptLPS(1); 7176 m_host.AddScriptLPS(1);
6876 7177
6877 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7178 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6878 7179 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
6879 foreach (SceneObjectPart part in parts) 7180 if (parts.Count>0)
6880 SetPrimParams(part, rules); 7181 {
7182 try
7183 {
7184 parts[0].ParentGroup.areUpdatesSuspended = true;
7185 foreach (SceneObjectPart part in parts)
7186 SetPrimParams(part, rules);
7187 }
7188 finally
7189 {
7190 parts[0].ParentGroup.areUpdatesSuspended = false;
7191 }
7192 }
7193 if (avatars.Count > 0)
7194 {
7195 foreach (ScenePresence avatar in avatars)
7196 SetPrimParams(avatar, rules);
7197 }
6881 } 7198 }
6882 7199
6883 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7200 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
@@ -6885,8 +7202,51 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6885 llSetLinkPrimitiveParams(linknumber, rules); 7202 llSetLinkPrimitiveParams(linknumber, rules);
6886 } 7203 }
6887 7204
7205 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7206 {
7207 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7208 //We only support PRIM_POSITION and PRIM_ROTATION
7209
7210 int idx = 0;
7211
7212 while (idx < rules.Length)
7213 {
7214 int code = rules.GetLSLIntegerItem(idx++);
7215
7216 int remain = rules.Length - idx;
7217
7218
7219
7220 switch (code)
7221 {
7222 case (int)ScriptBaseClass.PRIM_POSITION:
7223 if (remain < 1)
7224 return;
7225 LSL_Vector v;
7226 v = rules.GetVector3Item(idx++);
7227 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7228 av.SendFullUpdateToAllClients();
7229
7230 break;
7231
7232 case (int)ScriptBaseClass.PRIM_ROTATION:
7233 if (remain < 1)
7234 return;
7235 LSL_Rotation r;
7236 r = rules.GetQuaternionItem(idx++);
7237 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7238 av.SendFullUpdateToAllClients();
7239 break;
7240 }
7241 }
7242
7243 }
7244
6888 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7245 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6889 { 7246 {
7247 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7248 return;
7249
6890 int idx = 0; 7250 int idx = 0;
6891 7251
6892 while (idx < rules.Length) 7252 while (idx < rules.Length)
@@ -7718,24 +8078,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7718 break; 8078 break;
7719 8079
7720 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8080 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7721 // TODO--------------
7722 if (remain < 1) 8081 if (remain < 1)
7723 return res; 8082 return res;
8083 face = (int)rules.GetLSLIntegerItem(idx++);
7724 8084
7725 face=(int)rules.GetLSLIntegerItem(idx++); 8085 tex = part.Shape.Textures;
7726 8086 int shiny;
7727 res.Add(new LSL_Integer(0)); 8087 if (face == ScriptBaseClass.ALL_SIDES)
7728 res.Add(new LSL_Integer(0)); 8088 {
8089 for (face = 0; face < GetNumberOfSides(part); face++)
8090 {
8091 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8092 if (shinyness == Shininess.High)
8093 {
8094 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8095 }
8096 else if (shinyness == Shininess.Medium)
8097 {
8098 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8099 }
8100 else if (shinyness == Shininess.Low)
8101 {
8102 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8103 }
8104 else
8105 {
8106 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8107 }
8108 res.Add(new LSL_Integer(shiny));
8109 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8110 }
8111 }
8112 else
8113 {
8114 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8115 if (shinyness == Shininess.High)
8116 {
8117 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8118 }
8119 else if (shinyness == Shininess.Medium)
8120 {
8121 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8122 }
8123 else if (shinyness == Shininess.Low)
8124 {
8125 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8126 }
8127 else
8128 {
8129 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8130 }
8131 res.Add(new LSL_Integer(shiny));
8132 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8133 }
7729 break; 8134 break;
7730 8135
7731 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8136 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7732 // TODO--------------
7733 if (remain < 1) 8137 if (remain < 1)
7734 return res; 8138 return res;
8139 face = (int)rules.GetLSLIntegerItem(idx++);
7735 8140
7736 face=(int)rules.GetLSLIntegerItem(idx++); 8141 tex = part.Shape.Textures;
7737 8142 int fullbright;
7738 res.Add(new LSL_Integer(0)); 8143 if (face == ScriptBaseClass.ALL_SIDES)
8144 {
8145 for (face = 0; face < GetNumberOfSides(part); face++)
8146 {
8147 if (tex.GetFace((uint)face).Fullbright == true)
8148 {
8149 fullbright = ScriptBaseClass.TRUE;
8150 }
8151 else
8152 {
8153 fullbright = ScriptBaseClass.FALSE;
8154 }
8155 res.Add(new LSL_Integer(fullbright));
8156 }
8157 }
8158 else
8159 {
8160 if (tex.GetFace((uint)face).Fullbright == true)
8161 {
8162 fullbright = ScriptBaseClass.TRUE;
8163 }
8164 else
8165 {
8166 fullbright = ScriptBaseClass.FALSE;
8167 }
8168 res.Add(new LSL_Integer(fullbright));
8169 }
7739 break; 8170 break;
7740 8171
7741 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8172 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7756,14 +8187,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7756 break; 8187 break;
7757 8188
7758 case (int)ScriptBaseClass.PRIM_TEXGEN: 8189 case (int)ScriptBaseClass.PRIM_TEXGEN:
7759 // TODO--------------
7760 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8190 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7761 if (remain < 1) 8191 if (remain < 1)
7762 return res; 8192 return res;
8193 face = (int)rules.GetLSLIntegerItem(idx++);
7763 8194
7764 face=(int)rules.GetLSLIntegerItem(idx++); 8195 tex = part.Shape.Textures;
7765 8196 if (face == ScriptBaseClass.ALL_SIDES)
7766 res.Add(new LSL_Integer(0)); 8197 {
8198 for (face = 0; face < GetNumberOfSides(part); face++)
8199 {
8200 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8201 {
8202 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8203 }
8204 else
8205 {
8206 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8207 }
8208 }
8209 }
8210 else
8211 {
8212 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8213 {
8214 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8215 }
8216 else
8217 {
8218 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8219 }
8220 }
7767 break; 8221 break;
7768 8222
7769 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8223 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7782,13 +8236,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7782 break; 8236 break;
7783 8237
7784 case (int)ScriptBaseClass.PRIM_GLOW: 8238 case (int)ScriptBaseClass.PRIM_GLOW:
7785 // TODO--------------
7786 if (remain < 1) 8239 if (remain < 1)
7787 return res; 8240 return res;
8241 face = (int)rules.GetLSLIntegerItem(idx++);
7788 8242
7789 face=(int)rules.GetLSLIntegerItem(idx++); 8243 tex = part.Shape.Textures;
7790 8244 float primglow;
7791 res.Add(new LSL_Float(0)); 8245 if (face == ScriptBaseClass.ALL_SIDES)
8246 {
8247 for (face = 0; face < GetNumberOfSides(part); face++)
8248 {
8249 primglow = tex.GetFace((uint)face).Glow;
8250 res.Add(new LSL_Float(primglow));
8251 }
8252 }
8253 else
8254 {
8255 primglow = tex.GetFace((uint)face).Glow;
8256 res.Add(new LSL_Float(primglow));
8257 }
7792 break; 8258 break;
7793 case (int)ScriptBaseClass.PRIM_TEXT: 8259 case (int)ScriptBaseClass.PRIM_TEXT:
7794 Color4 textColor = part.GetTextColor(); 8260 Color4 textColor = part.GetTextColor();
@@ -8094,8 +8560,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8094 // The function returns an ordered list 8560 // The function returns an ordered list
8095 // representing the tokens found in the supplied 8561 // representing the tokens found in the supplied
8096 // sources string. If two successive tokenizers 8562 // sources string. If two successive tokenizers
8097 // are encountered, then a NULL entry is added 8563 // are encountered, then a null-string entry is
8098 // to the list. 8564 // added to the list.
8099 // 8565 //
8100 // It is a precondition that the source and 8566 // It is a precondition that the source and
8101 // toekizer lisst are non-null. If they are null, 8567 // toekizer lisst are non-null. If they are null,
@@ -8103,7 +8569,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8103 // while their lengths are being determined. 8569 // while their lengths are being determined.
8104 // 8570 //
8105 // A small amount of working memoryis required 8571 // A small amount of working memoryis required
8106 // of approximately 8*#tokenizers. 8572 // of approximately 8*#tokenizers + 8*srcstrlen.
8107 // 8573 //
8108 // There are many ways in which this function 8574 // There are many ways in which this function
8109 // can be implemented, this implementation is 8575 // can be implemented, this implementation is
@@ -8119,136 +8585,111 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8119 // and eliminates redundant tokenizers as soon 8585 // and eliminates redundant tokenizers as soon
8120 // as is possible. 8586 // as is possible.
8121 // 8587 //
8122 // The implementation tries to avoid any copying 8588 // The implementation tries to minimize temporary
8123 // of arrays or other objects. 8589 // garbage generation.
8124 // </remarks> 8590 // </remarks>
8125 8591
8126 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers) 8592 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8127 { 8593 {
8128 int beginning = 0; 8594 return ParseString2List(src, separators, spacers, true);
8129 int srclen = src.Length; 8595 }
8130 int seplen = separators.Length;
8131 object[] separray = separators.Data;
8132 int spclen = spacers.Length;
8133 object[] spcarray = spacers.Data;
8134 int mlen = seplen+spclen;
8135
8136 int[] offset = new int[mlen+1];
8137 bool[] active = new bool[mlen];
8138 8596
8139 int best; 8597 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8140 int j; 8598 {
8599 int srclen = src.Length;
8600 int seplen = separators.Length;
8601 object[] separray = separators.Data;
8602 int spclen = spacers.Length;
8603 object[] spcarray = spacers.Data;
8604 int dellen = 0;
8605 string[] delarray = new string[seplen+spclen];
8141 8606
8142 // Initial capacity reduces resize cost 8607 int outlen = 0;
8608 string[] outarray = new string[srclen*2+1];
8143 8609
8144 LSL_List tokens = new LSL_List(); 8610 int i, j;
8611 string d;
8145 8612
8146 m_host.AddScriptLPS(1); 8613 m_host.AddScriptLPS(1);
8147 8614
8148 // All entries are initially valid 8615 /*
8149 8616 * Convert separator and spacer lists to C# strings.
8150 for (int i = 0; i < mlen; i++) 8617 * Also filter out null strings so we don't hang.
8151 active[i] = true; 8618 */
8152 8619 for (i = 0; i < seplen; i ++) {
8153 offset[mlen] = srclen; 8620 d = separray[i].ToString();
8154 8621 if (d.Length > 0) {
8155 while (beginning < srclen) 8622 delarray[dellen++] = d;
8156 { 8623 }
8157 8624 }
8158 best = mlen; // as bad as it gets 8625 seplen = dellen;
8159
8160 // Scan for separators
8161 8626
8162 for (j = 0; j < seplen; j++) 8627 for (i = 0; i < spclen; i ++) {
8163 { 8628 d = spcarray[i].ToString();
8164 if (active[j]) 8629 if (d.Length > 0) {
8165 { 8630 delarray[dellen++] = d;
8166 // scan all of the markers
8167 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1)
8168 {
8169 // not present at all
8170 active[j] = false;
8171 }
8172 else
8173 {
8174 // present and correct
8175 if (offset[j] < offset[best])
8176 {
8177 // closest so far
8178 best = j;
8179 if (offset[best] == beginning)
8180 break;
8181 }
8182 }
8183 }
8184 } 8631 }
8632 }
8185 8633
8186 // Scan for spacers 8634 /*
8635 * Scan through source string from beginning to end.
8636 */
8637 for (i = 0;;) {
8187 8638
8188 if (offset[best] != beginning) 8639 /*
8189 { 8640 * Find earliest delimeter in src starting at i (if any).
8190 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8641 */
8191 { 8642 int earliestDel = -1;
8192 if (active[j]) 8643 int earliestSrc = srclen;
8193 { 8644 string earliestStr = null;
8194 // scan all of the markers 8645 for (j = 0; j < dellen; j ++) {
8195 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1) 8646 d = delarray[j];
8196 { 8647 if (d != null) {
8197 // not present at all 8648 int index = src.IndexOf(d, i);
8198 active[j] = false; 8649 if (index < 0) {
8199 } 8650 delarray[j] = null; // delim nowhere in src, don't check it anymore
8200 else 8651 } else if (index < earliestSrc) {
8201 { 8652 earliestSrc = index; // where delimeter starts in source string
8202 // present and correct 8653 earliestDel = j; // where delimeter is in delarray[]
8203 if (offset[j] < offset[best]) 8654 earliestStr = d; // the delimeter string from delarray[]
8204 { 8655 if (index == i) break; // can't do any better than found at beg of string
8205 // closest so far
8206 best = j;
8207 }
8208 }
8209 } 8656 }
8210 } 8657 }
8211 } 8658 }
8212 8659
8213 // This is the normal exit from the scanning loop 8660 /*
8214 8661 * Output source string starting at i through start of earliest delimeter.
8215 if (best == mlen) 8662 */
8216 { 8663 if (keepNulls || (earliestSrc > i)) {
8217 // no markers were found on this pass 8664 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8218 // so we're pretty much done
8219 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8220 break;
8221 } 8665 }
8222 8666
8223 // Otherwise we just add the newly delimited token 8667 /*
8224 // and recalculate where the search should continue. 8668 * If no delimeter found at or after i, we're done scanning.
8669 */
8670 if (earliestDel < 0) break;
8225 8671
8226 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 8672 /*
8227 8673 * If delimeter was a spacer, output the spacer.
8228 if (best < seplen) 8674 */
8229 { 8675 if (earliestDel >= seplen) {
8230 beginning = offset[best] + (separray[best].ToString()).Length; 8676 outarray[outlen++] = earliestStr;
8231 } 8677 }
8232 else
8233 {
8234 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8235 tokens.Add(new LSL_String(spcarray[best - seplen].ToString()));
8236 }
8237 }
8238 8678
8239 // This an awkward an not very intuitive boundary case. If the 8679 /*
8240 // last substring is a tokenizer, then there is an implied trailing 8680 * Look at rest of src string following delimeter.
8241 // null list entry. Hopefully the single comparison will not be too 8681 */
8242 // arduous. Alternatively the 'break' could be replced with a return 8682 i = earliestSrc + earliestStr.Length;
8243 // but that's shabby programming.
8244
8245 if (beginning == srclen)
8246 {
8247 if (srclen != 0)
8248 tokens.Add(new LSL_String(""));
8249 } 8683 }
8250 8684
8251 return tokens; 8685 /*
8686 * Make up an exact-sized output array suitable for an LSL_List object.
8687 */
8688 object[] outlist = new object[outlen];
8689 for (i = 0; i < outlen; i ++) {
8690 outlist[i] = new LSL_String(outarray[i]);
8691 }
8692 return new LSL_List(outlist);
8252 } 8693 }
8253 8694
8254 public LSL_Integer llGetObjectPermMask(int mask) 8695 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8325,28 +8766,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8325 { 8766 {
8326 m_host.AddScriptLPS(1); 8767 m_host.AddScriptLPS(1);
8327 8768
8328 lock (m_host.TaskInventory) 8769 m_host.TaskInventory.LockItemsForRead(true);
8770 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8329 { 8771 {
8330 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8772 if (inv.Value.Name == item)
8331 { 8773 {
8332 if (inv.Value.Name == item) 8774 m_host.TaskInventory.LockItemsForRead(false);
8775 switch (mask)
8333 { 8776 {
8334 switch (mask) 8777 case 0:
8335 { 8778 return (int)inv.Value.BasePermissions;
8336 case 0: 8779 case 1:
8337 return (int)inv.Value.BasePermissions; 8780 return (int)inv.Value.CurrentPermissions;
8338 case 1: 8781 case 2:
8339 return (int)inv.Value.CurrentPermissions; 8782 return (int)inv.Value.GroupPermissions;
8340 case 2: 8783 case 3:
8341 return (int)inv.Value.GroupPermissions; 8784 return (int)inv.Value.EveryonePermissions;
8342 case 3: 8785 case 4:
8343 return (int)inv.Value.EveryonePermissions; 8786 return (int)inv.Value.NextPermissions;
8344 case 4:
8345 return (int)inv.Value.NextPermissions;
8346 }
8347 } 8787 }
8348 } 8788 }
8349 } 8789 }
8790 m_host.TaskInventory.LockItemsForRead(false);
8350 8791
8351 return -1; 8792 return -1;
8352 } 8793 }
@@ -8393,16 +8834,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8393 { 8834 {
8394 m_host.AddScriptLPS(1); 8835 m_host.AddScriptLPS(1);
8395 8836
8396 lock (m_host.TaskInventory) 8837 m_host.TaskInventory.LockItemsForRead(true);
8838 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8397 { 8839 {
8398 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8840 if (inv.Value.Name == item)
8399 { 8841 {
8400 if (inv.Value.Name == item) 8842 m_host.TaskInventory.LockItemsForRead(false);
8401 { 8843 return inv.Value.CreatorID.ToString();
8402 return inv.Value.CreatorID.ToString();
8403 }
8404 } 8844 }
8405 } 8845 }
8846 m_host.TaskInventory.LockItemsForRead(false);
8406 8847
8407 llSay(0, "No item name '" + item + "'"); 8848 llSay(0, "No item name '" + item + "'");
8408 8849
@@ -8662,17 +9103,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8662 int width = 0; 9103 int width = 0;
8663 int height = 0; 9104 int height = 0;
8664 9105
8665 ParcelMediaCommandEnum? commandToSend = null; 9106 uint commandToSend = 0;
8666 float time = 0.0f; // default is from start 9107 float time = 0.0f; // default is from start
8667 9108
8668 ScenePresence presence = null; 9109 ScenePresence presence = null;
8669 9110
8670 for (int i = 0; i < commandList.Data.Length; i++) 9111 for (int i = 0; i < commandList.Data.Length; i++)
8671 { 9112 {
8672 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9113 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8673 switch (command) 9114 switch (command)
8674 { 9115 {
8675 case ParcelMediaCommandEnum.Agent: 9116 case (uint)ParcelMediaCommandEnum.Agent:
8676 // we send only to one agent 9117 // we send only to one agent
8677 if ((i + 1) < commandList.Length) 9118 if ((i + 1) < commandList.Length)
8678 { 9119 {
@@ -8689,25 +9130,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8689 } 9130 }
8690 break; 9131 break;
8691 9132
8692 case ParcelMediaCommandEnum.Loop: 9133 case (uint)ParcelMediaCommandEnum.Loop:
8693 loop = 1; 9134 loop = 1;
8694 commandToSend = command; 9135 commandToSend = command;
8695 update = true; //need to send the media update packet to set looping 9136 update = true; //need to send the media update packet to set looping
8696 break; 9137 break;
8697 9138
8698 case ParcelMediaCommandEnum.Play: 9139 case (uint)ParcelMediaCommandEnum.Play:
8699 loop = 0; 9140 loop = 0;
8700 commandToSend = command; 9141 commandToSend = command;
8701 update = true; //need to send the media update packet to make sure it doesn't loop 9142 update = true; //need to send the media update packet to make sure it doesn't loop
8702 break; 9143 break;
8703 9144
8704 case ParcelMediaCommandEnum.Pause: 9145 case (uint)ParcelMediaCommandEnum.Pause:
8705 case ParcelMediaCommandEnum.Stop: 9146 case (uint)ParcelMediaCommandEnum.Stop:
8706 case ParcelMediaCommandEnum.Unload: 9147 case (uint)ParcelMediaCommandEnum.Unload:
8707 commandToSend = command; 9148 commandToSend = command;
8708 break; 9149 break;
8709 9150
8710 case ParcelMediaCommandEnum.Url: 9151 case (uint)ParcelMediaCommandEnum.Url:
8711 if ((i + 1) < commandList.Length) 9152 if ((i + 1) < commandList.Length)
8712 { 9153 {
8713 if (commandList.Data[i + 1] is LSL_String) 9154 if (commandList.Data[i + 1] is LSL_String)
@@ -8720,7 +9161,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8720 } 9161 }
8721 break; 9162 break;
8722 9163
8723 case ParcelMediaCommandEnum.Texture: 9164 case (uint)ParcelMediaCommandEnum.Texture:
8724 if ((i + 1) < commandList.Length) 9165 if ((i + 1) < commandList.Length)
8725 { 9166 {
8726 if (commandList.Data[i + 1] is LSL_String) 9167 if (commandList.Data[i + 1] is LSL_String)
@@ -8733,7 +9174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8733 } 9174 }
8734 break; 9175 break;
8735 9176
8736 case ParcelMediaCommandEnum.Time: 9177 case (uint)ParcelMediaCommandEnum.Time:
8737 if ((i + 1) < commandList.Length) 9178 if ((i + 1) < commandList.Length)
8738 { 9179 {
8739 if (commandList.Data[i + 1] is LSL_Float) 9180 if (commandList.Data[i + 1] is LSL_Float)
@@ -8745,7 +9186,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8745 } 9186 }
8746 break; 9187 break;
8747 9188
8748 case ParcelMediaCommandEnum.AutoAlign: 9189 case (uint)ParcelMediaCommandEnum.AutoAlign:
8749 if ((i + 1) < commandList.Length) 9190 if ((i + 1) < commandList.Length)
8750 { 9191 {
8751 if (commandList.Data[i + 1] is LSL_Integer) 9192 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8759,7 +9200,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8759 } 9200 }
8760 break; 9201 break;
8761 9202
8762 case ParcelMediaCommandEnum.Type: 9203 case (uint)ParcelMediaCommandEnum.Type:
8763 if ((i + 1) < commandList.Length) 9204 if ((i + 1) < commandList.Length)
8764 { 9205 {
8765 if (commandList.Data[i + 1] is LSL_String) 9206 if (commandList.Data[i + 1] is LSL_String)
@@ -8772,7 +9213,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8772 } 9213 }
8773 break; 9214 break;
8774 9215
8775 case ParcelMediaCommandEnum.Desc: 9216 case (uint)ParcelMediaCommandEnum.Desc:
8776 if ((i + 1) < commandList.Length) 9217 if ((i + 1) < commandList.Length)
8777 { 9218 {
8778 if (commandList.Data[i + 1] is LSL_String) 9219 if (commandList.Data[i + 1] is LSL_String)
@@ -8785,7 +9226,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8785 } 9226 }
8786 break; 9227 break;
8787 9228
8788 case ParcelMediaCommandEnum.Size: 9229 case (uint)ParcelMediaCommandEnum.Size:
8789 if ((i + 2) < commandList.Length) 9230 if ((i + 2) < commandList.Length)
8790 { 9231 {
8791 if (commandList.Data[i + 1] is LSL_Integer) 9232 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8855,7 +9296,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8855 } 9296 }
8856 } 9297 }
8857 9298
8858 if (commandToSend != null) 9299 if (commandToSend != 0)
8859 { 9300 {
8860 // the commandList contained a start/stop/... command, too 9301 // the commandList contained a start/stop/... command, too
8861 if (presence == null) 9302 if (presence == null)
@@ -8892,7 +9333,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8892 9333
8893 if (aList.Data[i] != null) 9334 if (aList.Data[i] != null)
8894 { 9335 {
8895 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9336 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
8896 { 9337 {
8897 case ParcelMediaCommandEnum.Url: 9338 case ParcelMediaCommandEnum.Url:
8898 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9339 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -8935,16 +9376,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8935 { 9376 {
8936 m_host.AddScriptLPS(1); 9377 m_host.AddScriptLPS(1);
8937 9378
8938 lock (m_host.TaskInventory) 9379 m_host.TaskInventory.LockItemsForRead(true);
9380 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8939 { 9381 {
8940 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9382 if (inv.Value.Name == name)
8941 { 9383 {
8942 if (inv.Value.Name == name) 9384 m_host.TaskInventory.LockItemsForRead(false);
8943 { 9385 return inv.Value.Type;
8944 return inv.Value.Type;
8945 }
8946 } 9386 }
8947 } 9387 }
9388 m_host.TaskInventory.LockItemsForRead(false);
8948 9389
8949 return -1; 9390 return -1;
8950 } 9391 }
@@ -8955,15 +9396,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8955 9396
8956 if (quick_pay_buttons.Data.Length < 4) 9397 if (quick_pay_buttons.Data.Length < 4)
8957 { 9398 {
8958 LSLError("List must have at least 4 elements"); 9399 int x;
8959 return; 9400 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9401 {
9402 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9403 }
8960 } 9404 }
8961 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9405 int[] nPrice = new int[5];
8962 9406 nPrice[0]=price;
8963 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9407 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8964 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9408 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8965 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9409 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8966 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9410 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9411 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8967 m_host.ParentGroup.HasGroupChanged = true; 9412 m_host.ParentGroup.HasGroupChanged = true;
8968 } 9413 }
8969 9414
@@ -8975,17 +9420,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8975 if (invItemID == UUID.Zero) 9420 if (invItemID == UUID.Zero)
8976 return new LSL_Vector(); 9421 return new LSL_Vector();
8977 9422
8978 lock (m_host.TaskInventory) 9423 m_host.TaskInventory.LockItemsForRead(true);
9424 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8979 { 9425 {
8980 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9426 m_host.TaskInventory.LockItemsForRead(false);
8981 return new LSL_Vector(); 9427 return new LSL_Vector();
9428 }
8982 9429
8983 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9430 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8984 { 9431 {
8985 ShoutError("No permissions to track the camera"); 9432 ShoutError("No permissions to track the camera");
8986 return new LSL_Vector(); 9433 m_host.TaskInventory.LockItemsForRead(false);
8987 } 9434 return new LSL_Vector();
8988 } 9435 }
9436 m_host.TaskInventory.LockItemsForRead(false);
8989 9437
8990 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9438 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8991 if (presence != null) 9439 if (presence != null)
@@ -9003,17 +9451,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9003 if (invItemID == UUID.Zero) 9451 if (invItemID == UUID.Zero)
9004 return new LSL_Rotation(); 9452 return new LSL_Rotation();
9005 9453
9006 lock (m_host.TaskInventory) 9454 m_host.TaskInventory.LockItemsForRead(true);
9455 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9007 { 9456 {
9008 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9457 m_host.TaskInventory.LockItemsForRead(false);
9009 return new LSL_Rotation(); 9458 return new LSL_Rotation();
9010 9459 }
9011 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9460 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9012 { 9461 {
9013 ShoutError("No permissions to track the camera"); 9462 ShoutError("No permissions to track the camera");
9014 return new LSL_Rotation(); 9463 m_host.TaskInventory.LockItemsForRead(false);
9015 } 9464 return new LSL_Rotation();
9016 } 9465 }
9466 m_host.TaskInventory.LockItemsForRead(false);
9017 9467
9018 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9468 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9019 if (presence != null) 9469 if (presence != null)
@@ -9075,8 +9525,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9075 { 9525 {
9076 m_host.AddScriptLPS(1); 9526 m_host.AddScriptLPS(1);
9077 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9527 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9078 if (detectedParams == null) return; // only works on the first detected avatar 9528 if (detectedParams == null)
9079 9529 {
9530 if (m_host.IsAttachment == true)
9531 {
9532 detectedParams = new DetectParams();
9533 detectedParams.Key = m_host.OwnerID;
9534 }
9535 else
9536 {
9537 return;
9538 }
9539 }
9540
9080 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9541 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9081 if (avatar != null) 9542 if (avatar != null)
9082 { 9543 {
@@ -9084,6 +9545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9084 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9545 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9085 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9546 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9086 } 9547 }
9548
9087 ScriptSleep(1000); 9549 ScriptSleep(1000);
9088 } 9550 }
9089 9551
@@ -9163,14 +9625,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9163 if (objectID == UUID.Zero) return; 9625 if (objectID == UUID.Zero) return;
9164 9626
9165 UUID agentID; 9627 UUID agentID;
9166 lock (m_host.TaskInventory) 9628 m_host.TaskInventory.LockItemsForRead(true);
9167 { 9629 // we need the permission first, to know which avatar we want to set the camera for
9168 // we need the permission first, to know which avatar we want to set the camera for 9630 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9169 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9170 9631
9171 if (agentID == UUID.Zero) return; 9632 if (agentID == UUID.Zero)
9172 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9633 {
9634 m_host.TaskInventory.LockItemsForRead(false);
9635 return;
9636 }
9637 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9638 {
9639 m_host.TaskInventory.LockItemsForRead(false);
9640 return;
9173 } 9641 }
9642 m_host.TaskInventory.LockItemsForRead(false);
9174 9643
9175 ScenePresence presence = World.GetScenePresence(agentID); 9644 ScenePresence presence = World.GetScenePresence(agentID);
9176 9645
@@ -9220,12 +9689,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9220 9689
9221 // we need the permission first, to know which avatar we want to clear the camera for 9690 // we need the permission first, to know which avatar we want to clear the camera for
9222 UUID agentID; 9691 UUID agentID;
9223 lock (m_host.TaskInventory) 9692 m_host.TaskInventory.LockItemsForRead(true);
9693 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9694 if (agentID == UUID.Zero)
9695 {
9696 m_host.TaskInventory.LockItemsForRead(false);
9697 return;
9698 }
9699 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9224 { 9700 {
9225 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9701 m_host.TaskInventory.LockItemsForRead(false);
9226 if (agentID == UUID.Zero) return; 9702 return;
9227 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9228 } 9703 }
9704 m_host.TaskInventory.LockItemsForRead(false);
9229 9705
9230 ScenePresence presence = World.GetScenePresence(agentID); 9706 ScenePresence presence = World.GetScenePresence(agentID);
9231 9707
@@ -9292,19 +9768,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9292 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 9768 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9293 { 9769 {
9294 m_host.AddScriptLPS(1); 9770 m_host.AddScriptLPS(1);
9295 string ret = String.Empty; 9771
9296 string src1 = llBase64ToString(str1); 9772 if (str1 == String.Empty)
9297 string src2 = llBase64ToString(str2); 9773 return String.Empty;
9298 int c = 0; 9774 if (str2 == String.Empty)
9299 for (int i = 0; i < src1.Length; i++) 9775 return str1;
9776
9777 byte[] data1 = Convert.FromBase64String(str1);
9778 byte[] data2 = Convert.FromBase64String(str2);
9779
9780 byte[] d2 = new Byte[data1.Length];
9781 int pos = 0;
9782
9783 if (data1.Length <= data2.Length)
9300 { 9784 {
9301 ret += (char) (src1[i] ^ src2[c]); 9785 Array.Copy(data2, 0, d2, 0, data1.Length);
9786 }
9787 else
9788 {
9789 while (pos < data1.Length)
9790 {
9791 int len = data1.Length - pos;
9792 if (len > data2.Length)
9793 len = data2.Length;
9302 9794
9303 c++; 9795 Array.Copy(data2, 0, d2, pos, len);
9304 if (c >= src2.Length) 9796 pos += len;
9305 c = 0; 9797 }
9306 } 9798 }
9307 return llStringToBase64(ret); 9799
9800 for (pos = 0 ; pos < data1.Length ; pos++ )
9801 data1[pos] ^= d2[pos];
9802
9803 return Convert.ToBase64String(data1);
9308 } 9804 }
9309 9805
9310 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 9806 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9682,15 +10178,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9682 10178
9683 internal UUID ScriptByName(string name) 10179 internal UUID ScriptByName(string name)
9684 { 10180 {
9685 lock (m_host.TaskInventory) 10181 m_host.TaskInventory.LockItemsForRead(true);
10182
10183 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9686 { 10184 {
9687 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10185 if (item.Type == 10 && item.Name == name)
9688 { 10186 {
9689 if (item.Type == 10 && item.Name == name) 10187 m_host.TaskInventory.LockItemsForRead(false);
9690 return item.ItemID; 10188 return item.ItemID;
9691 } 10189 }
9692 } 10190 }
9693 10191
10192 m_host.TaskInventory.LockItemsForRead(false);
10193
9694 return UUID.Zero; 10194 return UUID.Zero;
9695 } 10195 }
9696 10196
@@ -9731,6 +10231,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9731 { 10231 {
9732 m_host.AddScriptLPS(1); 10232 m_host.AddScriptLPS(1);
9733 10233
10234 //Clone is thread safe
9734 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10235 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9735 10236
9736 UUID assetID = UUID.Zero; 10237 UUID assetID = UUID.Zero;
@@ -9793,6 +10294,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9793 { 10294 {
9794 m_host.AddScriptLPS(1); 10295 m_host.AddScriptLPS(1);
9795 10296
10297 //Clone is thread safe
9796 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10298 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9797 10299
9798 UUID assetID = UUID.Zero; 10300 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index fe71ed5..1fa8c30 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -73,6 +73,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false)) 73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
74 m_LSFunctionsEnabled = true; 74 m_LSFunctionsEnabled = true;
75 75
76 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
77 m_LSFunctionsEnabled = true;
78
76 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>(); 79 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
77 if (m_comms == null) 80 if (m_comms == null)
78 m_LSFunctionsEnabled = false; 81 m_LSFunctionsEnabled = false;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 01b64eb..db43902 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -769,18 +769,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
769 if (target != null) 769 if (target != null)
770 { 770 {
771 UUID animID=UUID.Zero; 771 UUID animID=UUID.Zero;
772 lock (m_host.TaskInventory) 772 m_host.TaskInventory.LockItemsForRead(true);
773 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
773 { 774 {
774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 775 if (inv.Value.Name == animation)
775 { 776 {
776 if (inv.Value.Name == animation) 777 if (inv.Value.Type == (int)AssetType.Animation)
777 { 778 animID = inv.Value.AssetID;
778 if (inv.Value.Type == (int)AssetType.Animation) 779 continue;
779 animID = inv.Value.AssetID;
780 continue;
781 }
782 } 780 }
783 } 781 }
782 m_host.TaskInventory.LockItemsForRead(false);
784 if (animID == UUID.Zero) 783 if (animID == UUID.Zero)
785 target.Animator.AddAnimation(animation, m_host.UUID); 784 target.Animator.AddAnimation(animation, m_host.UUID);
786 else 785 else
@@ -802,18 +801,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
802 if (target != null) 801 if (target != null)
803 { 802 {
804 UUID animID=UUID.Zero; 803 UUID animID=UUID.Zero;
805 lock (m_host.TaskInventory) 804 m_host.TaskInventory.LockItemsForRead(true);
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
806 { 806 {
807 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 807 if (inv.Value.Name == animation)
808 { 808 {
809 if (inv.Value.Name == animation) 809 if (inv.Value.Type == (int)AssetType.Animation)
810 { 810 animID = inv.Value.AssetID;
811 if (inv.Value.Type == (int)AssetType.Animation) 811 continue;
812 animID = inv.Value.AssetID;
813 continue;
814 }
815 } 812 }
816 } 813 }
814 m_host.TaskInventory.LockItemsForRead(false);
817 815
818 if (animID == UUID.Zero) 816 if (animID == UUID.Zero)
819 target.Animator.RemoveAnimation(animation); 817 target.Animator.RemoveAnimation(animation);
@@ -1664,6 +1662,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1664 1662
1665 if (!UUID.TryParse(name, out assetID)) 1663 if (!UUID.TryParse(name, out assetID))
1666 { 1664 {
1665 m_host.TaskInventory.LockItemsForRead(true);
1667 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1666 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1668 { 1667 {
1669 if (item.Type == 7 && item.Name == name) 1668 if (item.Type == 7 && item.Name == name)
@@ -1671,6 +1670,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1671 assetID = item.AssetID; 1670 assetID = item.AssetID;
1672 } 1671 }
1673 } 1672 }
1673 m_host.TaskInventory.LockItemsForRead(false);
1674 } 1674 }
1675 1675
1676 if (assetID == UUID.Zero) 1676 if (assetID == UUID.Zero)
@@ -1717,6 +1717,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1717 1717
1718 if (!UUID.TryParse(name, out assetID)) 1718 if (!UUID.TryParse(name, out assetID))
1719 { 1719 {
1720 m_host.TaskInventory.LockItemsForRead(true);
1720 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1721 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1721 { 1722 {
1722 if (item.Type == 7 && item.Name == name) 1723 if (item.Type == 7 && item.Name == name)
@@ -1724,6 +1725,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 assetID = item.AssetID; 1725 assetID = item.AssetID;
1725 } 1726 }
1726 } 1727 }
1728 m_host.TaskInventory.LockItemsForRead(false);
1727 } 1729 }
1728 1730
1729 if (assetID == UUID.Zero) 1731 if (assetID == UUID.Zero)
@@ -1774,6 +1776,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1774 1776
1775 if (!UUID.TryParse(name, out assetID)) 1777 if (!UUID.TryParse(name, out assetID))
1776 { 1778 {
1779 m_host.TaskInventory.LockItemsForRead(true);
1777 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1780 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1778 { 1781 {
1779 if (item.Type == 7 && item.Name == name) 1782 if (item.Type == 7 && item.Name == name)
@@ -1781,6 +1784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1781 assetID = item.AssetID; 1784 assetID = item.AssetID;
1782 } 1785 }
1783 } 1786 }
1787 m_host.TaskInventory.LockItemsForRead(false);
1784 } 1788 }
1785 1789
1786 if (assetID == UUID.Zero) 1790 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index dba6502..96f6486 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -274,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
274 public const int CHANGED_ALLOWED_DROP = 64; 274 public const int CHANGED_ALLOWED_DROP = 64;
275 public const int CHANGED_OWNER = 128; 275 public const int CHANGED_OWNER = 128;
276 public const int CHANGED_REGION_RESTART = 256; 276 public const int CHANGED_REGION_RESTART = 256;
277 public const int CHANGED_REGION_START = 256; //LL Changed the constant from CHANGED_REGION_RESTART
277 public const int CHANGED_REGION = 512; 278 public const int CHANGED_REGION = 512;
278 public const int CHANGED_TELEPORT = 1024; 279 public const int CHANGED_TELEPORT = 1024;
279 public const int CHANGED_ANIMATION = 16384; 280 public const int CHANGED_ANIMATION = 16384;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..e86d08c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 3dd381d..b348403 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..c9049e2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 0299385..d4c1727 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -701,113 +769,119 @@ namespace OpenSim.Region.ScriptEngine.XEngine
701 } 769 }
702 } 770 }
703 771
704 lock (m_Scripts) 772
773
774 ScriptInstance instance = null;
775 // Create the object record
776 lockScriptsForRead(true);
777 if ((!m_Scripts.ContainsKey(itemID)) ||
778 (m_Scripts[itemID].AssetID != assetID))
705 { 779 {
706 ScriptInstance instance = null; 780 lockScriptsForRead(false);
707 // Create the object record
708 781
709 if ((!m_Scripts.ContainsKey(itemID)) || 782 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 783
714 if (part.ParentGroup.IsAttachment) 784 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 785 appDomain = part.ParentGroup.RootPart.UUID;
716 786
717 if (!m_AppDomains.ContainsKey(appDomain)) 787 if (!m_AppDomains.ContainsKey(appDomain))
788 {
789 try
718 { 790 {
719 try 791 AppDomainSetup appSetup = new AppDomainSetup();
720 { 792 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 793 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 794 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 795
724// m_Scene.RegionInfo.RegionID.ToString()); 796 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 797 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 798
727 Evidence evidence = new Evidence(baseEvidence); 799 AppDomain sandbox;
728 800 if (m_AppDomainLoading)
729 AppDomain sandbox; 801 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 802 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 803 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 804 else
733 evidence, appSetup); 805 sandbox = AppDomain.CurrentDomain;
734 else 806
735 sandbox = AppDomain.CurrentDomain; 807 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 808 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 809 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 810 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 811 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 812 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 813 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 814
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 815 m_AppDomains[appDomain] = sandbox;
744 816
745 m_AppDomains[appDomain] = sandbox; 817 m_AppDomains[appDomain].AssemblyResolve +=
746 818 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 819 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 820 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve); 821 }
750 m_DomainScripts[appDomain] = new List<UUID>(); 822 catch (Exception e)
751 } 823 {
752 catch (Exception e) 824 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
825 m_ScriptErrorMessage += "Exception creating app domain:\n";
826 m_ScriptFailCount++;
827 lock (m_AddingAssemblies)
753 { 828 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 829 m_AddingAssemblies[assembly]--;
755 m_ScriptErrorMessage += "Exception creating app domain:\n";
756 m_ScriptFailCount++;
757 lock (m_AddingAssemblies)
758 {
759 m_AddingAssemblies[assembly]--;
760 }
761 return false;
762 } 830 }
831 return false;
763 } 832 }
764 m_DomainScripts[appDomain].Add(itemID); 833 }
765 834 m_DomainScripts[appDomain].Add(itemID);
766 instance = new ScriptInstance(this, part, 835
767 itemID, assetID, assembly, 836 instance = new ScriptInstance(this, part,
768 m_AppDomains[appDomain], 837 itemID, assetID, assembly,
769 part.ParentGroup.RootPart.Name, 838 m_AppDomains[appDomain],
770 item.Name, startParam, postOnRez, 839 part.ParentGroup.RootPart.Name,
771 stateSource, m_MaxScriptQueue); 840 item.Name, startParam, postOnRez,
772 841 stateSource, m_MaxScriptQueue);
773 m_log.DebugFormat( 842
843 m_log.DebugFormat(
774 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 844 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
775 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 845 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
776 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 846 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
777 847
778 if (presence != null) 848 if (presence != null)
779 {
780 ShowScriptSaveResponse(item.OwnerID,
781 assetID, "Compile successful", true);
782 }
783
784 instance.AppDomain = appDomain;
785 instance.LineMap = linemap;
786
787 m_Scripts[itemID] = instance;
788 }
789
790 lock (m_PrimObjects)
791 { 849 {
792 if (!m_PrimObjects.ContainsKey(localID)) 850 ShowScriptSaveResponse(item.OwnerID,
793 m_PrimObjects[localID] = new List<UUID>(); 851 assetID, "Compile successful", true);
852 }
794 853
795 if (!m_PrimObjects[localID].Contains(itemID)) 854 instance.AppDomain = appDomain;
796 m_PrimObjects[localID].Add(itemID); 855 instance.LineMap = linemap;
856 lockScriptsForWrite(true);
857 m_Scripts[itemID] = instance;
858 lockScriptsForWrite(false);
859 }
860 else
861 {
862 lockScriptsForRead(false);
863 }
864 lock (m_PrimObjects)
865 {
866 if (!m_PrimObjects.ContainsKey(localID))
867 m_PrimObjects[localID] = new List<UUID>();
797 868
798 } 869 if (!m_PrimObjects[localID].Contains(itemID))
870 m_PrimObjects[localID].Add(itemID);
799 871
800 if (!m_Assemblies.ContainsKey(assetID)) 872 }
801 m_Assemblies[assetID] = assembly;
802 873
803 lock (m_AddingAssemblies) 874 if (!m_Assemblies.ContainsKey(assetID))
804 { 875 m_Assemblies[assetID] = assembly;
805 m_AddingAssemblies[assembly]--;
806 }
807 876
808 if (instance!=null) 877 lock (m_AddingAssemblies)
809 instance.Init(); 878 {
879 m_AddingAssemblies[assembly]--;
810 } 880 }
881
882 if (instance!=null)
883 instance.Init();
884
811 return true; 885 return true;
812 } 886 }
813 887
@@ -820,60 +894,65 @@ namespace OpenSim.Region.ScriptEngine.XEngine
820 m_CompileDict.Remove(itemID); 894 m_CompileDict.Remove(itemID);
821 } 895 }
822 896
823 lock (m_Scripts) 897 lockScriptsForRead(true);
898 // Do we even have it?
899 if (!m_Scripts.ContainsKey(itemID))
824 { 900 {
825 // Do we even have it? 901 lockScriptsForRead(false);
826 if (!m_Scripts.ContainsKey(itemID)) 902 return;
827 return; 903 }
828 904
829 IScriptInstance instance=m_Scripts[itemID];
830 m_Scripts.Remove(itemID);
831 905
832 instance.ClearQueue(); 906 IScriptInstance instance=m_Scripts[itemID];
833 instance.Stop(0); 907 lockScriptsForRead(false);
908 lockScriptsForWrite(true);
909 m_Scripts.Remove(itemID);
910 lockScriptsForWrite(false);
911 instance.ClearQueue();
912 instance.Stop(0);
834 913
835// bool objectRemoved = false; 914// bool objectRemoved = false;
836 915
837 lock (m_PrimObjects) 916 lock (m_PrimObjects)
917 {
918 // Remove the script from it's prim
919 if (m_PrimObjects.ContainsKey(localID))
838 { 920 {
839 // Remove the script from it's prim 921 // Remove inventory item record
840 if (m_PrimObjects.ContainsKey(localID)) 922 if (m_PrimObjects[localID].Contains(itemID))
841 { 923 m_PrimObjects[localID].Remove(itemID);
842 // Remove inventory item record
843 if (m_PrimObjects[localID].Contains(itemID))
844 m_PrimObjects[localID].Remove(itemID);
845 924
846 // If there are no more scripts, remove prim 925 // If there are no more scripts, remove prim
847 if (m_PrimObjects[localID].Count == 0) 926 if (m_PrimObjects[localID].Count == 0)
848 { 927 {
849 m_PrimObjects.Remove(localID); 928 m_PrimObjects.Remove(localID);
850// objectRemoved = true; 929// objectRemoved = true;
851 }
852 } 930 }
853 } 931 }
932 }
854 933
855 instance.RemoveState(); 934 instance.RemoveState();
856 instance.DestroyScriptInstance(); 935 instance.DestroyScriptInstance();
857 936
858 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 937 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
859 if (m_DomainScripts[instance.AppDomain].Count == 0) 938 if (m_DomainScripts[instance.AppDomain].Count == 0)
860 { 939 {
861 m_DomainScripts.Remove(instance.AppDomain); 940 m_DomainScripts.Remove(instance.AppDomain);
862 UnloadAppDomain(instance.AppDomain); 941 UnloadAppDomain(instance.AppDomain);
863 } 942 }
864
865 instance = null;
866 943
867 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 944 instance = null;
868 if (handlerObjectRemoved != null)
869 {
870 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
871 handlerObjectRemoved(part.UUID);
872 }
873 945
874 CleanAssemblies(); 946 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
947 if (handlerObjectRemoved != null)
948 {
949 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
950 handlerObjectRemoved(part.UUID);
875 } 951 }
876 952
953 CleanAssemblies();
954
955
877 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 956 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
878 if (handlerScriptRemoved != null) 957 if (handlerScriptRemoved != null)
879 handlerScriptRemoved(itemID); 958 handlerScriptRemoved(itemID);
@@ -1125,12 +1204,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1125 private IScriptInstance GetInstance(UUID itemID) 1204 private IScriptInstance GetInstance(UUID itemID)
1126 { 1205 {
1127 IScriptInstance instance; 1206 IScriptInstance instance;
1128 lock (m_Scripts) 1207 lockScriptsForRead(true);
1208 if (!m_Scripts.ContainsKey(itemID))
1129 { 1209 {
1130 if (!m_Scripts.ContainsKey(itemID)) 1210 lockScriptsForRead(false);
1131 return null; 1211 return null;
1132 instance = m_Scripts[itemID];
1133 } 1212 }
1213 instance = m_Scripts[itemID];
1214 lockScriptsForRead(false);
1134 return instance; 1215 return instance;
1135 } 1216 }
1136 1217
@@ -1154,6 +1235,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1154 return false; 1235 return false;
1155 } 1236 }
1156 1237
1238 [DebuggerNonUserCode]
1157 public void ApiResetScript(UUID itemID) 1239 public void ApiResetScript(UUID itemID)
1158 { 1240 {
1159 IScriptInstance instance = GetInstance(itemID); 1241 IScriptInstance instance = GetInstance(itemID);
@@ -1205,6 +1287,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1205 return UUID.Zero; 1287 return UUID.Zero;
1206 } 1288 }
1207 1289
1290 [DebuggerNonUserCode]
1208 public void SetState(UUID itemID, string newState) 1291 public void SetState(UUID itemID, string newState)
1209 { 1292 {
1210 IScriptInstance instance = GetInstance(itemID); 1293 IScriptInstance instance = GetInstance(itemID);
@@ -1225,11 +1308,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1225 { 1308 {
1226 List<IScriptInstance> instances = new List<IScriptInstance>(); 1309 List<IScriptInstance> instances = new List<IScriptInstance>();
1227 1310
1228 lock (m_Scripts) 1311 lockScriptsForRead(true);
1229 { 1312 foreach (IScriptInstance instance in m_Scripts.Values)
1230 foreach (IScriptInstance instance in m_Scripts.Values)
1231 instances.Add(instance); 1313 instances.Add(instance);
1232 } 1314 lockScriptsForRead(false);
1233 1315
1234 foreach (IScriptInstance i in instances) 1316 foreach (IScriptInstance i in instances)
1235 { 1317 {