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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs93
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs750
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs105
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs138
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs204
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs132
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs153
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs79
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs71
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs521
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs227
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs750
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs334
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs376
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs22
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs15
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs45
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4300
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3871
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-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/Manager/IMesher.cs1
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs26
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs21
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1451
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs849
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3317
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1961
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs86
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2540
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3003
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs109
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs26
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs85
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs361
127 files changed, 30253 insertions, 3111 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 145875b..7a40751 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -484,7 +484,7 @@ namespace OpenSim
484 if (alert != null) 484 if (alert != null)
485 presence.ControllingClient.Kick(alert); 485 presence.ControllingClient.Kick(alert);
486 else 486 else
487 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 487 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
488 488
489 // ...and close on our side 489 // ...and close on our side
490 presence.Scene.IncomingCloseAgent(presence.UUID); 490 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1228,7 +1228,7 @@ namespace OpenSim
1228 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1228 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1229 } 1229 }
1230 } 1230 }
1231 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1231 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1232 } 1232 }
1233 else 1233 else
1234 { 1234 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f482d8f..80bff17 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -93,6 +93,10 @@ namespace OpenSim
93 93
94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
95 95
96 private List<string> m_permsModules;
97
98 private bool m_securePermissionsLoading = true;
99
96 /// <value> 100 /// <value>
97 /// The config information passed into the OpenSimulator region server. 101 /// The config information passed into the OpenSimulator region server.
98 /// </value> 102 /// </value>
@@ -197,6 +201,11 @@ namespace OpenSim
197 CreatePIDFile(pidFile); 201 CreatePIDFile(pidFile);
198 202
199 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
204
205 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
206
207 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
208 m_permsModules = new List<string>(permissionModules.Split(','));
200 } 209 }
201 210
202 // Load the simulation data service 211 // Load the simulation data service
@@ -225,6 +234,12 @@ namespace OpenSim
225 m_moduleLoader = new ModuleLoader(m_config.Source); 234 m_moduleLoader = new ModuleLoader(m_config.Source);
226 235
227 LoadPlugins(); 236 LoadPlugins();
237
238 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
239 {
240 Environment.Exit(1);
241 }
242
228 foreach (IApplicationPlugin plugin in m_plugins) 243 foreach (IApplicationPlugin plugin in m_plugins)
229 { 244 {
230 plugin.PostInitialise(); 245 plugin.PostInitialise();
@@ -372,7 +387,41 @@ namespace OpenSim
372 } 387 }
373 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 388 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
374 389
390 if (m_securePermissionsLoading)
391 {
392 foreach (string s in m_permsModules)
393 {
394 if (!scene.RegionModules.ContainsKey(s))
395 {
396 bool found = false;
397 foreach (IRegionModule m in modules)
398 {
399 if (m.Name == s)
400 {
401 found = true;
402 }
403 }
404 if (!found)
405 {
406 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
407 Environment.Exit(0);
408 }
409 }
410 }
411 }
412
375 scene.SetModuleInterfaces(); 413 scene.SetModuleInterfaces();
414// First Step of bootreport sequence
415 if (scene.SnmpService != null)
416 {
417 scene.SnmpService.ColdStart(1,scene);
418 scene.SnmpService.LinkDown(scene);
419 }
420
421 if (scene.SnmpService != null)
422 {
423 scene.SnmpService.BootInfo("Loading prins", scene);
424 }
376 425
377 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 426 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
378 SetUpEstateOwner(scene); 427 SetUpEstateOwner(scene);
@@ -386,6 +435,11 @@ namespace OpenSim
386 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 435 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
387 scene.EventManager.TriggerParcelPrimCountUpdate(); 436 scene.EventManager.TriggerParcelPrimCountUpdate();
388 437
438 if (scene.SnmpService != null)
439 {
440 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
441 }
442
389 try 443 try
390 { 444 {
391 scene.RegisterRegionWithGrid(); 445 scene.RegisterRegionWithGrid();
@@ -396,15 +450,29 @@ namespace OpenSim
396 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 450 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
397 e.Message, e.StackTrace); 451 e.Message, e.StackTrace);
398 452
453 if (scene.SnmpService != null)
454 {
455 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
456 }
399 // Carrying on now causes a lot of confusion down the 457 // Carrying on now causes a lot of confusion down the
400 // line - we need to get the user's attention 458 // line - we need to get the user's attention
401 Environment.Exit(1); 459 Environment.Exit(1);
402 } 460 }
403 461
462 if (scene.SnmpService != null)
463 {
464 scene.SnmpService.BootInfo("Grid Registration done", scene);
465 }
466
404 // We need to do this after we've initialized the 467 // We need to do this after we've initialized the
405 // scripting engines. 468 // scripting engines.
406 scene.CreateScriptInstances(); 469 scene.CreateScriptInstances();
407 470
471 if (scene.SnmpService != null)
472 {
473 scene.SnmpService.BootInfo("ScriptEngine started", scene);
474 }
475
408 m_sceneManager.Add(scene); 476 m_sceneManager.Add(scene);
409 477
410 if (m_autoCreateClientStack) 478 if (m_autoCreateClientStack)
@@ -413,6 +481,10 @@ namespace OpenSim
413 clientServer.Start(); 481 clientServer.Start();
414 } 482 }
415 483
484 if (scene.SnmpService != null)
485 {
486 scene.SnmpService.BootInfo("Initializing region modules", scene);
487 }
416 if (do_post_init) 488 if (do_post_init)
417 { 489 {
418 foreach (IRegionModule module in modules) 490 foreach (IRegionModule module in modules)
@@ -424,7 +496,14 @@ namespace OpenSim
424 496
425 mscene = scene; 497 mscene = scene;
426 498
499 if (scene.SnmpService != null)
500 {
501 scene.SnmpService.BootInfo("The region is operational", scene);
502 scene.SnmpService.LinkUp(scene);
503 }
504
427 scene.StartTimer(); 505 scene.StartTimer();
506 scene.StartTimerWatchdog();
428 507
429 scene.StartScripts(); 508 scene.StartScripts();
430 509
@@ -501,6 +580,11 @@ namespace OpenSim
501 private void ShutdownRegion(Scene scene) 580 private void ShutdownRegion(Scene scene)
502 { 581 {
503 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 582 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
583 if (scene.SnmpService != null)
584 {
585 scene.SnmpService.BootInfo("The region is shutting down", scene);
586 scene.SnmpService.LinkDown(scene);
587 }
504 IRegionModulesController controller; 588 IRegionModulesController controller;
505 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 589 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
506 { 590 {
@@ -944,7 +1028,7 @@ namespace OpenSim
944 = MainConsole.Instance.CmdPrompt( 1028 = MainConsole.Instance.CmdPrompt(
945 string.Format( 1029 string.Format(
946 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1030 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
947 "yes", 1031 "no",
948 new List<string>() { "yes", "no" }); 1032 new List<string>() { "yes", "no" });
949 1033
950 if (response == "no") 1034 if (response == "no")
@@ -960,12 +1044,15 @@ namespace OpenSim
960 = MainConsole.Instance.CmdPrompt( 1044 = MainConsole.Instance.CmdPrompt(
961 string.Format( 1045 string.Format(
962 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1046 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
963 estateNames[0]); 1047 "None");
1048
1049 if (response == "None")
1050 continue;
964 1051
965 List<int> estateIDs = EstateDataService.GetEstates(response); 1052 List<int> estateIDs = EstateDataService.GetEstates(response);
966 if (estateIDs.Count < 1) 1053 if (estateIDs.Count < 1)
967 { 1054 {
968 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1055 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
969 continue; 1056 continue;
970 } 1057 }
971 1058
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index d98ff68..2e86315 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 158 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 159 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 160 public event CopyInventoryItem OnCopyInventoryItem;
161 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 162 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 163 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 164 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +257,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 257 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 258 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 259 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 260 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 261 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 262 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 263 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +288,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 288 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 289 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 290 public event SendPostcard OnSendPostcard;
291 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 292 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 293 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 294 public event GodlikeMessage onGodlikeMessage;
@@ -337,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
337 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
338 /// ownerless phantom. 340 /// ownerless phantom.
339 /// 341 ///
340 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
341 /// 343 ///
342 /// </value> 344 /// </value>
343 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -345,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
345// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
346 348
347 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
348 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
349 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
350 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -384,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
384 get { return m_startpos; } 387 get { return m_startpos; }
385 set { m_startpos = value; } 388 set { m_startpos = value; }
386 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
387 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
388 public ISceneAgent SceneAgent { get; private set; } 399 public ISceneAgent SceneAgent { get; private set; }
389 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -488,18 +499,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 499
489 #region Client Methods 500 #region Client Methods
490 501
502
491 /// <summary> 503 /// <summary>
492 /// Shut down the client view 504 /// Shut down the client view
493 /// </summary> 505 /// </summary>
494 public void Close() 506 public void Close()
495 { 507 {
508 Close(true);
509 }
510
511 /// <summary>
512 /// Shut down the client view
513 /// </summary>
514 public void Close(bool sendStop)
515 {
496 m_log.DebugFormat( 516 m_log.DebugFormat(
497 "[CLIENT]: Close has been called for {0} attached to scene {1}", 517 "[CLIENT]: Close has been called for {0} attached to scene {1}",
498 Name, m_scene.RegionInfo.RegionName); 518 Name, m_scene.RegionInfo.RegionName);
499 519
500 // Send the STOP packet 520 if (sendStop)
501 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 521 {
502 OutPacket(disable, ThrottleOutPacketType.Unknown); 522 // Send the STOP packet
523 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
524 OutPacket(disable, ThrottleOutPacketType.Unknown);
525 }
503 526
504 IsActive = false; 527 IsActive = false;
505 528
@@ -799,7 +822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
799 reply.ChatData.OwnerID = fromAgentID; 822 reply.ChatData.OwnerID = fromAgentID;
800 reply.ChatData.SourceID = fromAgentID; 823 reply.ChatData.SourceID = fromAgentID;
801 824
802 OutPacket(reply, ThrottleOutPacketType.Task); 825 OutPacket(reply, ThrottleOutPacketType.Unknown);
803 } 826 }
804 827
805 /// <summary> 828 /// <summary>
@@ -1085,6 +1108,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1085 public virtual void SendLayerData(float[] map) 1108 public virtual void SendLayerData(float[] map)
1086 { 1109 {
1087 Util.FireAndForget(DoSendLayerData, map); 1110 Util.FireAndForget(DoSendLayerData, map);
1111
1112 // Send it sync, and async. It's not that much data
1113 // and it improves user experience just so much!
1114 DoSendLayerData(map);
1088 } 1115 }
1089 1116
1090 /// <summary> 1117 /// <summary>
@@ -1097,16 +1124,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1097 1124
1098 try 1125 try
1099 { 1126 {
1100 //for (int y = 0; y < 16; y++) 1127 for (int y = 0; y < 16; y++)
1101 //{ 1128 {
1102 // for (int x = 0; x < 16; x++) 1129 for (int x = 0; x < 16; x+=4)
1103 // { 1130 {
1104 // SendLayerData(x, y, map); 1131 SendLayerPacket(x, y, map);
1105 // } 1132 }
1106 //} 1133 }
1107
1108 // Send LayerData in a spiral pattern. Fun!
1109 SendLayerTopRight(map, 0, 0, 15, 15);
1110 } 1134 }
1111 catch (Exception e) 1135 catch (Exception e)
1112 { 1136 {
@@ -1114,51 +1138,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1114 } 1138 }
1115 } 1139 }
1116 1140
1117 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1118 {
1119 // Row
1120 for (int i = x1; i <= x2; i++)
1121 SendLayerData(i, y1, map);
1122
1123 // Column
1124 for (int j = y1 + 1; j <= y2; j++)
1125 SendLayerData(x2, j, map);
1126
1127 if (x2 - x1 > 0)
1128 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1129 }
1130
1131 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1132 {
1133 // Row in reverse
1134 for (int i = x2; i >= x1; i--)
1135 SendLayerData(i, y2, map);
1136
1137 // Column in reverse
1138 for (int j = y2 - 1; j >= y1; j--)
1139 SendLayerData(x1, j, map);
1140
1141 if (x2 - x1 > 0)
1142 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1143 }
1144
1145 /// <summary> 1141 /// <summary>
1146 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1142 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1147 /// </summary> 1143 /// </summary>
1148 /// <param name="map">heightmap</param> 1144 /// <param name="map">heightmap</param>
1149 /// <param name="px">X coordinate for patches 0..12</param> 1145 /// <param name="px">X coordinate for patches 0..12</param>
1150 /// <param name="py">Y coordinate for patches 0..15</param> 1146 /// <param name="py">Y coordinate for patches 0..15</param>
1151 // private void SendLayerPacket(float[] map, int y, int x) 1147 private void SendLayerPacket(int x, int y, float[] map)
1152 // { 1148 {
1153 // int[] patches = new int[4]; 1149 int[] patches = new int[4];
1154 // patches[0] = x + 0 + y * 16; 1150 patches[0] = x + 0 + y * 16;
1155 // patches[1] = x + 1 + y * 16; 1151 patches[1] = x + 1 + y * 16;
1156 // patches[2] = x + 2 + y * 16; 1152 patches[2] = x + 2 + y * 16;
1157 // patches[3] = x + 3 + y * 16; 1153 patches[3] = x + 3 + y * 16;
1158 1154
1159 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1155 float[] heightmap = (map.Length == 65536) ?
1160 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1156 map :
1161 // } 1157 LLHeightFieldMoronize(map);
1158
1159 try
1160 {
1161 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1162 OutPacket(layerpack, ThrottleOutPacketType.Land);
1163 }
1164 catch
1165 {
1166 for (int px = x ; px < x + 4 ; px++)
1167 SendLayerData(px, y, map);
1168 }
1169 }
1162 1170
1163 /// <summary> 1171 /// <summary>
1164 /// Sends a specified patch to a client 1172 /// Sends a specified patch to a client
@@ -1178,7 +1186,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1178 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1186 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1179 layerpack.Header.Reliable = true; 1187 layerpack.Header.Reliable = true;
1180 1188
1181 OutPacket(layerpack, ThrottleOutPacketType.Land); 1189 OutPacket(layerpack, ThrottleOutPacketType.Task);
1182 } 1190 }
1183 catch (Exception e) 1191 catch (Exception e)
1184 { 1192 {
@@ -1541,7 +1549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1541 1549
1542 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1550 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1543 { 1551 {
1544// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1552// foreach (uint id in localIDs)
1553// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1545 1554
1546 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1555 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1547 // TODO: don't create new blocks if recycling an old packet 1556 // TODO: don't create new blocks if recycling an old packet
@@ -2302,6 +2311,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2302 OutPacket(sound, ThrottleOutPacketType.Task); 2311 OutPacket(sound, ThrottleOutPacketType.Task);
2303 } 2312 }
2304 2313
2314 public void SendTransferAbort(TransferRequestPacket transferRequest)
2315 {
2316 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2317 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2318 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2319 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2320 OutPacket(abort, ThrottleOutPacketType.Task);
2321 }
2322
2305 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2323 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2306 { 2324 {
2307 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2325 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2749,7 +2767,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2749 reply.Data.ParcelID = parcelID; 2767 reply.Data.ParcelID = parcelID;
2750 reply.Data.OwnerID = land.OwnerID; 2768 reply.Data.OwnerID = land.OwnerID;
2751 reply.Data.Name = Utils.StringToBytes(land.Name); 2769 reply.Data.Name = Utils.StringToBytes(land.Name);
2752 reply.Data.Desc = Utils.StringToBytes(land.Description); 2770 if (land != null && land.Description != null && land.Description != String.Empty)
2771 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2772 else
2773 reply.Data.Desc = new Byte[0];
2753 reply.Data.ActualArea = land.Area; 2774 reply.Data.ActualArea = land.Area;
2754 reply.Data.BillableArea = land.Area; // TODO: what is this? 2775 reply.Data.BillableArea = land.Area; // TODO: what is this?
2755 2776
@@ -3612,7 +3633,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3612 /// </summary> 3633 /// </summary>
3613 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3634 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3614 { 3635 {
3615 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3636 if (entity is SceneObjectPart)
3637 {
3638 SceneObjectPart e = (SceneObjectPart)entity;
3639 SceneObjectGroup g = e.ParentGroup;
3640 if (g.RootPart.Shape.State > 30) // HUD
3641 if (g.OwnerID != AgentId)
3642 return; // Don't send updates for other people's HUDs
3643 }
3644
3616 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3645 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3617 3646
3618 lock (m_entityUpdates.SyncRoot) 3647 lock (m_entityUpdates.SyncRoot)
@@ -3679,211 +3708,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3679 3708
3680 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3709 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3681 // condition where a kill can be processed before an out-of-date update for the same object. 3710 // condition where a kill can be processed before an out-of-date update for the same object.
3682 lock (m_killRecord) 3711 float avgTimeDilation = 1.0f;
3712 IEntityUpdate iupdate;
3713 Int32 timeinqueue; // this is just debugging code & can be dropped later
3714
3715 while (updatesThisCall < maxUpdates)
3683 { 3716 {
3684 float avgTimeDilation = 1.0f; 3717 lock (m_entityUpdates.SyncRoot)
3685 IEntityUpdate iupdate; 3718 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3686 Int32 timeinqueue; // this is just debugging code & can be dropped later 3719 break;
3687
3688 while (updatesThisCall < maxUpdates)
3689 {
3690 lock (m_entityUpdates.SyncRoot)
3691 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3692 break;
3693 3720
3694 EntityUpdate update = (EntityUpdate)iupdate; 3721 EntityUpdate update = (EntityUpdate)iupdate;
3695 3722
3696 avgTimeDilation += update.TimeDilation; 3723 avgTimeDilation += update.TimeDilation;
3697 avgTimeDilation *= 0.5f; 3724 avgTimeDilation *= 0.5f;
3698 3725
3699 if (update.Entity is SceneObjectPart) 3726 if (update.Entity is SceneObjectPart)
3727 {
3728 SceneObjectPart part = (SceneObjectPart)update.Entity;
3729
3730 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3731 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3732 // safety measure.
3733 //
3734 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3735 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3736 // updates and kills on different threads with different scheduling strategies, hence this protection.
3737 //
3738 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3739 // after the root prim has been deleted.
3740 lock (m_killRecord)
3700 { 3741 {
3701 SceneObjectPart part = (SceneObjectPart)update.Entity;
3702
3703 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3704 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3705 // safety measure.
3706 //
3707 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3708 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3709 // updates and kills on different threads with different scheduling strategies, hence this protection.
3710 //
3711 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3712 // after the root prim has been deleted.
3713 if (m_killRecord.Contains(part.LocalId)) 3742 if (m_killRecord.Contains(part.LocalId))
3714 {
3715 // m_log.WarnFormat(
3716 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3717 // part.LocalId, Name);
3718 continue; 3743 continue;
3719 } 3744 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3720 3745 continue;
3721 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3746 }
3747
3748 if (part.ParentGroup.IsDeleted)
3749 continue;
3750
3751 if (part.ParentGroup.IsAttachment)
3752 { // Someone else's HUD, why are we getting these?
3753 if (part.ParentGroup.OwnerID != AgentId &&
3754 part.ParentGroup.RootPart.Shape.State >= 30)
3755 continue;
3756 ScenePresence sp;
3757 // Owner is not in the sim, don't update it to
3758 // anyone
3759 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3760 continue;
3761
3762 List<SceneObjectGroup> atts = sp.GetAttachments();
3763 bool found = false;
3764 foreach (SceneObjectGroup att in atts)
3722 { 3765 {
3723 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3766 if (att == part.ParentGroup)
3724 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3725 { 3767 {
3726 part.Shape.LightEntry = false; 3768 found = true;
3769 break;
3727 } 3770 }
3728 } 3771 }
3772
3773 // It's an attachment of a valid avatar, but
3774 // doesn't seem to be attached, skip
3775 if (!found)
3776 continue;
3777
3778 // On vehicle crossing, the attachments are received
3779 // while the avatar is still a child. Don't send
3780 // updates here because the LocalId has not yet
3781 // been updated and the viewer will derender the
3782 // attachments until the avatar becomes root.
3783 if (sp.IsChildAgent)
3784 continue;
3729 } 3785 }
3730 3786 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3731 ++updatesThisCall;
3732
3733 #region UpdateFlags to packet type conversion
3734
3735 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3736
3737 bool canUseCompressed = true;
3738 bool canUseImproved = true;
3739
3740 // Compressed object updates only make sense for LL primitives
3741 if (!(update.Entity is SceneObjectPart))
3742 {
3743 canUseCompressed = false;
3744 }
3745
3746 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3747 {
3748 canUseCompressed = false;
3749 canUseImproved = false;
3750 }
3751 else
3752 { 3787 {
3753 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3788 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3754 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3789 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3755 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3757 { 3790 {
3758 canUseCompressed = false; 3791 part.Shape.LightEntry = false;
3759 }
3760
3761 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3773 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3774 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3775 {
3776 canUseImproved = false;
3777 } 3792 }
3778 } 3793 }
3779 3794 }
3780 #endregion UpdateFlags to packet type conversion 3795
3781 3796 ++updatesThisCall;
3782 #region Block Construction 3797
3783 3798 #region UpdateFlags to packet type conversion
3784 // TODO: Remove this once we can build compressed updates 3799
3800 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3801
3802 bool canUseCompressed = true;
3803 bool canUseImproved = true;
3804
3805 // Compressed object updates only make sense for LL primitives
3806 if (!(update.Entity is SceneObjectPart))
3807 {
3785 canUseCompressed = false; 3808 canUseCompressed = false;
3786 3809 }
3787 if (!canUseImproved && !canUseCompressed) 3810
3788 { 3811 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3789 if (update.Entity is ScenePresence) 3812 {
3790 { 3813 canUseCompressed = false;
3791 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3814 canUseImproved = false;
3792 objectUpdates.Value.Add(update); 3815 }
3793 } 3816 else
3794 else 3817 {
3795 { 3818 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3796 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3819 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3797 objectUpdates.Value.Add(update); 3820 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3798 } 3821 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3799 }
3800 else if (!canUseImproved)
3801 { 3822 {
3802 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3823 canUseCompressed = false;
3803 compressedUpdates.Value.Add(update);
3804 } 3824 }
3805 else 3825
3826 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3827 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3828 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3829 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3830 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3831 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3832 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3833 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3834 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3835 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3836 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3837 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3838 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3839 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3806 { 3840 {
3807 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3841 canUseImproved = false;
3808 {
3809 // Self updates go into a special list
3810 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3811 terseAgentUpdates.Value.Add(update);
3812 }
3813 else
3814 {
3815 // Everything else goes here
3816 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3817 terseUpdates.Value.Add(update);
3818 }
3819 } 3842 }
3820
3821 #endregion Block Construction
3822 } 3843 }
3823
3824
3825 #region Packet Sending
3826 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3827 3844
3828 if (terseAgentUpdateBlocks.IsValueCreated) 3845 #endregion UpdateFlags to packet type conversion
3829 {
3830 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3831 3846
3832 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3847 #region Block Construction
3833 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3834 packet.RegionData.TimeDilation = timeDilation;
3835 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3836 3848
3837 for (int i = 0; i < blocks.Count; i++) 3849 // TODO: Remove this once we can build compressed updates
3838 packet.ObjectData[i] = blocks[i]; 3850 canUseCompressed = false;
3839 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3840 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3841 }
3842 3851
3843 if (objectUpdateBlocks.IsValueCreated) 3852 if (!canUseImproved && !canUseCompressed)
3844 { 3853 {
3845 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3854 if (update.Entity is ScenePresence)
3846 3855 {
3847 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3856 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3848 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3857 }
3849 packet.RegionData.TimeDilation = timeDilation; 3858 else
3850 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3859 {
3851 3860 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3852 for (int i = 0; i < blocks.Count; i++) 3861 }
3853 packet.ObjectData[i] = blocks[i];
3854 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3855 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3856 } 3862 }
3857 3863 else if (!canUseImproved)
3858 if (compressedUpdateBlocks.IsValueCreated)
3859 { 3864 {
3860 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3865 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3861
3862 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3863 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3864 packet.RegionData.TimeDilation = timeDilation;
3865 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3866
3867 for (int i = 0; i < blocks.Count; i++)
3868 packet.ObjectData[i] = blocks[i];
3869 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3870 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3871 } 3866 }
3872 3867 else
3873 if (terseUpdateBlocks.IsValueCreated)
3874 { 3868 {
3875 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3869 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3876 3870 // Self updates go into a special list
3877 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3871 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3878 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3872 else
3879 packet.RegionData.TimeDilation = timeDilation; 3873 // Everything else goes here
3880 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3874 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3881
3882 for (int i = 0; i < blocks.Count; i++)
3883 packet.ObjectData[i] = blocks[i];
3884 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3885 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3886 } 3875 }
3876
3877 #endregion Block Construction
3878 }
3879
3880 #region Packet Sending
3881
3882 const float TIME_DILATION = 1.0f;
3883 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3884
3885 if (terseAgentUpdateBlocks.IsValueCreated)
3886 {
3887 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3888
3889 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3890 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3891 packet.RegionData.TimeDilation = timeDilation;
3892 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3893
3894 for (int i = 0; i < blocks.Count; i++)
3895 packet.ObjectData[i] = blocks[i];
3896
3897 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3898 }
3899
3900 if (objectUpdateBlocks.IsValueCreated)
3901 {
3902 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3903
3904 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3905 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3906 packet.RegionData.TimeDilation = timeDilation;
3907 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3908
3909 for (int i = 0; i < blocks.Count; i++)
3910 packet.ObjectData[i] = blocks[i];
3911
3912 OutPacket(packet, ThrottleOutPacketType.Task, true);
3913 }
3914
3915 if (compressedUpdateBlocks.IsValueCreated)
3916 {
3917 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3918
3919 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3920 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3921 packet.RegionData.TimeDilation = timeDilation;
3922 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3923
3924 for (int i = 0; i < blocks.Count; i++)
3925 packet.ObjectData[i] = blocks[i];
3926
3927 OutPacket(packet, ThrottleOutPacketType.Task, true);
3928 }
3929
3930 if (terseUpdateBlocks.IsValueCreated)
3931 {
3932 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3933
3934 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3935 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3936 packet.RegionData.TimeDilation = timeDilation;
3937 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3938
3939 for (int i = 0; i < blocks.Count; i++)
3940 packet.ObjectData[i] = blocks[i];
3941
3942 OutPacket(packet, ThrottleOutPacketType.Task, true);
3887 } 3943 }
3888 3944
3889 #endregion Packet Sending 3945 #endregion Packet Sending
@@ -4176,11 +4232,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4176 4232
4177 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4233 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4178 // of the object rather than the properties when the packet was created 4234 // of the object rather than the properties when the packet was created
4179 OutPacket(packet, ThrottleOutPacketType.Task, true, 4235 // HACK : Remove intelligent resending until it's fixed in core
4180 delegate(OutgoingPacket oPacket) 4236 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4181 { 4237 // delegate(OutgoingPacket oPacket)
4182 ResendPropertyUpdates(updates, oPacket); 4238 // {
4183 }); 4239 // ResendPropertyUpdates(updates, oPacket);
4240 // });
4241 OutPacket(packet, ThrottleOutPacketType.Task, true);
4184 4242
4185 // pbcnt += blocks.Count; 4243 // pbcnt += blocks.Count;
4186 // ppcnt++; 4244 // ppcnt++;
@@ -4206,11 +4264,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4206 // of the object rather than the properties when the packet was created 4264 // of the object rather than the properties when the packet was created
4207 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4265 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4208 updates.Add(familyUpdates.Value[i]); 4266 updates.Add(familyUpdates.Value[i]);
4209 OutPacket(packet, ThrottleOutPacketType.Task, true, 4267 // HACK : Remove intelligent resending until it's fixed in core
4210 delegate(OutgoingPacket oPacket) 4268 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4211 { 4269 // delegate(OutgoingPacket oPacket)
4212 ResendPropertyUpdates(updates, oPacket); 4270 // {
4213 }); 4271 // ResendPropertyUpdates(updates, oPacket);
4272 // });
4273 OutPacket(packet, ThrottleOutPacketType.Task, true);
4214 4274
4215 // fpcnt++; 4275 // fpcnt++;
4216 // fbcnt++; 4276 // fbcnt++;
@@ -4359,37 +4419,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4359 if (bl[i].BannedUserID == UUID.Zero) 4419 if (bl[i].BannedUserID == UUID.Zero)
4360 continue; 4420 continue;
4361 BannedUsers.Add(bl[i].BannedUserID); 4421 BannedUsers.Add(bl[i].BannedUserID);
4362 }
4363 4422
4364 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4423 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4365 packet.AgentData.TransactionID = UUID.Random(); 4424 {
4366 packet.AgentData.AgentID = AgentId; 4425 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4367 packet.AgentData.SessionID = SessionId; 4426 packet.AgentData.TransactionID = UUID.Random();
4368 packet.MethodData.Invoice = invoice; 4427 packet.AgentData.AgentID = AgentId;
4369 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4428 packet.AgentData.SessionID = SessionId;
4429 packet.MethodData.Invoice = invoice;
4430 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4370 4431
4371 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4432 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4372 4433
4373 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4434 int j;
4374 { 4435 for (j = 0; j < (6 + BannedUsers.Count); j++)
4375 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4436 {
4376 } 4437 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4377 int j = 0; 4438 }
4439 j = 0;
4378 4440
4379 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4441 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4442 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4443 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4444 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4445 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4384 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4446 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4385 4447
4386 foreach (UUID banned in BannedUsers) 4448 foreach (UUID banned in BannedUsers)
4387 { 4449 {
4388 returnblock[j].Parameter = banned.GetBytes(); j++; 4450 returnblock[j].Parameter = banned.GetBytes(); j++;
4451 }
4452 packet.ParamList = returnblock;
4453 packet.Header.Reliable = true;
4454 OutPacket(packet, ThrottleOutPacketType.Task);
4455
4456 BannedUsers.Clear();
4457 }
4389 } 4458 }
4390 packet.ParamList = returnblock; 4459
4391 packet.Header.Reliable = false;
4392 OutPacket(packet, ThrottleOutPacketType.Task);
4393 } 4460 }
4394 4461
4395 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4462 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4575,7 +4642,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4575 4642
4576 if (landData.SimwideArea > 0) 4643 if (landData.SimwideArea > 0)
4577 { 4644 {
4578 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4645 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4646 // Never report more than sim total capacity
4647 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4648 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4579 updateMessage.SimWideMaxPrims = simulatorCapacity; 4649 updateMessage.SimWideMaxPrims = simulatorCapacity;
4580 } 4650 }
4581 else 4651 else
@@ -4704,14 +4774,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4704 4774
4705 if (notifyCount > 0) 4775 if (notifyCount > 0)
4706 { 4776 {
4707 if (notifyCount > 32) 4777// if (notifyCount > 32)
4708 { 4778// {
4709 m_log.InfoFormat( 4779// m_log.InfoFormat(
4710 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4780// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4711 + " - a developer might want to investigate whether this is a hard limit", 32); 4781// + " - a developer might want to investigate whether this is a hard limit", 32);
4712 4782//
4713 notifyCount = 32; 4783// notifyCount = 32;
4714 } 4784// }
4715 4785
4716 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4786 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4717 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4787 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4766,9 +4836,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4766 { 4836 {
4767 ScenePresence presence = (ScenePresence)entity; 4837 ScenePresence presence = (ScenePresence)entity;
4768 4838
4839 position = presence.OffsetPosition;
4840 rotation = presence.Rotation;
4841
4842 if (presence.ParentID != 0)
4843 {
4844 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4845 if (part != null && part != part.ParentGroup.RootPart)
4846 {
4847 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4848 rotation = presence.Rotation * part.RotationOffset;
4849 }
4850 }
4851
4769 attachPoint = 0; 4852 attachPoint = 0;
4770 collisionPlane = presence.CollisionPlane; 4853 collisionPlane = presence.CollisionPlane;
4771 position = presence.OffsetPosition;
4772 velocity = presence.Velocity; 4854 velocity = presence.Velocity;
4773 acceleration = Vector3.Zero; 4855 acceleration = Vector3.Zero;
4774 4856
@@ -4778,7 +4860,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4778// acceleration = new Vector3(1, 0, 0); 4860// acceleration = new Vector3(1, 0, 0);
4779 4861
4780 angularVelocity = Vector3.Zero; 4862 angularVelocity = Vector3.Zero;
4781 rotation = presence.Rotation;
4782 4863
4783 if (sendTexture) 4864 if (sendTexture)
4784 textureEntry = presence.Appearance.Texture.GetBytes(); 4865 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4883,13 +4964,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4883 4964
4884 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4965 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4885 { 4966 {
4967 Vector3 offsetPosition = data.OffsetPosition;
4968 Quaternion rotation = data.Rotation;
4969 uint parentID = data.ParentID;
4970
4971 if (parentID != 0)
4972 {
4973 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
4974 if (part != null && part != part.ParentGroup.RootPart)
4975 {
4976 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
4977 rotation = data.Rotation * part.RotationOffset;
4978 parentID = part.ParentGroup.RootPart.LocalId;
4979 }
4980 }
4981
4886 byte[] objectData = new byte[76]; 4982 byte[] objectData = new byte[76];
4887 4983
4888 data.CollisionPlane.ToBytes(objectData, 0); 4984 data.CollisionPlane.ToBytes(objectData, 0);
4889 data.OffsetPosition.ToBytes(objectData, 16); 4985 offsetPosition.ToBytes(objectData, 16);
4890// data.Velocity.ToBytes(objectData, 28); 4986// data.Velocity.ToBytes(objectData, 28);
4891// data.Acceleration.ToBytes(objectData, 40); 4987// data.Acceleration.ToBytes(objectData, 40);
4892 data.Rotation.ToBytes(objectData, 52); 4988 rotation.ToBytes(objectData, 52);
4893 //data.AngularVelocity.ToBytes(objectData, 64); 4989 //data.AngularVelocity.ToBytes(objectData, 64);
4894 4990
4895 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 4991 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4903,7 +4999,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4903 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 4999 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4904 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5000 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4905 update.ObjectData = objectData; 5001 update.ObjectData = objectData;
4906 update.ParentID = data.ParentID; 5002 update.ParentID = parentID;
4907 update.PathCurve = 16; 5003 update.PathCurve = 16;
4908 update.PathScaleX = 100; 5004 update.PathScaleX = 100;
4909 update.PathScaleY = 100; 5005 update.PathScaleY = 100;
@@ -5244,6 +5340,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5244 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5340 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5245 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5341 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5246 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5342 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5343 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5247 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5344 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5248 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5345 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5249 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5346 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5310,6 +5407,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5310 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5407 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5311 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5408 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5312 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5409 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5410 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5313 5411
5314 AddGenericPacketHandler("autopilot", HandleAutopilot); 5412 AddGenericPacketHandler("autopilot", HandleAutopilot);
5315 } 5413 }
@@ -5345,6 +5443,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5345 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5443 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5346 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5444 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5347 (x.ControlFlags != lastarg.ControlFlags) || 5445 (x.ControlFlags != lastarg.ControlFlags) ||
5446 (x.ControlFlags != 0) ||
5348 (x.Far != lastarg.Far) || 5447 (x.Far != lastarg.Far) ||
5349 (x.Flags != lastarg.Flags) || 5448 (x.Flags != lastarg.Flags) ||
5350 (x.State != lastarg.State) || 5449 (x.State != lastarg.State) ||
@@ -5722,7 +5821,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5722 args.Channel = ch; 5821 args.Channel = ch;
5723 args.From = String.Empty; 5822 args.From = String.Empty;
5724 args.Message = Utils.BytesToString(msg); 5823 args.Message = Utils.BytesToString(msg);
5725 args.Type = ChatTypeEnum.Shout; 5824 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5726 args.Position = new Vector3(); 5825 args.Position = new Vector3();
5727 args.Scene = Scene; 5826 args.Scene = Scene;
5728 args.Sender = this; 5827 args.Sender = this;
@@ -9767,7 +9866,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9767 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9866 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9768 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9867 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9769 UpdateMuteListEntry.MuteData.MuteType, 9868 UpdateMuteListEntry.MuteData.MuteType,
9770 UpdateMuteListEntry.AgentData.AgentID); 9869 UpdateMuteListEntry.MuteData.MuteFlags);
9771 return true; 9870 return true;
9772 } 9871 }
9773 return false; 9872 return false;
@@ -9782,8 +9881,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9782 { 9881 {
9783 handlerRemoveMuteListEntry(this, 9882 handlerRemoveMuteListEntry(this,
9784 RemoveMuteListEntry.MuteData.MuteID, 9883 RemoveMuteListEntry.MuteData.MuteID,
9785 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9884 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9786 RemoveMuteListEntry.AgentData.AgentID);
9787 return true; 9885 return true;
9788 } 9886 }
9789 return false; 9887 return false;
@@ -9827,10 +9925,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9827 return false; 9925 return false;
9828 } 9926 }
9829 9927
9928 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9929 {
9930 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9931 (ChangeInventoryItemFlagsPacket)packet;
9932 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9933 if (handlerChangeInventoryItemFlags != null)
9934 {
9935 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9936 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9937 return true;
9938 }
9939 return false;
9940 }
9941
9830 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9942 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9831 { 9943 {
9832 return true; 9944 return true;
9833 } 9945 }
9946
9947 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9948 {
9949 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9950
9951 #region Packet Session and User Check
9952 if (m_checkPackets)
9953 {
9954 if (packet.AgentData.SessionID != SessionId ||
9955 packet.AgentData.AgentID != AgentId)
9956 return true;
9957 }
9958 #endregion
9959 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9960 List<InventoryItemBase> items = new List<InventoryItemBase>();
9961 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9962 {
9963 InventoryItemBase b = new InventoryItemBase();
9964 b.ID = n.OldItemID;
9965 b.Folder = n.OldFolderID;
9966 items.Add(b);
9967 }
9968
9969 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9970 if (handlerMoveItemsAndLeaveCopy != null)
9971 {
9972 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9973 }
9974
9975 return true;
9976 }
9834 9977
9835 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9978 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9836 { 9979 {
@@ -10257,6 +10400,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10257 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10400 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10258 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10401 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10259 10402
10403 Scene scene = (Scene)m_scene;
10404 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10405 {
10406 ScenePresence p;
10407 if (scene.TryGetScenePresence(sender.AgentId, out p))
10408 {
10409 if (p.GodLevel >= 200)
10410 {
10411 groupProfileReply.GroupData.OpenEnrollment = true;
10412 groupProfileReply.GroupData.MembershipFee = 0;
10413 }
10414 }
10415 }
10416
10260 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10417 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10261 } 10418 }
10262 return true; 10419 return true;
@@ -10830,11 +10987,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10830 10987
10831 StartLure handlerStartLure = OnStartLure; 10988 StartLure handlerStartLure = OnStartLure;
10832 if (handlerStartLure != null) 10989 if (handlerStartLure != null)
10833 handlerStartLure(startLureRequest.Info.LureType, 10990 {
10834 Utils.BytesToString( 10991 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10835 startLureRequest.Info.Message), 10992 {
10836 startLureRequest.TargetData[0].TargetID, 10993 handlerStartLure(startLureRequest.Info.LureType,
10837 this); 10994 Utils.BytesToString(
10995 startLureRequest.Info.Message),
10996 startLureRequest.TargetData[i].TargetID,
10997 this);
10998 }
10999 }
10838 return true; 11000 return true;
10839 } 11001 }
10840 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11002 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10948,10 +11110,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10948 } 11110 }
10949 #endregion 11111 #endregion
10950 11112
10951 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11113 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10952 if (handlerClassifiedGodDelete != null) 11114 if (handlerClassifiedGodDelete != null)
10953 handlerClassifiedGodDelete( 11115 handlerClassifiedGodDelete(
10954 classifiedGodDelete.Data.ClassifiedID, 11116 classifiedGodDelete.Data.ClassifiedID,
11117 classifiedGodDelete.Data.QueryID,
10955 this); 11118 this);
10956 return true; 11119 return true;
10957 } 11120 }
@@ -12000,7 +12163,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12000 12163
12001// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12164// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
12002 12165
12166
12167 //Note, the bool returned from the below function is useless since it is always false.
12003 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12168 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12169
12004 } 12170 }
12005 12171
12006 /// <summary> 12172 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index fb6b11e..75f783b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1051,7 +1051,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1051 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1052 { 1052 {
1053 client.IsLoggingOut = true; 1053 client.IsLoggingOut = true;
1054 client.Close(); 1054 client.Close(false);
1055 } 1055 }
1056 } 1056 }
1057 1057
@@ -1063,6 +1063,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1063 1063
1064 while (base.IsRunning) 1064 while (base.IsRunning)
1065 { 1065 {
1066 m_scene.ThreadAlive(1);
1066 try 1067 try
1067 { 1068 {
1068 IncomingPacket incomingPacket = null; 1069 IncomingPacket incomingPacket = null;
@@ -1105,6 +1106,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1105 1106
1106 while (base.IsRunning) 1107 while (base.IsRunning)
1107 { 1108 {
1109 m_scene.ThreadAlive(2);
1108 try 1110 try
1109 { 1111 {
1110 m_packetSent = false; 1112 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 22c301b..8e2dba4 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 7086e6c..c5cec59 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 Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -115,6 +117,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
115 117
116// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
117 119
120 XmlDocument doc = new XmlDocument();
121 string stateData = String.Empty;
122
123 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
124 if (attServ != null)
125 {
126 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
127 stateData = attServ.Get(sp.UUID.ToString());
128 if (stateData != String.Empty)
129 {
130 try
131 {
132 doc.LoadXml(stateData);
133 }
134 catch { }
135 }
136 }
137
138 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
139
140 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
141 if (nodes.Count > 0)
142 {
143 foreach (XmlNode n in nodes)
144 {
145 XmlElement elem = (XmlElement)n;
146 string itemID = elem.GetAttribute("ItemID");
147 string xml = elem.InnerXml;
148
149 itemData[new UUID(itemID)] = xml;
150 }
151 }
152
153
118 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 154 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
119 foreach (AvatarAttachment attach in attachments) 155 foreach (AvatarAttachment attach in attachments)
120 { 156 {
@@ -134,12 +170,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
134 170
135 try 171 try
136 { 172 {
173 string xmlData;
174 XmlDocument d = null;
175 UUID asset;
176 if (itemData.TryGetValue(attach.ItemID, out xmlData))
177 {
178 d = new XmlDocument();
179 d.LoadXml(xmlData);
180 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
181 }
182
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 183 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 184 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 185 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 186 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 187 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 188 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
143 } 189 }
144 catch (Exception e) 190 catch (Exception e)
145 { 191 {
@@ -264,6 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
264 } 310 }
265 311
266 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 312 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
313 {
314 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
315 }
316
317 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
267 { 318 {
268 if (!Enabled) 319 if (!Enabled)
269 return null; 320 return null;
@@ -302,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
302 return null; 353 return null;
303 } 354 }
304 355
305 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 356 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
306 357
307 if (att == null) 358 if (att == null)
308 DetachSingleAttachmentToInv(sp, itemID); 359 DetachSingleAttachmentToInv(sp, itemID);
@@ -366,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
366 so.AttachedAvatar = UUID.Zero; 417 so.AttachedAvatar = UUID.Zero;
367 rootPart.SetParentLocalId(0); 418 rootPart.SetParentLocalId(0);
368 so.ClearPartAttachmentData(); 419 so.ClearPartAttachmentData();
369 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 420 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
370 so.HasGroupChanged = true; 421 so.HasGroupChanged = true;
371 rootPart.Rezzed = DateTime.Now; 422 rootPart.Rezzed = DateTime.Now;
372 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 423 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -582,11 +633,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
582 633
583 Vector3 inventoryStoredPosition = new Vector3 634 Vector3 inventoryStoredPosition = new Vector3
584 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 635 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
585 ? Constants.RegionSize - 6 636 ? (float)Constants.RegionSize - 6
586 : grp.AbsolutePosition.X) 637 : grp.AbsolutePosition.X)
587 , 638 ,
588 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 639 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
589 ? Constants.RegionSize - 6 640 ? (float)Constants.RegionSize - 6
590 : grp.AbsolutePosition.Y, 641 : grp.AbsolutePosition.Y,
591 grp.AbsolutePosition.Z); 642 grp.AbsolutePosition.Z);
592 643
@@ -704,8 +755,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
704 } 755 }
705 } 756 }
706 757
707 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 758 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
708 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 759 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
709 { 760 {
710 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 761 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
711 if (invAccess != null) 762 if (invAccess != null)
@@ -713,7 +764,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
713 lock (sp.AttachmentsSyncLock) 764 lock (sp.AttachmentsSyncLock)
714 { 765 {
715 SceneObjectGroup objatt; 766 SceneObjectGroup objatt;
716 767
717 if (itemID != UUID.Zero) 768 if (itemID != UUID.Zero)
718 objatt = invAccess.RezObject(sp.ControllingClient, 769 objatt = invAccess.RezObject(sp.ControllingClient,
719 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 770 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -722,11 +773,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
722 objatt = invAccess.RezObject(sp.ControllingClient, 773 objatt = invAccess.RezObject(sp.ControllingClient,
723 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 774 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
724 false, false, sp.UUID, true); 775 false, false, sp.UUID, true);
725 776
726 // m_log.DebugFormat( 777 // m_log.DebugFormat(
727 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 778 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
728 // objatt.Name, remoteClient.Name, AttachmentPt); 779 // objatt.Name, remoteClient.Name, AttachmentPt);
729 780
730 if (objatt != null) 781 if (objatt != null)
731 { 782 {
732 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 783 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -734,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
734 bool tainted = false; 785 bool tainted = false;
735 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 786 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
736 tainted = true; 787 tainted = true;
737 788
738 // This will throw if the attachment fails 789 // This will throw if the attachment fails
739 try 790 try
740 { 791 {
@@ -745,21 +796,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
745 m_log.ErrorFormat( 796 m_log.ErrorFormat(
746 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 797 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
747 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 798 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
748 799
749 // Make sure the object doesn't stick around and bail 800 // Make sure the object doesn't stick around and bail
750 sp.RemoveAttachment(objatt); 801 sp.RemoveAttachment(objatt);
751 m_scene.DeleteSceneObject(objatt, false); 802 m_scene.DeleteSceneObject(objatt, false);
752 return null; 803 return null;
753 } 804 }
754 805
755 if (tainted) 806 if (tainted)
756 objatt.HasGroupChanged = true; 807 objatt.HasGroupChanged = true;
808
809 if (doc != null)
810 {
811 objatt.LoadScriptState(doc);
812 objatt.ResetOwnerChangeFlag();
813 }
757 814
758 // Fire after attach, so we don't get messy perms dialogs 815 // Fire after attach, so we don't get messy perms dialogs
759 // 4 == AttachedRez 816 // 4 == AttachedRez
760 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 817 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
761 objatt.ResumeScripts(); 818 objatt.ResumeScripts();
762 819
763 // Do this last so that event listeners have access to all the effects of the attachment 820 // Do this last so that event listeners have access to all the effects of the attachment
764 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 821 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
765 822
@@ -773,7 +830,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
773 } 830 }
774 } 831 }
775 } 832 }
776 833
777 return null; 834 return null;
778 } 835 }
779 836
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 10b4c37..4d8fb90 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:
@@ -233,8 +247,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
233 s.ForEachRootScenePresence( 247 s.ForEachRootScenePresence(
234 delegate(ScenePresence presence) 248 delegate(ScenePresence presence)
235 { 249 {
236 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 250 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
237 receiverIDs.Add(presence.UUID); 251 if (Presencecheck != null)
252 {
253 // This will pass all chat from objects. Not
254 // perfect, but it will do. For now. Better
255 // than the prior behavior of muting all
256 // objects on a parcel with access restrictions
257 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
258 {
259 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
260 receiverIDs.Add(presence.UUID);
261 }
262 }
263
238 } 264 }
239 ); 265 );
240 } 266 }
@@ -278,26 +304,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
278 } 304 }
279 305
280 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 306 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
281
282 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 307 HashSet<UUID> receiverIDs = new HashSet<UUID>();
283 308
284 ((Scene)c.Scene).ForEachRootClient( 309 if (c.Scene != null)
285 delegate(IClientAPI client) 310 {
286 { 311 ((Scene)c.Scene).ForEachRootClient
287 // don't forward SayOwner chat from objects to 312 (
288 // non-owner agents 313 delegate(IClientAPI client)
289 if ((c.Type == ChatTypeEnum.Owner) && 314 {
290 (null != c.SenderObject) && 315 // don't forward SayOwner chat from objects to
291 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 316 // non-owner agents
292 return; 317 if ((c.Type == ChatTypeEnum.Owner) &&
293 318 (null != c.SenderObject) &&
294 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 319 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
295 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 320 return;
296 receiverIDs.Add(client.AgentId); 321
297 }); 322 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
298 323 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
299 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 324 receiverIDs.Add(client.AgentId);
300 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 325 }
326 );
327 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
328 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
329 }
301 } 330 }
302 331
303 /// <summary> 332 /// <summary>
@@ -340,5 +369,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
340 369
341 return true; 370 return true;
342 } 371 }
372
373 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
374 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
375 {
376 System.Threading.Timer Timer;
377 if (flags == 0)
378 {
379 FreezeCache.Add(target.ToString());
380 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
381 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
382 Timers.Add(target, Timer);
383 }
384 else
385 {
386 FreezeCache.Remove(target.ToString());
387 Timers.TryGetValue(target, out Timer);
388 Timers.Remove(target);
389 Timer.Dispose();
390 }
391 }
392
393 private void OnEndParcelFrozen(object avatar)
394 {
395 UUID target = (UUID)avatar;
396 FreezeCache.Remove(target.ToString());
397 System.Threading.Timer Timer;
398 Timers.TryGetValue(target, out Timer);
399 Timers.Remove(target);
400 Timer.Dispose();
401 }
343 } 402 }
344} 403}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index ffe7718..bb2cd1f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index c266fe5..5d94ff7 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -328,7 +328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
328 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 328 //m_log.DebugFormat("[XXX]: OnClientLogin!");
329 // Inform the friends that this user is online 329 // Inform the friends that this user is online
330 StatusChange(agentID, true); 330 StatusChange(agentID, true);
331 331
332 // Register that we need to send the list of online friends to this user 332 // Register that we need to send the list of online friends to this user
333 lock (m_NeedsListOfOnlineFriends) 333 lock (m_NeedsListOfOnlineFriends)
334 m_NeedsListOfOnlineFriends.Add(agentID); 334 m_NeedsListOfOnlineFriends.Add(agentID);
@@ -603,6 +603,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
603 { 603 {
604 StoreFriendships(client.AgentId, friendID); 604 StoreFriendships(client.AgentId, friendID);
605 605
606 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
607 if (ccm != null)
608 {
609 ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
610 }
611
606 // Update the local cache 612 // Update the local cache
607 RecacheFriends(client); 613 RecacheFriends(client);
608 614
@@ -779,6 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
779 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 785 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
780 friendClient.SendInstantMessage(im); 786 friendClient.SendInstantMessage(im);
781 787
788 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
789 if (ccm != null)
790 {
791 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
792 }
793
794
782 // Update the local cache 795 // Update the local cache
783 RecacheFriends(friendClient); 796 RecacheFriends(friendClient);
784 797
@@ -801,7 +814,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
801 // we're done 814 // we're done
802 return true; 815 return true;
803 } 816 }
804 817
805 return false; 818 return false;
806 } 819 }
807 820
@@ -853,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
853 866
854 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 867 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
855 { 868 {
856// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 869 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
857 IClientAPI friendClient = LocateClientObject(friendID); 870 IClientAPI friendClient = LocateClientObject(friendID);
858 if (friendClient != null) 871 if (friendClient != null)
859 { 872 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 5238325..c6e9964 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -449,4 +446,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
449 return s; 446 return s;
450 } 447 }
451 } 448 }
452} \ No newline at end of file 449}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..da708d2 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,7 +265,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 271 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 272
@@ -274,30 +277,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 277 else
275 { 278 {
276 if (m_TransferModule != null) 279 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 280 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 281 }
299 } 282 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 283 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
284 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 285 {
302 // Here, the recipient is local and we can assume that the 286 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 287 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 317 {
334 folder.ParentID = trashFolder.ID; 318 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 319 invService.MoveFolder(folder);
320 client.SendBulkUpdateInventory(folder);
336 } 321 }
337 } 322 }
338 323
@@ -433,22 +418,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 418 ///
434 /// </summary> 419 /// </summary>
435 /// <param name="msg"></param> 420 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 421 private void OnGridInstantMessage(GridInstantMessage im)
437 { 422 {
438 // Check if this is ours to handle 423 // Check if this is ours to handle
439 // 424 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 425 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 426
442 if (scene == null) 427 if (scene == null)
443 return; 428 return;
444 429
445 // Find agent to deliver to 430 // Find agent to deliver to
446 // 431 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 432 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
433 if (user == null)
434 return;
435
436 // This requires a little bit of processing because we have to make the
437 // new item visible in the recipient's inventory here
438 //
439 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
440 {
441 if (im.binaryBucket.Length < 17) // Invalid
442 return;
443
444 UUID recipientID = new UUID(im.toAgentID);
445
446 // First byte is the asset type
447 AssetType assetType = (AssetType)im.binaryBucket[0];
448
449 if (AssetType.Folder == assetType)
450 {
451 UUID folderID = new UUID(im.binaryBucket, 1);
448 452
449 // Just forward to local handling 453 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 454 new InventoryFolderBase(folderID, recipientID);
455 InventoryFolderBase folder =
456 scene.InventoryService.GetFolder(given);
451 457
458 if (folder != null)
459 user.ControllingClient.SendBulkUpdateInventory(folder);
460 }
461 else
462 {
463 UUID itemID = new UUID(im.binaryBucket, 1);
464
465 InventoryItemBase given =
466 new InventoryItemBase(itemID, recipientID);
467 InventoryItemBase item =
468 scene.InventoryService.GetItem(given);
469
470 if (item != null)
471 {
472 user.ControllingClient.SendBulkUpdateInventory(item);
473 }
474 }
475 user.ControllingClient.SendInstantMessage(im);
476 }
477 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
478 {
479 if (im.binaryBucket.Length < 1) // Invalid
480 return;
481
482 UUID recipientID = new UUID(im.toAgentID);
483
484 // Bucket is the asset type
485 AssetType assetType = (AssetType)im.binaryBucket[0];
486
487 if (AssetType.Folder == assetType)
488 {
489 UUID folderID = new UUID(im.imSessionID);
490
491 InventoryFolderBase given =
492 new InventoryFolderBase(folderID, recipientID);
493 InventoryFolderBase folder =
494 scene.InventoryService.GetFolder(given);
495
496 if (folder != null)
497 user.ControllingClient.SendBulkUpdateInventory(folder);
498 }
499 else
500 {
501 UUID itemID = new UUID(im.imSessionID);
502
503 InventoryItemBase given =
504 new InventoryItemBase(itemID, recipientID);
505 InventoryItemBase item =
506 scene.InventoryService.GetItem(given);
507
508 if (item != null)
509 {
510 user.ControllingClient.SendBulkUpdateInventory(item);
511 }
512 }
513
514 // Fix up binary bucket since this may be 17 chars long here
515 Byte[] bucket = new Byte[1];
516 bucket[0] = im.binaryBucket[0];
517 im.binaryBucket = bucket;
518
519 user.ControllingClient.SendInstantMessage(im);
520 }
521 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
522 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
523 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
524 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
525 {
526 user.ControllingClient.SendInstantMessage(im);
527 }
452 } 528 }
453 } 529 }
454} 530}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 9d1538f..97cd738 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -101,7 +101,8 @@ namespace OpenSim.Region.CoreModules.Framework
101 101
102 public void CreateCaps(UUID agentId) 102 public void CreateCaps(UUID agentId)
103 { 103 {
104 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 104 int flags = m_scene.GetUserFlags(agentId);
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
105 return; 106 return;
106 107
107 String capsObjectPath = GetCapsPath(agentId); 108 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index f6e4dbf..2498705 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
126 126
127 protected virtual void OnNewClient(IClientAPI client) 127 protected virtual void OnNewClient(IClientAPI client)
128 { 128 {
129 client.OnTeleportHomeRequest += TeleportHome; 129 client.OnTeleportHomeRequest += TriggerTeleportHome;
130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
131 } 131 }
132 132
@@ -204,6 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
204 sp.ControllingClient.SendTeleportStart(teleportFlags); 204 sp.ControllingClient.SendTeleportStart(teleportFlags);
205 205
206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
207 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
207 sp.Teleport(position); 208 sp.Teleport(position);
208 209
209 foreach (SceneObjectGroup grp in sp.GetAttachments()) 210 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -319,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
319 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 320 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
320 // it's actually doing a lot of work. 321 // it's actually doing a lot of work.
321 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 322 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
322 if (endPoint.Address != null) 323 if (endPoint != null && endPoint.Address != null)
323 { 324 {
324 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 325 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
325 // both regions 326 // both regions
@@ -630,7 +631,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
630 631
631 #region Teleport Home 632 #region Teleport Home
632 633
633 public virtual void TeleportHome(UUID id, IClientAPI client) 634 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
635 {
636 TeleportHome(id, client);
637 }
638
639 public virtual bool TeleportHome(UUID id, IClientAPI client)
634 { 640 {
635 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 641 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
636 642
@@ -639,12 +645,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
639 645
640 if (uinfo != null) 646 if (uinfo != null)
641 { 647 {
648 if (uinfo.HomeRegionID == UUID.Zero)
649 {
650 // can't find the Home region: Tell viewer and abort
651 client.SendTeleportFailed("You don't have a home position set.");
652 return false;
653 }
642 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 654 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
643 if (regionInfo == null) 655 if (regionInfo == null)
644 { 656 {
645 // can't find the Home region: Tell viewer and abort 657 // can't find the Home region: Tell viewer and abort
646 client.SendTeleportFailed("Your home region could not be found."); 658 client.SendTeleportFailed("Your home region could not be found.");
647 return; 659 return false;
648 } 660 }
649 661
650 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 662 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -655,6 +667,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
655 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 667 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
656 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 668 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
657 } 669 }
670 else
671 {
672 // can't find the Home region: Tell viewer and abort
673 client.SendTeleportFailed("Your home region could not be found.");
674 return false;
675 }
676 return true;
658 } 677 }
659 678
660 #endregion 679 #endregion
@@ -662,11 +681,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
662 681
663 #region Agent Crossings 682 #region Agent Crossings
664 683
665 public bool Cross(ScenePresence agent, bool isFlying) 684 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
666 { 685 {
667 Scene scene = agent.Scene; 686 version = String.Empty;
668 Vector3 pos = agent.AbsolutePosition; 687 newpos = new Vector3(pos.X, pos.Y, pos.Z);
669 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
670 uint neighbourx = scene.RegionInfo.RegionLocX; 688 uint neighbourx = scene.RegionInfo.RegionLocX;
671 uint neighboury = scene.RegionInfo.RegionLocY; 689 uint neighboury = scene.RegionInfo.RegionLocY;
672 const float boundaryDistance = 1.7f; 690 const float boundaryDistance = 1.7f;
@@ -687,53 +705,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
687 } 705 }
688 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 706 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
689 { 707 {
690 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 708 neighboury--;
691 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 709 newpos.Y = Constants.RegionSize - enterDistance;
692 {
693 neighboury--;
694 newpos.Y = Constants.RegionSize - enterDistance;
695 }
696 else
697 {
698 agent.IsInTransit = true;
699
700 neighboury = b.TriggerRegionY;
701 neighbourx = b.TriggerRegionX;
702
703 Vector3 newposition = pos;
704 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
705 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
706 agent.ControllingClient.SendAgentAlertMessage(
707 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
708 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
709 return true;
710 }
711 }
712
713 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
714 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
715 {
716 neighbourx--;
717 newpos.X = Constants.RegionSize - enterDistance;
718 } 710 }
719 else
720 {
721 agent.IsInTransit = true;
722
723 neighboury = ba.TriggerRegionY;
724 neighbourx = ba.TriggerRegionX;
725
726
727 Vector3 newposition = pos;
728 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
729 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
730 agent.ControllingClient.SendAgentAlertMessage(
731 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
732 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
733 711
734 712 neighbourx--;
735 return true; 713 newpos.X = Constants.RegionSize - enterDistance;
736 }
737 714
738 } 715 }
739 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 716 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -744,26 +721,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
744 721
745 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 722 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
746 { 723 {
747 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 724 neighboury--;
748 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 725 newpos.Y = Constants.RegionSize - enterDistance;
749 {
750 neighboury--;
751 newpos.Y = Constants.RegionSize - enterDistance;
752 }
753 else
754 {
755 agent.IsInTransit = true;
756
757 neighboury = ba.TriggerRegionY;
758 neighbourx = ba.TriggerRegionX;
759 Vector3 newposition = pos;
760 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
761 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
762 agent.ControllingClient.SendAgentAlertMessage(
763 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
764 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
765 return true;
766 }
767 } 726 }
768 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 727 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
769 { 728 {
@@ -771,35 +730,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
771 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); 730 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
772 newpos.Y = enterDistance; 731 newpos.Y = enterDistance;
773 } 732 }
774
775
776 } 733 }
777 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 734 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
778 { 735 {
779 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 736 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
780 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 737 neighboury--;
781 { 738 newpos.Y = Constants.RegionSize - enterDistance;
782 neighboury--;
783 newpos.Y = Constants.RegionSize - enterDistance;
784 }
785 else
786 {
787 agent.IsInTransit = true;
788
789 neighboury = b.TriggerRegionY;
790 neighbourx = b.TriggerRegionX;
791 Vector3 newposition = pos;
792 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
793 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
794 agent.ControllingClient.SendAgentAlertMessage(
795 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
796 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
797 return true;
798 }
799 } 739 }
800 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 740 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
801 { 741 {
802
803 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); 742 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
804 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); 743 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
805 newpos.Y = enterDistance; 744 newpos.Y = enterDistance;
@@ -830,19 +769,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
830 } 769 }
831 */ 770 */
832 771
833 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 772 xDest = neighbourx;
773 yDest = neighboury;
834 774
835 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 775 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
836 776
777 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
778
837 ExpiringCache<ulong, DateTime> r; 779 ExpiringCache<ulong, DateTime> r;
838 DateTime banUntil; 780 DateTime banUntil;
839 781
840 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 782 if (m_bannedRegions.TryGetValue(agentID, out r))
841 { 783 {
842 if (r.TryGetValue(neighbourHandle, out banUntil)) 784 if (r.TryGetValue(neighbourHandle, out banUntil))
843 { 785 {
844 if (DateTime.Now < banUntil) 786 if (DateTime.Now < banUntil)
845 return false; 787 return null;
846 r.Remove(neighbourHandle); 788 r.Remove(neighbourHandle);
847 } 789 }
848 } 790 }
@@ -854,28 +796,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
854 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 796 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
855 797
856 string reason; 798 string reason;
857 string version; 799 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
858 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
859 { 800 {
860 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
861 if (r == null) 801 if (r == null)
862 { 802 {
863 r = new ExpiringCache<ulong, DateTime>(); 803 r = new ExpiringCache<ulong, DateTime>();
864 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 804 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
865 805
866 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 806 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
867 } 807 }
868 else 808 else
869 { 809 {
870 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 810 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
871 } 811 }
812 return null;
813 }
814
815 return neighbourRegion;
816 }
817
818 public bool Cross(ScenePresence agent, bool isFlying)
819 {
820 uint x;
821 uint y;
822 Vector3 newpos;
823 string version;
824
825 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
826 if (neighbourRegion == null)
827 {
828 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
872 return false; 829 return false;
873 } 830 }
874 831
875 agent.IsInTransit = true; 832 agent.IsInTransit = true;
876 833
877 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 834 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
878 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 835 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
879 836
880 return true; 837 return true;
881 } 838 }
@@ -932,13 +889,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
932 icon.EndInvoke(iar); 889 icon.EndInvoke(iar);
933 } 890 }
934 891
935 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
936
937 /// <summary> 892 /// <summary>
938 /// This Closes child agents on neighbouring regions 893 /// This Closes child agents on neighbouring regions
939 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 894 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
940 /// </summary> 895 /// </summary>
941 protected ScenePresence CrossAgentToNewRegionAsync( 896 public ScenePresence CrossAgentToNewRegionAsync(
942 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 897 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
943 bool isFlying, string version) 898 bool isFlying, string version)
944 { 899 {
@@ -1127,10 +1082,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1127 agent.Id0 = currentAgentCircuit.Id0; 1082 agent.Id0 = currentAgentCircuit.Id0;
1128 } 1083 }
1129 1084
1130 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1085 IPEndPoint external = region.ExternalEndPoint;
1131 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1086 if (external != null)
1087 {
1088 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1089 d.BeginInvoke(sp, agent, region, external, true,
1132 InformClientOfNeighbourCompleted, 1090 InformClientOfNeighbourCompleted,
1133 d); 1091 d);
1092 }
1134 } 1093 }
1135 #endregion 1094 #endregion
1136 1095
@@ -1380,8 +1339,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1380 1339
1381 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1340 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1382 } 1341 }
1383 if (!regionAccepted)
1384 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1385 } 1342 }
1386 1343
1387 /// <summary> 1344 /// <summary>
@@ -1710,27 +1667,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1710 Utils.LongToUInts(newRegionHandle, out x, out y); 1667 Utils.LongToUInts(newRegionHandle, out x, out y);
1711 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1668 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1712 1669
1713 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1670 if (destination != null)
1714 { 1671 {
1715 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1672 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1673 return; // we did it
1674 }
1716 1675
1717 // We are going to move the object back to the old position so long as the old position 1676 // no one or failed lets go back and tell physics to go on
1718 // is in the region 1677 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1719 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1678 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1720 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1679 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1721 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1722 1680
1723 grp.RootPart.GroupPosition = oldGroupPosition; 1681 grp.AbsolutePosition = oldGroupPosition;
1682 grp.Velocity = Vector3.Zero;
1724 1683
1725 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1684 if (grp.RootPart.PhysActor != null)
1726 // move out of the region creating an infinite loop of failed attempts to cross 1685 grp.RootPart.PhysActor.CrossingFailure();
1727 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1728 1686
1729 grp.ScheduleGroupForFullUpdate(); 1687 grp.ScheduleGroupForFullUpdate();
1730 }
1731 } 1688 }
1732 1689
1733 1690
1691
1734 /// <summary> 1692 /// <summary>
1735 /// Move the given scene object into a new region 1693 /// Move the given scene object into a new region
1736 /// </summary> 1694 /// </summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 38a7805..5c7ca22 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
84 84
85 protected override void OnNewClient(IClientAPI client) 85 protected override void OnNewClient(IClientAPI client)
86 { 86 {
87 client.OnTeleportHomeRequest += TeleportHome; 87 client.OnTeleportHomeRequest += TriggerTeleportHome;
88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
90 } 90 }
@@ -182,7 +182,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
183 } 183 }
184 184
185 public override void TeleportHome(UUID id, IClientAPI client) 185 public void TriggerTeleportHome(UUID id, IClientAPI client)
186 {
187 TeleportHome(id, client);
188 }
189
190 public override bool TeleportHome(UUID id, IClientAPI client)
186 { 191 {
187 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 192 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
188 193
@@ -192,8 +197,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
192 { 197 {
193 // local grid user 198 // local grid user
194 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 199 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
195 base.TeleportHome(id, client); 200 return base.TeleportHome(id, client);
196 return;
197 } 201 }
198 202
199 // Foreign user wants to go home 203 // Foreign user wants to go home
@@ -203,7 +207,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
203 { 207 {
204 client.SendTeleportFailed("Your information has been lost"); 208 client.SendTeleportFailed("Your information has been lost");
205 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 209 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
206 return; 210 return false;
207 } 211 }
208 212
209 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 213 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Your home region could not be found"); 218 client.SendTeleportFailed("Your home region could not be found");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
216 return; 220 return false;
217 } 221 }
218 222
219 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 223 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -221,7 +225,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
221 { 225 {
222 client.SendTeleportFailed("Internal error"); 226 client.SendTeleportFailed("Internal error");
223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
224 return; 228 return false;
225 } 229 }
226 230
227 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 231 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -231,6 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
231 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 235 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
232 236
233 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 237 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
238 return true;
234 } 239 }
235 240
236 /// <summary> 241 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index d320af4..6c4c63f 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -367,6 +367,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
367 367
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 369
370 // Restore attachment data after trip through the sim
371 if (objectGroup.RootPart.AttachPoint > 0)
372 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
373 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
374
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 375 objectGroup.AbsolutePosition = inventoryStoredPosition;
371 376
372 // Make sure all bits but the ones we want are clear 377 // Make sure all bits but the ones we want are clear
@@ -476,8 +481,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 481 IClientAPI remoteClient)
477 { 482 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 483 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
484 // For the porposes of inventory, an object is modify if the prims
485 // are modify. This allows renaming an object that contains no
486 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 487 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 488 {
489 uint groupPerms = grp.GetEffectivePermissions(true);
490 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
491 groupPerms |= (uint)PermissionMask.Modify;
492
493 effectivePerms &= groupPerms;
494 }
481 effectivePerms |= (uint)PermissionMask.Move; 495 effectivePerms |= (uint)PermissionMask.Move;
482 496
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 497 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +671,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 671 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 672 {
659 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); 673 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 674 if (f != null)
675 folder = m_Scene.InventoryService.GetFolder(f);
661 } 676 }
662 } 677 }
663 678
@@ -687,15 +702,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 702 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 703 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 704// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 705 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 706 item = m_Scene.InventoryService.GetItem(item);
693 707
694 if (item == null) 708 if (item == null)
695 { 709 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 710
700 return null; 711 return null;
701 } 712 }
@@ -747,6 +758,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 758 if (e == null || attachment) // Single
748 { 759 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 760 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
761 if (!attachment)
762 {
763 g.RootPart.AttachPoint = g.RootPart.Shape.State;
764 g.RootPart.AttachOffset = g.AbsolutePosition;
765 }
750 766
751 objlist.Add(g); 767 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 768 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +792,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 792 foreach (XmlNode n in groups)
777 { 793 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 794 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
795 g.RootPart.AttachPoint = g.RootPart.Shape.State;
796 g.RootPart.AttachOffset = g.AbsolutePosition;
779 797
780 objlist.Add(g); 798 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 799 XmlElement el = (XmlElement)n;
@@ -795,12 +813,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 813 }
796 } 814 }
797 815
816 int primcount = 0;
817 foreach (SceneObjectGroup g in objlist)
818 primcount += g.PrimCount;
819
820 if (!m_Scene.Permissions.CanRezObject(
821 primcount, remoteClient.AgentId, pos)
822 && !attachment)
823 {
824 // The client operates in no fail mode. It will
825 // have already removed the item from the folder
826 // if it's no copy.
827 // Put it back if it's not an attachment
828 //
829 if (item != null)
830 {
831 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
832 remoteClient.SendBulkUpdateInventory(item);
833 }
834
835 return null;
836 }
837
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 838 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 839 return null;
800 840
801 for (int i = 0; i < objlist.Count; i++) 841 for (int i = 0; i < objlist.Count; i++)
802 { 842 {
803 group = objlist[i]; 843 group = objlist[i];
844 SceneObjectPart rootPart = group.RootPart;
804 845
805// m_log.DebugFormat( 846// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 847// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +902,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 902
862 if (!attachment) 903 if (!attachment)
863 { 904 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 905 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 906 group.ClearPartAttachmentData();
868 907
@@ -880,6 +919,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 919// remoteClient.Name);
881 } 920 }
882 921
922 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
923
883 if (item != null) 924 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 925 DoPostRezWhenFromItem(item, attachment);
885 926
@@ -919,25 +960,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
919 } 960 }
920 } 961 }
921 962
922 int primcount = 0;
923 foreach (SceneObjectGroup g in objlist)
924 primcount += g.PrimCount;
925
926 if (!m_Scene.Permissions.CanRezObject(
927 primcount, remoteClient.AgentId, pos)
928 && !isAttachment)
929 {
930 // The client operates in no fail mode. It will
931 // have already removed the item from the folder
932 // if it's no copy.
933 // Put it back if it's not an attachment
934 //
935 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
936 remoteClient.SendBulkUpdateInventory(item);
937
938 return false;
939 }
940
941 for (int i = 0; i < objlist.Count; i++) 963 for (int i = 0; i < objlist.Count; i++)
942 { 964 {
943 SceneObjectGroup so = objlist[i]; 965 SceneObjectGroup so = objlist[i];
@@ -953,8 +975,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
953 { 975 {
954 rootPart.Name = item.Name; 976 rootPart.Name = item.Name;
955 rootPart.Description = item.Description; 977 rootPart.Description = item.Description;
956 rootPart.ObjectSaleType = item.SaleType; 978 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
957 rootPart.SalePrice = item.SalePrice; 979 {
980 rootPart.ObjectSaleType = item.SaleType;
981 rootPart.SalePrice = item.SalePrice;
982 }
958 } 983 }
959 984
960 rootPart.FromFolderID = item.Folder; 985 rootPart.FromFolderID = item.Folder;
@@ -963,7 +988,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
963// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 988// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
964 989
965 if ((rootPart.OwnerID != item.Owner) || 990 if ((rootPart.OwnerID != item.Owner) ||
966 (item.CurrentPermissions & 16) != 0) 991 (item.CurrentPermissions & 16) != 0 ||
992 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
967 { 993 {
968 //Need to kill the for sale here 994 //Need to kill the for sale here
969 rootPart.ObjectSaleType = 0; 995 rootPart.ObjectSaleType = 0;
@@ -973,31 +999,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
973 { 999 {
974 foreach (SceneObjectPart part in so.Parts) 1000 foreach (SceneObjectPart part in so.Parts)
975 { 1001 {
976 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
977 {
978 part.EveryoneMask = item.EveryOnePermissions;
979 part.NextOwnerMask = item.NextPermissions;
980 }
981 part.GroupMask = 0; // DO NOT propagate here 1002 part.GroupMask = 0; // DO NOT propagate here
1003
1004 part.LastOwnerID = part.OwnerID;
1005 part.OwnerID = item.Owner;
1006 part.Inventory.ChangeInventoryOwner(item.Owner);
982 } 1007 }
983 1008
984 so.ApplyNextOwnerPermissions(); 1009 so.ApplyNextOwnerPermissions();
1010
1011 // In case the user has changed flags on a received item
1012 // we have to apply those changes after the slam. Else we
1013 // get a net loss of permissions
1014 foreach (SceneObjectPart part in so.Parts)
1015 {
1016 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1017 {
1018 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1019 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1020 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1021 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1022 }
1023 }
985 } 1024 }
986 } 1025 }
987 1026 else
988 foreach (SceneObjectPart part in so.Parts)
989 { 1027 {
990 part.FromUserInventoryItemID = fromUserInventoryItemId; 1028 foreach (SceneObjectPart part in so.Parts)
991
992 if ((part.OwnerID != item.Owner) ||
993 (item.CurrentPermissions & 16) != 0)
994 { 1029 {
995 part.Inventory.ChangeInventoryOwner(item.Owner); 1030 part.FromUserInventoryItemID = fromUserInventoryItemId;
996 part.GroupMask = 0; // DO NOT propagate here 1031
1032 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1033 part.EveryoneMask = item.EveryOnePermissions;
1034 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1035 part.NextOwnerMask = item.NextPermissions;
1036 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1037 part.GroupMask = item.GroupPermissions;
997 } 1038 }
998
999 part.EveryoneMask = item.EveryOnePermissions;
1000 part.NextOwnerMask = item.NextPermissions;
1001 } 1039 }
1002 1040
1003 rootPart.TrimPermissions(); 1041 rootPart.TrimPermissions();
@@ -1135,4 +1173,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1135 1173
1136 #endregion 1174 #endregion
1137 } 1175 }
1138} \ No newline at end of file 1176}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 93e75b3..f4cf6b4 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
157 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
158 return urlcode; 159 return urlcode;
159 } 160 }
160 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
161 162
162 UrlData urlData = new UrlData(); 163 UrlData urlData = new UrlData();
163 urlData.hostID = host.UUID; 164 urlData.hostID = host.UUID;
@@ -166,10 +167,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
166 urlData.url = url; 167 urlData.url = url;
167 urlData.urlcode = urlcode; 168 urlData.urlcode = urlcode;
168 urlData.requests = new Dictionary<UUID, RequestData>(); 169 urlData.requests = new Dictionary<UUID, RequestData>();
169 170
170 m_UrlMap[url] = urlData; 171 m_UrlMap[url] = urlData;
171 172
172 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 173 string uri = "/lslhttp/" + urlcode.ToString();
173 174
174 m_HttpServer.AddPollServiceHTTPHandler( 175 m_HttpServer.AddPollServiceHTTPHandler(
175 uri, 176 uri,
@@ -234,9 +235,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
234 return; 235 return;
235 } 236 }
236 237
237 foreach (UUID req in data.requests.Keys) 238 lock (m_RequestMap)
238 m_RequestMap.Remove(req); 239 {
239 240 foreach (UUID req in data.requests.Keys)
241 m_RequestMap.Remove(req);
242 }
243
240 RemoveUrl(data); 244 RemoveUrl(data);
241 m_UrlMap.Remove(url); 245 m_UrlMap.Remove(url);
242 } 246 }
@@ -244,32 +248,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
244 248
245 public void HttpResponse(UUID request, int status, string body) 249 public void HttpResponse(UUID request, int status, string body)
246 { 250 {
247 if (m_RequestMap.ContainsKey(request)) 251 lock (m_RequestMap)
248 {
249 UrlData urlData = m_RequestMap[request];
250 urlData.requests[request].responseCode = status;
251 urlData.requests[request].responseBody = body;
252 //urlData.requests[request].ev.Set();
253 urlData.requests[request].requestDone =true;
254 }
255 else
256 { 252 {
257 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 253 if (m_RequestMap.ContainsKey(request))
254 {
255 UrlData urlData = m_RequestMap[request];
256 if (!urlData.requests[request].responseSent)
257 {
258 urlData.requests[request].responseCode = status;
259 urlData.requests[request].responseBody = body;
260 //urlData.requests[request].ev.Set();
261 urlData.requests[request].requestDone = true;
262 urlData.requests[request].responseSent = true;
263 }
264 }
265 else
266 {
267 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
268 }
258 } 269 }
259 } 270 }
260 271
261 public string GetHttpHeader(UUID requestId, string header) 272 public string GetHttpHeader(UUID requestId, string header)
262 { 273 {
263 if (m_RequestMap.ContainsKey(requestId)) 274 lock (m_RequestMap)
264 {
265 UrlData urlData=m_RequestMap[requestId];
266 string value;
267 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
268 return value;
269 }
270 else
271 { 275 {
272 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 276 if (m_RequestMap.ContainsKey(requestId))
277 {
278 UrlData urlData = m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
281 return value;
282 }
283 else
284 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
286 }
273 } 287 }
274 return String.Empty; 288 return String.Empty;
275 } 289 }
@@ -293,8 +307,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 { 307 {
294 RemoveUrl(url.Value); 308 RemoveUrl(url.Value);
295 removeURLs.Add(url.Key); 309 removeURLs.Add(url.Key);
296 foreach (UUID req in url.Value.requests.Keys) 310 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 311 {
312 foreach (UUID req in url.Value.requests.Keys)
313 m_RequestMap.Remove(req);
314 }
298 } 315 }
299 } 316 }
300 317
@@ -315,8 +332,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
315 { 332 {
316 RemoveUrl(url.Value); 333 RemoveUrl(url.Value);
317 removeURLs.Add(url.Key); 334 removeURLs.Add(url.Key);
318 foreach (UUID req in url.Value.requests.Keys) 335 lock (m_RequestMap)
319 m_RequestMap.Remove(req); 336 {
337 foreach (UUID req in url.Value.requests.Keys)
338 m_RequestMap.Remove(req);
339 }
320 } 340 }
321 } 341 }
322 342
@@ -335,14 +355,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
335 { 355 {
336 Hashtable response = new Hashtable(); 356 Hashtable response = new Hashtable();
337 UrlData url; 357 UrlData url;
358 int startTime = 0;
338 lock (m_RequestMap) 359 lock (m_RequestMap)
339 { 360 {
340 if (!m_RequestMap.ContainsKey(requestID)) 361 if (!m_RequestMap.ContainsKey(requestID))
341 return response; 362 return response;
342 url = m_RequestMap[requestID]; 363 url = m_RequestMap[requestID];
364 startTime = url.requests[requestID].startTime;
343 } 365 }
344 366
345 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 367 if (System.Environment.TickCount - startTime > 25000)
346 { 368 {
347 response["int_response_code"] = 500; 369 response["int_response_code"] = 500;
348 response["str_response_string"] = "Script timeout"; 370 response["str_response_string"] = "Script timeout";
@@ -351,9 +373,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
351 response["reusecontext"] = false; 373 response["reusecontext"] = false;
352 374
353 //remove from map 375 //remove from map
354 lock (url) 376 lock (url.requests)
355 { 377 {
356 url.requests.Remove(requestID); 378 url.requests.Remove(requestID);
379 }
380 lock (m_RequestMap)
381 {
357 m_RequestMap.Remove(requestID); 382 m_RequestMap.Remove(requestID);
358 } 383 }
359 384
@@ -375,22 +400,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
375 return false; 400 return false;
376 } 401 }
377 url = m_RequestMap[requestID]; 402 url = m_RequestMap[requestID];
403 }
404 lock (url.requests)
405 {
378 if (!url.requests.ContainsKey(requestID)) 406 if (!url.requests.ContainsKey(requestID))
379 { 407 {
380 return false; 408 return false;
381 } 409 }
410 else
411 {
412 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
413 {
414 return true;
415 }
416 if (url.requests[requestID].requestDone)
417 return true;
418 else
419 return false;
420 }
382 } 421 }
383
384 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
385 {
386 return true;
387 }
388
389 if (url.requests[requestID].requestDone)
390 return true;
391 else
392 return false;
393
394 } 422 }
395 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 423 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
396 { 424 {
@@ -402,9 +430,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 if (!m_RequestMap.ContainsKey(requestID)) 430 if (!m_RequestMap.ContainsKey(requestID))
403 return NoEvents(requestID,sessionID); 431 return NoEvents(requestID,sessionID);
404 url = m_RequestMap[requestID]; 432 url = m_RequestMap[requestID];
433 }
434 lock (url.requests)
435 {
405 requestData = url.requests[requestID]; 436 requestData = url.requests[requestID];
406 } 437 }
407 438
408 if (!requestData.requestDone) 439 if (!requestData.requestDone)
409 return NoEvents(requestID,sessionID); 440 return NoEvents(requestID,sessionID);
410 441
@@ -427,14 +458,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
427 response["reusecontext"] = false; 458 response["reusecontext"] = false;
428 459
429 //remove from map 460 //remove from map
430 lock (url) 461 lock (url.requests)
431 { 462 {
432 url.requests.Remove(requestID); 463 url.requests.Remove(requestID);
464 }
465 lock (m_RequestMap)
466 {
433 m_RequestMap.Remove(requestID); 467 m_RequestMap.Remove(requestID);
434 } 468 }
435 469
436 return response; 470 return response;
437 } 471 }
472
438 public void HttpRequestHandler(UUID requestID, Hashtable request) 473 public void HttpRequestHandler(UUID requestID, Hashtable request)
439 { 474 {
440 lock (request) 475 lock (request)
@@ -450,8 +485,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
450 485
451 int pos1 = uri.IndexOf("/");// /lslhttp 486 int pos1 = uri.IndexOf("/");// /lslhttp
452 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 487 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
453 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 488 int pos3 = pos2 + 37; // /lslhttp/urlcode
454 string uri_tmp = uri.Substring(0, pos3 + 1); 489 string uri_tmp = uri.Substring(0, pos3);
455 //HTTP server code doesn't provide us with QueryStrings 490 //HTTP server code doesn't provide us with QueryStrings
456 string pathInfo; 491 string pathInfo;
457 string queryString; 492 string queryString;
@@ -460,10 +495,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
460 pathInfo = uri.Substring(pos3); 495 pathInfo = uri.Substring(pos3);
461 496
462 UrlData url = null; 497 UrlData url = null;
498 string urlkey;
463 if (!is_ssl) 499 if (!is_ssl)
464 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 500 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
501 //m_UrlMap[];
465 else 502 else
466 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 503 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
504
505 if (m_UrlMap.ContainsKey(urlkey))
506 {
507 url = m_UrlMap[urlkey];
508 }
509 else
510 {
511 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
512 }
467 513
468 //for llGetHttpHeader support we need to store original URI here 514 //for llGetHttpHeader support we need to store original URI here
469 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 515 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -493,7 +539,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
493 if (request.ContainsKey(key)) 539 if (request.ContainsKey(key))
494 { 540 {
495 string val = (String)request[key]; 541 string val = (String)request[key];
496 queryString = queryString + key + "=" + val + "&"; 542 if (key != "")
543 {
544 queryString = queryString + key + "=" + val + "&";
545 }
546 else
547 {
548 queryString = queryString + val + "&";
549 }
497 } 550 }
498 } 551 }
499 if (queryString.Length > 1) 552 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 85e7e94..6e75692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index a6dbaba..38db239 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -298,6 +298,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
298 // being no copy/no mod for everyone 298 // being no copy/no mod for everyone
299 lock (part.TaskInventory) 299 lock (part.TaskInventory)
300 { 300 {
301 if (!ResolveUserUuid(part.CreatorID))
302 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 if (!ResolveUserUuid(part.OwnerID))
305 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
306
307 if (!ResolveUserUuid(part.LastOwnerID))
308 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
309
310 // And zap any troublesome sit target information
311 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
312 part.SitTargetPosition = new Vector3(0, 0, 0);
313
314 // Fix ownership/creator of inventory items
315 // Not doing so results in inventory items
316 // being no copy/no mod for everyone
317 part.TaskInventory.LockItemsForRead(true);
301 TaskInventoryDictionary inv = part.TaskInventory; 318 TaskInventoryDictionary inv = part.TaskInventory;
302 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 319 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
303 { 320 {
@@ -313,6 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
313 if (UserManager != null) 330 if (UserManager != null)
314 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 331 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
315 } 332 }
333 part.TaskInventory.LockItemsForRead(false);
316 } 334 }
317 } 335 }
318 336
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 8e29e3c..7b872b9 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -251,18 +251,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
251 251
252 if (asset != null) 252 if (asset != null)
253 { 253 {
254 if (m_options.ContainsKey("verbose")) 254// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
255 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
256
257 m_foundAssetUuids.Add(asset.FullID); 255 m_foundAssetUuids.Add(asset.FullID);
258 256
259 m_assetsArchiver.WriteAsset(PostProcess(asset)); 257 m_assetsArchiver.WriteAsset(PostProcess(asset));
260 } 258 }
261 else 259 else
262 { 260 {
263 if (m_options.ContainsKey("verbose")) 261// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
264 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
265
266 m_notFoundAssetUuids.Add(new UUID(id)); 262 m_notFoundAssetUuids.Add(new UUID(id));
267 } 263 }
268 264
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index c303d6d..35f47d2 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using System.Reflection; 31using System.Reflection;
32using System.Security; 32using System.Security;
33using System.Timers;
33using log4net; 34using log4net;
34using Mono.Addins; 35using Mono.Addins;
35using Nini.Config; 36using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 48
48 private delegate void LookupUUIDS(List<UUID> uuidLst); 49 private delegate void LookupUUIDS(List<UUID> uuidLst);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -246,6 +257,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
246 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
247 if (restartModule != null) 258 if (restartModule != null)
248 { 259 {
260 if (timeInSeconds == -1)
261 {
262 restartModule.AbortRestart("Restart aborted by region manager");
263 return;
264 }
265
249 List<int> times = new List<int>(); 266 List<int> times = new List<int>();
250 while (timeInSeconds > 0) 267 while (timeInSeconds > 0)
251 { 268 {
@@ -258,7 +275,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
258 timeInSeconds -= 15; 275 timeInSeconds -= 15;
259 } 276 }
260 277
261 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 278 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
262 } 279 }
263 } 280 }
264 281
@@ -466,7 +483,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
466 { 483 {
467 if (!s.IsChildAgent) 484 if (!s.IsChildAgent)
468 { 485 {
469 Scene.TeleportClientHome(user, s.ControllingClient); 486 if (!Scene.TeleportClientHome(user, s.ControllingClient))
487 {
488 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
489 s.ControllingClient.Close();
490 }
470 } 491 }
471 } 492 }
472 493
@@ -475,7 +496,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
475 { 496 {
476 remote_client.SendAlertMessage("User is already on the region ban list"); 497 remote_client.SendAlertMessage("User is already on the region ban list");
477 } 498 }
478 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 499 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
479 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 500 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
480 } 501 }
481 else 502 else
@@ -530,7 +551,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
530 remote_client.SendAlertMessage("User is not on the region ban list"); 551 remote_client.SendAlertMessage("User is not on the region ban list");
531 } 552 }
532 553
533 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 554 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
534 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 555 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
535 } 556 }
536 else 557 else
@@ -695,7 +716,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
695 ScenePresence s = Scene.GetScenePresence(prey); 716 ScenePresence s = Scene.GetScenePresence(prey);
696 if (s != null) 717 if (s != null)
697 { 718 {
698 Scene.TeleportClientHome(prey, s.ControllingClient); 719 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
720 {
721 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
722 s.ControllingClient.Close();
723 }
699 } 724 }
700 } 725 }
701 } 726 }
@@ -713,7 +738,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
713 // Also make sure they are actually in the region 738 // Also make sure they are actually in the region
714 ScenePresence p; 739 ScenePresence p;
715 if(Scene.TryGetScenePresence(client.AgentId, out p)) 740 if(Scene.TryGetScenePresence(client.AgentId, out p))
716 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 741 {
742 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
743 {
744 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
745 p.ControllingClient.Close();
746 }
747 }
717 } 748 }
718 }); 749 });
719 } 750 }
@@ -957,7 +988,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
957 988
958 for (int i = 0; i < uuidarr.Length; i++) 989 for (int i = 0; i < uuidarr.Length; i++)
959 { 990 {
960 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 991 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
961 992
962 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 993 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
963 if (userManager != null) 994 if (userManager != null)
@@ -1098,6 +1129,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1098 1129
1099 public void AddRegion(Scene scene) 1130 public void AddRegion(Scene scene)
1100 { 1131 {
1132 m_regionChangeTimer.AutoReset = false;
1133 m_regionChangeTimer.Interval = 2000;
1134 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1135
1101 Scene = scene; 1136 Scene = scene;
1102 Scene.RegisterModuleInterface<IEstateModule>(this); 1137 Scene.RegisterModuleInterface<IEstateModule>(this);
1103 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1138 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1148,7 +1183,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1148 1183
1149 private void EventManager_OnNewClient(IClientAPI client) 1184 private void EventManager_OnNewClient(IClientAPI client)
1150 { 1185 {
1151 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1186 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1152 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1187 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1153// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1188// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1154 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1189 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1200,6 +1235,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1200 flags |= RegionFlags.AllowParcelChanges; 1235 flags |= RegionFlags.AllowParcelChanges;
1201 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1236 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1202 flags |= RegionFlags.BlockParcelSearch; 1237 flags |= RegionFlags.BlockParcelSearch;
1238 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1239 flags |= (RegionFlags)(1 << 11);
1240 if (Scene.RegionInfo.RegionSettings.Casino)
1241 flags |= (RegionFlags)(1 << 10);
1203 1242
1204 if (Scene.RegionInfo.RegionSettings.FixedSun) 1243 if (Scene.RegionInfo.RegionSettings.FixedSun)
1205 flags |= RegionFlags.SunFixed; 1244 flags |= RegionFlags.SunFixed;
@@ -1207,11 +1246,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1207 flags |= RegionFlags.Sandbox; 1246 flags |= RegionFlags.Sandbox;
1208 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1247 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1209 flags |= RegionFlags.AllowVoice; 1248 flags |= RegionFlags.AllowVoice;
1249 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1250 flags |= RegionFlags.AllowLandmark;
1251 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1252 flags |= RegionFlags.AllowSetHome;
1253 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1254 flags |= RegionFlags.BlockDwell;
1255 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1256 flags |= RegionFlags.ResetHomeOnTeleport;
1210 1257
1211 // Fudge these to always on, so the menu options activate
1212 //
1213 flags |= RegionFlags.AllowLandmark;
1214 flags |= RegionFlags.AllowSetHome;
1215 1258
1216 // TODO: SkipUpdateInterestList 1259 // TODO: SkipUpdateInterestList
1217 1260
@@ -1252,6 +1295,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1252 flags |= RegionFlags.ResetHomeOnTeleport; 1295 flags |= RegionFlags.ResetHomeOnTeleport;
1253 if (Scene.RegionInfo.EstateSettings.TaxFree) 1296 if (Scene.RegionInfo.EstateSettings.TaxFree)
1254 flags |= RegionFlags.TaxFree; 1297 flags |= RegionFlags.TaxFree;
1298 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1299 flags |= RegionFlags.AllowLandmark;
1300 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1301 flags |= RegionFlags.AllowParcelChanges;
1302 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1303 flags |= RegionFlags.AllowSetHome;
1255 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1304 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1256 flags |= (RegionFlags)(1 << 30); 1305 flags |= (RegionFlags)(1 << 30);
1257 1306
@@ -1272,6 +1321,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1272 1321
1273 public void TriggerRegionInfoChange() 1322 public void TriggerRegionInfoChange()
1274 { 1323 {
1324 m_regionChangeTimer.Stop();
1325 m_regionChangeTimer.Start();
1326 }
1327
1328 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1329 {
1275 ChangeDelegate change = OnRegionInfoChange; 1330 ChangeDelegate change = OnRegionInfoChange;
1276 1331
1277 if (change != null) 1332 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index f6d4b40..0f83d82 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1375,18 +1321,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1321
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1322 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1323 {
1378 for (int i = 0; i < data.Count; i++) 1324 lock (m_landList)
1379 { 1325 {
1380 IncomingLandObjectFromStorage(data[i]); 1326 //Remove all the land objects in the sim and then process our new data
1327 foreach (int n in m_landList.Keys)
1328 {
1329 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1330 }
1331 m_landIDList.Initialize();
1332 m_landList.Clear();
1333
1334 for (int i = 0; i < data.Count; i++)
1335 {
1336 IncomingLandObjectFromStorage(data[i]);
1337 }
1381 } 1338 }
1382 } 1339 }
1383 1340
1384 public void IncomingLandObjectFromStorage(LandData data) 1341 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1342 {
1343
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1344 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1345 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1346 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1347 AddLandObject(new_land);
1348 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1349 }
1391 1350
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1351 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1664,6 +1623,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1664 1623
1665 UpdateLandObject(localID, land.LandData); 1624 UpdateLandObject(localID, land.LandData);
1666 } 1625 }
1626
1627 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1628 {
1629 ILandObject land = null;
1630 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1631 foreach (ILandObject landObject in Land)
1632 {
1633 if (landObject.LandData.LocalID == landID)
1634 {
1635 land = landObject;
1636 }
1637 }
1638 land.DeedToGroup(DefaultGodParcelGroup);
1639 land.LandData.Name = DefaultGodParcelName;
1640 land.SendLandUpdateToAvatarsOverMe();
1641 }
1642
1643 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1644 {
1645 ScenePresence SP;
1646 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1647 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1648 if (SP.UserLevel != 0)
1649 {
1650 if (flags == 0) //All parcels, scripted or not
1651 {
1652 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1653 {
1654 if (e.OwnerID == targetID)
1655 {
1656 returns.Add(e);
1657 }
1658 }
1659 );
1660 }
1661 if (flags == 4) //All parcels, scripted object
1662 {
1663 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1664 {
1665 if (e.OwnerID == targetID)
1666 {
1667 if (e.scriptScore >= 0.01)
1668 {
1669 returns.Add(e);
1670 }
1671 }
1672 }
1673 );
1674 }
1675 if (flags == 4) //not target parcel, scripted object
1676 {
1677 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1678 {
1679 if (e.OwnerID == targetID)
1680 {
1681 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1682 if (landobject.LandData.OwnerID != e.OwnerID)
1683 {
1684 if (e.scriptScore >= 0.01)
1685 {
1686 returns.Add(e);
1687 }
1688 }
1689 }
1690 }
1691 );
1692 }
1693 foreach (SceneObjectGroup ol in returns)
1694 {
1695 ReturnObject(ol, client);
1696 }
1697 }
1698 }
1699 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1700 {
1701 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1702 objs[0] = obj;
1703 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1704 }
1705
1706 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1707
1708 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1709 {
1710 ScenePresence targetAvatar = null;
1711 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1712 ScenePresence parcelManager = null;
1713 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1714 System.Threading.Timer Timer;
1715
1716 if (targetAvatar.UserLevel == 0)
1717 {
1718 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1719 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1720 return;
1721 if (flags == 0)
1722 {
1723 targetAvatar.AllowMovement = false;
1724 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1725 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1726 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1727 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1728 Timers.Add(targetAvatar.UUID, Timer);
1729 }
1730 else
1731 {
1732 targetAvatar.AllowMovement = true;
1733 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1735 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1736 Timers.Remove(targetAvatar.UUID);
1737 Timer.Dispose();
1738 }
1739 }
1740 }
1741 private void OnEndParcelFrozen(object avatar)
1742 {
1743 ScenePresence targetAvatar = (ScenePresence)avatar;
1744 targetAvatar.AllowMovement = true;
1745 System.Threading.Timer Timer;
1746 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1747 Timers.Remove(targetAvatar.UUID);
1748 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1749 }
1750
1751
1752 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1753 {
1754 ScenePresence targetAvatar = null;
1755 ScenePresence parcelManager = null;
1756
1757 // Must have presences
1758 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1759 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1760 return;
1761
1762 // Cannot eject estate managers or gods
1763 if (m_scene.Permissions.IsAdministrator(target))
1764 return;
1765
1766 // Check if you even have permission to do this
1767 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1768 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1769 !m_scene.Permissions.IsAdministrator(client.AgentId))
1770 return;
1771
1772 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1773
1774 targetAvatar.TeleportWithMomentum(pos);
1775 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1776 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1777
1778 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1779 {
1780 LandAccessEntry entry = new LandAccessEntry();
1781 entry.AgentID = targetAvatar.UUID;
1782 entry.Flags = AccessList.Ban;
1783 entry.Expires = 0; // Perm
1784
1785 land.LandData.ParcelAccessList.Add(entry);
1786 }
1787 }
1667 1788
1668 protected void InstallInterfaces() 1789 protected void InstallInterfaces()
1669 { 1790 {
@@ -1726,5 +1847,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1726 1847
1727 MainConsole.Instance.Output(report.ToString()); 1848 MainConsole.Instance.Output(report.ToString());
1728 } 1849 }
1850
1851 public void EnforceBans(ILandObject land, ScenePresence avatar)
1852 {
1853 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1854 return;
1855
1856 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1857 {
1858 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1859 {
1860 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1861 if (pos == null)
1862 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1863 else
1864 ForceAvatarToPosition(avatar, (Vector3)pos);
1865 }
1866 else
1867 {
1868 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1869 }
1870 }
1871 }
1729 } 1872 }
1730} 1873}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index cc42f7f..02a163f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,27 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((long)LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * (long)m_scene.RegionInfo.ObjectCapacity
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536L);
197 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
198 return parcelMax;
199 }
200 }
201
202 private int GetParcelBasePrimCount()
203 {
204 if (overrideParcelMaxPrimCount != null)
205 {
206 return overrideParcelMaxPrimCount(this);
207 }
208 else
209 {
210 // Normal Calculations
211 int parcelMax = (int)((long)LandData.Area
212 * (long)m_scene.RegionInfo.ObjectCapacity
213 / 65536L);
197 return parcelMax; 214 return parcelMax;
198 } 215 }
199 } 216 }
@@ -207,8 +224,9 @@ namespace OpenSim.Region.CoreModules.World.Land
207 else 224 else
208 { 225 {
209 //Normal Calculations 226 //Normal Calculations
210 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 227 int simMax = (int)((long)LandData.SimwideArea
211 * (float)m_scene.RegionInfo.ObjectCapacity); 228 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
229 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
212 return simMax; 230 return simMax;
213 } 231 }
214 } 232 }
@@ -245,7 +263,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 263 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 264 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 265 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 266 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 267 GetSimulatorMaxPrimCount(), regionFlags);
250 } 268 }
251 269
@@ -305,7 +323,7 @@ namespace OpenSim.Region.CoreModules.World.Land
305 323
306 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 324 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
307 ParcelFlags.AllowPublish | 325 ParcelFlags.AllowPublish |
308 ParcelFlags.MaturePublish); 326 ParcelFlags.MaturePublish) | (uint)(1 << 23);
309 } 327 }
310 328
311 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 329 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -417,6 +435,37 @@ namespace OpenSim.Region.CoreModules.World.Land
417 return false; 435 return false;
418 } 436 }
419 437
438 public bool HasGroupAccess(UUID avatar)
439 {
440 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
441 {
442 ScenePresence sp;
443 if (!m_scene.TryGetScenePresence(avatar, out sp))
444 {
445 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
446 if (groupsModule == null)
447 return false;
448
449 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
450 if (membership == null || membership.Length == 0)
451 return false;
452
453 foreach (GroupMembershipData d in membership)
454 {
455 if (d.GroupID == LandData.GroupID)
456 return true;
457 }
458 return false;
459 }
460
461 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
462 return false;
463
464 return true;
465 }
466 return false;
467 }
468
420 public bool IsBannedFromLand(UUID avatar) 469 public bool IsBannedFromLand(UUID avatar)
421 { 470 {
422 ExpireAccessList(); 471 ExpireAccessList();
@@ -469,9 +518,13 @@ namespace OpenSim.Region.CoreModules.World.Land
469 return false; 518 return false;
470 }) == -1) 519 }) == -1)
471 { 520 {
472 return true; 521 if (!HasGroupAccess(avatar))
522 {
523 return true;
524 }
473 } 525 }
474 } 526 }
527
475 return false; 528 return false;
476 } 529 }
477 530
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7023984..df9bad1 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
363 363
364 public string Name 364 public string Name
365 { 365 {
366 get { return "PermissionsModule"; } 366 get { return "DefaultPermissionsModule"; }
367 } 367 }
368 368
369 public bool IsSharedModule 369 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index 0f37ddd..86821c6 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cf000a4..4805ccb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -606,6 +606,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
607 m_scene.SaveTerrain(); 607 m_scene.SaveTerrain();
608 608
609 m_scene.EventManager.TriggerTerrainUpdate();
610
609 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 611 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
610 //m_scene.CreateTerrainTexture(true); 612 //m_scene.CreateTerrainTexture(true);
611 } 613 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 657975b..f9384e9 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -96,10 +96,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
96 96
97 // try to fetch from GridServer 97 // try to fetch from GridServer
98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
99 if (regionInfos.Count == 0) 99// if (regionInfos.Count == 0)
100 remoteClient.SendAlertMessage("Hyperlink could not be established."); 100// remoteClient.SendAlertMessage("Hyperlink could not be established.");
101 101
102 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 102 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
103 List<MapBlockData> blocks = new List<MapBlockData>(); 103 List<MapBlockData> blocks = new List<MapBlockData>();
104 104
105 MapBlockData data; 105 MapBlockData data;
@@ -128,7 +128,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
128 data.Agents = 0; 128 data.Agents = 0;
129 data.Access = 255; 129 data.Access = 255;
130 data.MapImageId = UUID.Zero; 130 data.MapImageId = UUID.Zero;
131 data.Name = ""; // mapName; 131 data.Name = mapName;
132 data.RegionFlags = 0; 132 data.RegionFlags = 0;
133 data.WaterHeight = 0; // not used 133 data.WaterHeight = 0; // not used
134 data.X = 0; 134 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 74b047b..548ff91 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1240,7 +1240,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1240 } 1240 }
1241 else 1241 else
1242 { 1242 {
1243 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1243 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1245 { 1245 {
1246 OSDMap responsemapdata = new OSDMap(); 1246 OSDMap responsemapdata = new OSDMap();
@@ -1459,9 +1459,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1459 Color background = Color.FromArgb(0, 0, 0, 0); 1459 Color background = Color.FromArgb(0, 0, 0, 0);
1460 SolidBrush transparent = new SolidBrush(background); 1460 SolidBrush transparent = new SolidBrush(background);
1461 Graphics g = Graphics.FromImage(overlay); 1461 Graphics g = Graphics.FromImage(overlay);
1462 g.FillRectangle(transparent, 0, 0, 256, 256); 1462 g.FillRectangle(transparent, 0, 0, 255, 255);
1463 1463
1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1465 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1465 1466
1466 foreach (ILandObject land in parcels) 1467 foreach (ILandObject land in parcels)
1467 { 1468 {
@@ -1470,7 +1471,41 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1470 { 1471 {
1471 landForSale = true; 1472 landForSale = true;
1472 1473
1473 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1474 bool[,] landBitmap = land.GetLandBitmap();
1475
1476 for (int x = 0 ; x < 64 ; x++)
1477 {
1478 for (int y = 0 ; y < 64 ; y++)
1479 {
1480 if (landBitmap[x, y])
1481 {
1482 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1483
1484 if (x > 0)
1485 {
1486 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1487 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1488 }
1489 if (y > 0)
1490 {
1491 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1492 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1493 }
1494 if (x < 63)
1495 {
1496 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1497 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1498 }
1499 if (y < 63)
1500 {
1501 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1502 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1503 }
1504 }
1505 }
1506 }
1507
1508 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1474 } 1509 }
1475 } 1510 }
1476 1511
@@ -1482,15 +1517,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1482 1517
1483 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName); 1518 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName);
1484 1519
1485 for (int x = 0 ; x < 64 ; x++)
1486 {
1487 for (int y = 0 ; y < 64 ; y++)
1488 {
1489 if (saleBitmap[x, y])
1490 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1491 }
1492 }
1493
1494 try 1520 try
1495 { 1521 {
1496 return OpenJPEG.EncodeFromImage(overlay, true); 1522 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 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 System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..76f1641 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,16 +35,18 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 42 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 43 Vector3 lookAt, uint teleportFlags);
42 44
45 bool TeleportHome(UUID id, IClientAPI client);
46
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 47 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 48 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 49
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 50 bool Cross(ScenePresence agent, bool isFlying);
49 51
50 void AgentArrivedAtDestination(UUID agent); 52 void AgentArrivedAtDestination(UUID agent);
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
53 55
54 void EnableChildAgent(ScenePresence agent, GridRegion region); 56 void EnableChildAgent(ScenePresence agent, GridRegion region);
55 57
58 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
59
56 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 60 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
61
62 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
63
57 } 64 }
58 65
59 public interface IUserAgentVerificationModule 66 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
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/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 18c45dd..2d6758b 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -68,6 +68,8 @@ namespace OpenSim.Region.Framework.Interfaces
68 68
69 ArrayList GetScriptErrors(UUID itemID); 69 ArrayList GetScriptErrors(UUID itemID);
70 70
71 bool HasScript(UUID itemID, out bool running);
72
71 void SaveAllState(); 73 void SaveAllState();
72 74
73 /// <summary> 75 /// <summary>
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/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 569c235..9fcd5fe 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -852,6 +856,26 @@ namespace OpenSim.Region.Framework.Scenes
852 } 856 }
853 } 857 }
854 } 858 }
859 public void TriggerTerrainUpdate()
860 {
861 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
862 if (handlerTerrainUpdate != null)
863 {
864 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
865 {
866 try
867 {
868 d();
869 }
870 catch (Exception e)
871 {
872 m_log.ErrorFormat(
873 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
874 e.Message, e.StackTrace);
875 }
876 }
877 }
878 }
855 879
856 public void TriggerTerrainTick() 880 public void TriggerTerrainTick()
857 { 881 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
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 OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 23f39a8..719c300 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 268
287 // Tell anyone managing scripts that a script has been reloaded/changed 269 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -349,6 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
349 331
350 if (UUID.Zero == transactionID) 332 if (UUID.Zero == transactionID)
351 { 333 {
334 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
352 item.Name = itemUpd.Name; 335 item.Name = itemUpd.Name;
353 item.Description = itemUpd.Description; 336 item.Description = itemUpd.Description;
354 337
@@ -736,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
736 return; 719 return;
737 } 720 }
738 721
722 if (newName == null) newName = item.Name;
723
739 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 724 AssetBase asset = AssetService.Get(item.AssetID.ToString());
740 725
741 if (asset != null) 726 if (asset != null)
@@ -792,6 +777,24 @@ namespace OpenSim.Region.Framework.Scenes
792 } 777 }
793 778
794 /// <summary> 779 /// <summary>
780 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
781 /// </summary>
782 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
783 {
784 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
785 foreach (InventoryItemBase b in items)
786 {
787 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
788 InventoryItemBase n = InventoryService.GetItem(b);
789 n.Folder = destfolder;
790 moveitems.Add(n);
791 remoteClient.SendInventoryItemCreateUpdate(n, 0);
792 }
793
794 MoveInventoryItem(remoteClient, moveitems);
795 }
796
797 /// <summary>
795 /// Move an item within the agent's inventory. 798 /// Move an item within the agent's inventory.
796 /// </summary> 799 /// </summary>
797 /// <param name="remoteClient"></param> 800 /// <param name="remoteClient"></param>
@@ -1134,6 +1137,10 @@ namespace OpenSim.Region.Framework.Scenes
1134 { 1137 {
1135 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1138 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1136 1139
1140 // Can't move a null item
1141 if (itemId == UUID.Zero)
1142 return;
1143
1137 if (null == part) 1144 if (null == part)
1138 { 1145 {
1139 m_log.WarnFormat( 1146 m_log.WarnFormat(
@@ -1243,6 +1250,10 @@ namespace OpenSim.Region.Framework.Scenes
1243 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1250 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1244 return; 1251 return;
1245 1252
1253 bool overrideNoMod = false;
1254 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1255 overrideNoMod = true;
1256
1246 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1257 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1247 { 1258 {
1248 // object cannot copy items to an object owned by a different owner 1259 // object cannot copy items to an object owned by a different owner
@@ -1252,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes
1252 } 1263 }
1253 1264
1254 // must have both move and modify permission to put an item in an object 1265 // must have both move and modify permission to put an item in an object
1255 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1266 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1256 { 1267 {
1257 return; 1268 return;
1258 } 1269 }
@@ -1311,6 +1322,14 @@ namespace OpenSim.Region.Framework.Scenes
1311 1322
1312 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1323 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1313 { 1324 {
1325 SceneObjectPart destPart = GetSceneObjectPart(destID);
1326 if (destPart != null) // Move into a prim
1327 {
1328 foreach(UUID itemID in items)
1329 MoveTaskInventoryItem(destID, host, itemID);
1330 return destID; // Prim folder ID == prim ID
1331 }
1332
1314 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1315 1334
1316 UUID newFolderID = UUID.Random(); 1335 UUID newFolderID = UUID.Random();
@@ -1496,12 +1515,12 @@ namespace OpenSim.Region.Framework.Scenes
1496 agentTransactions.HandleTaskItemUpdateFromTransaction( 1515 agentTransactions.HandleTaskItemUpdateFromTransaction(
1497 remoteClient, part, transactionID, currentItem); 1516 remoteClient, part, transactionID, currentItem);
1498 1517
1499 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1518// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1500 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1519// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1501 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1520// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1502 remoteClient.SendAgentAlertMessage("Script saved", false); 1521// remoteClient.SendAgentAlertMessage("Script saved", false);
1503 else 1522// else
1504 remoteClient.SendAgentAlertMessage("Item saved", false); 1523// remoteClient.SendAgentAlertMessage("Item saved", false);
1505 } 1524 }
1506 } 1525 }
1507 1526
@@ -1685,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1685 } 1704 }
1686 1705
1687 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1706 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1688 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1707 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1689 agentID); 1708 agentID);
1690 AssetService.Store(asset); 1709 AssetService.Store(asset);
1691 1710
@@ -1841,23 +1860,32 @@ namespace OpenSim.Region.Framework.Scenes
1841 // build a list of eligible objects 1860 // build a list of eligible objects
1842 List<uint> deleteIDs = new List<uint>(); 1861 List<uint> deleteIDs = new List<uint>();
1843 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1862 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1844 1863 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1845 // Start with true for both, then remove the flags if objects
1846 // that we can't derez are part of the selection
1847 bool permissionToTake = true;
1848 bool permissionToTakeCopy = true;
1849 bool permissionToDelete = true;
1850 1864
1851 foreach (uint localID in localIDs) 1865 foreach (uint localID in localIDs)
1852 { 1866 {
1867 // Start with true for both, then remove the flags if objects
1868 // that we can't derez are part of the selection
1869 bool permissionToTake = true;
1870 bool permissionToTakeCopy = true;
1871 bool permissionToDelete = true;
1872
1853 // Invalid id 1873 // Invalid id
1854 SceneObjectPart part = GetSceneObjectPart(localID); 1874 SceneObjectPart part = GetSceneObjectPart(localID);
1855 if (part == null) 1875 if (part == null)
1876 {
1877 //Client still thinks the object exists, kill it
1878 deleteIDs.Add(localID);
1856 continue; 1879 continue;
1880 }
1857 1881
1858 // Already deleted by someone else 1882 // Already deleted by someone else
1859 if (part.ParentGroup.IsDeleted) 1883 if (part.ParentGroup.IsDeleted)
1884 {
1885 //Client still thinks the object exists, kill it
1886 deleteIDs.Add(localID);
1860 continue; 1887 continue;
1888 }
1861 1889
1862 // Can't delete child prims 1890 // Can't delete child prims
1863 if (part != part.ParentGroup.RootPart) 1891 if (part != part.ParentGroup.RootPart)
@@ -1865,9 +1893,6 @@ namespace OpenSim.Region.Framework.Scenes
1865 1893
1866 SceneObjectGroup grp = part.ParentGroup; 1894 SceneObjectGroup grp = part.ParentGroup;
1867 1895
1868 deleteIDs.Add(localID);
1869 deleteGroups.Add(grp);
1870
1871 if (remoteClient == null) 1896 if (remoteClient == null)
1872 { 1897 {
1873 // Autoreturn has a null client. Nothing else does. So 1898 // Autoreturn has a null client. Nothing else does. So
@@ -1884,83 +1909,195 @@ namespace OpenSim.Region.Framework.Scenes
1884 } 1909 }
1885 else 1910 else
1886 { 1911 {
1887 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1912 if (action == DeRezAction.TakeCopy)
1913 {
1914 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1915 permissionToTakeCopy = false;
1916 }
1917 else
1918 {
1888 permissionToTakeCopy = false; 1919 permissionToTakeCopy = false;
1889 1920 }
1890 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1921 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1891 permissionToTake = false; 1922 permissionToTake = false;
1892 1923
1893 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1924 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1894 permissionToDelete = false; 1925 permissionToDelete = false;
1895 } 1926 }
1896 }
1897 1927
1898 // Handle god perms 1928 // Handle god perms
1899 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1929 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1900 { 1930 {
1901 permissionToTake = true; 1931 permissionToTake = true;
1902 permissionToTakeCopy = true; 1932 permissionToTakeCopy = true;
1903 permissionToDelete = true; 1933 permissionToDelete = true;
1904 } 1934 }
1905 1935
1906 // If we're re-saving, we don't even want to delete 1936 // If we're re-saving, we don't even want to delete
1907 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1937 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1908 permissionToDelete = false; 1938 permissionToDelete = false;
1909 1939
1910 // if we want to take a copy, we also don't want to delete 1940 // if we want to take a copy, we also don't want to delete
1911 // Note: after this point, the permissionToTakeCopy flag 1941 // Note: after this point, the permissionToTakeCopy flag
1912 // becomes irrelevant. It already includes the permissionToTake 1942 // becomes irrelevant. It already includes the permissionToTake
1913 // permission and after excluding no copy items here, we can 1943 // permission and after excluding no copy items here, we can
1914 // just use that. 1944 // just use that.
1915 if (action == DeRezAction.TakeCopy) 1945 if (action == DeRezAction.TakeCopy)
1916 { 1946 {
1917 // If we don't have permission, stop right here 1947 // If we don't have permission, stop right here
1918 if (!permissionToTakeCopy) 1948 if (!permissionToTakeCopy)
1919 return; 1949 return;
1920 1950
1921 permissionToTake = true; 1951 permissionToTake = true;
1922 // Don't delete 1952 // Don't delete
1923 permissionToDelete = false; 1953 permissionToDelete = false;
1924 } 1954 }
1925 1955
1926 if (action == DeRezAction.Return) 1956 if (action == DeRezAction.Return)
1927 {
1928 if (remoteClient != null)
1929 { 1957 {
1930 if (Permissions.CanReturnObjects( 1958 if (remoteClient != null)
1931 null,
1932 remoteClient.AgentId,
1933 deleteGroups))
1934 { 1959 {
1935 permissionToTake = true; 1960 if (Permissions.CanReturnObjects(
1936 permissionToDelete = true; 1961 null,
1937 1962 remoteClient.AgentId,
1938 foreach (SceneObjectGroup g in deleteGroups) 1963 deleteGroups))
1939 { 1964 {
1940 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1965 permissionToTake = true;
1966 permissionToDelete = true;
1967
1968 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1941 } 1969 }
1942 } 1970 }
1971 else // Auto return passes through here with null agent
1972 {
1973 permissionToTake = true;
1974 permissionToDelete = true;
1975 }
1943 } 1976 }
1944 else // Auto return passes through here with null agent 1977
1978 if (permissionToTake && (!permissionToDelete))
1979 takeGroups.Add(grp);
1980
1981 if (permissionToDelete)
1945 { 1982 {
1946 permissionToTake = true; 1983 if (permissionToTake)
1947 permissionToDelete = true; 1984 deleteGroups.Add(grp);
1985 deleteIDs.Add(grp.LocalId);
1948 } 1986 }
1949 } 1987 }
1950 1988
1951 if (permissionToTake) 1989 SendKillObject(deleteIDs);
1990
1991 if (deleteGroups.Count > 0)
1952 { 1992 {
1993 foreach (SceneObjectGroup g in deleteGroups)
1994 deleteIDs.Remove(g.LocalId);
1995
1953 m_asyncSceneObjectDeleter.DeleteToInventory( 1996 m_asyncSceneObjectDeleter.DeleteToInventory(
1954 action, destinationID, deleteGroups, remoteClient, 1997 action, destinationID, deleteGroups, remoteClient,
1955 permissionToDelete); 1998 true);
1999 }
2000 if (takeGroups.Count > 0)
2001 {
2002 m_asyncSceneObjectDeleter.DeleteToInventory(
2003 action, destinationID, takeGroups, remoteClient,
2004 false);
1956 } 2005 }
1957 else if (permissionToDelete) 2006 if (deleteIDs.Count > 0)
1958 { 2007 {
1959 foreach (SceneObjectGroup g in deleteGroups) 2008 foreach (SceneObjectGroup g in deleteGroups)
1960 DeleteSceneObject(g, false); 2009 DeleteSceneObject(g, true);
1961 } 2010 }
1962 } 2011 }
1963 2012
2013 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2014 {
2015 itemID = UUID.Zero;
2016 if (grp != null)
2017 {
2018 Vector3 inventoryStoredPosition = new Vector3
2019 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2020 ? 250
2021 : grp.AbsolutePosition.X)
2022 ,
2023 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2024 ? 250
2025 : grp.AbsolutePosition.X,
2026 grp.AbsolutePosition.Z);
2027
2028 Vector3 originalPosition = grp.AbsolutePosition;
2029
2030 grp.AbsolutePosition = inventoryStoredPosition;
2031
2032 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2033
2034 grp.AbsolutePosition = originalPosition;
2035
2036 AssetBase asset = CreateAsset(
2037 grp.GetPartName(grp.LocalId),
2038 grp.GetPartDescription(grp.LocalId),
2039 (sbyte)AssetType.Object,
2040 Utils.StringToBytes(sceneObjectXml),
2041 remoteClient.AgentId);
2042 AssetService.Store(asset);
2043
2044 InventoryItemBase item = new InventoryItemBase();
2045 item.CreatorId = grp.RootPart.CreatorID.ToString();
2046 item.CreatorData = grp.RootPart.CreatorData;
2047 item.Owner = remoteClient.AgentId;
2048 item.ID = UUID.Random();
2049 item.AssetID = asset.FullID;
2050 item.Description = asset.Description;
2051 item.Name = asset.Name;
2052 item.AssetType = asset.Type;
2053 item.InvType = (int)InventoryType.Object;
2054
2055 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2056 if (folder != null)
2057 item.Folder = folder.ID;
2058 else // oopsies
2059 item.Folder = UUID.Zero;
2060
2061 // Set up base perms properly
2062 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2063 permsBase &= grp.RootPart.BaseMask;
2064 permsBase |= (uint)PermissionMask.Move;
2065
2066 // Make sure we don't lock it
2067 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2068
2069 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2070 {
2071 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2072 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2073 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2074 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2075 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2076 }
2077 else
2078 {
2079 item.BasePermissions = permsBase;
2080 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2081 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2082 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2083 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2084 }
2085 item.CreationDate = Util.UnixTimeSinceEpoch();
2086
2087 // sets itemID so client can show item as 'attached' in inventory
2088 grp.SetFromItemID(item.ID);
2089
2090 if (AddInventoryItem(item))
2091 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2092 else
2093 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2094
2095 itemID = item.ID;
2096 return item.AssetID;
2097 }
2098 return UUID.Zero;
2099 }
2100
1964 /// <summary> 2101 /// <summary>
1965 /// Event Handler Rez an object into a scene 2102 /// Event Handler Rez an object into a scene
1966 /// Calls the non-void event handler 2103 /// Calls the non-void event handler
@@ -2087,6 +2224,9 @@ namespace OpenSim.Region.Framework.Scenes
2087 2224
2088 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2225 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2089 { 2226 {
2227 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2228 return;
2229
2090 SceneObjectPart part = GetSceneObjectPart(objectID); 2230 SceneObjectPart part = GetSceneObjectPart(objectID);
2091 if (part == null) 2231 if (part == null)
2092 return; 2232 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..bf2e775 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -346,7 +346,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 347
348 if (accounts == null) 348 if (accounts == null)
349 {
350 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 351 return;
352 }
350 353
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 354 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 355 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9bca654..108f3c8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,11 +218,14 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
228 private int m_hbRestarts = 0;
222 229
223 private object m_deleting_scene_object = new object(); 230 private object m_deleting_scene_object = new object();
224 231
@@ -265,6 +272,19 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return m_sceneGridService; } 272 get { return m_sceneGridService; }
266 } 273 }
267 274
275 public ISnmpModule SnmpService
276 {
277 get
278 {
279 if (m_snmpService == null)
280 {
281 m_snmpService = RequestModuleInterface<ISnmpModule>();
282 }
283
284 return m_snmpService;
285 }
286 }
287
268 public ISimulationDataService SimulationDataService 288 public ISimulationDataService SimulationDataService
269 { 289 {
270 get 290 get
@@ -546,6 +566,9 @@ namespace OpenSim.Region.Framework.Scenes
546 m_EstateDataService = estateDataService; 566 m_EstateDataService = estateDataService;
547 m_regionHandle = m_regInfo.RegionHandle; 567 m_regionHandle = m_regInfo.RegionHandle;
548 m_regionName = m_regInfo.RegionName; 568 m_regionName = m_regInfo.RegionName;
569 m_lastUpdate = Util.EnvironmentTickCount();
570 m_lastIncoming = 0;
571 m_lastOutgoing = 0;
549 572
550 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 573 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
551 m_asyncSceneObjectDeleter.Enabled = true; 574 m_asyncSceneObjectDeleter.Enabled = true;
@@ -677,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
677 m_persistAfter *= 10000000; 700 m_persistAfter *= 10000000;
678 701
679 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 702 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
703 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
680 704
681 IConfig packetConfig = m_config.Configs["PacketPool"]; 705 IConfig packetConfig = m_config.Configs["PacketPool"];
682 if (packetConfig != null) 706 if (packetConfig != null)
@@ -686,6 +710,8 @@ namespace OpenSim.Region.Framework.Scenes
686 } 710 }
687 711
688 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 712 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
713 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
714 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
689 715
690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
691 if (m_generateMaptiles) 717 if (m_generateMaptiles)
@@ -721,9 +747,9 @@ namespace OpenSim.Region.Framework.Scenes
721 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 747 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
722 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 748 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
723 } 749 }
724 catch 750 catch (Exception e)
725 { 751 {
726 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 752 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
727 } 753 }
728 754
729 #endregion Region Config 755 #endregion Region Config
@@ -1133,7 +1159,22 @@ namespace OpenSim.Region.Framework.Scenes
1133 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1159 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1134 if (HeartbeatThread != null) 1160 if (HeartbeatThread != null)
1135 { 1161 {
1162 m_hbRestarts++;
1163 if(m_hbRestarts > 10)
1164 Environment.Exit(1);
1165 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1166
1167//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1168//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1169//proc.EnableRaisingEvents=false;
1170//proc.StartInfo.FileName = "/bin/kill";
1171//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1172//proc.Start();
1173//proc.WaitForExit();
1174//Thread.Sleep(1000);
1175//Environment.Exit(1);
1136 HeartbeatThread.Abort(); 1176 HeartbeatThread.Abort();
1177 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1137 HeartbeatThread = null; 1178 HeartbeatThread = null;
1138 } 1179 }
1139 m_lastUpdate = Util.EnvironmentTickCount(); 1180 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1187,9 +1228,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 1228
1188 while (!shuttingdown) 1229 while (!shuttingdown)
1189 Update(); 1230 Update();
1190
1191 m_lastUpdate = Util.EnvironmentTickCount();
1192 m_firstHeartbeat = false;
1193 } 1231 }
1194 catch (ThreadAbortException) 1232 catch (ThreadAbortException)
1195 { 1233 {
@@ -1287,6 +1325,13 @@ namespace OpenSim.Region.Framework.Scenes
1287 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1325 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1288 } 1326 }
1289 1327
1328 // if (Frame % m_update_land == 0)
1329 // {
1330 // int ldMS = Util.EnvironmentTickCount();
1331 // UpdateLand();
1332 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1333 // }
1334
1290 if (Frame % m_update_backup == 0) 1335 if (Frame % m_update_backup == 0)
1291 { 1336 {
1292 int backMS = Util.EnvironmentTickCount(); 1337 int backMS = Util.EnvironmentTickCount();
@@ -1380,12 +1425,16 @@ namespace OpenSim.Region.Framework.Scenes
1380 maintc = Util.EnvironmentTickCountSubtract(maintc); 1425 maintc = Util.EnvironmentTickCountSubtract(maintc);
1381 maintc = (int)(MinFrameTime * 1000) - maintc; 1426 maintc = (int)(MinFrameTime * 1000) - maintc;
1382 1427
1428
1429 m_lastUpdate = Util.EnvironmentTickCount();
1430 m_firstHeartbeat = false;
1431
1383 if (maintc > 0) 1432 if (maintc > 0)
1384 Thread.Sleep(maintc); 1433 Thread.Sleep(maintc);
1385 1434
1386 // Tell the watchdog that this thread is still alive 1435 // Tell the watchdog that this thread is still alive
1387 Watchdog.UpdateThread(); 1436 Watchdog.UpdateThread();
1388 } 1437 }
1389 1438
1390 public void AddGroupTarget(SceneObjectGroup grp) 1439 public void AddGroupTarget(SceneObjectGroup grp)
1391 { 1440 {
@@ -1401,9 +1450,9 @@ namespace OpenSim.Region.Framework.Scenes
1401 1450
1402 private void CheckAtTargets() 1451 private void CheckAtTargets()
1403 { 1452 {
1404 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1453 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1405 lock (m_groupsWithTargets) 1454 lock (m_groupsWithTargets)
1406 objs = m_groupsWithTargets.Values; 1455 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1407 1456
1408 foreach (SceneObjectGroup entry in objs) 1457 foreach (SceneObjectGroup entry in objs)
1409 entry.checkAtTargets(); 1458 entry.checkAtTargets();
@@ -1484,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
1484 msg.fromAgentName = "Server"; 1533 msg.fromAgentName = "Server";
1485 msg.dialog = (byte)19; // Object msg 1534 msg.dialog = (byte)19; // Object msg
1486 msg.fromGroup = false; 1535 msg.fromGroup = false;
1487 msg.offline = (byte)0; 1536 msg.offline = (byte)1;
1488 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1537 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1489 msg.Position = Vector3.Zero; 1538 msg.Position = Vector3.Zero;
1490 msg.RegionID = RegionInfo.RegionID.Guid; 1539 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1715,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1715 /// <returns></returns> 1764 /// <returns></returns>
1716 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1765 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1717 { 1766 {
1767
1768 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1769 Vector3 wpos = Vector3.Zero;
1770 // Check for water surface intersection from above
1771 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1772 {
1773 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1774 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1775 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1776 wpos.Z = wheight;
1777 }
1778
1718 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1719 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1720 { 1781 {
1721 pos = RayEnd; 1782 pos = RayEnd;
1722 return pos;
1723 } 1783 }
1724 1784 else if (RayTargetID != UUID.Zero)
1725 if (RayTargetID != UUID.Zero)
1726 { 1785 {
1727 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1728 1787
@@ -1744,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1744 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1745 1804
1746 // Un-comment out the following line to Get Raytrace results printed to the console. 1805 // Un-comment out the following line to Get Raytrace results printed to the console.
1747 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1806 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1748 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1749 1808
1750 // If we hit something 1809 // If we hit something
@@ -1767,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1767 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1768 1827
1769 } 1828 }
1770
1771 return pos;
1772 } 1829 }
1773 else 1830 else
1774 { 1831 {
1775 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1832 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1776
1777 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1778 1834
1779 // Un-comment the following line to print the raytrace results to the console. 1835 // Un-comment the following line to print the raytrace results to the console.
@@ -1782,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1782 if (ei.HitTF) 1838 if (ei.HitTF)
1783 { 1839 {
1784 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1840 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1785 } else 1841 }
1842 else
1786 { 1843 {
1787 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1788 pos = RayEnd; 1845 pos = RayEnd;
1789 } 1846 }
1790
1791 return pos;
1792 } 1847 }
1793 } 1848 }
1794 else 1849 else
@@ -1799,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1799 //increase height so its above the ground. 1854 //increase height so its above the ground.
1800 //should be getting the normal of the ground at the rez point and using that? 1855 //should be getting the normal of the ground at the rez point and using that?
1801 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1802 return pos; 1857// return pos;
1803 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1804 } 1863 }
1805 1864
1806 1865
@@ -1884,7 +1943,10 @@ namespace OpenSim.Region.Framework.Scenes
1884 public bool AddRestoredSceneObject( 1943 public bool AddRestoredSceneObject(
1885 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1944 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1886 { 1945 {
1887 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1946 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1947 if (result)
1948 sceneObject.IsDeleted = false;
1949 return result;
1888 } 1950 }
1889 1951
1890 /// <summary> 1952 /// <summary>
@@ -1976,6 +2038,15 @@ namespace OpenSim.Region.Framework.Scenes
1976 /// </summary> 2038 /// </summary>
1977 public void DeleteAllSceneObjects() 2039 public void DeleteAllSceneObjects()
1978 { 2040 {
2041 DeleteAllSceneObjects(false);
2042 }
2043
2044 /// <summary>
2045 /// Delete every object from the scene. This does not include attachments worn by avatars.
2046 /// </summary>
2047 public void DeleteAllSceneObjects(bool exceptNoCopy)
2048 {
2049 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1979 lock (Entities) 2050 lock (Entities)
1980 { 2051 {
1981 EntityBase[] entities = Entities.GetEntities(); 2052 EntityBase[] entities = Entities.GetEntities();
@@ -1984,11 +2055,24 @@ namespace OpenSim.Region.Framework.Scenes
1984 if (e is SceneObjectGroup) 2055 if (e is SceneObjectGroup)
1985 { 2056 {
1986 SceneObjectGroup sog = (SceneObjectGroup)e; 2057 SceneObjectGroup sog = (SceneObjectGroup)e;
1987 if (!sog.IsAttachment) 2058 if (sog != null && !sog.IsAttachment)
1988 DeleteSceneObject((SceneObjectGroup)e, false); 2059 {
2060 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2061 {
2062 DeleteSceneObject((SceneObjectGroup)e, false);
2063 }
2064 else
2065 {
2066 toReturn.Add((SceneObjectGroup)e);
2067 }
2068 }
1989 } 2069 }
1990 } 2070 }
1991 } 2071 }
2072 if (toReturn.Count > 0)
2073 {
2074 returnObjects(toReturn.ToArray(), UUID.Zero);
2075 }
1992 } 2076 }
1993 2077
1994 /// <summary> 2078 /// <summary>
@@ -2036,6 +2120,8 @@ namespace OpenSim.Region.Framework.Scenes
2036 } 2120 }
2037 2121
2038 group.DeleteGroupFromScene(silent); 2122 group.DeleteGroupFromScene(silent);
2123 if (!silent)
2124 SendKillObject(new List<uint>() { group.LocalId });
2039 2125
2040// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2126// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2041 } 2127 }
@@ -2393,10 +2479,17 @@ namespace OpenSim.Region.Framework.Scenes
2393 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2479 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2394 public bool AddSceneObject(SceneObjectGroup sceneObject) 2480 public bool AddSceneObject(SceneObjectGroup sceneObject)
2395 { 2481 {
2482 if (sceneObject.OwnerID == UUID.Zero)
2483 {
2484 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2485 return false;
2486 }
2487
2396 // If the user is banned, we won't let any of their objects 2488 // If the user is banned, we won't let any of their objects
2397 // enter. Period. 2489 // enter. Period.
2398 // 2490 //
2399 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2491 int flags = GetUserFlags(sceneObject.OwnerID);
2492 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2400 { 2493 {
2401 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2494 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2402 2495
@@ -2442,12 +2535,23 @@ namespace OpenSim.Region.Framework.Scenes
2442 } 2535 }
2443 else 2536 else
2444 { 2537 {
2538 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2445 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2539 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2446 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2540 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2447 } 2541 }
2542 if (sceneObject.OwnerID == UUID.Zero)
2543 {
2544 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2545 return false;
2546 }
2448 } 2547 }
2449 else 2548 else
2450 { 2549 {
2550 if (sceneObject.OwnerID == UUID.Zero)
2551 {
2552 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2553 return false;
2554 }
2451 AddRestoredSceneObject(sceneObject, true, false); 2555 AddRestoredSceneObject(sceneObject, true, false);
2452 2556
2453 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2557 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2476,6 +2580,24 @@ namespace OpenSim.Region.Framework.Scenes
2476 return 2; // StateSource.PrimCrossing 2580 return 2; // StateSource.PrimCrossing
2477 } 2581 }
2478 2582
2583 public int GetUserFlags(UUID user)
2584 {
2585 //Unfortunately the SP approach means that the value is cached until region is restarted
2586 /*
2587 ScenePresence sp;
2588 if (TryGetScenePresence(user, out sp))
2589 {
2590 return sp.UserFlags;
2591 }
2592 else
2593 {
2594 */
2595 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2596 if (uac == null)
2597 return 0;
2598 return uac.UserFlags;
2599 //}
2600 }
2479 #endregion 2601 #endregion
2480 2602
2481 #region Add/Remove Avatar Methods 2603 #region Add/Remove Avatar Methods
@@ -2490,6 +2612,7 @@ namespace OpenSim.Region.Framework.Scenes
2490 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2612 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2491 2613
2492 CheckHeartbeat(); 2614 CheckHeartbeat();
2615 ScenePresence presence;
2493 2616
2494 ScenePresence sp = GetScenePresence(client.AgentId); 2617 ScenePresence sp = GetScenePresence(client.AgentId);
2495 2618
@@ -2538,7 +2661,13 @@ namespace OpenSim.Region.Framework.Scenes
2538 2661
2539 EventManager.TriggerOnNewClient(client); 2662 EventManager.TriggerOnNewClient(client);
2540 if (vialogin) 2663 if (vialogin)
2664 {
2541 EventManager.TriggerOnClientLogin(client); 2665 EventManager.TriggerOnClientLogin(client);
2666 // Send initial parcel data
2667 Vector3 pos = sp.AbsolutePosition;
2668 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2669 land.SendLandUpdateToClient(client);
2670 }
2542 2671
2543 return sp; 2672 return sp;
2544 } 2673 }
@@ -2628,19 +2757,12 @@ namespace OpenSim.Region.Framework.Scenes
2628 // and the scene presence and the client, if they exist 2757 // and the scene presence and the client, if they exist
2629 try 2758 try
2630 { 2759 {
2631 // We need to wait for the client to make UDP contact first. 2760 ScenePresence sp = GetScenePresence(agentID);
2632 // It's the UDP contact that creates the scene presence 2761 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2633 ScenePresence sp = WaitGetScenePresence(agentID); 2762
2634 if (sp != null) 2763 if (sp != null)
2635 {
2636 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2637
2638 sp.ControllingClient.Close(); 2764 sp.ControllingClient.Close();
2639 } 2765
2640 else
2641 {
2642 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2643 }
2644 // BANG! SLASH! 2766 // BANG! SLASH!
2645 m_authenticateHandler.RemoveCircuit(agentID); 2767 m_authenticateHandler.RemoveCircuit(agentID);
2646 2768
@@ -2741,6 +2863,7 @@ namespace OpenSim.Region.Framework.Scenes
2741 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2863 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2742 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2864 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2743 client.OnCopyInventoryItem += CopyInventoryItem; 2865 client.OnCopyInventoryItem += CopyInventoryItem;
2866 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2744 client.OnMoveInventoryItem += MoveInventoryItem; 2867 client.OnMoveInventoryItem += MoveInventoryItem;
2745 client.OnRemoveInventoryItem += RemoveInventoryItem; 2868 client.OnRemoveInventoryItem += RemoveInventoryItem;
2746 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2869 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2916,15 +3039,16 @@ namespace OpenSim.Region.Framework.Scenes
2916 /// </summary> 3039 /// </summary>
2917 /// <param name="agentId">The avatar's Unique ID</param> 3040 /// <param name="agentId">The avatar's Unique ID</param>
2918 /// <param name="client">The IClientAPI for the client</param> 3041 /// <param name="client">The IClientAPI for the client</param>
2919 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3042 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2920 { 3043 {
2921 if (m_teleportModule != null) 3044 if (m_teleportModule != null)
2922 m_teleportModule.TeleportHome(agentId, client); 3045 return m_teleportModule.TeleportHome(agentId, client);
2923 else 3046 else
2924 { 3047 {
2925 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3048 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2926 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3049 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2927 } 3050 }
3051 return false;
2928 } 3052 }
2929 3053
2930 /// <summary> 3054 /// <summary>
@@ -3034,6 +3158,16 @@ namespace OpenSim.Region.Framework.Scenes
3034 /// <param name="flags"></param> 3158 /// <param name="flags"></param>
3035 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3159 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3036 { 3160 {
3161 //Add half the avatar's height so that the user doesn't fall through prims
3162 ScenePresence presence;
3163 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3164 {
3165 if (presence.Appearance != null)
3166 {
3167 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3168 }
3169 }
3170
3037 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3171 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3038 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3172 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3039 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3173 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3102,8 +3236,9 @@ namespace OpenSim.Region.Framework.Scenes
3102 regions.Remove(RegionInfo.RegionHandle); 3236 regions.Remove(RegionInfo.RegionHandle);
3103 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3237 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3104 } 3238 }
3105 3239 m_log.Debug("[Scene] Beginning ClientClosed");
3106 m_eventManager.TriggerClientClosed(agentID, this); 3240 m_eventManager.TriggerClientClosed(agentID, this);
3241 m_log.Debug("[Scene] Finished ClientClosed");
3107 } 3242 }
3108 catch (NullReferenceException) 3243 catch (NullReferenceException)
3109 { 3244 {
@@ -3165,9 +3300,10 @@ namespace OpenSim.Region.Framework.Scenes
3165 { 3300 {
3166 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3301 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3167 } 3302 }
3168 3303 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3169 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3304 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3170// CleanDroppedAttachments(); 3305// CleanDroppedAttachments();
3306 m_log.Debug("[Scene] The avatar has left the building");
3171 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3307 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3172 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3308 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3173 } 3309 }
@@ -3289,13 +3425,16 @@ namespace OpenSim.Region.Framework.Scenes
3289 sp = null; 3425 sp = null;
3290 } 3426 }
3291 3427
3292 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3293 3428
3294 //On login test land permisions 3429 //On login test land permisions
3295 if (vialogin) 3430 if (vialogin)
3296 { 3431 {
3297 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3432 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3433 if (cache != null)
3434 cache.Remove(agent.firstname + " " + agent.lastname);
3435 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3298 { 3436 {
3437 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3299 return false; 3438 return false;
3300 } 3439 }
3301 } 3440 }
@@ -3319,8 +3458,13 @@ namespace OpenSim.Region.Framework.Scenes
3319 3458
3320 try 3459 try
3321 { 3460 {
3322 if (!AuthorizeUser(agent, out reason)) 3461 // Always check estate if this is a login. Always
3323 return false; 3462 // check if banned regions are to be blacked out.
3463 if (vialogin || (!m_seeIntoBannedRegion))
3464 {
3465 if (!AuthorizeUser(agent, out reason))
3466 return false;
3467 }
3324 } 3468 }
3325 catch (Exception e) 3469 catch (Exception e)
3326 { 3470 {
@@ -3446,6 +3590,8 @@ namespace OpenSim.Region.Framework.Scenes
3446 } 3590 }
3447 3591
3448 // Honor parcel landing type and position. 3592 // Honor parcel landing type and position.
3593 /*
3594 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3449 if (land != null) 3595 if (land != null)
3450 { 3596 {
3451 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3597 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3453,26 +3599,34 @@ namespace OpenSim.Region.Framework.Scenes
3453 agent.startpos = land.LandData.UserLocation; 3599 agent.startpos = land.LandData.UserLocation;
3454 } 3600 }
3455 } 3601 }
3602 */// This is now handled properly in ScenePresence.MakeRootAgent
3456 } 3603 }
3457 3604
3458 return true; 3605 return true;
3459 } 3606 }
3460 3607
3461 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3608 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3462 { 3609 {
3463 3610 reason = String.Empty;
3464 bool banned = land.IsBannedFromLand(agent.AgentID); 3611 if (Permissions.IsGod(agentID))
3465 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3612 return true;
3613
3614 ILandObject land = LandChannel.GetLandObject(posX, posY);
3615 if (land == null)
3616 return false;
3617
3618 bool banned = land.IsBannedFromLand(agentID);
3619 bool restricted = land.IsRestrictedFromLand(agentID);
3466 3620
3467 if (banned || restricted) 3621 if (banned || restricted)
3468 { 3622 {
3469 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3623 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3470 if (nearestParcel != null) 3624 if (nearestParcel != null)
3471 { 3625 {
3472 //Move agent to nearest allowed 3626 //Move agent to nearest allowed
3473 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3627 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3474 agent.startpos.X = newPosition.X; 3628 posX = newPosition.X;
3475 agent.startpos.Y = newPosition.Y; 3629 posY = newPosition.Y;
3476 } 3630 }
3477 else 3631 else
3478 { 3632 {
@@ -3534,7 +3688,7 @@ namespace OpenSim.Region.Framework.Scenes
3534 3688
3535 if (!m_strictAccessControl) return true; 3689 if (!m_strictAccessControl) return true;
3536 if (Permissions.IsGod(agent.AgentID)) return true; 3690 if (Permissions.IsGod(agent.AgentID)) return true;
3537 3691
3538 if (AuthorizationService != null) 3692 if (AuthorizationService != null)
3539 { 3693 {
3540 if (!AuthorizationService.IsAuthorizedForRegion( 3694 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3542,14 +3696,14 @@ namespace OpenSim.Region.Framework.Scenes
3542 { 3696 {
3543 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3697 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3544 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3698 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3545 3699
3546 return false; 3700 return false;
3547 } 3701 }
3548 } 3702 }
3549 3703
3550 if (m_regInfo.EstateSettings != null) 3704 if (m_regInfo.EstateSettings != null)
3551 { 3705 {
3552 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3706 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3553 { 3707 {
3554 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3708 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3555 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3709 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3741,6 +3895,13 @@ namespace OpenSim.Region.Framework.Scenes
3741 3895
3742 // We have to wait until the viewer contacts this region after receiving EAC. 3896 // We have to wait until the viewer contacts this region after receiving EAC.
3743 // That calls AddNewClient, which finally creates the ScenePresence 3897 // That calls AddNewClient, which finally creates the ScenePresence
3898 int flags = GetUserFlags(cAgentData.AgentID);
3899 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3900 {
3901 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3902 return false;
3903 }
3904
3744 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3905 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3745 if (nearestParcel == null) 3906 if (nearestParcel == null)
3746 { 3907 {
@@ -3822,12 +3983,22 @@ namespace OpenSim.Region.Framework.Scenes
3822 return false; 3983 return false;
3823 } 3984 }
3824 3985
3986 public bool IncomingCloseAgent(UUID agentID)
3987 {
3988 return IncomingCloseAgent(agentID, false);
3989 }
3990
3991 public bool IncomingCloseChildAgent(UUID agentID)
3992 {
3993 return IncomingCloseAgent(agentID, true);
3994 }
3995
3825 /// <summary> 3996 /// <summary>
3826 /// Tell a single agent to disconnect from the region. 3997 /// Tell a single agent to disconnect from the region.
3827 /// </summary> 3998 /// </summary>
3828 /// <param name="regionHandle"></param>
3829 /// <param name="agentID"></param> 3999 /// <param name="agentID"></param>
3830 public bool IncomingCloseAgent(UUID agentID) 4000 /// <param name="childOnly"></param>
4001 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3831 { 4002 {
3832 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4003 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3833 4004
@@ -3839,7 +4010,7 @@ namespace OpenSim.Region.Framework.Scenes
3839 { 4010 {
3840 m_sceneGraph.removeUserCount(false); 4011 m_sceneGraph.removeUserCount(false);
3841 } 4012 }
3842 else 4013 else if (!childOnly)
3843 { 4014 {
3844 m_sceneGraph.removeUserCount(true); 4015 m_sceneGraph.removeUserCount(true);
3845 } 4016 }
@@ -3855,9 +4026,12 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4026 }
3856 else 4027 else
3857 presence.ControllingClient.SendShutdownConnectionNotice(); 4028 presence.ControllingClient.SendShutdownConnectionNotice();
4029 presence.ControllingClient.Close(false);
4030 }
4031 else if (!childOnly)
4032 {
4033 presence.ControllingClient.Close(true);
3858 } 4034 }
3859
3860 presence.ControllingClient.Close();
3861 return true; 4035 return true;
3862 } 4036 }
3863 4037
@@ -4444,34 +4618,78 @@ namespace OpenSim.Region.Framework.Scenes
4444 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4618 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4445 } 4619 }
4446 4620
4447 public int GetHealth() 4621 public int GetHealth(out int flags, out string message)
4448 { 4622 {
4449 // Returns: 4623 // Returns:
4450 // 1 = sim is up and accepting http requests. The heartbeat has 4624 // 1 = sim is up and accepting http requests. The heartbeat has
4451 // stopped and the sim is probably locked up, but a remote 4625 // stopped and the sim is probably locked up, but a remote
4452 // admin restart may succeed 4626 // admin restart may succeed
4453 // 4627 //
4454 // 2 = Sim is up and the heartbeat is running. The sim is likely 4628 // 2 = Sim is up and the heartbeat is running. The sim is likely
4455 // usable for people within and logins _may_ work 4629 // usable for people within
4630 //
4631 // 3 = Sim is up and one packet thread is running. Sim is
4632 // unstable and will not accept new logins
4633 //
4634 // 4 = Sim is up and both packet threads are running. Sim is
4635 // likely usable
4456 // 4636 //
4457 // 3 = We have seen a new user enter within the past 4 minutes 4637 // 5 = We have seen a new user enter within the past 4 minutes
4458 // which can be seen as positive confirmation of sim health 4638 // which can be seen as positive confirmation of sim health
4459 // 4639 //
4640
4641 flags = 0;
4642 message = String.Empty;
4643
4644 CheckHeartbeat();
4645
4646 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4647 {
4648 // We're still starting
4649 // 0 means "in startup", it can't happen another way, since
4650 // to get here, we must be able to accept http connections
4651 return 0;
4652 }
4653
4460 int health=1; // Start at 1, means we're up 4654 int health=1; // Start at 1, means we're up
4461 4655
4462 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4656 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4657 {
4658 health+=1;
4659 flags |= 1;
4660 }
4661
4662 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4663 {
4664 health+=1;
4665 flags |= 2;
4666 }
4667
4668 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4669 {
4463 health+=1; 4670 health+=1;
4671 flags |= 4;
4672 }
4464 else 4673 else
4674 {
4675int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4676System.Diagnostics.Process proc = new System.Diagnostics.Process();
4677proc.EnableRaisingEvents=false;
4678proc.StartInfo.FileName = "/bin/kill";
4679proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4680proc.Start();
4681proc.WaitForExit();
4682Thread.Sleep(1000);
4683Environment.Exit(1);
4684 }
4685
4686 if (flags != 7)
4465 return health; 4687 return health;
4466 4688
4467 // A login in the last 4 mins? We can't be doing too badly 4689 // A login in the last 4 mins? We can't be doing too badly
4468 // 4690 //
4469 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4691 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4470 health++; 4692 health++;
4471 else
4472 return health;
4473
4474 CheckHeartbeat();
4475 4693
4476 return health; 4694 return health;
4477 } 4695 }
@@ -4560,7 +4778,7 @@ namespace OpenSim.Region.Framework.Scenes
4560 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4778 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4561 if (wasUsingPhysics) 4779 if (wasUsingPhysics)
4562 { 4780 {
4563 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4781 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4564 } 4782 }
4565 } 4783 }
4566 4784
@@ -4664,7 +4882,7 @@ namespace OpenSim.Region.Framework.Scenes
4664 if (m_firstHeartbeat) 4882 if (m_firstHeartbeat)
4665 return; 4883 return;
4666 4884
4667 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4885 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4668 StartTimer(); 4886 StartTimer();
4669 } 4887 }
4670 4888
@@ -4678,9 +4896,14 @@ namespace OpenSim.Region.Framework.Scenes
4678 get { return m_allowScriptCrossings; } 4896 get { return m_allowScriptCrossings; }
4679 } 4897 }
4680 4898
4681 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4899 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4682 { 4900 {
4683 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4901 return GetNearestAllowedPosition(avatar, null);
4902 }
4903
4904 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4905 {
4906 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4684 4907
4685 if (nearestParcel != null) 4908 if (nearestParcel != null)
4686 { 4909 {
@@ -4689,10 +4912,7 @@ namespace OpenSim.Region.Framework.Scenes
4689 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4912 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4690 if (nearestPoint != null) 4913 if (nearestPoint != null)
4691 { 4914 {
4692// m_log.DebugFormat( 4915 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4693// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4694// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4695
4696 return nearestPoint.Value; 4916 return nearestPoint.Value;
4697 } 4917 }
4698 4918
@@ -4702,16 +4922,12 @@ namespace OpenSim.Region.Framework.Scenes
4702 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4922 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4703 if (nearestPoint != null) 4923 if (nearestPoint != null)
4704 { 4924 {
4705// m_log.DebugFormat( 4925 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4706// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4707
4708 return nearestPoint.Value; 4926 return nearestPoint.Value;
4709 } 4927 }
4710 4928
4711 //Ultimate backup if we have no idea where they are 4929 //Ultimate backup if we have no idea where they are
4712// m_log.DebugFormat( 4930 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
4713// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition);
4714
4715 return avatar.lastKnownAllowedPosition; 4931 return avatar.lastKnownAllowedPosition;
4716 } 4932 }
4717 4933
@@ -4746,13 +4962,18 @@ namespace OpenSim.Region.Framework.Scenes
4746 4962
4747 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4963 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4748 { 4964 {
4965 return GetNearestAllowedParcel(avatarId, x, y, null);
4966 }
4967
4968 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4969 {
4749 List<ILandObject> all = AllParcels(); 4970 List<ILandObject> all = AllParcels();
4750 float minParcelDistance = float.MaxValue; 4971 float minParcelDistance = float.MaxValue;
4751 ILandObject nearestParcel = null; 4972 ILandObject nearestParcel = null;
4752 4973
4753 foreach (var parcel in all) 4974 foreach (var parcel in all)
4754 { 4975 {
4755 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4976 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4756 { 4977 {
4757 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4978 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4758 if (parcelDistance < minParcelDistance) 4979 if (parcelDistance < minParcelDistance)
@@ -4994,7 +5215,55 @@ namespace OpenSim.Region.Framework.Scenes
4994 mapModule.GenerateMaptile(); 5215 mapModule.GenerateMaptile();
4995 } 5216 }
4996 5217
4997 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5218// public void CleanDroppedAttachments()
5219// {
5220// List<SceneObjectGroup> objectsToDelete =
5221// new List<SceneObjectGroup>();
5222//
5223// lock (m_cleaningAttachments)
5224// {
5225// ForEachSOG(delegate (SceneObjectGroup grp)
5226// {
5227// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5228// {
5229// UUID agentID = grp.OwnerID;
5230// if (agentID == UUID.Zero)
5231// {
5232// objectsToDelete.Add(grp);
5233// return;
5234// }
5235//
5236// ScenePresence sp = GetScenePresence(agentID);
5237// if (sp == null)
5238// {
5239// objectsToDelete.Add(grp);
5240// return;
5241// }
5242// }
5243// });
5244// }
5245//
5246// foreach (SceneObjectGroup grp in objectsToDelete)
5247// {
5248// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5249// DeleteSceneObject(grp, true);
5250// }
5251// }
5252
5253 public void ThreadAlive(int threadCode)
5254 {
5255 switch(threadCode)
5256 {
5257 case 1: // Incoming
5258 m_lastIncoming = Util.EnvironmentTickCount();
5259 break;
5260 case 2: // Incoming
5261 m_lastOutgoing = Util.EnvironmentTickCount();
5262 break;
5263 }
5264 }
5265
5266 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
4998 { 5267 {
4999 RegenerateMaptile(); 5268 RegenerateMaptile();
5000 5269
@@ -5013,6 +5282,14 @@ namespace OpenSim.Region.Framework.Scenes
5013 // child agent creation, thereby emulating the SL behavior. 5282 // child agent creation, thereby emulating the SL behavior.
5014 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5283 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5015 { 5284 {
5285 reason = "You are banned from the region";
5286
5287 if (Permissions.IsGod(agentID))
5288 {
5289 reason = String.Empty;
5290 return true;
5291 }
5292
5016 int num = m_sceneGraph.GetNumberOfScenePresences(); 5293 int num = m_sceneGraph.GetNumberOfScenePresences();
5017 5294
5018 if (num >= RegionInfo.RegionSettings.AgentLimit) 5295 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5024,6 +5301,41 @@ namespace OpenSim.Region.Framework.Scenes
5024 } 5301 }
5025 } 5302 }
5026 5303
5304 ScenePresence presence = GetScenePresence(agentID);
5305 IClientAPI client = null;
5306 AgentCircuitData aCircuit = null;
5307
5308 if (presence != null)
5309 {
5310 client = presence.ControllingClient;
5311 if (client != null)
5312 aCircuit = client.RequestClientInfo();
5313 }
5314
5315 // We may be called before there is a presence or a client.
5316 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5317 if (client == null)
5318 {
5319 aCircuit = new AgentCircuitData();
5320 aCircuit.AgentID = agentID;
5321 aCircuit.firstname = String.Empty;
5322 aCircuit.lastname = String.Empty;
5323 }
5324
5325 try
5326 {
5327 if (!AuthorizeUser(aCircuit, out reason))
5328 {
5329 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5330 return false;
5331 }
5332 }
5333 catch (Exception e)
5334 {
5335 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5336 return false;
5337 }
5338
5027 if (position == Vector3.Zero) // Teleport 5339 if (position == Vector3.Zero) // Teleport
5028 { 5340 {
5029 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5341 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5052,13 +5364,46 @@ namespace OpenSim.Region.Framework.Scenes
5052 } 5364 }
5053 } 5365 }
5054 } 5366 }
5367
5368 float posX = 128.0f;
5369 float posY = 128.0f;
5370
5371 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5372 {
5373 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5374 return false;
5375 }
5376 }
5377 else // Walking
5378 {
5379 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5380 if (land == null)
5381 return false;
5382
5383 bool banned = land.IsBannedFromLand(agentID);
5384 bool restricted = land.IsRestrictedFromLand(agentID);
5385
5386 if (banned || restricted)
5387 return false;
5055 } 5388 }
5056 5389
5057 reason = String.Empty; 5390 reason = String.Empty;
5058 return true; 5391 return true;
5059 } 5392 }
5060 5393
5061 /// <summary> 5394 public void StartTimerWatchdog()
5395 {
5396 m_timerWatchdog.Interval = 1000;
5397 m_timerWatchdog.Elapsed += TimerWatchdog;
5398 m_timerWatchdog.AutoReset = true;
5399 m_timerWatchdog.Start();
5400 }
5401
5402 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5403 {
5404 CheckHeartbeat();
5405 }
5406
5062 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5407 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5063 /// autopilot that moves an avatar to a sit target!. 5408 /// autopilot that moves an avatar to a sit target!.
5064 /// </summary> 5409 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 4d98f00..b806d91 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -180,10 +180,13 @@ namespace OpenSim.Region.Framework.Scenes
180 } 180 }
181 } 181 }
182 182
183 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
184
183 /// <summary> 185 /// <summary>
184 /// Closes a child agent on a given region 186 /// This Closes child agents on neighboring regions
187 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
185 /// </summary> 188 /// </summary>
186 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 189 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
187 { 190 {
188 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 191 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
189 192
@@ -192,31 +195,29 @@ namespace OpenSim.Region.Framework.Scenes
192 Utils.LongToUInts(regionHandle, out x, out y); 195 Utils.LongToUInts(regionHandle, out x, out y);
193 196
194 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 197 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
198 m_scene.SimulationService.CloseChildAgent(destination, agentID);
199 }
195 200
196 m_log.DebugFormat( 201 private void SendCloseChildAgentCompleted(IAsyncResult iar)
197 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 202 {
198 agentID, destination.RegionCoordX, destination.RegionCoordY); 203 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
199 204 icon.EndInvoke(iar);
200 m_scene.SimulationService.CloseAgent(destination, agentID);
201 } 205 }
202 206
203 /// <summary>
204 /// Closes a child agents in a collection of regions. Does so asynchronously
205 /// so that the caller doesn't wait.
206 /// </summary>
207 /// <param name="agentID"></param>
208 /// <param name="regionslst"></param>
209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 207 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
210 { 208 {
211 foreach (ulong handle in regionslst) 209 foreach (ulong handle in regionslst)
212 { 210 {
213 SendCloseChildAgent(agentID, handle); 211 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
212 d.BeginInvoke(agentID, handle,
213 SendCloseChildAgentCompleted,
214 d);
214 } 215 }
215 } 216 }
216 217
217 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
218 { 219 {
219 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
220 } 221 }
221 } 222 }
222} \ No newline at end of file 223}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 66fb493..5a7f124 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -265,6 +280,33 @@ namespace OpenSim.Region.Framework.Scenes
265 protected internal bool AddRestoredSceneObject( 280 protected internal bool AddRestoredSceneObject(
266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
267 { 282 {
283 if (!m_parentScene.CombineRegions)
284 {
285 // KF: Check for out-of-region, move inside and make static.
286 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
287 sceneObject.RootPart.GroupPosition.Y,
288 sceneObject.RootPart.GroupPosition.Z);
289 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 ||
290 npos.X > Constants.RegionSize ||
291 npos.Y > Constants.RegionSize))
292 {
293 if (npos.X < 0.0) npos.X = 1.0f;
294 if (npos.Y < 0.0) npos.Y = 1.0f;
295 if (npos.Z < 0.0) npos.Z = 0.0f;
296 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
297 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
298
299 foreach (SceneObjectPart part in sceneObject.Parts)
300 {
301 part.GroupPosition = npos;
302 }
303 sceneObject.RootPart.Velocity = Vector3.Zero;
304 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
305 sceneObject.RootPart.Acceleration = Vector3.Zero;
306 sceneObject.RootPart.Velocity = Vector3.Zero;
307 }
308 }
309
268 if (attachToBackup && (!alreadyPersisted)) 310 if (attachToBackup && (!alreadyPersisted))
269 { 311 {
270 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -354,6 +396,11 @@ namespace OpenSim.Region.Framework.Scenes
354 /// </returns> 396 /// </returns>
355 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 397 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
356 { 398 {
399 if (sceneObject == null)
400 {
401 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
402 return false;
403 }
357 if (sceneObject.UUID == UUID.Zero) 404 if (sceneObject.UUID == UUID.Zero)
358 { 405 {
359 m_log.ErrorFormat( 406 m_log.ErrorFormat(
@@ -488,6 +535,30 @@ namespace OpenSim.Region.Framework.Scenes
488 m_updateList[obj.UUID] = obj; 535 m_updateList[obj.UUID] = obj;
489 } 536 }
490 537
538 public void FireAttachToBackup(SceneObjectGroup obj)
539 {
540 if (OnAttachToBackup != null)
541 {
542 OnAttachToBackup(obj);
543 }
544 }
545
546 public void FireDetachFromBackup(SceneObjectGroup obj)
547 {
548 if (OnDetachFromBackup != null)
549 {
550 OnDetachFromBackup(obj);
551 }
552 }
553
554 public void FireChangeBackup(SceneObjectGroup obj)
555 {
556 if (OnChangeBackup != null)
557 {
558 OnChangeBackup(obj);
559 }
560 }
561
491 /// <summary> 562 /// <summary>
492 /// Process all pending updates 563 /// Process all pending updates
493 /// </summary> 564 /// </summary>
@@ -605,7 +676,8 @@ namespace OpenSim.Region.Framework.Scenes
605 676
606 Entities[presence.UUID] = presence; 677 Entities[presence.UUID] = presence;
607 678
608 lock (m_presenceLock) 679 m_scenePresencesLock.EnterWriteLock();
680 try
609 { 681 {
610 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 682 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
611 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 683 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -629,6 +701,10 @@ namespace OpenSim.Region.Framework.Scenes
629 m_scenePresenceMap = newmap; 701 m_scenePresenceMap = newmap;
630 m_scenePresenceArray = newlist; 702 m_scenePresenceArray = newlist;
631 } 703 }
704 finally
705 {
706 m_scenePresencesLock.ExitWriteLock();
707 }
632 } 708 }
633 709
634 /// <summary> 710 /// <summary>
@@ -643,7 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
643 agentID); 719 agentID);
644 } 720 }
645 721
646 lock (m_presenceLock) 722 m_scenePresencesLock.EnterWriteLock();
723 try
647 { 724 {
648 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 725 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
649 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 726 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -665,6 +742,10 @@ namespace OpenSim.Region.Framework.Scenes
665 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 742 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
666 } 743 }
667 } 744 }
745 finally
746 {
747 m_scenePresencesLock.ExitWriteLock();
748 }
668 } 749 }
669 750
670 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 751 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1380,8 +1461,13 @@ namespace OpenSim.Region.Framework.Scenes
1380 { 1461 {
1381 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1462 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1382 { 1463 {
1383 if (m_parentScene.AttachmentsModule != null) 1464 // Set the new attachment point data in the object
1384 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1465 byte attachmentPoint = group.GetAttachmentPoint();
1466 group.UpdateGroupPosition(pos);
1467 group.IsAttachment = false;
1468 group.AbsolutePosition = group.RootPart.AttachedPos;
1469 group.AttachmentPoint = attachmentPoint;
1470 group.HasGroupChanged = true;
1385 } 1471 }
1386 else 1472 else
1387 { 1473 {
@@ -1653,8 +1739,11 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1739 return;
1654 1740
1655 Monitor.Enter(m_updateLock); 1741 Monitor.Enter(m_updateLock);
1742
1656 try 1743 try
1657 { 1744 {
1745 parentGroup.areUpdatesSuspended = true;
1746
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1747 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1748
1660 // We do this in reverse to get the link order of the prims correct 1749 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1758,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1758 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1759 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1760 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1761
1673 child.RootPart.SalePrice = 10; 1762 if (child != null)
1674 childGroups.Add(child); 1763 {
1764 child.RootPart.ObjectSaleType = 0;
1765 child.RootPart.SalePrice = 10;
1766 childGroups.Add(child);
1767 }
1675 } 1768 }
1676 1769
1677 foreach (SceneObjectGroup child in childGroups) 1770 foreach (SceneObjectGroup child in childGroups)
@@ -1698,6 +1791,16 @@ namespace OpenSim.Region.Framework.Scenes
1698 } 1791 }
1699 finally 1792 finally
1700 { 1793 {
1794 lock (SceneObjectGroupsByLocalPartID)
1795 {
1796 foreach (SceneObjectPart part in parentGroup.Parts)
1797 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1798 }
1799
1800 parentGroup.areUpdatesSuspended = false;
1801 parentGroup.HasGroupChanged = true;
1802 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1803 parentGroup.ScheduleGroupForFullUpdate();
1701 Monitor.Exit(m_updateLock); 1804 Monitor.Exit(m_updateLock);
1702 } 1805 }
1703 } 1806 }
@@ -1734,21 +1837,24 @@ namespace OpenSim.Region.Framework.Scenes
1734 1837
1735 SceneObjectGroup group = part.ParentGroup; 1838 SceneObjectGroup group = part.ParentGroup;
1736 if (!affectedGroups.Contains(group)) 1839 if (!affectedGroups.Contains(group))
1840 {
1841 group.areUpdatesSuspended = true;
1737 affectedGroups.Add(group); 1842 affectedGroups.Add(group);
1843 }
1738 } 1844 }
1739 } 1845 }
1740 } 1846 }
1741 1847
1742 foreach (SceneObjectPart child in childParts) 1848 if (childParts.Count > 0)
1743 { 1849 {
1744 // Unlink all child parts from their groups 1850 foreach (SceneObjectPart child in childParts)
1745 // 1851 {
1746 child.ParentGroup.DelinkFromGroup(child, true); 1852 // Unlink all child parts from their groups
1747 1853 //
1748 // These are not in affected groups and will not be 1854 child.ParentGroup.DelinkFromGroup(child, true);
1749 // handled further. Do the honors here. 1855 child.ParentGroup.HasGroupChanged = true;
1750 child.ParentGroup.HasGroupChanged = true; 1856 child.ParentGroup.ScheduleGroupForFullUpdate();
1751 child.ParentGroup.ScheduleGroupForFullUpdate(); 1857 }
1752 } 1858 }
1753 1859
1754 foreach (SceneObjectPart root in rootParts) 1860 foreach (SceneObjectPart root in rootParts)
@@ -1758,56 +1864,68 @@ namespace OpenSim.Region.Framework.Scenes
1758 // However, editing linked parts and unlinking may be different 1864 // However, editing linked parts and unlinking may be different
1759 // 1865 //
1760 SceneObjectGroup group = root.ParentGroup; 1866 SceneObjectGroup group = root.ParentGroup;
1867 group.areUpdatesSuspended = true;
1761 1868
1762 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1869 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1763 int numChildren = newSet.Count; 1870 int numChildren = newSet.Count;
1764 1871
1872 if (numChildren == 1)
1873 break;
1874
1765 // If there are prims left in a link set, but the root is 1875 // If there are prims left in a link set, but the root is
1766 // slated for unlink, we need to do this 1876 // slated for unlink, we need to do this
1877 // Unlink the remaining set
1767 // 1878 //
1768 if (numChildren != 1) 1879 bool sendEventsToRemainder = true;
1769 { 1880 if (numChildren > 1)
1770 // Unlink the remaining set 1881 sendEventsToRemainder = false;
1771 //
1772 bool sendEventsToRemainder = true;
1773 if (numChildren > 1)
1774 sendEventsToRemainder = false;
1775 1882
1776 foreach (SceneObjectPart p in newSet) 1883 foreach (SceneObjectPart p in newSet)
1884 {
1885 if (p != group.RootPart)
1777 { 1886 {
1778 if (p != group.RootPart) 1887 group.DelinkFromGroup(p, sendEventsToRemainder);
1779 group.DelinkFromGroup(p, sendEventsToRemainder); 1888 if (numChildren > 2)
1889 {
1890 p.ParentGroup.areUpdatesSuspended = true;
1891 }
1892 else
1893 {
1894 p.ParentGroup.HasGroupChanged = true;
1895 p.ParentGroup.ScheduleGroupForFullUpdate();
1896 }
1780 } 1897 }
1898 }
1899
1900 // If there is more than one prim remaining, we
1901 // need to re-link
1902 //
1903 if (numChildren > 2)
1904 {
1905 // Remove old root
1906 //
1907 if (newSet.Contains(root))
1908 newSet.Remove(root);
1781 1909
1782 // If there is more than one prim remaining, we 1910 // Preserve link ordering
1783 // need to re-link
1784 // 1911 //
1785 if (numChildren > 2) 1912 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1786 { 1913 {
1787 // Remove old root 1914 return a.LinkNum.CompareTo(b.LinkNum);
1788 // 1915 });
1789 if (newSet.Contains(root))
1790 newSet.Remove(root);
1791
1792 // Preserve link ordering
1793 //
1794 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1795 {
1796 return a.LinkNum.CompareTo(b.LinkNum);
1797 });
1798 1916
1799 // Determine new root 1917 // Determine new root
1800 // 1918 //
1801 SceneObjectPart newRoot = newSet[0]; 1919 SceneObjectPart newRoot = newSet[0];
1802 newSet.RemoveAt(0); 1920 newSet.RemoveAt(0);
1803 1921
1804 foreach (SceneObjectPart newChild in newSet) 1922 foreach (SceneObjectPart newChild in newSet)
1805 newChild.ClearUpdateSchedule(); 1923 newChild.ClearUpdateSchedule();
1806 1924
1807 LinkObjects(newRoot, newSet); 1925 newRoot.ParentGroup.areUpdatesSuspended = true;
1808 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1926 LinkObjects(newRoot, newSet);
1809 affectedGroups.Add(newRoot.ParentGroup); 1927 if (!affectedGroups.Contains(newRoot.ParentGroup))
1810 } 1928 affectedGroups.Add(newRoot.ParentGroup);
1811 } 1929 }
1812 } 1930 }
1813 1931
@@ -1815,8 +1933,14 @@ namespace OpenSim.Region.Framework.Scenes
1815 // 1933 //
1816 foreach (SceneObjectGroup g in affectedGroups) 1934 foreach (SceneObjectGroup g in affectedGroups)
1817 { 1935 {
1936 // Child prims that have been unlinked and deleted will
1937 // return unless the root is deleted. This will remove them
1938 // from the database. They will be rewritten immediately,
1939 // minus the rows for the unlinked child prims.
1940 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1818 g.TriggerScriptChangedEvent(Changed.LINK); 1941 g.TriggerScriptChangedEvent(Changed.LINK);
1819 g.HasGroupChanged = true; // Persist 1942 g.HasGroupChanged = true; // Persist
1943 g.areUpdatesSuspended = false;
1820 g.ScheduleGroupForFullUpdate(); 1944 g.ScheduleGroupForFullUpdate();
1821 } 1945 }
1822 } 1946 }
@@ -1918,9 +2042,6 @@ namespace OpenSim.Region.Framework.Scenes
1918 child.ApplyNextOwnerPermissions(); 2042 child.ApplyNextOwnerPermissions();
1919 } 2043 }
1920 } 2044 }
1921
1922 copy.RootPart.ObjectSaleType = 0;
1923 copy.RootPart.SalePrice = 10;
1924 } 2045 }
1925 2046
1926 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2047 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a73d9b6..f3660a5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 878476e..cf8637f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -247,10 +311,10 @@ namespace OpenSim.Region.Framework.Scenes
247 311
248 private bool m_scriptListens_atTarget; 312 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 313 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 314 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 315 private bool m_scriptListens_notAtRotTarget;
253 316
317 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 318 internal Dictionary<UUID, string> m_savedScriptState;
255 319
256 #region Properties 320 #region Properties
@@ -287,6 +351,16 @@ namespace OpenSim.Region.Framework.Scenes
287 get { return m_parts.Count; } 351 get { return m_parts.Count; }
288 } 352 }
289 353
354// protected Quaternion m_rotation = Quaternion.Identity;
355//
356// public virtual Quaternion Rotation
357// {
358// get { return m_rotation; }
359// set {
360// m_rotation = value;
361// }
362// }
363
290 public Quaternion GroupRotation 364 public Quaternion GroupRotation
291 { 365 {
292 get { return m_rootPart.RotationOffset; } 366 get { return m_rootPart.RotationOffset; }
@@ -388,14 +462,98 @@ namespace OpenSim.Region.Framework.Scenes
388 462
389 if (Scene != null) 463 if (Scene != null)
390 { 464 {
391 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 465 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
392 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 466 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
467 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
468 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
469 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
393 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 470 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
394 { 471 {
395 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 472 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
473 uint x = 0;
474 uint y = 0;
475 string version = String.Empty;
476 Vector3 newpos = Vector3.Zero;
477 OpenSim.Services.Interfaces.GridRegion destination = null;
478
479 bool canCross = true;
480 foreach (ScenePresence av in m_linkedAvatars)
481 {
482 // We need to cross these agents. First, let's find
483 // out if any of them can't cross for some reason.
484 // We have to deny the crossing entirely if any
485 // of them are banned. Alternatively, we could
486 // unsit banned agents....
487
488
489 // We set the avatar position as being the object
490 // position to get the region to send to
491 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
492 {
493 canCross = false;
494 break;
495 }
496
497 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
498 }
499
500 if (canCross)
501 {
502 // We unparent the SP quietly so that it won't
503 // be made to stand up
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
507 if (parentPart != null)
508 av.ParentUUID = parentPart.UUID;
509
510 av.ParentID = 0;
511 }
512
513 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
514
515 // Normalize
516 if (val.X >= Constants.RegionSize)
517 val.X -= Constants.RegionSize;
518 if (val.Y >= Constants.RegionSize)
519 val.Y -= Constants.RegionSize;
520 if (val.X < 0)
521 val.X += Constants.RegionSize;
522 if (val.Y < 0)
523 val.Y += Constants.RegionSize;
524
525 // If it's deleted, crossing was successful
526 if (IsDeleted)
527 {
528 foreach (ScenePresence av in m_linkedAvatars)
529 {
530 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
531
532 av.IsInTransit = true;
533
534 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
535 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
536 }
537
538 return;
539 }
540 }
541 else if (RootPart.PhysActor != null)
542 {
543 RootPart.PhysActor.CrossingFailure();
544 }
545
546 Vector3 oldp = AbsolutePosition;
547 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
548 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
549 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
396 } 550 }
397 } 551 }
398 552
553 foreach (SceneObjectPart part in m_parts.GetArray())
554 {
555 part.IgnoreUndoUpdate = true;
556 }
399 if (RootPart.GetStatusSandbox()) 557 if (RootPart.GetStatusSandbox())
400 { 558 {
401 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 559 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -409,10 +567,30 @@ namespace OpenSim.Region.Framework.Scenes
409 return; 567 return;
410 } 568 }
411 } 569 }
412
413 SceneObjectPart[] parts = m_parts.GetArray(); 570 SceneObjectPart[] parts = m_parts.GetArray();
414 for (int i = 0; i < parts.Length; i++) 571 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
415 parts[i].GroupPosition = val; 572 if (m_dupeInProgress)
573 triggerScriptEvent = false;
574 foreach (SceneObjectPart part in parts)
575 {
576 part.GroupPosition = val;
577 if (triggerScriptEvent)
578 part.TriggerScriptChangedEvent(Changed.POSITION);
579 }
580 if (!m_dupeInProgress)
581 {
582 foreach (ScenePresence av in m_linkedAvatars)
583 {
584 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
585 if (m_parts.TryGetValue(p.UUID, out p))
586 {
587 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
588 av.AbsolutePosition += offset;
589 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
590 av.SendAvatarDataToAllAgents();
591 }
592 }
593 }
416 594
417 //if (m_rootPart.PhysActor != null) 595 //if (m_rootPart.PhysActor != null)
418 //{ 596 //{
@@ -427,6 +605,29 @@ namespace OpenSim.Region.Framework.Scenes
427 } 605 }
428 } 606 }
429 607
608 public override Vector3 Velocity
609 {
610 get { return RootPart.Velocity; }
611 set { RootPart.Velocity = value; }
612 }
613
614 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
615 {
616 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
617 ScenePresence agent = icon.EndInvoke(iar);
618
619 //// If the cross was successful, this agent is a child agent
620 //if (agent.IsChildAgent)
621 // agent.Reset();
622 //else // Not successful
623 // agent.RestoreInCurrentScene();
624
625 // In any case
626 agent.IsInTransit = false;
627
628 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
629 }
630
430 public override uint LocalId 631 public override uint LocalId
431 { 632 {
432 get { return m_rootPart.LocalId; } 633 get { return m_rootPart.LocalId; }
@@ -578,6 +779,7 @@ namespace OpenSim.Region.Framework.Scenes
578 /// </summary> 779 /// </summary>
579 public SceneObjectGroup() 780 public SceneObjectGroup()
580 { 781 {
782
581 } 783 }
582 784
583 /// <summary> 785 /// <summary>
@@ -594,7 +796,7 @@ namespace OpenSim.Region.Framework.Scenes
594 /// Constructor. This object is added to the scene later via AttachToScene() 796 /// Constructor. This object is added to the scene later via AttachToScene()
595 /// </summary> 797 /// </summary>
596 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 798 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
597 { 799 {
598 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 800 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
599 } 801 }
600 802
@@ -642,6 +844,9 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 844 /// </summary>
643 public virtual void AttachToBackup() 845 public virtual void AttachToBackup()
644 { 846 {
847 if (IsAttachment) return;
848 m_scene.SceneGraph.FireAttachToBackup(this);
849
645 if (InSceneBackup) 850 if (InSceneBackup)
646 { 851 {
647 //m_log.DebugFormat( 852 //m_log.DebugFormat(
@@ -684,6 +889,9 @@ namespace OpenSim.Region.Framework.Scenes
684 889
685 ApplyPhysics(); 890 ApplyPhysics();
686 891
892 if (RootPart.PhysActor != null)
893 RootPart.Buoyancy = RootPart.Buoyancy;
894
687 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 895 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
688 // for the same object with very different properties. The caller must schedule the update. 896 // for the same object with very different properties. The caller must schedule the update.
689 //ScheduleGroupForFullUpdate(); 897 //ScheduleGroupForFullUpdate();
@@ -699,6 +907,10 @@ namespace OpenSim.Region.Framework.Scenes
699 EntityIntersection result = new EntityIntersection(); 907 EntityIntersection result = new EntityIntersection();
700 908
701 SceneObjectPart[] parts = m_parts.GetArray(); 909 SceneObjectPart[] parts = m_parts.GetArray();
910
911 // Find closest hit here
912 float idist = float.MaxValue;
913
702 for (int i = 0; i < parts.Length; i++) 914 for (int i = 0; i < parts.Length; i++)
703 { 915 {
704 SceneObjectPart part = parts[i]; 916 SceneObjectPart part = parts[i];
@@ -713,11 +925,6 @@ namespace OpenSim.Region.Framework.Scenes
713 925
714 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 926 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
715 927
716 // This may need to be updated to the maximum draw distance possible..
717 // We might (and probably will) be checking for prim creation from other sims
718 // when the camera crosses the border.
719 float idist = Constants.RegionSize;
720
721 if (inter.HitTF) 928 if (inter.HitTF)
722 { 929 {
723 // We need to find the closest prim to return to the testcaller along the ray 930 // We need to find the closest prim to return to the testcaller along the ray
@@ -728,10 +935,11 @@ namespace OpenSim.Region.Framework.Scenes
728 result.obj = part; 935 result.obj = part;
729 result.normal = inter.normal; 936 result.normal = inter.normal;
730 result.distance = inter.distance; 937 result.distance = inter.distance;
938
939 idist = inter.distance;
731 } 940 }
732 } 941 }
733 } 942 }
734
735 return result; 943 return result;
736 } 944 }
737 945
@@ -751,17 +959,19 @@ namespace OpenSim.Region.Framework.Scenes
751 minZ = 8192f; 959 minZ = 8192f;
752 960
753 SceneObjectPart[] parts = m_parts.GetArray(); 961 SceneObjectPart[] parts = m_parts.GetArray();
754 for (int i = 0; i < parts.Length; i++) 962 foreach (SceneObjectPart part in parts)
755 { 963 {
756 SceneObjectPart part = parts[i];
757
758 Vector3 worldPos = part.GetWorldPosition(); 964 Vector3 worldPos = part.GetWorldPosition();
759 Vector3 offset = worldPos - AbsolutePosition; 965 Vector3 offset = worldPos - AbsolutePosition;
760 Quaternion worldRot; 966 Quaternion worldRot;
761 if (part.ParentID == 0) 967 if (part.ParentID == 0)
968 {
762 worldRot = part.RotationOffset; 969 worldRot = part.RotationOffset;
970 }
763 else 971 else
972 {
764 worldRot = part.GetWorldRotation(); 973 worldRot = part.GetWorldRotation();
974 }
765 975
766 Vector3 frontTopLeft; 976 Vector3 frontTopLeft;
767 Vector3 frontTopRight; 977 Vector3 frontTopRight;
@@ -773,6 +983,8 @@ namespace OpenSim.Region.Framework.Scenes
773 Vector3 backBottomLeft; 983 Vector3 backBottomLeft;
774 Vector3 backBottomRight; 984 Vector3 backBottomRight;
775 985
986 // Vector3[] corners = new Vector3[8];
987
776 Vector3 orig = Vector3.Zero; 988 Vector3 orig = Vector3.Zero;
777 989
778 frontTopLeft.X = orig.X - (part.Scale.X / 2); 990 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -807,6 +1019,38 @@ namespace OpenSim.Region.Framework.Scenes
807 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1019 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
808 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1020 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
809 1021
1022
1023
1024 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1025 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1026 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1027 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1028 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1029 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1030 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1031 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1032
1033 //for (int i = 0; i < 8; i++)
1034 //{
1035 // corners[i] = corners[i] * worldRot;
1036 // corners[i] += offset;
1037
1038 // if (corners[i].X > maxX)
1039 // maxX = corners[i].X;
1040 // if (corners[i].X < minX)
1041 // minX = corners[i].X;
1042
1043 // if (corners[i].Y > maxY)
1044 // maxY = corners[i].Y;
1045 // if (corners[i].Y < minY)
1046 // minY = corners[i].Y;
1047
1048 // if (corners[i].Z > maxZ)
1049 // maxZ = corners[i].Y;
1050 // if (corners[i].Z < minZ)
1051 // minZ = corners[i].Z;
1052 //}
1053
810 frontTopLeft = frontTopLeft * worldRot; 1054 frontTopLeft = frontTopLeft * worldRot;
811 frontTopRight = frontTopRight * worldRot; 1055 frontTopRight = frontTopRight * worldRot;
812 frontBottomLeft = frontBottomLeft * worldRot; 1056 frontBottomLeft = frontBottomLeft * worldRot;
@@ -828,6 +1072,15 @@ namespace OpenSim.Region.Framework.Scenes
828 backTopLeft += offset; 1072 backTopLeft += offset;
829 backTopRight += offset; 1073 backTopRight += offset;
830 1074
1075 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1076 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1077 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1078 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1079 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1080 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1081 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1082 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1083
831 if (frontTopRight.X > maxX) 1084 if (frontTopRight.X > maxX)
832 maxX = frontTopRight.X; 1085 maxX = frontTopRight.X;
833 if (frontTopLeft.X > maxX) 1086 if (frontTopLeft.X > maxX)
@@ -973,15 +1226,20 @@ namespace OpenSim.Region.Framework.Scenes
973 1226
974 public void SaveScriptedState(XmlTextWriter writer) 1227 public void SaveScriptedState(XmlTextWriter writer)
975 { 1228 {
1229 SaveScriptedState(writer, false);
1230 }
1231
1232 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1233 {
976 XmlDocument doc = new XmlDocument(); 1234 XmlDocument doc = new XmlDocument();
977 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1235 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
978 1236
979 SceneObjectPart[] parts = m_parts.GetArray(); 1237 SceneObjectPart[] parts = m_parts.GetArray();
980 for (int i = 0; i < parts.Length; i++) 1238 for (int i = 0; i < parts.Length; i++)
981 { 1239 {
982 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1240 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
983 foreach (KeyValuePair<UUID, string> kvp in pstates) 1241 foreach (KeyValuePair<UUID, string> kvp in pstates)
984 states.Add(kvp.Key, kvp.Value); 1242 states[kvp.Key] = kvp.Value;
985 } 1243 }
986 1244
987 if (states.Count > 0) 1245 if (states.Count > 0)
@@ -1001,6 +1259,169 @@ namespace OpenSim.Region.Framework.Scenes
1001 } 1259 }
1002 1260
1003 /// <summary> 1261 /// <summary>
1262 /// Add the avatar to this linkset (avatar is sat).
1263 /// </summary>
1264 /// <param name="agentID"></param>
1265 public void AddAvatar(UUID agentID)
1266 {
1267 ScenePresence presence;
1268 if (m_scene.TryGetScenePresence(agentID, out presence))
1269 {
1270 if (!m_linkedAvatars.Contains(presence))
1271 {
1272 m_linkedAvatars.Add(presence);
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Delete the avatar from this linkset (avatar is unsat).
1279 /// </summary>
1280 /// <param name="agentID"></param>
1281 public void DeleteAvatar(UUID agentID)
1282 {
1283 ScenePresence presence;
1284 if (m_scene.TryGetScenePresence(agentID, out presence))
1285 {
1286 if (m_linkedAvatars.Contains(presence))
1287 {
1288 m_linkedAvatars.Remove(presence);
1289 }
1290 }
1291 }
1292
1293 /// <summary>
1294 /// Returns the list of linked presences (avatars sat on this group)
1295 /// </summary>
1296 /// <param name="agentID"></param>
1297 public List<ScenePresence> GetLinkedAvatars()
1298 {
1299 return m_linkedAvatars;
1300 }
1301
1302 /// <summary>
1303 /// Attach this scene object to the given avatar.
1304 /// </summary>
1305 /// <param name="agentID"></param>
1306 /// <param name="attachmentpoint"></param>
1307 /// <param name="AttachOffset"></param>
1308 private void AttachToAgent(
1309 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1310 {
1311 if (avatar != null)
1312 {
1313 // don't attach attachments to child agents
1314 if (avatar.IsChildAgent) return;
1315
1316 // Remove from database and parcel prim count
1317 m_scene.DeleteFromStorage(so.UUID);
1318 m_scene.EventManager.TriggerParcelPrimCountTainted();
1319
1320 so.AttachedAvatar = avatar.UUID;
1321
1322 if (so.RootPart.PhysActor != null)
1323 {
1324 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1325 so.RootPart.PhysActor = null;
1326 }
1327
1328 so.AbsolutePosition = attachOffset;
1329 so.RootPart.AttachedPos = attachOffset;
1330 so.IsAttachment = true;
1331 so.RootPart.SetParentLocalId(avatar.LocalId);
1332 so.AttachmentPoint = attachmentpoint;
1333
1334 avatar.AddAttachment(this);
1335
1336 if (!silent)
1337 {
1338 // Killing it here will cause the client to deselect it
1339 // It then reappears on the avatar, deselected
1340 // through the full update below
1341 //
1342 if (IsSelected)
1343 {
1344 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1345 }
1346
1347 IsSelected = false; // fudge....
1348 ScheduleGroupForFullUpdate();
1349 }
1350 }
1351 else
1352 {
1353 m_log.WarnFormat(
1354 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1355 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1356 }
1357 }
1358
1359 public byte GetAttachmentPoint()
1360 {
1361 return m_rootPart.Shape.State;
1362 }
1363
1364 public void DetachToGround()
1365 {
1366 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1367 if (avatar == null)
1368 return;
1369
1370 avatar.RemoveAttachment(this);
1371
1372 Vector3 detachedpos = new Vector3(127f,127f,127f);
1373 if (avatar == null)
1374 return;
1375
1376 detachedpos = avatar.AbsolutePosition;
1377 RootPart.FromItemID = UUID.Zero;
1378
1379 AbsolutePosition = detachedpos;
1380 AttachedAvatar = UUID.Zero;
1381
1382 //SceneObjectPart[] parts = m_parts.GetArray();
1383 //for (int i = 0; i < parts.Length; i++)
1384 // parts[i].AttachedAvatar = UUID.Zero;
1385
1386 m_rootPart.SetParentLocalId(0);
1387 AttachmentPoint = (byte)0;
1388 // must check if buildind should be true or false here
1389 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1390 HasGroupChanged = true;
1391 RootPart.Rezzed = DateTime.Now;
1392 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1393 AttachToBackup();
1394 m_scene.EventManager.TriggerParcelPrimCountTainted();
1395 m_rootPart.ScheduleFullUpdate();
1396 m_rootPart.ClearUndoState();
1397 }
1398
1399 public void DetachToInventoryPrep()
1400 {
1401 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1402 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1403 if (avatar != null)
1404 {
1405 //detachedpos = avatar.AbsolutePosition;
1406 avatar.RemoveAttachment(this);
1407 }
1408
1409 AttachedAvatar = UUID.Zero;
1410
1411 /*SceneObjectPart[] parts = m_parts.GetArray();
1412 for (int i = 0; i < parts.Length; i++)
1413 parts[i].AttachedAvatar = UUID.Zero;*/
1414
1415 m_rootPart.SetParentLocalId(0);
1416 //m_rootPart.SetAttachmentPoint((byte)0);
1417 IsAttachment = false;
1418 AbsolutePosition = m_rootPart.AttachedPos;
1419 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1420 //AttachToBackup();
1421 //m_rootPart.ScheduleFullUpdate();
1422 }
1423
1424 /// <summary>
1004 /// 1425 ///
1005 /// </summary> 1426 /// </summary>
1006 /// <param name="part"></param> 1427 /// <param name="part"></param>
@@ -1050,7 +1471,10 @@ namespace OpenSim.Region.Framework.Scenes
1050 public void AddPart(SceneObjectPart part) 1471 public void AddPart(SceneObjectPart part)
1051 { 1472 {
1052 part.SetParent(this); 1473 part.SetParent(this);
1053 part.LinkNum = m_parts.Add(part.UUID, part); 1474 m_parts.Add(part.UUID, part);
1475
1476 part.LinkNum = m_parts.Count;
1477
1054 if (part.LinkNum == 2) 1478 if (part.LinkNum == 2)
1055 RootPart.LinkNum = 1; 1479 RootPart.LinkNum = 1;
1056 } 1480 }
@@ -1158,6 +1582,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1582 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1159 public void DeleteGroupFromScene(bool silent) 1583 public void DeleteGroupFromScene(bool silent)
1160 { 1584 {
1585 // We need to keep track of this state in case this group is still queued for backup.
1586 IsDeleted = true;
1587
1588 DetachFromBackup();
1589
1161 SceneObjectPart[] parts = m_parts.GetArray(); 1590 SceneObjectPart[] parts = m_parts.GetArray();
1162 for (int i = 0; i < parts.Length; i++) 1591 for (int i = 0; i < parts.Length; i++)
1163 { 1592 {
@@ -1180,6 +1609,8 @@ namespace OpenSim.Region.Framework.Scenes
1180 } 1609 }
1181 }); 1610 });
1182 } 1611 }
1612
1613
1183 } 1614 }
1184 1615
1185 public void AddScriptLPS(int count) 1616 public void AddScriptLPS(int count)
@@ -1254,28 +1685,43 @@ namespace OpenSim.Region.Framework.Scenes
1254 /// </summary> 1685 /// </summary>
1255 public void ApplyPhysics() 1686 public void ApplyPhysics()
1256 { 1687 {
1257 // Apply physics to the root prim
1258 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1259
1260 // Apply physics to child prims
1261 SceneObjectPart[] parts = m_parts.GetArray(); 1688 SceneObjectPart[] parts = m_parts.GetArray();
1262 if (parts.Length > 1) 1689 if (parts.Length > 1)
1263 { 1690 {
1691 ResetChildPrimPhysicsPositions();
1692
1693 // Apply physics to the root prim
1694 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1695
1696
1264 for (int i = 0; i < parts.Length; i++) 1697 for (int i = 0; i < parts.Length; i++)
1265 { 1698 {
1266 SceneObjectPart part = parts[i]; 1699 SceneObjectPart part = parts[i];
1267 if (part.LocalId != m_rootPart.LocalId) 1700 if (part.LocalId != m_rootPart.LocalId)
1268 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1701 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1269 } 1702 }
1270
1271 // Hack to get the physics scene geometries in the right spot 1703 // Hack to get the physics scene geometries in the right spot
1272 ResetChildPrimPhysicsPositions(); 1704// ResetChildPrimPhysicsPositions();
1705 if (m_rootPart.PhysActor != null)
1706 {
1707 m_rootPart.PhysActor.Building = false;
1708 }
1709 }
1710 else
1711 {
1712 // Apply physics to the root prim
1713 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1273 } 1714 }
1274 } 1715 }
1275 1716
1276 public void SetOwnerId(UUID userId) 1717 public void SetOwnerId(UUID userId)
1277 { 1718 {
1278 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1719 ForEachPart(delegate(SceneObjectPart part)
1720 {
1721
1722 part.OwnerID = userId;
1723
1724 });
1279 } 1725 }
1280 1726
1281 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1727 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1307,11 +1753,17 @@ namespace OpenSim.Region.Framework.Scenes
1307 return; 1753 return;
1308 } 1754 }
1309 1755
1756 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1757 return;
1758
1310 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1759 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1311 // any exception propogate upwards. 1760 // any exception propogate upwards.
1312 try 1761 try
1313 { 1762 {
1314 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1763 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1764 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1765 m_scene.LoadingPrims) // Land may not be valid yet
1766
1315 { 1767 {
1316 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1768 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1317 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1769 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1338,6 +1790,7 @@ namespace OpenSim.Region.Framework.Scenes
1338 } 1790 }
1339 } 1791 }
1340 } 1792 }
1793
1341 } 1794 }
1342 1795
1343 if (m_scene.UseBackup && HasGroupChanged) 1796 if (m_scene.UseBackup && HasGroupChanged)
@@ -1345,6 +1798,20 @@ namespace OpenSim.Region.Framework.Scenes
1345 // don't backup while it's selected or you're asking for changes mid stream. 1798 // don't backup while it's selected or you're asking for changes mid stream.
1346 if (isTimeToPersist() || forcedBackup) 1799 if (isTimeToPersist() || forcedBackup)
1347 { 1800 {
1801 if (m_rootPart.PhysActor != null &&
1802 (!m_rootPart.PhysActor.IsPhysical))
1803 {
1804 // Possible ghost prim
1805 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1806 {
1807 foreach (SceneObjectPart part in m_parts.GetArray())
1808 {
1809 // Re-set physics actor positions and
1810 // orientations
1811 part.GroupPosition = m_rootPart.GroupPosition;
1812 }
1813 }
1814 }
1348// m_log.DebugFormat( 1815// m_log.DebugFormat(
1349// "[SCENE]: Storing {0}, {1} in {2}", 1816// "[SCENE]: Storing {0}, {1} in {2}",
1350// Name, UUID, m_scene.RegionInfo.RegionName); 1817// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1414,6 +1881,7 @@ namespace OpenSim.Region.Framework.Scenes
1414 /// <returns></returns> 1881 /// <returns></returns>
1415 public SceneObjectGroup Copy(bool userExposed) 1882 public SceneObjectGroup Copy(bool userExposed)
1416 { 1883 {
1884 m_dupeInProgress = true;
1417 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1885 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1418 dupe.m_isBackedUp = false; 1886 dupe.m_isBackedUp = false;
1419 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1887 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1428,7 +1896,7 @@ namespace OpenSim.Region.Framework.Scenes
1428 // This is only necessary when userExposed is false! 1896 // This is only necessary when userExposed is false!
1429 1897
1430 bool previousAttachmentStatus = dupe.IsAttachment; 1898 bool previousAttachmentStatus = dupe.IsAttachment;
1431 1899
1432 if (!userExposed) 1900 if (!userExposed)
1433 dupe.IsAttachment = true; 1901 dupe.IsAttachment = true;
1434 1902
@@ -1446,11 +1914,11 @@ namespace OpenSim.Region.Framework.Scenes
1446 dupe.m_rootPart.TrimPermissions(); 1914 dupe.m_rootPart.TrimPermissions();
1447 1915
1448 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1916 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1449 1917
1450 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1918 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1451 { 1919 {
1452 return p1.LinkNum.CompareTo(p2.LinkNum); 1920 return p1.LinkNum.CompareTo(p2.LinkNum);
1453 } 1921 }
1454 ); 1922 );
1455 1923
1456 foreach (SceneObjectPart part in partList) 1924 foreach (SceneObjectPart part in partList)
@@ -1470,21 +1938,24 @@ namespace OpenSim.Region.Framework.Scenes
1470 if (part.PhysActor != null && userExposed) 1938 if (part.PhysActor != null && userExposed)
1471 { 1939 {
1472 PrimitiveBaseShape pbs = newPart.Shape; 1940 PrimitiveBaseShape pbs = newPart.Shape;
1473 1941
1474 newPart.PhysActor 1942 newPart.PhysActor
1475 = m_scene.PhysicsScene.AddPrimShape( 1943 = m_scene.PhysicsScene.AddPrimShape(
1476 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1944 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1477 pbs, 1945 pbs,
1478 newPart.AbsolutePosition, 1946 newPart.AbsolutePosition,
1479 newPart.Scale, 1947 newPart.Scale,
1480 newPart.RotationOffset, 1948 //newPart.RotationOffset,
1949 newPart.GetWorldRotation(),
1481 part.PhysActor.IsPhysical, 1950 part.PhysActor.IsPhysical,
1482 newPart.LocalId); 1951 newPart.LocalId);
1483 1952
1484 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1953 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1485 } 1954 }
1486 } 1955 }
1487 1956 if (dupe.m_rootPart.PhysActor != null && userExposed)
1957 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
1958
1488 if (userExposed) 1959 if (userExposed)
1489 { 1960 {
1490 dupe.UpdateParentIDs(); 1961 dupe.UpdateParentIDs();
@@ -1494,6 +1965,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 ScheduleGroupForFullUpdate(); 1965 ScheduleGroupForFullUpdate();
1495 } 1966 }
1496 1967
1968 m_dupeInProgress = false;
1497 return dupe; 1969 return dupe;
1498 } 1970 }
1499 1971
@@ -1599,6 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes
1599 return Vector3.Zero; 2071 return Vector3.Zero;
1600 } 2072 }
1601 2073
2074 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1602 public void moveToTarget(Vector3 target, float tau) 2075 public void moveToTarget(Vector3 target, float tau)
1603 { 2076 {
1604 if (IsAttachment) 2077 if (IsAttachment)
@@ -1626,6 +2099,46 @@ namespace OpenSim.Region.Framework.Scenes
1626 RootPart.PhysActor.PIDActive = false; 2099 RootPart.PhysActor.PIDActive = false;
1627 } 2100 }
1628 2101
2102 public void rotLookAt(Quaternion target, float strength, float damping)
2103 {
2104 SceneObjectPart rootpart = m_rootPart;
2105 if (rootpart != null)
2106 {
2107 if (IsAttachment)
2108 {
2109 /*
2110 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2111 if (avatar != null)
2112 {
2113 Rotate the Av?
2114 } */
2115 }
2116 else
2117 {
2118 if (rootpart.PhysActor != null)
2119 { // APID must be implemented in your physics system for this to function.
2120 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2121 rootpart.PhysActor.APIDStrength = strength;
2122 rootpart.PhysActor.APIDDamping = damping;
2123 rootpart.PhysActor.APIDActive = true;
2124 }
2125 }
2126 }
2127 }
2128
2129 public void stopLookAt()
2130 {
2131 SceneObjectPart rootpart = m_rootPart;
2132 if (rootpart != null)
2133 {
2134 if (rootpart.PhysActor != null)
2135 { // APID must be implemented in your physics system for this to function.
2136 rootpart.PhysActor.APIDActive = false;
2137 }
2138 }
2139
2140 }
2141
1629 /// <summary> 2142 /// <summary>
1630 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2143 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1631 /// </summary> 2144 /// </summary>
@@ -1681,6 +2194,8 @@ namespace OpenSim.Region.Framework.Scenes
1681 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2194 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1682 { 2195 {
1683 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2196 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2197 newPart.SetParent(this);
2198
1684 AddPart(newPart); 2199 AddPart(newPart);
1685 2200
1686 SetPartAsNonRoot(newPart); 2201 SetPartAsNonRoot(newPart);
@@ -1809,11 +2324,11 @@ namespace OpenSim.Region.Framework.Scenes
1809 /// Immediately send a full update for this scene object. 2324 /// Immediately send a full update for this scene object.
1810 /// </summary> 2325 /// </summary>
1811 public void SendGroupFullUpdate() 2326 public void SendGroupFullUpdate()
1812 { 2327 {
1813 if (IsDeleted) 2328 if (IsDeleted)
1814 return; 2329 return;
1815 2330
1816// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2331// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1817 2332
1818 RootPart.SendFullUpdateToAllClients(); 2333 RootPart.SendFullUpdateToAllClients();
1819 2334
@@ -1957,6 +2472,11 @@ namespace OpenSim.Region.Framework.Scenes
1957 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2472 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1958 public void LinkToGroup(SceneObjectGroup objectGroup) 2473 public void LinkToGroup(SceneObjectGroup objectGroup)
1959 { 2474 {
2475 LinkToGroup(objectGroup, false);
2476 }
2477
2478 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2479 {
1960// m_log.DebugFormat( 2480// m_log.DebugFormat(
1961// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2481// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1962// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2482// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1990,7 +2510,20 @@ namespace OpenSim.Region.Framework.Scenes
1990 2510
1991 lock (m_parts.SyncRoot) 2511 lock (m_parts.SyncRoot)
1992 { 2512 {
1993 int linkNum = PrimCount + 1; 2513 int linkNum;
2514 if (insert)
2515 {
2516 linkNum = 2;
2517 foreach (SceneObjectPart part in Parts)
2518 {
2519 if (part.LinkNum > 1)
2520 part.LinkNum++;
2521 }
2522 }
2523 else
2524 {
2525 linkNum = PrimCount + 1;
2526 }
1994 2527
1995 m_parts.Add(linkPart.UUID, linkPart); 2528 m_parts.Add(linkPart.UUID, linkPart);
1996 2529
@@ -2018,7 +2551,7 @@ namespace OpenSim.Region.Framework.Scenes
2018 objectGroup.IsDeleted = true; 2551 objectGroup.IsDeleted = true;
2019 2552
2020 objectGroup.m_parts.Clear(); 2553 objectGroup.m_parts.Clear();
2021 2554
2022 // Can't do this yet since backup still makes use of the root part without any synchronization 2555 // Can't do this yet since backup still makes use of the root part without any synchronization
2023// objectGroup.m_rootPart = null; 2556// objectGroup.m_rootPart = null;
2024 2557
@@ -2152,6 +2685,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 /// <param name="objectGroup"></param> 2685 /// <param name="objectGroup"></param>
2153 public virtual void DetachFromBackup() 2686 public virtual void DetachFromBackup()
2154 { 2687 {
2688 m_scene.SceneGraph.FireDetachFromBackup(this);
2155 if (m_isBackedUp && Scene != null) 2689 if (m_isBackedUp && Scene != null)
2156 m_scene.EventManager.OnBackup -= ProcessBackup; 2690 m_scene.EventManager.OnBackup -= ProcessBackup;
2157 2691
@@ -2170,7 +2704,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 2704
2171 axPos *= parentRot; 2705 axPos *= parentRot;
2172 part.OffsetPosition = axPos; 2706 part.OffsetPosition = axPos;
2173 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2707 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2708 part.GroupPosition = newPos;
2174 part.OffsetPosition = Vector3.Zero; 2709 part.OffsetPosition = Vector3.Zero;
2175 part.RotationOffset = worldRot; 2710 part.RotationOffset = worldRot;
2176 2711
@@ -2181,7 +2716,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 2716
2182 part.LinkNum = linkNum; 2717 part.LinkNum = linkNum;
2183 2718
2184 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2719 part.OffsetPosition = newPos - AbsolutePosition;
2185 2720
2186 Quaternion rootRotation = m_rootPart.RotationOffset; 2721 Quaternion rootRotation = m_rootPart.RotationOffset;
2187 2722
@@ -2191,7 +2726,7 @@ namespace OpenSim.Region.Framework.Scenes
2191 2726
2192 parentRot = m_rootPart.RotationOffset; 2727 parentRot = m_rootPart.RotationOffset;
2193 oldRot = part.RotationOffset; 2728 oldRot = part.RotationOffset;
2194 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2729 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2195 part.RotationOffset = newRot; 2730 part.RotationOffset = newRot;
2196 } 2731 }
2197 2732
@@ -2438,8 +2973,31 @@ namespace OpenSim.Region.Framework.Scenes
2438 } 2973 }
2439 } 2974 }
2440 2975
2976/*
2977 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2441 for (int i = 0; i < parts.Length; i++) 2978 for (int i = 0; i < parts.Length; i++)
2442 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2979 {
2980 if (parts[i] != RootPart)
2981 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2982 }
2983*/
2984 if (parts.Length > 1)
2985 {
2986 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2987
2988 for (int i = 0; i < parts.Length; i++)
2989 {
2990
2991 if (parts[i].UUID != m_rootPart.UUID)
2992 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2993 }
2994
2995 if (m_rootPart.PhysActor != null)
2996 m_rootPart.PhysActor.Building = false;
2997 }
2998 else
2999 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3000
2443 } 3001 }
2444 } 3002 }
2445 3003
@@ -2452,6 +3010,17 @@ namespace OpenSim.Region.Framework.Scenes
2452 } 3010 }
2453 } 3011 }
2454 3012
3013
3014
3015 /// <summary>
3016 /// Gets the number of parts
3017 /// </summary>
3018 /// <returns></returns>
3019 public int GetPartCount()
3020 {
3021 return Parts.Count();
3022 }
3023
2455 /// <summary> 3024 /// <summary>
2456 /// Update the texture entry for this part 3025 /// Update the texture entry for this part
2457 /// </summary> 3026 /// </summary>
@@ -2513,7 +3082,6 @@ namespace OpenSim.Region.Framework.Scenes
2513 { 3082 {
2514// m_log.DebugFormat( 3083// m_log.DebugFormat(
2515// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3084// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2516
2517 RootPart.StoreUndoState(true); 3085 RootPart.StoreUndoState(true);
2518 3086
2519 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3087 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2614,7 +3182,6 @@ namespace OpenSim.Region.Framework.Scenes
2614 prevScale.X *= x; 3182 prevScale.X *= x;
2615 prevScale.Y *= y; 3183 prevScale.Y *= y;
2616 prevScale.Z *= z; 3184 prevScale.Z *= z;
2617
2618// RootPart.IgnoreUndoUpdate = true; 3185// RootPart.IgnoreUndoUpdate = true;
2619 RootPart.Resize(prevScale); 3186 RootPart.Resize(prevScale);
2620// RootPart.IgnoreUndoUpdate = false; 3187// RootPart.IgnoreUndoUpdate = false;
@@ -2645,7 +3212,9 @@ namespace OpenSim.Region.Framework.Scenes
2645 } 3212 }
2646 3213
2647// obPart.IgnoreUndoUpdate = false; 3214// obPart.IgnoreUndoUpdate = false;
2648// obPart.StoreUndoState(); 3215 HasGroupChanged = true;
3216 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3217 ScheduleGroupForTerseUpdate();
2649 } 3218 }
2650 3219
2651// m_log.DebugFormat( 3220// m_log.DebugFormat(
@@ -2705,9 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes
2705 { 3274 {
2706 SceneObjectPart part = GetChildPart(localID); 3275 SceneObjectPart part = GetChildPart(localID);
2707 3276
2708// SceneObjectPart[] parts = m_parts.GetArray(); 3277 SceneObjectPart[] parts = m_parts.GetArray();
2709// for (int i = 0; i < parts.Length; i++) 3278 for (int i = 0; i < parts.Length; i++)
2710// parts[i].StoreUndoState(); 3279 parts[i].StoreUndoState();
2711 3280
2712 if (part != null) 3281 if (part != null)
2713 { 3282 {
@@ -2763,10 +3332,27 @@ namespace OpenSim.Region.Framework.Scenes
2763 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3332 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2764 } 3333 }
2765 3334
2766 AbsolutePosition = newPos; 3335 //We have to set undoing here because otherwise an undo state will be saved
3336 if (!m_rootPart.Undoing)
3337 {
3338 m_rootPart.Undoing = true;
3339 AbsolutePosition = newPos;
3340 m_rootPart.Undoing = false;
3341 }
3342 else
3343 {
3344 AbsolutePosition = newPos;
3345 }
2767 3346
2768 HasGroupChanged = true; 3347 HasGroupChanged = true;
2769 ScheduleGroupForTerseUpdate(); 3348 if (m_rootPart.Undoing)
3349 {
3350 ScheduleGroupForFullUpdate();
3351 }
3352 else
3353 {
3354 ScheduleGroupForTerseUpdate();
3355 }
2770 } 3356 }
2771 3357
2772 #endregion 3358 #endregion
@@ -2843,10 +3429,7 @@ namespace OpenSim.Region.Framework.Scenes
2843 public void UpdateSingleRotation(Quaternion rot, uint localID) 3429 public void UpdateSingleRotation(Quaternion rot, uint localID)
2844 { 3430 {
2845 SceneObjectPart part = GetChildPart(localID); 3431 SceneObjectPart part = GetChildPart(localID);
2846
2847 SceneObjectPart[] parts = m_parts.GetArray(); 3432 SceneObjectPart[] parts = m_parts.GetArray();
2848 for (int i = 0; i < parts.Length; i++)
2849 parts[i].StoreUndoState();
2850 3433
2851 if (part != null) 3434 if (part != null)
2852 { 3435 {
@@ -2884,7 +3467,16 @@ namespace OpenSim.Region.Framework.Scenes
2884 if (part.UUID == m_rootPart.UUID) 3467 if (part.UUID == m_rootPart.UUID)
2885 { 3468 {
2886 UpdateRootRotation(rot); 3469 UpdateRootRotation(rot);
2887 AbsolutePosition = pos; 3470 if (!m_rootPart.Undoing)
3471 {
3472 m_rootPart.Undoing = true;
3473 AbsolutePosition = pos;
3474 m_rootPart.Undoing = false;
3475 }
3476 else
3477 {
3478 AbsolutePosition = pos;
3479 }
2888 } 3480 }
2889 else 3481 else
2890 { 3482 {
@@ -2908,9 +3500,10 @@ namespace OpenSim.Region.Framework.Scenes
2908 3500
2909 Quaternion axRot = rot; 3501 Quaternion axRot = rot;
2910 Quaternion oldParentRot = m_rootPart.RotationOffset; 3502 Quaternion oldParentRot = m_rootPart.RotationOffset;
2911
2912 m_rootPart.StoreUndoState(); 3503 m_rootPart.StoreUndoState();
2913 m_rootPart.UpdateRotation(rot); 3504
3505 //Don't use UpdateRotation because it schedules an update prematurely
3506 m_rootPart.RotationOffset = rot;
2914 if (m_rootPart.PhysActor != null) 3507 if (m_rootPart.PhysActor != null)
2915 { 3508 {
2916 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3509 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2924,15 +3517,17 @@ namespace OpenSim.Region.Framework.Scenes
2924 if (prim.UUID != m_rootPart.UUID) 3517 if (prim.UUID != m_rootPart.UUID)
2925 { 3518 {
2926 prim.IgnoreUndoUpdate = true; 3519 prim.IgnoreUndoUpdate = true;
3520
3521 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3522 NewRot = Quaternion.Inverse(axRot) * NewRot;
3523 prim.RotationOffset = NewRot;
3524
2927 Vector3 axPos = prim.OffsetPosition; 3525 Vector3 axPos = prim.OffsetPosition;
3526
2928 axPos *= oldParentRot; 3527 axPos *= oldParentRot;
2929 axPos *= Quaternion.Inverse(axRot); 3528 axPos *= Quaternion.Inverse(axRot);
2930 prim.OffsetPosition = axPos; 3529 prim.OffsetPosition = axPos;
2931 Quaternion primsRot = prim.RotationOffset; 3530
2932 Quaternion newRot = oldParentRot * primsRot;
2933 newRot = Quaternion.Inverse(axRot) * newRot;
2934 prim.RotationOffset = newRot;
2935 prim.ScheduleTerseUpdate();
2936 prim.IgnoreUndoUpdate = false; 3531 prim.IgnoreUndoUpdate = false;
2937 } 3532 }
2938 } 3533 }
@@ -2946,8 +3541,8 @@ namespace OpenSim.Region.Framework.Scenes
2946//// childpart.StoreUndoState(); 3541//// childpart.StoreUndoState();
2947// } 3542// }
2948// } 3543// }
2949 3544 HasGroupChanged = true;
2950 m_rootPart.ScheduleTerseUpdate(); 3545 ScheduleGroupForFullUpdate();
2951 3546
2952// m_log.DebugFormat( 3547// m_log.DebugFormat(
2953// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3548// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3175,7 +3770,6 @@ namespace OpenSim.Region.Framework.Scenes
3175 public float GetMass() 3770 public float GetMass()
3176 { 3771 {
3177 float retmass = 0f; 3772 float retmass = 0f;
3178
3179 SceneObjectPart[] parts = m_parts.GetArray(); 3773 SceneObjectPart[] parts = m_parts.GetArray();
3180 for (int i = 0; i < parts.Length; i++) 3774 for (int i = 0; i < parts.Length; i++)
3181 retmass += parts[i].GetMass(); 3775 retmass += parts[i].GetMass();
@@ -3271,6 +3865,14 @@ namespace OpenSim.Region.Framework.Scenes
3271 SetFromItemID(uuid); 3865 SetFromItemID(uuid);
3272 } 3866 }
3273 3867
3868 public void ResetOwnerChangeFlag()
3869 {
3870 ForEachPart(delegate(SceneObjectPart part)
3871 {
3872 part.ResetOwnerChangeFlag();
3873 });
3874 }
3875
3274 #endregion 3876 #endregion
3275 } 3877 }
3276} 3878}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 65905a0..dd9431b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,6 +260,7 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -283,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 293 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 294 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 295 protected int m_lastTerseSent;
296 protected float m_buoyancy = 0.0f;
286 297
287 /// <summary> 298 /// <summary>
288 /// Stores media texture data 299 /// Stores media texture data
@@ -299,6 +310,9 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 310 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 311 private float m_collisionSoundVolume;
301 312
313
314 private SOPVehicle m_vehicle = null;
315
302 #endregion Fields 316 #endregion Fields
303 317
304// ~SceneObjectPart() 318// ~SceneObjectPart()
@@ -341,7 +355,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 355 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 356 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 357 {
344 m_name = "Primitive"; 358 m_name = "Object";
345 359
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 360 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 361 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 395 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 396 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 397 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 398 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 399 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 400 private DateTime m_expires;
387 private DateTime m_rezzed; 401 private DateTime m_rezzed;
@@ -475,12 +489,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 489 }
476 490
477 /// <value> 491 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 492 /// Get the inventory list
479 /// </value> 493 /// </value>
480 public TaskInventoryDictionary TaskInventory 494 public TaskInventoryDictionary TaskInventory
481 { 495 {
482 get { return m_inventory.Items; } 496 get {
483 set { m_inventory.Items = value; } 497 return m_inventory.Items;
498 }
499 set {
500 m_inventory.Items = value;
501 }
484 } 502 }
485 503
486 /// <summary> 504 /// <summary>
@@ -624,14 +642,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 642 set { m_LoopSoundSlavePrims = value; }
625 } 643 }
626 644
627
628 public Byte[] TextureAnimation 645 public Byte[] TextureAnimation
629 { 646 {
630 get { return m_TextureAnimation; } 647 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 648 set { m_TextureAnimation = value; }
632 } 649 }
633 650
634
635 public Byte[] ParticleSystem 651 public Byte[] ParticleSystem
636 { 652 {
637 get { return m_particleSystem; } 653 get { return m_particleSystem; }
@@ -668,9 +684,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 684 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 685 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 686 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 687 if (ParentID == 0)
672 { 688 {
673 m_groupPosition = actor.Position; 689 if (actor != null)
690 m_groupPosition = actor.Position;
691 return m_groupPosition;
674 } 692 }
675 693
676 if (ParentGroup.IsAttachment) 694 if (ParentGroup.IsAttachment)
@@ -680,12 +698,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 698 return sp.AbsolutePosition;
681 } 699 }
682 700
701 // use root prim's group position. Physics may have updated it
702 if (ParentGroup.RootPart != this)
703 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 704 return m_groupPosition;
684 } 705 }
685 set 706 set
686 { 707 {
687 m_groupPosition = value; 708 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 709 PhysicsActor actor = PhysActor;
690 if (actor != null) 710 if (actor != null)
691 { 711 {
@@ -711,16 +731,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 731 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 732 }
713 } 733 }
714
715 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
716 if (SitTargetAvatar != UUID.Zero)
717 {
718 ScenePresence avatar;
719 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
720 {
721 avatar.ParentPosition = GetWorldPosition();
722 }
723 }
724 } 734 }
725 } 735 }
726 736
@@ -729,7 +739,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 739 get { return m_offsetPosition; }
730 set 740 set
731 { 741 {
732// StoreUndoState(); 742 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 743 m_offsetPosition = value;
734 744
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 745 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +754,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 754 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 755 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 756 }
757
758 if (!m_parentGroup.m_dupeInProgress)
759 {
760 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
761 foreach (ScenePresence av in avs)
762 {
763 if (av.ParentID == m_localId)
764 {
765 Vector3 offset = (m_offsetPosition - oldpos);
766 av.AbsolutePosition += offset;
767 av.SendAvatarDataToAllAgents();
768 }
769 }
770 }
747 } 771 }
772 TriggerScriptChangedEvent(Changed.POSITION);
748 } 773 }
749 } 774 }
750 775
@@ -893,7 +918,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 918 /// <summary></summary>
894 public Vector3 Acceleration 919 public Vector3 Acceleration
895 { 920 {
896 get { return m_acceleration; } 921 get
922 {
923 PhysicsActor actor = PhysActor;
924 if (actor != null)
925 {
926 m_acceleration = actor.Acceleration;
927 }
928 return m_acceleration;
929 }
930
897 set { m_acceleration = value; } 931 set { m_acceleration = value; }
898 } 932 }
899 933
@@ -1030,10 +1064,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1064 {
1031 get 1065 get
1032 { 1066 {
1033 if (ParentGroup.IsAttachment) 1067 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1068 }
1038 } 1069 }
1039 1070
@@ -1203,6 +1234,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1234 _flags = value;
1204 } 1235 }
1205 } 1236 }
1237
1238 [XmlIgnore]
1239 public bool IsOccupied // KF If an av is sittingon this prim
1240 {
1241 get { return m_occupied; }
1242 set { m_occupied = value; }
1243 }
1206 1244
1207 /// <summary> 1245 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1246 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1300,19 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1300 set { m_collisionSoundVolume = value; }
1263 } 1301 }
1264 1302
1303 public float Buoyancy
1304 {
1305 get { return m_buoyancy; }
1306 set
1307 {
1308 m_buoyancy = value;
1309 if (PhysActor != null)
1310 {
1311 PhysActor.Buoyancy = value;
1312 }
1313 }
1314 }
1315
1265 #endregion Public Properties with only Get 1316 #endregion Public Properties with only Get
1266 1317
1267 private uint ApplyMask(uint val, bool set, uint mask) 1318 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1458,7 +1509,8 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1509 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1510 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1511 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1512// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1513 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1514 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1515 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1516 return;
@@ -1487,6 +1539,8 @@ namespace OpenSim.Region.Framework.Scenes
1487 // or flexible 1539 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1540 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1541 {
1542 Vector3 velocity = Velocity;
1543 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1544 try
1491 { 1545 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1546 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,7 +1548,8 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1548 Shape,
1495 AbsolutePosition, 1549 AbsolutePosition,
1496 Scale, 1550 Scale,
1497 RotationOffset, 1551// RotationOffset,
1552 GetWorldRotation(), // physics wants world rotation
1498 RigidBody, 1553 RigidBody,
1499 m_localId); 1554 m_localId);
1500 } 1555 }
@@ -1509,8 +1564,21 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1564 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1565 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1566 PhysActor.SetMaterial(Material);
1567
1568 // if root part apply vehicle
1569 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1570 m_vehicle.SetVehicle(PhysActor);
1571
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1572 DoPhysicsPropertyUpdate(RigidBody, true);
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1573 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1574
1575 Velocity = velocity;
1576 AngularVelocity = rotationalVelocity;
1577 PhysActor.Velocity = velocity;
1578 PhysActor.RotationalVelocity = rotationalVelocity;
1579
1580 if (!building)
1581 PhysActor.Building = false;
1514 } 1582 }
1515 } 1583 }
1516 } 1584 }
@@ -1582,6 +1650,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 1650
1583 // Move afterwards ResetIDs as it clears the localID 1651 // Move afterwards ResetIDs as it clears the localID
1584 dupe.LocalId = localID; 1652 dupe.LocalId = localID;
1653 if(dupe.PhysActor != null)
1654 dupe.PhysActor.LocalID = localID;
1655
1585 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1656 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1586 dupe.LastOwnerID = OwnerID; 1657 dupe.LastOwnerID = OwnerID;
1587 1658
@@ -1743,6 +1814,10 @@ namespace OpenSim.Region.Framework.Scenes
1743 if (!isNew) 1814 if (!isNew)
1744 ParentGroup.Scene.RemovePhysicalPrim(1); 1815 ParentGroup.Scene.RemovePhysicalPrim(1);
1745 1816
1817 Velocity = new Vector3(0, 0, 0);
1818 Acceleration = new Vector3(0, 0, 0);
1819 AngularVelocity = new Vector3(0, 0, 0);
1820
1746 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1821 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1747 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1822 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1748 PhysActor.delink(); 1823 PhysActor.delink();
@@ -2564,9 +2639,9 @@ namespace OpenSim.Region.Framework.Scenes
2564 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2639 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2565 2640
2566 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2641 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2567 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2642 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2568 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2643 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2569 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2644 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2570 { 2645 {
2571 ParentGroup.AbsolutePosition = newpos; 2646 ParentGroup.AbsolutePosition = newpos;
2572 return; 2647 return;
@@ -2587,17 +2662,18 @@ namespace OpenSim.Region.Framework.Scenes
2587 //Trys to fetch sound id from prim's inventory. 2662 //Trys to fetch sound id from prim's inventory.
2588 //Prim's inventory doesn't support non script items yet 2663 //Prim's inventory doesn't support non script items yet
2589 2664
2590 lock (TaskInventory) 2665 TaskInventory.LockItemsForRead(true);
2666
2667 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2591 { 2668 {
2592 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2669 if (item.Value.Name == sound)
2593 { 2670 {
2594 if (item.Value.Name == sound) 2671 soundID = item.Value.ItemID;
2595 { 2672 break;
2596 soundID = item.Value.ItemID;
2597 break;
2598 }
2599 } 2673 }
2600 } 2674 }
2675
2676 TaskInventory.LockItemsForRead(false);
2601 } 2677 }
2602 2678
2603 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2679 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2917,8 +2993,8 @@ namespace OpenSim.Region.Framework.Scenes
2917 { 2993 {
2918 const float ROTATION_TOLERANCE = 0.01f; 2994 const float ROTATION_TOLERANCE = 0.01f;
2919 const float VELOCITY_TOLERANCE = 0.001f; 2995 const float VELOCITY_TOLERANCE = 0.001f;
2920 const float POSITION_TOLERANCE = 0.05f; 2996 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2921 const int TIME_MS_TOLERANCE = 3000; 2997 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2922 2998
2923 switch (UpdateFlag) 2999 switch (UpdateFlag)
2924 { 3000 {
@@ -2980,17 +3056,16 @@ namespace OpenSim.Region.Framework.Scenes
2980 if (!UUID.TryParse(sound, out soundID)) 3056 if (!UUID.TryParse(sound, out soundID))
2981 { 3057 {
2982 // search sound file from inventory 3058 // search sound file from inventory
2983 lock (TaskInventory) 3059 TaskInventory.LockItemsForRead(true);
3060 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2984 { 3061 {
2985 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3062 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2986 { 3063 {
2987 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3064 soundID = item.Value.ItemID;
2988 { 3065 break;
2989 soundID = item.Value.ItemID;
2990 break;
2991 }
2992 } 3066 }
2993 } 3067 }
3068 TaskInventory.LockItemsForRead(false);
2994 } 3069 }
2995 3070
2996 if (soundID == UUID.Zero) 3071 if (soundID == UUID.Zero)
@@ -3112,17 +3187,74 @@ namespace OpenSim.Region.Framework.Scenes
3112 } 3187 }
3113 } 3188 }
3114 3189
3190 public SOPVehicle sopVehicle
3191 {
3192 get
3193 {
3194 return m_vehicle;
3195 }
3196 set
3197 {
3198 m_vehicle = value;
3199 }
3200 }
3201
3202
3203 public int VehicleType
3204 {
3205 get
3206 {
3207 if (m_vehicle == null)
3208 return (int)Vehicle.TYPE_NONE;
3209 else
3210 return (int)m_vehicle.Type;
3211 }
3212 set
3213 {
3214 SetVehicleType(value);
3215 }
3216 }
3217
3115 public void SetVehicleType(int type) 3218 public void SetVehicleType(int type)
3116 { 3219 {
3117 if (PhysActor != null) 3220 m_vehicle = null;
3221
3222 if (type == (int)Vehicle.TYPE_NONE)
3223 {
3224 if (_parentID ==0 && PhysActor != null)
3225 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3226 return;
3227 }
3228 m_vehicle = new SOPVehicle();
3229 m_vehicle.ProcessTypeChange((Vehicle)type);
3230 {
3231 if (_parentID ==0 && PhysActor != null)
3232 PhysActor.VehicleType = type;
3233 return;
3234 }
3235 }
3236
3237 public void SetVehicleFlags(int param, bool remove)
3238 {
3239 if (m_vehicle == null)
3240 return;
3241
3242 m_vehicle.ProcessVehicleFlags(param, remove);
3243
3244 if (_parentID ==0 && PhysActor != null)
3118 { 3245 {
3119 PhysActor.VehicleType = type; 3246 PhysActor.VehicleFlags(param, remove);
3120 } 3247 }
3121 } 3248 }
3122 3249
3123 public void SetVehicleFloatParam(int param, float value) 3250 public void SetVehicleFloatParam(int param, float value)
3124 { 3251 {
3125 if (PhysActor != null) 3252 if (m_vehicle == null)
3253 return;
3254
3255 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3256
3257 if (_parentID == 0 && PhysActor != null)
3126 { 3258 {
3127 PhysActor.VehicleFloatParam(param, value); 3259 PhysActor.VehicleFloatParam(param, value);
3128 } 3260 }
@@ -3130,7 +3262,12 @@ namespace OpenSim.Region.Framework.Scenes
3130 3262
3131 public void SetVehicleVectorParam(int param, Vector3 value) 3263 public void SetVehicleVectorParam(int param, Vector3 value)
3132 { 3264 {
3133 if (PhysActor != null) 3265 if (m_vehicle == null)
3266 return;
3267
3268 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3269
3270 if (_parentID == 0 && PhysActor != null)
3134 { 3271 {
3135 PhysActor.VehicleVectorParam(param, value); 3272 PhysActor.VehicleVectorParam(param, value);
3136 } 3273 }
@@ -3138,7 +3275,12 @@ namespace OpenSim.Region.Framework.Scenes
3138 3275
3139 public void SetVehicleRotationParam(int param, Quaternion rotation) 3276 public void SetVehicleRotationParam(int param, Quaternion rotation)
3140 { 3277 {
3141 if (PhysActor != null) 3278 if (m_vehicle == null)
3279 return;
3280
3281 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3282
3283 if (_parentID == 0 && PhysActor != null)
3142 { 3284 {
3143 PhysActor.VehicleRotationParam(param, rotation); 3285 PhysActor.VehicleRotationParam(param, rotation);
3144 } 3286 }
@@ -3325,13 +3467,6 @@ namespace OpenSim.Region.Framework.Scenes
3325 hasProfileCut = hasDimple; // is it the same thing? 3467 hasProfileCut = hasDimple; // is it the same thing?
3326 } 3468 }
3327 3469
3328 public void SetVehicleFlags(int param, bool remove)
3329 {
3330 if (PhysActor != null)
3331 {
3332 PhysActor.VehicleFlags(param, remove);
3333 }
3334 }
3335 3470
3336 public void SetGroup(UUID groupID, IClientAPI client) 3471 public void SetGroup(UUID groupID, IClientAPI client)
3337 { 3472 {
@@ -3457,10 +3592,10 @@ namespace OpenSim.Region.Framework.Scenes
3457 // TODO: May need to fix for group comparison 3592 // TODO: May need to fix for group comparison
3458 if (last.Compare(this)) 3593 if (last.Compare(this))
3459 { 3594 {
3460 // m_log.DebugFormat( 3595 // m_log.DebugFormat(
3461 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3596 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3462 // Name, LocalId, m_undo.Count); 3597 // Name, LocalId, m_undo.Count);
3463 3598
3464 return; 3599 return;
3465 } 3600 }
3466 } 3601 }
@@ -3473,29 +3608,29 @@ namespace OpenSim.Region.Framework.Scenes
3473 if (ParentGroup.GetSceneMaxUndo() > 0) 3608 if (ParentGroup.GetSceneMaxUndo() > 0)
3474 { 3609 {
3475 UndoState nUndo = new UndoState(this, forGroup); 3610 UndoState nUndo = new UndoState(this, forGroup);
3476 3611
3477 m_undo.Push(nUndo); 3612 m_undo.Push(nUndo);
3478 3613
3479 if (m_redo.Count > 0) 3614 if (m_redo.Count > 0)
3480 m_redo.Clear(); 3615 m_redo.Clear();
3481 3616
3482 // m_log.DebugFormat( 3617 // m_log.DebugFormat(
3483 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3618 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3484 // Name, LocalId, forGroup, m_undo.Count); 3619 // Name, LocalId, forGroup, m_undo.Count);
3485 } 3620 }
3486 } 3621 }
3487 } 3622 }
3488 } 3623 }
3489// else 3624 // else
3490// { 3625 // {
3491// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3626 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3492// } 3627 // }
3493 } 3628 }
3494// else 3629 // else
3495// { 3630 // {
3496// m_log.DebugFormat( 3631 // m_log.DebugFormat(
3497// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3632 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3498// } 3633 // }
3499 } 3634 }
3500 3635
3501 /// <summary> 3636 /// <summary>
@@ -4219,13 +4354,17 @@ namespace OpenSim.Region.Framework.Scenes
4219 /// <param name="SetTemporary"></param> 4354 /// <param name="SetTemporary"></param>
4220 /// <param name="SetPhantom"></param> 4355 /// <param name="SetPhantom"></param>
4221 /// <param name="SetVD"></param> 4356 /// <param name="SetVD"></param>
4222 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4357// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4358 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4223 { 4359 {
4224 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4360 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4225 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4361 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
4226 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4362 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4227 bool wasVD = VolumeDetectActive; 4363 bool wasVD = VolumeDetectActive;
4228 4364
4365// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4366// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4367
4229 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4368 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4230 return; 4369 return;
4231 4370
@@ -4234,6 +4373,9 @@ namespace OpenSim.Region.Framework.Scenes
4234 // that... 4373 // that...
4235 // ... if VD is changed, all others are not. 4374 // ... if VD is changed, all others are not.
4236 // ... if one of the others is changed, VD is not. 4375 // ... if one of the others is changed, VD is not.
4376 // do this first
4377 if (building && PhysActor != null && PhysActor.Building != building)
4378 PhysActor.Building = building;
4237 if (SetVD) // VD is active, special logic applies 4379 if (SetVD) // VD is active, special logic applies
4238 { 4380 {
4239 // State machine logic for VolumeDetect 4381 // State machine logic for VolumeDetect
@@ -4255,6 +4397,11 @@ namespace OpenSim.Region.Framework.Scenes
4255 SetPhantom = false; 4397 SetPhantom = false;
4256 } 4398 }
4257 } 4399 }
4400 else if (wasVD)
4401 {
4402 // Correspondingly, if VD is turned off, also turn off phantom
4403 SetPhantom = false;
4404 }
4258 4405
4259 if (UsePhysics && IsJoint()) 4406 if (UsePhysics && IsJoint())
4260 { 4407 {
@@ -4310,11 +4457,17 @@ namespace OpenSim.Region.Framework.Scenes
4310 Shape, 4457 Shape,
4311 AbsolutePosition, 4458 AbsolutePosition,
4312 Scale, 4459 Scale,
4313 RotationOffset, 4460// RotationOffset,
4461 GetWorldRotation(), //physics wants world rotation like all other functions send
4314 UsePhysics, 4462 UsePhysics,
4315 m_localId); 4463 m_localId);
4316 4464
4317 PhysActor.SetMaterial(Material); 4465 PhysActor.SetMaterial(Material);
4466
4467 // if root part apply vehicle
4468 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4469 m_vehicle.SetVehicle(PhysActor);
4470
4318 DoPhysicsPropertyUpdate(UsePhysics, true); 4471 DoPhysicsPropertyUpdate(UsePhysics, true);
4319 4472
4320 if (!ParentGroup.IsDeleted) 4473 if (!ParentGroup.IsDeleted)
@@ -4390,6 +4543,9 @@ namespace OpenSim.Region.Framework.Scenes
4390 } 4543 }
4391 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4544 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4392 4545
4546 // and last in case we have a new actor and not building
4547 if (PhysActor != null && PhysActor.Building != building)
4548 PhysActor.Building = building;
4393 if (ParentGroup != null) 4549 if (ParentGroup != null)
4394 { 4550 {
4395 ParentGroup.HasGroupChanged = true; 4551 ParentGroup.HasGroupChanged = true;
@@ -4753,5 +4909,17 @@ namespace OpenSim.Region.Framework.Scenes
4753 Color color = Color; 4909 Color color = Color;
4754 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4910 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4755 } 4911 }
4912
4913 public void ResetOwnerChangeFlag()
4914 {
4915 List<UUID> inv = Inventory.GetInventoryList();
4916
4917 foreach (UUID itemID in inv)
4918 {
4919 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4920 item.OwnerChanged = false;
4921 Inventory.UpdateInventoryItem(item, false, false);
4922 }
4923 }
4756 } 4924 }
4757} 4925}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f2d1915..ca85d10 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -271,7 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 330// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 331
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 332 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
333 {
334 StoreScriptError(item.ItemID, "no permission");
274 return; 335 return;
336 }
275 337
276 m_part.AddFlag(PrimFlags.Scripted); 338 m_part.AddFlag(PrimFlags.Scripted);
277 339
@@ -280,14 +342,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 342 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 343 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 344 {
283 lock (m_items) 345 m_items.LockItemsForWrite(true);
284 { 346 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 348 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 349 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 350 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
351 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 352 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 353 m_part.ScheduleFullUpdate();
293 return; 354 return;
@@ -296,6 +357,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 357 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 358 if (null == asset)
298 { 359 {
360 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
361 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 362 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 364 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +369,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 371
309 lock (m_items) 372 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
316 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
384 if (!item.ScriptRunning)
385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
386 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 387 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 388 m_part.ScheduleFullUpdate();
321 } 389 }
@@ -386,20 +454,146 @@ namespace OpenSim.Region.Framework.Scenes
386 454
387 /// <summary> 455 /// <summary>
388 /// Start a script which is in this prim's inventory. 456 /// Start a script which is in this prim's inventory.
457 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 458 /// </summary>
390 /// <param name="itemId"> 459 /// <param name="itemId">
391 /// A <see cref="UUID"/> 460 /// A <see cref="UUID"/>
392 /// </param> 461 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 462 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 463 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 464 lock (m_scriptErrors)
396 if (item != null) 465 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 466 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
467 m_scriptErrors.Remove(itemId);
468 }
469 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
470 }
471
472 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 m_items.LockItemsForRead(true);
475 if (m_items.ContainsKey(itemId))
476 {
477 if (m_items.ContainsKey(itemId))
478 {
479 m_items.LockItemsForRead(false);
480 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
481 }
482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
486 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
487 StoreScriptError(itemId, msg);
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "Couldn't start script with ID {0} since it {1}", itemId, msg);
491 }
492 }
398 else 493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
497 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 498 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 499 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 500 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 501 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
502 }
503
504 }
505
506 /// <summary>
507 /// Start a script which is in this prim's inventory and return any compilation error messages.
508 /// </summary>
509 /// <param name="itemId">
510 /// A <see cref="UUID"/>
511 /// </param>
512 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
513 {
514 ArrayList errors;
515
516 // Indicate to CreateScriptInstanceInternal() we want it to
517 // post any compilation/loading error messages
518 lock (m_scriptErrors)
519 {
520 m_scriptErrors[itemId] = null;
521 }
522
523 // Perform compilation/loading
524 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
525
526 // Wait for and retrieve any errors
527 lock (m_scriptErrors)
528 {
529 while ((errors = m_scriptErrors[itemId]) == null)
530 {
531 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
532 {
533 m_log.ErrorFormat(
534 "[PRIM INVENTORY]: " +
535 "timedout waiting for script {0} errors", itemId);
536 errors = m_scriptErrors[itemId];
537 if (errors == null)
538 {
539 errors = new ArrayList(1);
540 errors.Add("timedout waiting for errors");
541 }
542 break;
543 }
544 }
545 m_scriptErrors.Remove(itemId);
546 }
547 return errors;
548 }
549
550 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
551 private void StoreScriptErrors(UUID itemId, ArrayList errors)
552 {
553 lock (m_scriptErrors)
554 {
555 // If compilation/loading initiated via CreateScriptInstance(),
556 // it does not want the errors, so just get out
557 if (!m_scriptErrors.ContainsKey(itemId))
558 {
559 return;
560 }
561
562 // Initiated via CreateScriptInstanceEr(), if we know what the
563 // errors are, save them and wake CreateScriptInstanceEr().
564 if (errors != null)
565 {
566 m_scriptErrors[itemId] = errors;
567 System.Threading.Monitor.PulseAll(m_scriptErrors);
568 return;
569 }
570 }
571
572 // Initiated via CreateScriptInstanceEr() but we don't know what
573 // the errors are yet, so retrieve them from the script engine.
574 // This may involve some waiting internal to GetScriptErrors().
575 errors = GetScriptErrors(itemId);
576
577 // Get a default non-null value to indicate success.
578 if (errors == null)
579 {
580 errors = new ArrayList();
581 }
582
583 // Post to CreateScriptInstanceEr() and wake it up
584 lock (m_scriptErrors)
585 {
586 m_scriptErrors[itemId] = errors;
587 System.Threading.Monitor.PulseAll(m_scriptErrors);
588 }
589 }
590
591 // Like StoreScriptErrors(), but just posts a single string message
592 private void StoreScriptError(UUID itemId, string message)
593 {
594 ArrayList errors = new ArrayList(1);
595 errors.Add(message);
596 StoreScriptErrors(itemId, errors);
403 } 597 }
404 598
405 /// <summary> 599 /// <summary>
@@ -412,15 +606,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 606 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 607 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 608 {
415 bool scriptPresent = false; 609 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 610 {
425 if (!sceneObjectBeingDeleted) 611 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 612 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +631,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 631 /// <returns></returns>
446 private bool InventoryContainsName(string name) 632 private bool InventoryContainsName(string name)
447 { 633 {
448 lock (m_items) 634 m_items.LockItemsForRead(true);
635 foreach (TaskInventoryItem item in m_items.Values)
449 { 636 {
450 foreach (TaskInventoryItem item in m_items.Values) 637 if (item.Name == name)
451 { 638 {
452 if (item.Name == name) 639 m_items.LockItemsForRead(false);
453 return true; 640 return true;
454 } 641 }
455 } 642 }
643 m_items.LockItemsForRead(false);
456 return false; 644 return false;
457 } 645 }
458 646
@@ -494,8 +682,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 682 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 683 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 684 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 685 m_items.LockItemsForRead(true);
498 686 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
687 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 688 foreach (TaskInventoryItem i in il)
500 { 689 {
501 if (i.Name == item.Name) 690 if (i.Name == item.Name)
@@ -533,14 +722,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 722 item.Name = name;
534 item.GroupID = m_part.GroupID; 723 item.GroupID = m_part.GroupID;
535 724
536 lock (m_items) 725 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 726 m_items.Add(item.ItemID, item);
538 727 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 728 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 729 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 730 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 731 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 732
544 m_inventorySerial++; 733 m_inventorySerial++;
545 //m_inventorySerial += 2; 734 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 735 HasInventoryChanged = true;
@@ -556,15 +745,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 745 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 746 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 747 {
559 lock (m_items) 748 m_items.LockItemsForWrite(true);
749 foreach (TaskInventoryItem item in items)
560 { 750 {
561 foreach (TaskInventoryItem item in items) 751 m_items.Add(item.ItemID, item);
562 { 752// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 753 }
754 m_items.LockItemsForWrite(false);
755
756 m_inventorySerial++;
568 } 757 }
569 758
570 /// <summary> 759 /// <summary>
@@ -575,10 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 764 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 765 {
577 TaskInventoryItem item; 766 TaskInventoryItem item;
578 767 m_items.LockItemsForRead(true);
579 lock (m_items) 768 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 769 m_items.LockItemsForRead(false);
581
582 return item; 770 return item;
583 } 771 }
584 772
@@ -594,15 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 782 {
595 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 784
597 lock (m_items) 785 m_items.LockItemsForRead(true);
786
787 foreach (TaskInventoryItem item in m_items.Values)
598 { 788 {
599 foreach (TaskInventoryItem item in m_items.Values) 789 if (item.Name == name)
600 { 790 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 791 }
605 792
793 m_items.LockItemsForRead(false);
794
606 return items; 795 return items;
607 } 796 }
608 797
@@ -621,6 +810,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 810 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 811 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 812
813 group.RootPart.AttachPoint = group.RootPart.Shape.State;
814 group.RootPart.AttachOffset = group.AbsolutePosition;
815
624 group.ResetIDs(); 816 group.ResetIDs();
625 817
626 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 818 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -695,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
695 887
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 888 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 889 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 890 m_items.LockItemsForWrite(true);
699 if (it != null) 891
892 if (m_items.ContainsKey(item.ItemID))
700 { 893 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 894// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 895
@@ -709,14 +902,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 902 item.GroupID = m_part.GroupID;
710 903
711 if (item.AssetID == UUID.Zero) 904 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 905 item.AssetID = m_items[item.ItemID].AssetID;
713 906
714 lock (m_items) 907 m_items[item.ItemID] = item;
715 { 908 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 909 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 910 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 911
@@ -725,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 914 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 915 m_part.ParentGroup.HasGroupChanged = true;
727 } 916 }
728 917 m_items.LockItemsForWrite(false);
729 return true; 918 return true;
730 } 919 }
731 else 920 else
@@ -736,8 +925,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 925 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 926 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 927 }
739 return false; 928 m_items.LockItemsForWrite(false);
740 929
930 return false;
741 } 931 }
742 932
743 /// <summary> 933 /// <summary>
@@ -748,43 +938,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 938 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 939 public int RemoveInventoryItem(UUID itemID)
750 { 940 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 941 m_items.LockItemsForRead(true);
752 if (item != null) 942
943 if (m_items.ContainsKey(itemID))
753 { 944 {
754 int type = m_items[itemID].InvType; 945 int type = m_items[itemID].InvType;
946 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 947 if (type == 10) // Script
756 { 948 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 949 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 950 }
951 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 952 m_items.Remove(itemID);
953 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 954 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 955 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 956
764 HasInventoryChanged = true; 957 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 958 m_part.ParentGroup.HasGroupChanged = true;
766 959
767 if (!ContainsScripts()) 960 int scriptcount = 0;
961 m_items.LockItemsForRead(true);
962 foreach (TaskInventoryItem item in m_items.Values)
963 {
964 if (item.Type == 10)
965 {
966 scriptcount++;
967 }
968 }
969 m_items.LockItemsForRead(false);
970
971
972 if (scriptcount <= 0)
973 {
768 m_part.RemFlag(PrimFlags.Scripted); 974 m_part.RemFlag(PrimFlags.Scripted);
975 }
769 976
770 m_part.ScheduleFullUpdate(); 977 m_part.ScheduleFullUpdate();
771 978
772 return type; 979 return type;
773
774 } 980 }
775 else 981 else
776 { 982 {
983 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 984 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 985 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 986 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 987 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 988 }
783 989
784 return -1; 990 return -1;
785 } 991 }
786 992
787 private bool CreateInventoryFile() 993 private bool CreateInventoryFileName()
788 { 994 {
789// m_log.DebugFormat( 995// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 996// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +999,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 999 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 1000 m_inventoryFileNameSerial < m_inventorySerial)
795 { 1001 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1002 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 1003 m_inventoryFileNameSerial = m_inventorySerial;
799 1004
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1005 return true;
1006 }
1007
1008 return false;
1009 }
1010
1011 /// <summary>
1012 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1013 /// </summary>
1014 /// <param name="xferManager"></param>
1015 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1016 {
1017 bool changed = CreateInventoryFileName();
1018
1019 bool includeAssets = false;
1020 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1021 includeAssets = true;
1022
1023 if (m_inventoryPrivileged != includeAssets)
1024 changed = true;
1025
1026 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1027
1028 Items.LockItemsForRead(true);
1029
1030 if (m_inventorySerial == 0) // No inventory
1031 {
1032 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 Items.LockItemsForRead(false);
1034 return;
1035 }
801 1036
802 lock (m_items) 1037 if (m_items.Count == 0) // No inventory
1038 {
1039 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1040 Items.LockItemsForRead(false);
1041 return;
1042 }
1043
1044 if (!changed)
1045 {
1046 if (m_inventoryFileData.Length > 2)
803 { 1047 {
804 foreach (TaskInventoryItem item in m_items.Values) 1048 xferManager.AddNewFile(m_inventoryFileName,
805 { 1049 m_inventoryFileData);
806// m_log.DebugFormat( 1050 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1051 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1052
810 UUID ownerID = item.OwnerID; 1053 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1054 return;
812 uint baseMask = item.BasePermissions; 1055 }
813 uint ownerMask = item.CurrentPermissions; 1056 }
814 uint groupMask = item.GroupPermissions;
815 1057
816 invString.AddItemStart(); 1058 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1059
820 invString.AddPermissionsStart(); 1060 foreach (TaskInventoryItem item in m_items.Values)
1061 {
1062 UUID ownerID = item.OwnerID;
1063 uint everyoneMask = 0;
1064 uint baseMask = item.BasePermissions;
1065 uint ownerMask = item.CurrentPermissions;
1066 uint groupMask = item.GroupPermissions;
821 1067
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1068 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1069 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1070 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1071
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1072 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1073
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1074 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1075 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1076 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1077 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1078 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1079
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1080 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1081 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1082
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1083 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1084
841 invString.AddSaleStart(); 1085 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1086 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1087
846 invString.AddNameValueLine("name", item.Name + "|"); 1088 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1089 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1090 else
1091 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1092 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1093 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1094 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1095
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1096 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1097 invString.AddNameValueLine("sale_type", "not");
851 } 1098 invString.AddNameValueLine("sale_price", "0");
852 } 1099 invString.AddSectionEnd();
853 1100
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1101 invString.AddNameValueLine("name", item.Name + "|");
1102 invString.AddNameValueLine("desc", item.Description + "|");
855 1103
856 return true; 1104 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1105 invString.AddSectionEnd();
857 } 1106 }
858 1107
859 // No need to recreate, the existing file is fine 1108 Items.LockItemsForRead(false);
860 return false;
861 }
862
863 /// <summary>
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878 1109
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1110 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
880 return;
881 }
882 1111
883 CreateInventoryFile(); 1112 if (m_inventoryFileData.Length > 2)
884 1113 {
885 // In principle, we should only do the rest if the inventory changed; 1114 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1116 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1117 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1118 }
1119
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1121 }
907 1122
908 /// <summary> 1123 /// <summary>
@@ -911,13 +1126,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1126 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1127 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1128 {
914 if (HasInventoryChanged) 1129// Removed this because linking will cause an immediate delete of the new
915 { 1130// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1131// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1132// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1133// of prim inventory loss.
1134// if (HasInventoryChanged)
1135// {
1136 Items.LockItemsForRead(true);
1137 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1138 Items.LockItemsForRead(false);
919 1139
920 } 1140 HasInventoryChanged = false;
1141// }
921 } 1142 }
922 1143
923 public class InventoryStringBuilder 1144 public class InventoryStringBuilder
@@ -983,82 +1204,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1204 {
984 uint mask=0x7fffffff; 1205 uint mask=0x7fffffff;
985 1206
986 lock (m_items) 1207 foreach (TaskInventoryItem item in m_items.Values)
987 { 1208 {
988 foreach (TaskInventoryItem item in m_items.Values) 1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1210 mask &= ~((uint)PermissionMask.Copy >> 13);
1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1212 mask &= ~((uint)PermissionMask.Transfer >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1214 mask &= ~((uint)PermissionMask.Modify >> 13);
1215
1216 if (item.InvType == (int)InventoryType.Object)
989 { 1217 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1219 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1221 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1223 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1224 }
1225
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1227 mask &= ~(uint)PermissionMask.Copy;
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1229 mask &= ~(uint)PermissionMask.Transfer;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1231 mask &= ~(uint)PermissionMask.Modify;
1023 } 1232 }
1024
1025 return mask; 1233 return mask;
1026 } 1234 }
1027 1235
1028 public void ApplyNextOwnerPermissions() 1236 public void ApplyNextOwnerPermissions()
1029 { 1237 {
1030 lock (m_items) 1238 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1239 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1240 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1241 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1247 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1248 }
1249 item.OwnerChanged = true;
1250 item.CurrentPermissions &= item.NextPermissions;
1251 item.BasePermissions &= item.NextPermissions;
1252 item.EveryonePermissions &= item.NextPermissions;
1253 item.PermsMask = 0;
1254 item.PermsGranter = UUID.Zero;
1050 } 1255 }
1051 } 1256 }
1052 1257
1053 public void ApplyGodPermissions(uint perms) 1258 public void ApplyGodPermissions(uint perms)
1054 { 1259 {
1055 lock (m_items) 1260 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1261 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1262 item.CurrentPermissions = perms;
1058 { 1263 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1264 }
1063 1265
1064 m_inventorySerial++; 1266 m_inventorySerial++;
@@ -1071,17 +1273,13 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1273 /// <returns></returns>
1072 public bool ContainsScripts() 1274 public bool ContainsScripts()
1073 { 1275 {
1074 lock (m_items) 1276 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1277 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1278 if (item.InvType == (int)InventoryType.LSL)
1077 { 1279 {
1078 if (item.InvType == (int)InventoryType.LSL) 1280 return true;
1079 {
1080 return true;
1081 }
1082 } 1281 }
1083 } 1282 }
1084
1085 return false; 1283 return false;
1086 } 1284 }
1087 1285
@@ -1089,11 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
1089 { 1287 {
1090 List<UUID> ret = new List<UUID>(); 1288 List<UUID> ret = new List<UUID>();
1091 1289
1092 lock (m_items) 1290 foreach (TaskInventoryItem item in m_items.Values)
1093 { 1291 ret.Add(item.ItemID);
1094 foreach (TaskInventoryItem item in m_items.Values)
1095 ret.Add(item.ItemID);
1096 }
1097 1292
1098 return ret; 1293 return ret;
1099 } 1294 }
@@ -1124,6 +1319,11 @@ namespace OpenSim.Region.Framework.Scenes
1124 1319
1125 public Dictionary<UUID, string> GetScriptStates() 1320 public Dictionary<UUID, string> GetScriptStates()
1126 { 1321 {
1322 return GetScriptStates(false);
1323 }
1324
1325 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1326 {
1127 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1327 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1128 1328
1129 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1329 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1134,25 +1334,35 @@ namespace OpenSim.Region.Framework.Scenes
1134 if (engines.Length == 0) // No engine at all 1334 if (engines.Length == 0) // No engine at all
1135 return ret; 1335 return ret;
1136 1336
1137 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1337 Items.LockItemsForRead(true);
1138 1338 foreach (TaskInventoryItem item in m_items.Values)
1139 foreach (TaskInventoryItem item in scripts)
1140 { 1339 {
1141 foreach (IScriptModule e in engines) 1340 if (item.InvType == (int)InventoryType.LSL)
1142 { 1341 {
1143 if (e != null) 1342 foreach (IScriptModule e in engines)
1144 { 1343 {
1145 string n = e.GetXMLState(item.ItemID); 1344 if (e != null)
1146 if (n != String.Empty)
1147 { 1345 {
1148 if (!ret.ContainsKey(item.ItemID)) 1346 string n = e.GetXMLState(item.ItemID);
1149 ret[item.ItemID] = n; 1347 if (n != String.Empty)
1150 break; 1348 {
1349 if (oldIDs)
1350 {
1351 if (!ret.ContainsKey(item.OldItemID))
1352 ret[item.OldItemID] = n;
1353 }
1354 else
1355 {
1356 if (!ret.ContainsKey(item.ItemID))
1357 ret[item.ItemID] = n;
1358 }
1359 break;
1360 }
1151 } 1361 }
1152 } 1362 }
1153 } 1363 }
1154 } 1364 }
1155 1365 Items.LockItemsForRead(false);
1156 return ret; 1366 return ret;
1157 } 1367 }
1158 1368
@@ -1162,21 +1372,27 @@ namespace OpenSim.Region.Framework.Scenes
1162 if (engines.Length == 0) 1372 if (engines.Length == 0)
1163 return; 1373 return;
1164 1374
1165 List<TaskInventoryItem> scripts = GetInventoryScripts();
1166 1375
1167 foreach (TaskInventoryItem item in scripts) 1376 Items.LockItemsForRead(true);
1377
1378 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1379 {
1169 foreach (IScriptModule engine in engines) 1380 if (item.InvType == (int)InventoryType.LSL)
1170 { 1381 {
1171 if (engine != null) 1382 foreach (IScriptModule engine in engines)
1172 { 1383 {
1173 if (item.OwnerChanged) 1384 if (engine != null)
1174 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1385 {
1175 item.OwnerChanged = false; 1386 if (item.OwnerChanged)
1176 engine.ResumeScript(item.ItemID); 1387 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1388 item.OwnerChanged = false;
1389 engine.ResumeScript(item.ItemID);
1390 }
1177 } 1391 }
1178 } 1392 }
1179 } 1393 }
1394
1395 Items.LockItemsForRead(false);
1180 } 1396 }
1181 } 1397 }
1182} 1398}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 40c8d06..26fa6c0 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
92 /// issue #1716 92 /// issue #1716
93 /// </summary> 93 /// </summary>
94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
95 95
96 /// <summary> 96 /// <summary>
97 /// Movement updates for agents in neighboring regions are sent directly to clients. 97 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
236 private Vector3 m_prevSitOffset;
237
232 protected AvatarAppearance m_appearance; 238 protected AvatarAppearance m_appearance;
233 239
234 public AvatarAppearance Appearance 240 public AvatarAppearance Appearance
@@ -640,6 +646,13 @@ namespace OpenSim.Region.Framework.Scenes
640 } 646 }
641 private uint m_parentID; 647 private uint m_parentID;
642 648
649 public UUID ParentUUID
650 {
651 get { return m_parentUUID; }
652 set { m_parentUUID = value; }
653 }
654 private UUID m_parentUUID = UUID.Zero;
655
643 public float Health 656 public float Health
644 { 657 {
645 get { return m_health; } 658 get { return m_health; }
@@ -861,10 +874,37 @@ namespace OpenSim.Region.Framework.Scenes
861 "[SCENE]: Upgrading child to root agent for {0} in {1}", 874 "[SCENE]: Upgrading child to root agent for {0} in {1}",
862 Name, m_scene.RegionInfo.RegionName); 875 Name, m_scene.RegionInfo.RegionName);
863 876
864 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
865
866 bool wasChild = IsChildAgent; 877 bool wasChild = IsChildAgent;
867 IsChildAgent = false; 878
879 if (ParentUUID != UUID.Zero)
880 {
881 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
882 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
883 if (part == null)
884 {
885 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
886 }
887 else
888 {
889 part.ParentGroup.AddAvatar(UUID);
890 if (part.SitTargetPosition != Vector3.Zero)
891 part.SitTargetAvatar = UUID;
892 ParentPosition = part.GetWorldPosition();
893 ParentID = part.LocalId;
894 m_pos = m_prevSitOffset;
895 pos = ParentPosition;
896 }
897 ParentUUID = UUID.Zero;
898
899 IsChildAgent = false;
900
901 Animator.TrySetMovementAnimation("SIT");
902 }
903 else
904 {
905 IsChildAgent = false;
906 }
907
868 908
869 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 909 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
870 if (gm != null) 910 if (gm != null)
@@ -874,62 +914,64 @@ namespace OpenSim.Region.Framework.Scenes
874 914
875 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 915 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
876 916
877 // Moved this from SendInitialData to ensure that Appearance is initialized 917 if (ParentID == 0)
878 // before the inventory is processed in MakeRootAgent. This fixes a race condition
879 // related to the handling of attachments
880 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
881 if (m_scene.TestBorderCross(pos, Cardinals.E))
882 { 918 {
883 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 919 // Moved this from SendInitialData to ensure that Appearance is initialized
884 pos.X = crossedBorder.BorderLine.Z - 1; 920 // before the inventory is processed in MakeRootAgent. This fixes a race condition
885 } 921 // related to the handling of attachments
922 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
923 if (m_scene.TestBorderCross(pos, Cardinals.E))
924 {
925 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
926 pos.X = crossedBorder.BorderLine.Z - 1;
927 }
886 928
887 if (m_scene.TestBorderCross(pos, Cardinals.N)) 929 if (m_scene.TestBorderCross(pos, Cardinals.N))
888 { 930 {
889 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 931 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
890 pos.Y = crossedBorder.BorderLine.Z - 1; 932 pos.Y = crossedBorder.BorderLine.Z - 1;
891 } 933 }
892 934
893 CheckAndAdjustLandingPoint(ref pos); 935 CheckAndAdjustLandingPoint(ref pos);
894 936
895 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 937 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
896 { 938 {
897 m_log.WarnFormat( 939 m_log.WarnFormat(
898 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 940 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
899 pos, Name, UUID); 941 pos, Name, UUID);
900 942
901 if (pos.X < 0f) pos.X = 0f; 943 if (pos.X < 0f) pos.X = 0f;
902 if (pos.Y < 0f) pos.Y = 0f; 944 if (pos.Y < 0f) pos.Y = 0f;
903 if (pos.Z < 0f) pos.Z = 0f; 945 if (pos.Z < 0f) pos.Z = 0f;
904 } 946 }
905 947
906 float localAVHeight = 1.56f; 948 float localAVHeight = 1.56f;
907 if (Appearance.AvatarHeight > 0) 949 if (Appearance.AvatarHeight > 0)
908 localAVHeight = Appearance.AvatarHeight; 950 localAVHeight = Appearance.AvatarHeight;
909 951
910 float posZLimit = 0; 952 float posZLimit = 0;
911 953
912 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 954 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
913 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 955 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
914 956
915 float newPosZ = posZLimit + localAVHeight / 2; 957 float newPosZ = posZLimit + localAVHeight / 2;
916 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 958 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
917 { 959 {
918 pos.Z = newPosZ; 960 pos.Z = newPosZ;
919 } 961 }
920 AbsolutePosition = pos; 962 AbsolutePosition = pos;
921 963
922 AddToPhysicalScene(isFlying); 964 AddToPhysicalScene(isFlying);
923 965
924 if (ForceFly) 966 if (ForceFly)
925 { 967 {
926 Flying = true; 968 Flying = true;
927 } 969 }
928 else if (FlyDisabled) 970 else if (FlyDisabled)
929 { 971 {
930 Flying = false; 972 Flying = false;
973 }
931 } 974 }
932
933 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 975 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
934 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 976 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
935 // elsewhere anyway 977 // elsewhere anyway
@@ -947,14 +989,19 @@ namespace OpenSim.Region.Framework.Scenes
947 { 989 {
948 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 990 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
949 // Resume scripts 991 // Resume scripts
950 foreach (SceneObjectGroup sog in m_attachments) 992 Util.FireAndForget(delegate(object x) {
951 { 993 foreach (SceneObjectGroup sog in m_attachments)
952 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 994 {
953 sog.ResumeScripts(); 995 sog.ScheduleGroupForFullUpdate();
954 } 996 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
997 sog.ResumeScripts();
998 }
999 });
955 } 1000 }
956 } 1001 }
957 1002
1003 SendAvatarDataToAllAgents();
1004
958 // send the animations of the other presences to me 1005 // send the animations of the other presences to me
959 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1006 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
960 { 1007 {
@@ -1751,9 +1798,9 @@ namespace OpenSim.Region.Framework.Scenes
1751 if (pos.Z - terrainHeight < 0.2) 1798 if (pos.Z - terrainHeight < 0.2)
1752 pos.Z = terrainHeight; 1799 pos.Z = terrainHeight;
1753 1800
1754 m_log.DebugFormat( 1801// m_log.DebugFormat(
1755 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1802// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1756 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1803// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1757 1804
1758 if (noFly) 1805 if (noFly)
1759 Flying = false; 1806 Flying = false;
@@ -1810,8 +1857,11 @@ namespace OpenSim.Region.Framework.Scenes
1810// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1857// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1811 1858
1812 SitGround = false; 1859 SitGround = false;
1860
1861/* move this down so avatar gets physical in the new position and not where it is siting
1813 if (PhysicsActor == null) 1862 if (PhysicsActor == null)
1814 AddToPhysicalScene(false); 1863 AddToPhysicalScene(false);
1864 */
1815 1865
1816 if (ParentID != 0) 1866 if (ParentID != 0)
1817 { 1867 {
@@ -1837,6 +1887,7 @@ namespace OpenSim.Region.Framework.Scenes
1837 if (part.SitTargetAvatar == UUID) 1887 if (part.SitTargetAvatar == UUID)
1838 part.SitTargetAvatar = UUID.Zero; 1888 part.SitTargetAvatar = UUID.Zero;
1839 1889
1890 part.ParentGroup.DeleteAvatar(UUID);
1840 ParentPosition = part.GetWorldPosition(); 1891 ParentPosition = part.GetWorldPosition();
1841 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1892 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1842 } 1893 }
@@ -1845,6 +1896,10 @@ namespace OpenSim.Region.Framework.Scenes
1845 ParentPosition = Vector3.Zero; 1896 ParentPosition = Vector3.Zero;
1846 1897
1847 ParentID = 0; 1898 ParentID = 0;
1899
1900 if (PhysicsActor == null)
1901 AddToPhysicalScene(false);
1902
1848 SendAvatarDataToAllAgents(); 1903 SendAvatarDataToAllAgents();
1849 m_requestedSitTargetID = 0; 1904 m_requestedSitTargetID = 0;
1850 1905
@@ -1852,6 +1907,9 @@ namespace OpenSim.Region.Framework.Scenes
1852 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1907 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1853 } 1908 }
1854 1909
1910 else if (PhysicsActor == null)
1911 AddToPhysicalScene(false);
1912
1855 Animator.TrySetMovementAnimation("STAND"); 1913 Animator.TrySetMovementAnimation("STAND");
1856 } 1914 }
1857 1915
@@ -1975,7 +2033,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 forceMouselook = part.GetForceMouselook(); 2033 forceMouselook = part.GetForceMouselook();
1976 2034
1977 ControllingClient.SendSitResponse( 2035 ControllingClient.SendSitResponse(
1978 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2036 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1979 2037
1980 m_requestedSitTargetUUID = targetID; 2038 m_requestedSitTargetUUID = targetID;
1981 2039
@@ -2257,14 +2315,36 @@ namespace OpenSim.Region.Framework.Scenes
2257 2315
2258 //Quaternion result = (sitTargetOrient * vq) * nq; 2316 //Quaternion result = (sitTargetOrient * vq) * nq;
2259 2317
2260 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2318 double x, y, z, m;
2319
2320 Quaternion r = sitTargetOrient;
2321 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2322
2323 if (Math.Abs(1.0 - m) > 0.000001)
2324 {
2325 m = 1.0 / Math.Sqrt(m);
2326 r.X *= (float)m;
2327 r.Y *= (float)m;
2328 r.Z *= (float)m;
2329 r.W *= (float)m;
2330 }
2331
2332 x = 2 * (r.X * r.Z + r.Y * r.W);
2333 y = 2 * (-r.X * r.W + r.Y * r.Z);
2334 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2335
2336 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2337 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2338 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2261 Rotation = sitTargetOrient; 2339 Rotation = sitTargetOrient;
2262 ParentPosition = part.AbsolutePosition; 2340 ParentPosition = part.AbsolutePosition;
2341 part.ParentGroup.AddAvatar(UUID);
2263 } 2342 }
2264 else 2343 else
2265 { 2344 {
2266 m_pos -= part.AbsolutePosition; 2345 m_pos -= part.AbsolutePosition;
2267 ParentPosition = part.AbsolutePosition; 2346 ParentPosition = part.AbsolutePosition;
2347 part.ParentGroup.AddAvatar(UUID);
2268 2348
2269// m_log.DebugFormat( 2349// m_log.DebugFormat(
2270// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2350// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3106,6 +3186,9 @@ namespace OpenSim.Region.Framework.Scenes
3106 cAgent.AlwaysRun = SetAlwaysRun; 3186 cAgent.AlwaysRun = SetAlwaysRun;
3107 3187
3108 cAgent.Appearance = new AvatarAppearance(Appearance); 3188 cAgent.Appearance = new AvatarAppearance(Appearance);
3189
3190 cAgent.ParentPart = ParentUUID;
3191 cAgent.SitOffset = m_pos;
3109 3192
3110 lock (scriptedcontrols) 3193 lock (scriptedcontrols)
3111 { 3194 {
@@ -3165,6 +3248,8 @@ namespace OpenSim.Region.Framework.Scenes
3165 CameraAtAxis = cAgent.AtAxis; 3248 CameraAtAxis = cAgent.AtAxis;
3166 CameraLeftAxis = cAgent.LeftAxis; 3249 CameraLeftAxis = cAgent.LeftAxis;
3167 m_CameraUpAxis = cAgent.UpAxis; 3250 m_CameraUpAxis = cAgent.UpAxis;
3251 ParentUUID = cAgent.ParentPart;
3252 m_prevSitOffset = cAgent.SitOffset;
3168 3253
3169 // When we get to the point of re-computing neighbors everytime this 3254 // When we get to the point of re-computing neighbors everytime this
3170 // changes, then start using the agent's drawdistance rather than the 3255 // changes, then start using the agent's drawdistance rather than the
@@ -3371,6 +3456,8 @@ namespace OpenSim.Region.Framework.Scenes
3371 } 3456 }
3372 } 3457 }
3373 3458
3459 RaiseCollisionScriptEvents(coldata);
3460
3374 if (Invulnerable) 3461 if (Invulnerable)
3375 return; 3462 return;
3376 3463
@@ -3882,6 +3969,12 @@ namespace OpenSim.Region.Framework.Scenes
3882 3969
3883 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3970 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3884 { 3971 {
3972 string reason;
3973
3974 // Honor bans
3975 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3976 return;
3977
3885 SceneObjectGroup telehub = null; 3978 SceneObjectGroup telehub = null;
3886 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3979 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3887 { 3980 {
@@ -3921,11 +4014,173 @@ namespace OpenSim.Region.Framework.Scenes
3921 pos = land.LandData.UserLocation; 4014 pos = land.LandData.UserLocation;
3922 } 4015 }
3923 } 4016 }
3924 4017
3925 land.SendLandUpdateToClient(ControllingClient); 4018 land.SendLandUpdateToClient(ControllingClient);
3926 } 4019 }
3927 } 4020 }
3928 4021
4022 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4023 {
4024 lock(m_collisionEventLock)
4025 {
4026 if (m_collisionEventFlag)
4027 return;
4028 m_collisionEventFlag = true;
4029 }
4030
4031 Util.FireAndForget(delegate(object x)
4032 {
4033 try
4034 {
4035 List<uint> thisHitColliders = new List<uint>();
4036 List<uint> endedColliders = new List<uint>();
4037 List<uint> startedColliders = new List<uint>();
4038
4039 foreach (uint localid in coldata.Keys)
4040 {
4041 thisHitColliders.Add(localid);
4042 if (!m_lastColliders.Contains(localid))
4043 {
4044 startedColliders.Add(localid);
4045 }
4046 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4047 }
4048
4049 // calculate things that ended colliding
4050 foreach (uint localID in m_lastColliders)
4051 {
4052 if (!thisHitColliders.Contains(localID))
4053 {
4054 endedColliders.Add(localID);
4055 }
4056 }
4057 //add the items that started colliding this time to the last colliders list.
4058 foreach (uint localID in startedColliders)
4059 {
4060 m_lastColliders.Add(localID);
4061 }
4062 // remove things that ended colliding from the last colliders list
4063 foreach (uint localID in endedColliders)
4064 {
4065 m_lastColliders.Remove(localID);
4066 }
4067
4068 // do event notification
4069 if (startedColliders.Count > 0)
4070 {
4071 ColliderArgs StartCollidingMessage = new ColliderArgs();
4072 List<DetectedObject> colliding = new List<DetectedObject>();
4073 foreach (uint localId in startedColliders)
4074 {
4075 if (localId == 0)
4076 continue;
4077
4078 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4079 string data = "";
4080 if (obj != null)
4081 {
4082 DetectedObject detobj = new DetectedObject();
4083 detobj.keyUUID = obj.UUID;
4084 detobj.nameStr = obj.Name;
4085 detobj.ownerUUID = obj.OwnerID;
4086 detobj.posVector = obj.AbsolutePosition;
4087 detobj.rotQuat = obj.GetWorldRotation();
4088 detobj.velVector = obj.Velocity;
4089 detobj.colliderType = 0;
4090 detobj.groupUUID = obj.GroupID;
4091 colliding.Add(detobj);
4092 }
4093 }
4094
4095 if (colliding.Count > 0)
4096 {
4097 StartCollidingMessage.Colliders = colliding;
4098
4099 foreach (SceneObjectGroup att in GetAttachments())
4100 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4101 }
4102 }
4103
4104 if (endedColliders.Count > 0)
4105 {
4106 ColliderArgs EndCollidingMessage = new ColliderArgs();
4107 List<DetectedObject> colliding = new List<DetectedObject>();
4108 foreach (uint localId in endedColliders)
4109 {
4110 if (localId == 0)
4111 continue;
4112
4113 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4114 string data = "";
4115 if (obj != null)
4116 {
4117 DetectedObject detobj = new DetectedObject();
4118 detobj.keyUUID = obj.UUID;
4119 detobj.nameStr = obj.Name;
4120 detobj.ownerUUID = obj.OwnerID;
4121 detobj.posVector = obj.AbsolutePosition;
4122 detobj.rotQuat = obj.GetWorldRotation();
4123 detobj.velVector = obj.Velocity;
4124 detobj.colliderType = 0;
4125 detobj.groupUUID = obj.GroupID;
4126 colliding.Add(detobj);
4127 }
4128 }
4129
4130 if (colliding.Count > 0)
4131 {
4132 EndCollidingMessage.Colliders = colliding;
4133
4134 foreach (SceneObjectGroup att in GetAttachments())
4135 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4136 }
4137 }
4138
4139 if (thisHitColliders.Count > 0)
4140 {
4141 ColliderArgs CollidingMessage = new ColliderArgs();
4142 List<DetectedObject> colliding = new List<DetectedObject>();
4143 foreach (uint localId in thisHitColliders)
4144 {
4145 if (localId == 0)
4146 continue;
4147
4148 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4149 string data = "";
4150 if (obj != null)
4151 {
4152 DetectedObject detobj = new DetectedObject();
4153 detobj.keyUUID = obj.UUID;
4154 detobj.nameStr = obj.Name;
4155 detobj.ownerUUID = obj.OwnerID;
4156 detobj.posVector = obj.AbsolutePosition;
4157 detobj.rotQuat = obj.GetWorldRotation();
4158 detobj.velVector = obj.Velocity;
4159 detobj.colliderType = 0;
4160 detobj.groupUUID = obj.GroupID;
4161 colliding.Add(detobj);
4162 }
4163 }
4164
4165 if (colliding.Count > 0)
4166 {
4167 CollidingMessage.Colliders = colliding;
4168
4169 lock (m_attachments)
4170 {
4171 foreach (SceneObjectGroup att in m_attachments)
4172 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4173 }
4174 }
4175 }
4176 }
4177 finally
4178 {
4179 m_collisionEventFlag = false;
4180 }
4181 });
4182 }
4183
3929 private void TeleportFlagsDebug() { 4184 private void TeleportFlagsDebug() {
3930 4185
3931 // Some temporary debugging help to show all the TeleportFlags we have... 4186 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3950,6 +4205,5 @@ namespace OpenSim.Region.Framework.Scenes
3950 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4205 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3951 4206
3952 } 4207 }
3953
3954 } 4208 }
3955} 4209}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..72a0ec3 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -347,6 +347,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
350
351 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
352 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
353
354 //Ubit comented until proper testing
355 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
356
357
350 #endregion 358 #endregion
351 359
352 #region TaskInventoryXmlProcessors initialization 360 #region TaskInventoryXmlProcessors initialization
@@ -569,6 +577,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 577 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 578 }
571 579
580 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
581 {
582 bool errors = false;
583 SOPVehicle _vehicle = new SOPVehicle();
584
585 _vehicle.FromXml2(reader, out errors);
586
587 if (errors)
588 {
589 obj.sopVehicle = null;
590 m_log.DebugFormat(
591 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
592 obj.Name, obj.UUID);
593 }
594 else
595 obj.sopVehicle = _vehicle;
596 }
597
598
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 599 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 600 {
574 List<string> errorNodeNames; 601 List<string> errorNodeNames;
@@ -733,6 +760,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 760 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 761 }
735 762
763 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
764 {
765 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
766 }
767
768 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
769 {
770 obj.VolumeDetectActive = Util.ReadBoolean(reader);
771 }
772
736 #endregion 773 #endregion
737 774
738 #region TaskInventoryXmlProcessors 775 #region TaskInventoryXmlProcessors
@@ -1218,6 +1255,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1255 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1256 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1257
1258 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1259 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1260
1261 //Ubit comented until proper testing
1262 if (sop.sopVehicle != null)
1263 sop.sopVehicle.ToXml2(writer);
1264
1221 writer.WriteEndElement(); 1265 writer.WriteEndElement();
1222 } 1266 }
1223 1267
@@ -1487,12 +1531,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1531 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1532 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1533
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1534 reader.ReadStartElement(name, String.Empty);
1497 1535
1498 while (reader.Name == "TaskInventoryItem") 1536 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index d3c96e2..0f62b2a 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -818,6 +818,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 818 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 819 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 820 public event DirFindQuery OnDirFindQuery;
821 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 822 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 823 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 824 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +835,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 835 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 836 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 837 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 838 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 839 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 840 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 841 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +865,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 865 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 866 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 867 public event SendPostcard OnSendPostcard;
868 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 869 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 870 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 871 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +887,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 887
886 public void Close() 888 public void Close()
887 { 889 {
890 Close(true);
891 }
892
893 public void Close(bool sendStop)
894 {
888 Disconnect(); 895 Disconnect();
889 } 896 }
890 897
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 05678c0..8af3652 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 70e2f7e..0be0a19 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -749,7 +749,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
749 } 749 }
750 750
751 751
752 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 752 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
753 753
754 /// <summary> 754 /// <summary>
755 /// Perform administrative login for Vivox. 755 /// Perform administrative login for Vivox.
@@ -762,7 +762,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
762 } 762 }
763 763
764 764
765 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 765 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
766 766
767 /// <summary> 767 /// <summary>
768 /// Perform administrative logout for Vivox. 768 /// Perform administrative logout for Vivox.
@@ -774,7 +774,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
774 } 774 }
775 775
776 776
777 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 777 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
778 778
779 /// <summary> 779 /// <summary>
780 /// Retrieve account information for the specified user. 780 /// Retrieve account information for the specified user.
@@ -787,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 } 787 }
788 788
789 789
790 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 790 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
791 791
792 /// <summary> 792 /// <summary>
793 /// Creates a new account. 793 /// Creates a new account.
@@ -802,7 +802,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
802 } 802 }
803 803
804 804
805 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 805 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
806 806
807 /// <summary> 807 /// <summary>
808 /// Change the user's password. 808 /// Change the user's password.
@@ -814,7 +814,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
814 } 814 }
815 815
816 816
817 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 817 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
818 818
819 /// <summary> 819 /// <summary>
820 /// Create a channel. 820 /// Create a channel.
@@ -888,7 +888,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
888 return false; 888 return false;
889 } 889 }
890 890
891 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 891 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
892 892
893 /// <summary> 893 /// <summary>
894 /// Retrieve a channel. 894 /// Retrieve a channel.
@@ -1032,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 return false; 1032 return false;
1033 } 1033 }
1034 1034
1035 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1036 1036
1037 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1037 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1038 // { 1038 // {
@@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1056 /// In this case the call handles parent and description as optional values. 1056 /// In this case the call handles parent and description as optional values.
1057 /// </summary> 1057 /// </summary>
1058 1058
1059 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1059 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1060 1060
1061 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1061 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1062 { 1062 {
@@ -1072,7 +1072,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1072 /// Return information on channels in the given directory 1072 /// Return information on channels in the given directory
1073 /// </summary> 1073 /// </summary>
1074 1074
1075 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1075 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1076 1076
1077 private XmlElement VivoxListChildren(string channelid) 1077 private XmlElement VivoxListChildren(string channelid)
1078 { 1078 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index b60cd42..d39b847 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -874,7 +874,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
874 msg.dialog = dialog; 874 msg.dialog = dialog;
875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
876 msg.fromGroup = true; 876 msg.fromGroup = true;
877 msg.offline = (byte)0; 877 msg.offline = (byte)1; // Allow this message to be stored for offline use
878 msg.ParentEstateID = 0; 878 msg.ParentEstateID = 0;
879 msg.Position = Vector3.Zero; 879 msg.Position = Vector3.Zero;
880 msg.RegionID = UUID.Zero.Guid; 880 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index be0d56e..d0b822c 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
44 private readonly string m_firstname; 44 private readonly string m_firstname;
45 private readonly string m_lastname; 45 private readonly string m_lastname;
46 private readonly Vector3 m_startPos; 46 private readonly Vector3 m_startPos;
47 private readonly UUID m_uuid = UUID.Random(); 47 private UUID m_uuid = UUID.Random();
48 private readonly Scene m_scene; 48 private readonly Scene m_scene;
49 private readonly UUID m_ownerID; 49 private readonly UUID m_ownerID;
50 50
@@ -171,7 +171,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
171#pragma warning disable 67 171#pragma warning disable 67
172 public event Action<IClientAPI> OnLogout; 172 public event Action<IClientAPI> OnLogout;
173 public event ObjectPermissions OnObjectPermissions; 173 public event ObjectPermissions OnObjectPermissions;
174 174 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
175 public event MoneyTransferRequest OnMoneyTransferRequest; 175 public event MoneyTransferRequest OnMoneyTransferRequest;
176 public event ParcelBuy OnParcelBuy; 176 public event ParcelBuy OnParcelBuy;
177 public event Action<IClientAPI> OnConnectionClosed; 177 public event Action<IClientAPI> OnConnectionClosed;
@@ -377,7 +377,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
377 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 377 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
378 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 378 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
379 public event ClassifiedDelete OnClassifiedDelete; 379 public event ClassifiedDelete OnClassifiedDelete;
380 public event ClassifiedDelete OnClassifiedGodDelete; 380 public event ClassifiedGodDelete OnClassifiedGodDelete;
381 381
382 public event EventNotificationAddRequest OnEventNotificationAddRequest; 382 public event EventNotificationAddRequest OnEventNotificationAddRequest;
383 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 383 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -416,6 +416,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
416 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 416 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
417 public event SimWideDeletesDelegate OnSimWideDeletes; 417 public event SimWideDeletesDelegate OnSimWideDeletes;
418 public event SendPostcard OnSendPostcard; 418 public event SendPostcard OnSendPostcard;
419 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
419 public event MuteListEntryUpdate OnUpdateMuteListEntry; 420 public event MuteListEntryUpdate OnUpdateMuteListEntry;
420 public event MuteListEntryRemove OnRemoveMuteListEntry; 421 public event MuteListEntryRemove OnRemoveMuteListEntry;
421 public event GodlikeMessage onGodlikeMessage; 422 public event GodlikeMessage onGodlikeMessage;
@@ -443,6 +444,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
443 public virtual UUID AgentId 444 public virtual UUID AgentId
444 { 445 {
445 get { return m_uuid; } 446 get { return m_uuid; }
447 set { m_uuid = value; }
446 } 448 }
447 449
448 public UUID SessionId 450 public UUID SessionId
@@ -851,8 +853,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
851 853
852 public void Close() 854 public void Close()
853 { 855 {
854 // Remove ourselves from the scene 856 Close(true);
855 m_scene.RemoveClient(AgentId, false); 857 }
858
859 public void Close(bool sendStop)
860 {
856 } 861 }
857 862
858 public void Start() 863 public void Start()
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 2052cdb..ae46c97 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -140,29 +140,38 @@ namespace OpenSim.Region.OptionalModules.World.NPC
140// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 140// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
141// } 141// }
142 142
143 lock (m_avatars) 143 ManualResetEvent ev = new ManualResetEvent(false);
144 {
145 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
146 scene.AddNewClient(npcAvatar, PresenceType.Npc);
147 144
148 ScenePresence sp; 145 Util.FireAndForget(delegate(object x) {
149 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 146 lock (m_avatars)
150 { 147 {
151// m_log.DebugFormat( 148 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
152// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 149 scene.AddNewClient(npcAvatar, PresenceType.Npc);
153 150
154 sp.CompleteMovement(npcAvatar, false); 151 ScenePresence sp;
155 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 152 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
156 m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); 153 {
154 m_log.DebugFormat(
155 "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
156
157 sp.CompleteMovement(npcAvatar, false);
158 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
159 }
160 else
161 {
162 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
163 npcAvatar.AgentId = UUID.Zero;
164 }
157 165
158 return npcAvatar.AgentId;
159 }
160 else
161 {
162 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
163 return UUID.Zero;
164 } 166 }
165 } 167 ev.Set();
168 });
169
170 ev.WaitOne();
171
172// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
173
174 return npcAvatar.AgentId;
166 } 175 }
167 176
168 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) 177 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
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 jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 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
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 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)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 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_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..80c1277
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4300 @@
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 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintCollidesWater;
135
136 public uint m_localID;
137
138 //public GCHandle gc;
139 private CollisionLocker ode;
140
141 private bool m_meshfailed = false;
142 private bool m_taintforce = false;
143 private bool m_taintaddangularforce = false;
144 private Vector3 m_force;
145 private List<Vector3> m_forcelist = new List<Vector3>();
146 private List<Vector3> m_angularforcelist = new List<Vector3>();
147
148 private IMesh _mesh;
149 private PrimitiveBaseShape _pbs;
150 private OdeScene _parent_scene;
151 public IntPtr m_targetSpace = IntPtr.Zero;
152 public IntPtr prim_geom;
153 // public IntPtr prev_geom;
154 public IntPtr _triMeshData;
155
156 private IntPtr _linkJointGroup = IntPtr.Zero;
157 private PhysicsActor _parent;
158 private PhysicsActor m_taintparent;
159
160 private List<OdePrim> childrenPrim = new List<OdePrim>();
161
162 private bool iscolliding;
163 private bool m_isphysical;
164 private bool m_isSelected;
165
166 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
167
168 private bool m_throttleUpdates;
169 private int throttleCounter;
170 public int m_interpenetrationcount;
171 public float m_collisionscore;
172 // public int m_roundsUnderMotionThreshold;
173 // private int m_crossingfailures;
174
175 public bool m_outofBounds;
176 private float m_density = 10.000006836f; // Aluminum g/cm3;
177
178 public bool _zeroFlag; // if body has been stopped
179 private bool m_lastUpdateSent;
180
181 public IntPtr Body = IntPtr.Zero;
182 public String m_primName;
183 private Vector3 _target_velocity;
184 public d.Mass pMass;
185
186 public int m_eventsubscription;
187 private CollisionEventUpdate CollisionEventsThisFrame;
188
189 private IntPtr m_linkJoint = IntPtr.Zero;
190
191 public volatile bool childPrim;
192
193 internal int m_material = (int)Material.Wood;
194
195 private IntPtr m_body = IntPtr.Zero;
196
197 // Vehicle properties ============================================================================================
198 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
199 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
200 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
201 // HOVER_TERRAIN_ONLY
202 // HOVER_GLOBAL_HEIGHT
203 // NO_DEFLECTION_UP
204 // HOVER_WATER_ONLY
205 // HOVER_UP_ONLY
206 // LIMIT_MOTOR_UP
207 // LIMIT_ROLL_ONLY
208
209 // Linear properties
210 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
211 //requested by LSL
212 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
213 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
214 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
215
216 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
217 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
218 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
219
220 //Angular properties
221 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
222
223 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
224 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
225 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
226
227 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
228 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
229 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
230
231 //Deflection properties
232 // private float m_angularDeflectionEfficiency = 0;
233 // private float m_angularDeflectionTimescale = 0;
234 // private float m_linearDeflectionEfficiency = 0;
235 // private float m_linearDeflectionTimescale = 0;
236
237 //Banking properties
238 // private float m_bankingEfficiency = 0;
239 // private float m_bankingMix = 0;
240 // private float m_bankingTimescale = 0;
241
242 //Hover and Buoyancy properties
243 private float m_VhoverHeight = 0f;
244 // private float m_VhoverEfficiency = 0f;
245 private float m_VhoverTimescale = 0f;
246 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
247 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
248 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
249 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
250 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
251
252 //Attractor properties
253 private float m_verticalAttractionEfficiency = 1.0f; // damped
254 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
255
256 SerialControl m_taintserial = null;
257 object m_taintvehicledata = null;
258
259 public void DoSetVehicle()
260 {
261 VehicleData vd = (VehicleData)m_taintvehicledata;
262
263 m_type = vd.m_type;
264 m_flags = vd.m_flags;
265
266 // Linear properties
267 m_linearMotorDirection = vd.m_linearMotorDirection;
268 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
269 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
270 m_linearMotorTimescale = vd.m_linearMotorTimescale;
271// m_linearMotorOffset = vd.m_linearMotorOffset;
272
273 //Angular properties
274 m_angularMotorDirection = vd.m_angularMotorDirection;
275 m_angularMotorTimescale = vd.m_angularMotorTimescale;
276 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
277 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
278
279 //Deflection properties
280// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
281// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
282// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
283// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
284
285 //Banking properties
286// m_bankingEfficiency = vd.m_bankingEfficiency;
287// m_bankingMix = vd.m_bankingMix;
288// m_bankingTimescale = vd.m_bankingTimescale;
289
290 //Hover and Buoyancy properties
291 m_VhoverHeight = vd.m_VhoverHeight;
292// m_VhoverEfficiency = vd.m_VhoverEfficiency;
293 m_VhoverTimescale = vd.m_VhoverTimescale;
294 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
295
296 //Attractor properties
297 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
298 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
299
300 // Axis
301// m_referenceFrame = vd.m_referenceFrame;
302
303
304 m_taintvehicledata = null;
305 }
306
307 public override void SetVehicle(object vdata)
308 {
309 m_taintvehicledata = vdata;
310 _parent_scene.AddPhysicsActorTaint(this);
311 }
312
313 public override byte[] Serialize(bool PhysIsRunning)
314 {
315 SerialControl sc = new SerialControl();
316
317 lock (sc.alock)
318 {
319 if (PhysIsRunning)
320 {
321 m_taintserial = sc;
322
323 if (!Monitor.Wait(sc.alock, 1000))
324 {
325 m_log.Error("[chOde] prim data serialization timed out");
326 m_taintserial = null;
327 return new byte[0];
328 }
329 }
330 else
331 DoSerialize(sc);
332 }
333
334 return sc.data;
335 }
336
337 public void DoSerialize(SerialControl sc)
338 {
339 wstreamer st = new wstreamer();
340 Vector3 vtmp;
341
342 ushort version = 2;
343 if (!BitConverter.IsLittleEndian)
344 version |= 1;
345 st.Wushort(version); //version lower bit codes endian type for future use
346
347 // compact booleans in a ushort
348 ushort flags = 0;
349
350 if (m_isphysical) // this should be true for now
351 flags |= 1;
352 if (m_isSelected)
353 flags |= 2;
354 if (m_isVolumeDetect)
355 flags |= 4;
356 if (m_disabled)
357 flags |= 8;
358 if (m_collidesWater)
359 flags |= 16;
360 if (m_collidesLand)
361 flags |= 32;
362 if (m_usePID)
363 flags |= 64;
364 if (m_useAPID)
365 flags |= 128;
366 if (m_useHoverPID)
367 flags |= 256;
368 if (m_throttleUpdates)
369 flags |= 512;
370
371 st.Wushort(flags);
372
373 st.Wvector3(_size);
374 st.Wint(m_material);
375 st.Wfloat(m_density);
376 st.Wfloat(0); // future gravity mod V3
377 st.Wfloat(0); // future friction V3
378 st.Wfloat(0); // future bounce V3
379
380// st.Wuint((uint)m_collisionCategories);
381// st.Wuint((uint)m_collisionFlags);
382
383 if (_parent == null)
384 {
385 st.Wvector3(_position); // ??
386 st.Wquat(_orientation);
387 }
388 else // for childs save offsets
389 {
390 Quaternion to;
391 Quaternion ipo = Quaternion.Inverse(_parent.Orientation);
392
393 if (m_isphysical && prim_geom != IntPtr.Zero)
394 {
395 d.Vector3 dvt;
396 d.GeomCopyPosition(prim_geom, out dvt);
397
398 vtmp.X = dvt.X;
399 vtmp.Y = dvt.Y;
400 vtmp.Z = dvt.Z;
401
402 d.Quaternion dqt;
403 d.GeomCopyQuaternion(prim_geom, out dqt);
404
405 to.X = dqt.X;
406 to.Y = dqt.Y;
407 to.Z = dqt.Z;
408 to.W = dqt.W; // rotation in world
409 }
410 else
411 {
412 vtmp = _position;
413 to = _orientation;
414 }
415
416 vtmp -= _parent.Position; // offset in world
417 vtmp *= ipo; // offset in local
418 st.Wvector3(vtmp);
419
420 ipo *= to; // own rotation
421 st.Wquat(ipo);
422 }
423
424 st.Wvector3(_velocity);
425 st.Wvector3(m_rotationalVelocity);
426 st.Wvector3(_acceleration);
427 st.Wvector3(m_rotateEnable);
428
429 vtmp = Vector3.Zero;
430 for (int i = 0; i < m_forcelist.Count; i++)
431 {
432
433 vtmp += (m_forcelist[i] * 100);
434 }
435
436 st.Wvector3(vtmp); // force acc
437
438 vtmp = Vector3.Zero;
439 for (int i = 0; i < m_angularforcelist.Count; i++)
440 {
441 vtmp += (m_angularforcelist[i] * 100);
442 }
443
444 st.Wvector3(vtmp); // angular force acc
445
446 st.Wvector3(m_PIDTarget);
447 st.Wfloat(m_PIDTau);
448 st.Wfloat(PID_D);
449 st.Wfloat(PID_G);
450 st.Wquat(m_APIDTarget);
451 st.Wfloat(m_APIDStrength);
452 st.Wfloat(m_APIDDamping);
453 st.Wfloat(m_APIDdamper);
454
455 st.Wint((int)m_PIDHoverType);
456 st.Wfloat(m_PIDHoverHeight);
457 st.Wfloat(m_PIDHoverTau);
458 st.Wfloat(m_targetHoverHeight);
459
460 st.Wfloat(m_groundHeight);
461 st.Wfloat(m_waterHeight);
462
463 st.Wfloat(m_buoyancy);
464
465 // this must be last since type none ends stream
466 if (m_type == Vehicle.TYPE_NONE)
467 st.Wint((int)Vehicle.TYPE_NONE);
468 else
469 {
470 st.Wint((int)m_type);
471
472 st.Wquat(Quaternion.Identity); //m_referenceFrame
473
474 st.Wint((int)m_flags);
475
476 st.Wvector3(m_linearMotorDirection);
477 st.Wfloat(
478 (float)Math.Sqrt(m_lLinMotorDVel.LengthSquared() / m_linearMotorDirection.LengthSquared()));
479
480 st.Wvector3(m_linearFrictionTimescale);
481 st.Wfloat(m_linearMotorDecayTimescale);
482 st.Wfloat(m_linearMotorTimescale);
483 st.Wvector3(new Vector3(0, 0, 0)); //m_linearMotorOffset);
484
485 st.Wvector3(m_angularMotorDirection);
486 st.Wfloat((float)Math.Sqrt(m_angularMotorDVel.LengthSquared() / m_angularMotorDirection.LengthSquared()));
487
488 st.Wvector3(m_angularFrictionTimescale);
489 st.Wfloat(m_angularMotorDecayTimescale);
490 st.Wfloat(m_angularMotorTimescale);
491
492 st.Wfloat(0); //m_linearDeflectionEfficiency);
493 st.Wfloat(1000); //m_linearDeflectionTimescale);
494
495 st.Wfloat(0); //m_angularDeflectionEfficiency);
496 st.Wfloat(120); //m_angularDeflectionTimescale);
497
498 st.Wfloat(0); // m_bankingEfficiency);
499 st.Wfloat(0); //m_bankingMix);
500 st.Wfloat(1000); //m_bankingTimescale);
501
502 st.Wfloat(m_VhoverHeight);
503 st.Wfloat(0.5f); //m_VhoverEfficiency);
504 st.Wfloat(m_VhoverTimescale);
505
506 st.Wfloat(m_VehicleBuoyancy);
507
508 st.Wfloat(m_verticalAttractionEfficiency);
509 st.Wfloat(m_verticalAttractionTimescale);
510 }
511 sc.data = st.close();
512 m_taintserial = null;
513 Monitor.PulseAll(sc.alock);
514 }
515
516 public bool DeSerialize(byte[] data)
517 {
518 rstreamer st = new rstreamer(data);
519
520 int version =st.Rushort(); //version
521
522 // merge booleans in a ushort
523 ushort flags = st.Rushort();
524 if ((flags & 1) != 0)
525 m_isphysical = true;
526 if ((flags & 2) != 0)
527 m_taintselected = true;
528 if ((flags & 4) != 0)
529 m_isVolumeDetect = true;
530 if ((flags & 8) != 0)
531 m_taintdisable = true;
532 if ((flags & 16) != 0)
533 m_taintCollidesWater = true;
534 if ((flags & 32) != 0)
535 m_collidesLand = true;
536 if ((flags & 64) != 0)
537 m_usePID = true;
538 if ((flags & 128) != 0)
539 m_useAPID = true;
540 if ((flags & 256) != 0)
541 m_useHoverPID = true;
542 if ((flags & 512) != 0)
543 m_throttleUpdates = true;
544
545 _size = st.Rvector3();
546 m_taintsize = _size;
547
548 m_material= st.Rint();
549 m_density = st.Rfloat();
550 st.Rfloat(); // future gravity mod V3
551 st.Rfloat(); // future friction V3
552 st.Rfloat(); // future bounce V3
553
554// m_collisionCategories = (CollisionCategories)st.Ruint();
555// m_collisionFlags = (CollisionCategories) st.Ruint();
556
557 if (m_taintparent == null)
558 {
559 st.Rvector3(); // ignore old position sop/sog as to tell the new one
560 m_taintrot = st.Rquat(); //
561 _orientation = m_taintrot;
562 }
563 else
564 {
565 m_taintrot = _parent.Orientation;
566 m_taintposition = st.Rvector3(); // ??
567 _position = m_taintposition;
568
569 m_taintposition *= m_taintrot;
570 m_taintposition += _parent.Position;
571
572 m_taintrot *= st.Rquat(); //
573 _orientation = m_taintrot;
574 }
575
576 m_taintVelocity = st.Rvector3();
577 m_rotationalVelocity = st.Rvector3();
578
579 _acceleration = st.Rvector3();
580 m_rotateEnableRequest = st.Rvector3();
581 m_rotateEnableUpdate = true;
582
583 Vector3 vtmp;
584
585 vtmp = st.Rvector3(); // forces acc
586 m_forcelist.Add(vtmp);
587 m_taintforce = true;
588
589 vtmp = st.Rvector3(); // angular forces acc
590 m_angularforcelist.Add(vtmp);
591 m_taintaddangularforce = true;
592
593 m_PIDTarget = st.Rvector3();
594 m_PIDTau = st.Rfloat();
595 PID_D = st.Rfloat();
596 PID_G = st.Rfloat();
597
598 m_APIDTarget = st.Rquat();
599 m_APIDStrength = st.Rfloat();
600 m_APIDDamping = st.Rfloat();
601 m_APIDdamper = st.Rfloat();
602
603 m_PIDHoverType = (PIDHoverType) st.Rint();
604 m_PIDHoverHeight = st.Rfloat();
605 m_PIDHoverTau = st.Rfloat();
606 m_targetHoverHeight = st.Rfloat();
607
608 m_groundHeight = st.Rfloat();
609 m_waterHeight = st.Rfloat();
610
611 m_buoyancy = st.Rfloat();
612
613
614 // this must be last since type none ends stream
615
616 m_type = (Vehicle) st.Rint();
617
618 if (m_type != Vehicle.TYPE_NONE)
619 {
620 float ftmp;
621
622 st.Rquat(); //m_referenceFrame
623
624 m_flags = (VehicleFlag) st.Rint();
625
626 m_linearMotorDirection = st.Rvector3();
627
628 ftmp = st.Rfloat();
629 m_lLinMotorDVel = m_linearMotorDirection * ftmp;
630
631 m_linearFrictionTimescale = st.Rvector3();
632 m_linearMotorDecayTimescale = st.Rfloat();
633 m_linearMotorTimescale = st.Rfloat();
634 st.Rvector3(); //m_linearMotorOffset);
635
636 m_angularMotorDirection = st.Rvector3();
637 ftmp = st.Rfloat();
638 m_angularMotorDVel = m_angularMotorDirection * ftmp;
639
640 m_angularFrictionTimescale = st.Rvector3();
641 m_angularMotorDecayTimescale = st.Rfloat();
642 m_angularMotorTimescale = st.Rfloat();
643
644 st.Rfloat(); //m_linearDeflectionEfficiency);
645 st.Rfloat(); //m_linearDeflectionTimescale);
646
647 st.Rfloat(); //m_angularDeflectionEfficiency);
648 st.Rfloat(); //m_angularDeflectionTimescale);
649
650 st.Rfloat(); // m_bankingEfficiency);
651 st.Rfloat(); //m_bankingMix);
652 st.Rfloat(); //m_bankingTimescale);
653
654 m_VhoverHeight = st.Rfloat();
655 st.Rfloat(); //m_VhoverEfficiency);
656 m_VhoverTimescale = st.Rfloat();
657
658 m_VehicleBuoyancy = st.Rfloat();
659
660 m_verticalAttractionEfficiency = st.Rfloat();
661 m_verticalAttractionTimescale = st.Rfloat();
662 }
663 st.close();
664 return true;
665 }
666
667 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, PhysicsActor parent,
668 PrimitiveBaseShape pbs, CollisionLocker dode, uint localid, byte[] sdata)
669 {
670 m_localID = localid;
671 ode = dode;
672
673 if (parent == null)
674 {
675 m_taintparent = null;
676
677 if (!pos.IsFinite())
678 {
679 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
680 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
681 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
682 }
683
684 _position = pos;
685 m_taintposition = pos;
686 }
687 else
688 m_taintparent = parent;
689
690 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
691
692 prim_geom = IntPtr.Zero;
693
694 _mesh = null;
695 m_meshfailed = false;
696 _pbs = pbs;
697
698 _parent_scene = parent_scene;
699 m_targetSpace = (IntPtr)0;
700
701 if(sdata != null && sdata.Length > 1)
702 DeSerialize(sdata);
703
704 if (m_isphysical)
705 m_targetSpace = _parent_scene.space;
706
707 m_primName = primName;
708 m_taintserial = null;
709 m_taintadd = true;
710 _parent_scene.AddPhysicsActorTaint(this);
711 // don't do .add() here; old geoms get recycled with the same hash
712 }
713
714 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
715 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
716 {
717 m_localID = localid;
718 ode = dode;
719 if (!pos.IsFinite())
720 {
721 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
722 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
723 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
724 }
725
726 _position = pos;
727 m_taintposition = pos;
728 PID_D = parent_scene.bodyPIDD;
729 PID_G = parent_scene.bodyPIDG;
730 m_density = parent_scene.geomDefaultDensity;
731 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
732 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
733
734 prim_geom = IntPtr.Zero;
735 // prev_geom = IntPtr.Zero;
736
737 if (!pos.IsFinite())
738 {
739 size = new Vector3(0.5f, 0.5f, 0.5f);
740 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
741 }
742
743 if (size.X <= 0) size.X = 0.01f;
744 if (size.Y <= 0) size.Y = 0.01f;
745 if (size.Z <= 0) size.Z = 0.01f;
746
747 _size = size;
748 m_taintsize = _size;
749
750 if (!QuaternionIsFinite(rotation))
751 {
752 rotation = Quaternion.Identity;
753 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
754 }
755
756 _orientation = rotation;
757 m_taintrot = _orientation;
758 _mesh = mesh;
759 _pbs = pbs;
760
761 _parent_scene = parent_scene;
762 m_targetSpace = (IntPtr)0;
763
764 // if (pos.Z < 0)
765 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
766 m_isphysical = false;
767 else
768 {
769 m_isphysical = pisPhysical;
770 // If we're physical, we need to be in the master space for now.
771 // linksets *should* be in a space together.. but are not currently
772 if (m_isphysical)
773 m_targetSpace = _parent_scene.space;
774 }
775
776 m_taintserial = null;
777 m_primName = primName;
778 m_taintadd = true;
779 _parent_scene.AddPhysicsActorTaint(this);
780 // don't do .add() here; old geoms get recycled with the same hash
781 }
782
783 public override int PhysicsActorType
784 {
785 get { return (int)ActorTypes.Prim; }
786 set { return; }
787 }
788
789 public override bool SetAlwaysRun
790 {
791 get { return false; }
792 set { return; }
793 }
794
795 public override uint LocalID
796 {
797 set
798 {
799 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
800 m_localID = value;
801 }
802 }
803
804 public override bool Grabbed
805 {
806 set { return; }
807 }
808
809 public override bool Selected
810 {
811 set
812 {
813
814 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
815 // This only makes the object not collidable if the object
816 // is physical or the object is modified somehow *IN THE FUTURE*
817 // without this, if an avatar selects prim, they can walk right
818 // through it while it's selected
819 m_collisionscore = 0;
820 if ((m_isphysical && !_zeroFlag) || !value)
821 {
822 m_taintselected = value;
823 _parent_scene.AddPhysicsActorTaint(this);
824 }
825 else
826 {
827 m_taintselected = value;
828 m_isSelected = value;
829 }
830 if (m_isSelected) disableBodySoft();
831 }
832 }
833
834 public override bool IsPhysical
835 {
836 get { return m_isphysical; }
837 set
838 {
839 m_isphysical = value;
840 if (!m_isphysical)
841 { // Zero the remembered last velocity
842 m_lastVelocity = Vector3.Zero;
843 if (m_type != Vehicle.TYPE_NONE) Halt();
844 }
845 }
846 }
847
848 public void setPrimForRemoval()
849 {
850 m_taintremove = true;
851 }
852
853 public override bool Flying
854 {
855 // no flying prims for you
856 get { return false; }
857 set { }
858 }
859
860 public override bool IsColliding
861 {
862 get { return iscolliding; }
863 set { iscolliding = value; }
864 }
865
866 public override bool CollidingGround
867 {
868 get { return false; }
869 set { return; }
870 }
871
872 public override bool CollidingObj
873 {
874 get { return false; }
875 set { return; }
876 }
877
878 public override bool ThrottleUpdates
879 {
880 get { return m_throttleUpdates; }
881 set { m_throttleUpdates = value; }
882 }
883
884 public override bool Stopped
885 {
886 get { return _zeroFlag; }
887 }
888
889 public override Vector3 Position
890 {
891 get { return _position; }
892
893 set
894 {
895 _position = value;
896 //m_log.Info("[PHYSICS]: " + _position.ToString());
897 }
898 }
899
900 public override Vector3 Size
901 {
902 get { return _size; }
903 set
904 {
905 if (value.IsFinite())
906 {
907 _size = value;
908 }
909 else
910 {
911 m_log.Warn("[PHYSICS]: Got NaN Size on object");
912 }
913 }
914 }
915
916 public override float Mass
917 {
918 get { return CalculateMass(); }
919 }
920
921 public override Vector3 Force
922 {
923 //get { return Vector3.Zero; }
924 get { return m_force; }
925 set
926 {
927 if (value.IsFinite())
928 {
929 m_force = value;
930 }
931 else
932 {
933 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
934 }
935 }
936 }
937
938 public override int VehicleType
939 {
940 get { return (int)m_type; }
941 set { ProcessTypeChange((Vehicle)value); }
942 }
943
944 public override void VehicleFloatParam(int param, float value)
945 {
946 ProcessFloatVehicleParam((Vehicle)param, value);
947 }
948
949 public override void VehicleVectorParam(int param, Vector3 value)
950 {
951 ProcessVectorVehicleParam((Vehicle)param, value);
952 }
953
954 public override void VehicleRotationParam(int param, Quaternion rotation)
955 {
956 ProcessRotationVehicleParam((Vehicle)param, rotation);
957 }
958
959 public override void VehicleFlags(int param, bool remove)
960 {
961 ProcessVehicleFlags(param, remove);
962 }
963
964 public override void SetVolumeDetect(int param)
965 {
966 lock (_parent_scene.OdeLock)
967 {
968 m_isVolumeDetect = (param != 0);
969 }
970 }
971
972 public override Vector3 CenterOfMass
973 {
974 get { return Vector3.Zero; }
975 }
976
977 public override Vector3 GeometricCenter
978 {
979 get { return Vector3.Zero; }
980 }
981
982 public override PrimitiveBaseShape Shape
983 {
984 set
985 {
986 _pbs = value;
987 m_taintshape = true;
988 }
989 }
990
991 public override Vector3 Velocity
992 {
993 get
994 {
995 // Averate previous velocity with the new one so
996 // client object interpolation works a 'little' better
997 if (_zeroFlag)
998 return Vector3.Zero;
999
1000 Vector3 returnVelocity = Vector3.Zero;
1001 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
1002 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
1003 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
1004 return returnVelocity;
1005 }
1006 set
1007 {
1008 if (value.IsFinite())
1009 {
1010 _velocity = value;
1011 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
1012 _acceleration = Vector3.Zero;
1013
1014 m_taintVelocity = value;
1015 _parent_scene.AddPhysicsActorTaint(this);
1016 }
1017 else
1018 {
1019 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
1020 }
1021
1022 }
1023 }
1024
1025 public override Vector3 Torque
1026 {
1027 get
1028 {
1029 if (!m_isphysical || Body == IntPtr.Zero)
1030 return Vector3.Zero;
1031
1032 return _torque;
1033 }
1034
1035 set
1036 {
1037 if (value.IsFinite())
1038 {
1039 m_taintTorque = value;
1040 _parent_scene.AddPhysicsActorTaint(this);
1041 }
1042 else
1043 {
1044 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
1045 }
1046 }
1047 }
1048
1049 public override float CollisionScore
1050 {
1051 get { return m_collisionscore; }
1052 set { m_collisionscore = value; }
1053 }
1054
1055 public override bool Kinematic
1056 {
1057 get { return false; }
1058 set { }
1059 }
1060
1061 public override Quaternion Orientation
1062 {
1063 get { return _orientation; }
1064 set
1065 {
1066 if (QuaternionIsFinite(value))
1067 {
1068 _orientation = value;
1069 }
1070 else
1071 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
1072
1073 }
1074 }
1075
1076
1077 public override bool FloatOnWater
1078 {
1079 set
1080 {
1081 m_taintCollidesWater = value;
1082 _parent_scene.AddPhysicsActorTaint(this);
1083 }
1084 }
1085
1086 public override void SetMomentum(Vector3 momentum)
1087 {
1088 }
1089
1090 public override Vector3 PIDTarget
1091 {
1092 set
1093 {
1094 if (value.IsFinite())
1095 {
1096 m_PIDTarget = value;
1097 }
1098 else
1099 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
1100 }
1101 }
1102 public override bool PIDActive { set { m_usePID = value; } }
1103 public override float PIDTau { set { m_PIDTau = value; } }
1104
1105 // For RotLookAt
1106 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
1107 public override bool APIDActive { set { m_useAPID = value; } }
1108 public override float APIDStrength { set { m_APIDStrength = value; } }
1109 public override float APIDDamping { set { m_APIDDamping = value; } }
1110
1111 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
1112 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
1113 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
1114 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
1115
1116 internal static bool QuaternionIsFinite(Quaternion q)
1117 {
1118 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
1119 return false;
1120 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
1121 return false;
1122 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
1123 return false;
1124 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
1125 return false;
1126 return true;
1127 }
1128
1129 public override Vector3 Acceleration // client updates read data via here
1130 {
1131 get
1132 {
1133 if (_zeroFlag)
1134 {
1135 return Vector3.Zero;
1136 }
1137 return _acceleration;
1138 }
1139 set { _acceleration = value; }
1140 }
1141
1142
1143 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
1144 {
1145 _acceleration = accel;
1146 }
1147
1148 public override void AddForce(Vector3 force, bool pushforce)
1149 {
1150 if (force.IsFinite())
1151 {
1152 lock (m_forcelist)
1153 m_forcelist.Add(force);
1154
1155 m_taintforce = true;
1156 }
1157 else
1158 {
1159 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
1160 }
1161 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
1162 }
1163
1164 public override void AddAngularForce(Vector3 force, bool pushforce)
1165 {
1166 if (force.IsFinite())
1167 {
1168 m_angularforcelist.Add(force);
1169 m_taintaddangularforce = true;
1170 }
1171 else
1172 {
1173 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
1174 }
1175 }
1176
1177 public override Vector3 RotationalVelocity
1178 {
1179 get
1180 {
1181 return m_rotationalVelocity;
1182 }
1183 set
1184 {
1185 if (value.IsFinite())
1186 {
1187 m_rotationalVelocity = value;
1188 }
1189 else
1190 {
1191 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
1192 }
1193 }
1194 }
1195
1196 public override void CrossingFailure()
1197 {
1198 if (m_outofBounds)
1199 {
1200 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
1201 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
1202 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
1203 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1204
1205 m_lastposition = _position;
1206
1207 _velocity = Vector3.Zero;
1208 m_lastVelocity = _velocity;
1209
1210
1211 if (m_type != Vehicle.TYPE_NONE)
1212 Halt();
1213
1214 d.BodySetLinearVel(Body, 0, 0, 0);
1215 base.RequestPhysicsterseUpdate();
1216 m_outofBounds = false;
1217 }
1218 /*
1219 int tmp = Interlocked.Increment(ref m_crossingfailures);
1220 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1221 {
1222 base.RaiseOutOfBounds(_position);
1223 return;
1224 }
1225 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
1226 {
1227 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
1228 }
1229 */
1230 }
1231
1232 public override float Buoyancy
1233 {
1234 get { return m_buoyancy; }
1235 set { m_buoyancy = value; }
1236 }
1237
1238 public override void link(PhysicsActor obj)
1239 {
1240 m_taintparent = obj;
1241 }
1242
1243 public override void delink()
1244 {
1245 m_taintparent = null;
1246 }
1247
1248 public override void LockAngularMotion(Vector3 axis)
1249 {
1250 // This is actually ROTATION ENABLE, not a lock.
1251 // default is <1,1,1> which is all enabled.
1252 // The lock value is updated inside Move(), no point in using the taint system.
1253 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
1254 if (axis.IsFinite())
1255 {
1256 axis.X = (axis.X > 0) ? 1f : 0f;
1257 axis.Y = (axis.Y > 0) ? 1f : 0f;
1258 axis.Z = (axis.Z > 0) ? 1f : 0f;
1259 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
1260 m_rotateEnableRequest = axis;
1261 m_rotateEnableUpdate = true;
1262 }
1263 else
1264 {
1265 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
1266 }
1267 }
1268
1269
1270 public void SetGeom(IntPtr geom)
1271 {
1272 if (prim_geom != IntPtr.Zero)
1273 {
1274 // Remove any old entries
1275 //string tPA;
1276 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
1277 //Console.WriteLine("**** Remove {0}", tPA);
1278 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
1279 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
1280 d.GeomDestroy(prim_geom);
1281 }
1282
1283 prim_geom = geom;
1284 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
1285 if (prim_geom != IntPtr.Zero)
1286 {
1287 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1288 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1289 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1290 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1291 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
1292 }
1293
1294 if (childPrim)
1295 {
1296 if (_parent != null && _parent is OdePrim)
1297 {
1298 OdePrim parent = (OdePrim)_parent;
1299 //Console.WriteLine("SetGeom calls ChildSetGeom");
1300 parent.ChildSetGeom(this);
1301 }
1302 }
1303 //m_log.Warn("Setting Geom to: " + prim_geom);
1304 }
1305
1306 public void enableBodySoft()
1307 {
1308 if (!childPrim)
1309 {
1310 if (m_isphysical && Body != IntPtr.Zero)
1311 {
1312 d.BodyEnable(Body);
1313 if (m_type != Vehicle.TYPE_NONE)
1314 Enable(Body, _parent_scene);
1315 }
1316
1317 m_disabled = false;
1318 }
1319 }
1320
1321 public void disableBodySoft()
1322 {
1323 m_disabled = true;
1324
1325 if (m_isphysical && Body != IntPtr.Zero)
1326 {
1327 d.BodyDisable(Body);
1328 Halt();
1329 }
1330 }
1331
1332 public void enableBody()
1333 {
1334 // Don't enable this body if we're a child prim
1335 // this should be taken care of in the parent function not here
1336 if (!childPrim)
1337 {
1338 // Sets the geom to a body
1339 Body = d.BodyCreate(_parent_scene.world);
1340
1341 setMass();
1342 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1343 d.Quaternion myrot = new d.Quaternion();
1344 myrot.X = _orientation.X;
1345 myrot.Y = _orientation.Y;
1346 myrot.Z = _orientation.Z;
1347 myrot.W = _orientation.W;
1348 d.BodySetQuaternion(Body, ref myrot);
1349 d.GeomSetBody(prim_geom, Body);
1350 m_collisionCategories |= CollisionCategories.Body;
1351 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1352
1353 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1354 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1355
1356 d.BodySetAutoDisableFlag(Body, true);
1357 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1358
1359 // disconnect from world gravity so we can apply buoyancy
1360 d.BodySetGravityMode(Body, false);
1361
1362 m_interpenetrationcount = 0;
1363 m_collisionscore = 0;
1364 m_disabled = false;
1365
1366 if (m_type != Vehicle.TYPE_NONE)
1367 {
1368 Enable(Body, _parent_scene);
1369 }
1370
1371 _parent_scene.addActivePrim(this);
1372 }
1373 }
1374
1375 #region Mass Calculation
1376
1377 private float CalculateMass()
1378 {
1379 float volume = _size.X * _size.Y * _size.Z; // default
1380 float tmp;
1381
1382 float returnMass = 0;
1383 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1384 float hollowVolume = hollowAmount * hollowAmount;
1385
1386 switch (_pbs.ProfileShape)
1387 {
1388 case ProfileShape.Square:
1389 // default box
1390
1391 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1392 {
1393 if (hollowAmount > 0.0)
1394 {
1395 switch (_pbs.HollowShape)
1396 {
1397 case HollowShape.Square:
1398 case HollowShape.Same:
1399 break;
1400
1401 case HollowShape.Circle:
1402
1403 hollowVolume *= 0.78539816339f;
1404 break;
1405
1406 case HollowShape.Triangle:
1407
1408 hollowVolume *= (0.5f * .5f);
1409 break;
1410
1411 default:
1412 hollowVolume = 0;
1413 break;
1414 }
1415 volume *= (1.0f - hollowVolume);
1416 }
1417 }
1418
1419 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1420 {
1421 //a tube
1422
1423 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1424 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1425 volume -= volume * tmp * tmp;
1426
1427 if (hollowAmount > 0.0)
1428 {
1429 hollowVolume *= hollowAmount;
1430
1431 switch (_pbs.HollowShape)
1432 {
1433 case HollowShape.Square:
1434 case HollowShape.Same:
1435 break;
1436
1437 case HollowShape.Circle:
1438 hollowVolume *= 0.78539816339f; ;
1439 break;
1440
1441 case HollowShape.Triangle:
1442 hollowVolume *= 0.5f * 0.5f;
1443 break;
1444 default:
1445 hollowVolume = 0;
1446 break;
1447 }
1448 volume *= (1.0f - hollowVolume);
1449 }
1450 }
1451
1452 break;
1453
1454 case ProfileShape.Circle:
1455
1456 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1457 {
1458 volume *= 0.78539816339f; // elipse base
1459
1460 if (hollowAmount > 0.0)
1461 {
1462 switch (_pbs.HollowShape)
1463 {
1464 case HollowShape.Same:
1465 case HollowShape.Circle:
1466 break;
1467
1468 case HollowShape.Square:
1469 hollowVolume *= 0.5f * 2.5984480504799f;
1470 break;
1471
1472 case HollowShape.Triangle:
1473 hollowVolume *= .5f * 1.27323954473516f;
1474 break;
1475
1476 default:
1477 hollowVolume = 0;
1478 break;
1479 }
1480 volume *= (1.0f - hollowVolume);
1481 }
1482 }
1483
1484 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1485 {
1486 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1487 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1488 volume *= (1.0f - tmp * tmp);
1489
1490 if (hollowAmount > 0.0)
1491 {
1492
1493 // calculate the hollow volume by it's shape compared to the prim shape
1494 hollowVolume *= hollowAmount;
1495
1496 switch (_pbs.HollowShape)
1497 {
1498 case HollowShape.Same:
1499 case HollowShape.Circle:
1500 break;
1501
1502 case HollowShape.Square:
1503 hollowVolume *= 0.5f * 2.5984480504799f;
1504 break;
1505
1506 case HollowShape.Triangle:
1507 hollowVolume *= .5f * 1.27323954473516f;
1508 break;
1509
1510 default:
1511 hollowVolume = 0;
1512 break;
1513 }
1514 volume *= (1.0f - hollowVolume);
1515 }
1516 }
1517 break;
1518
1519 case ProfileShape.HalfCircle:
1520 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1521 {
1522 volume *= 0.52359877559829887307710723054658f;
1523 }
1524 break;
1525
1526 case ProfileShape.EquilateralTriangle:
1527
1528 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1529 {
1530 volume *= 0.32475953f;
1531
1532 if (hollowAmount > 0.0)
1533 {
1534
1535 // calculate the hollow volume by it's shape compared to the prim shape
1536 switch (_pbs.HollowShape)
1537 {
1538 case HollowShape.Same:
1539 case HollowShape.Triangle:
1540 hollowVolume *= .25f;
1541 break;
1542
1543 case HollowShape.Square:
1544 hollowVolume *= 0.499849f * 3.07920140172638f;
1545 break;
1546
1547 case HollowShape.Circle:
1548 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1549 // Cyllinder hollow volume calculation
1550
1551 hollowVolume *= 0.1963495f * 3.07920140172638f;
1552 break;
1553
1554 default:
1555 hollowVolume = 0;
1556 break;
1557 }
1558 volume *= (1.0f - hollowVolume);
1559 }
1560 }
1561 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1562 {
1563 volume *= 0.32475953f;
1564 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1565 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1566 volume *= (1.0f - tmp * tmp);
1567
1568 if (hollowAmount > 0.0)
1569 {
1570
1571 hollowVolume *= hollowAmount;
1572
1573 switch (_pbs.HollowShape)
1574 {
1575 case HollowShape.Same:
1576 case HollowShape.Triangle:
1577 hollowVolume *= .25f;
1578 break;
1579
1580 case HollowShape.Square:
1581 hollowVolume *= 0.499849f * 3.07920140172638f;
1582 break;
1583
1584 case HollowShape.Circle:
1585
1586 hollowVolume *= 0.1963495f * 3.07920140172638f;
1587 break;
1588
1589 default:
1590 hollowVolume = 0;
1591 break;
1592 }
1593 volume *= (1.0f - hollowVolume);
1594 }
1595 }
1596 break;
1597
1598 default:
1599 break;
1600 }
1601
1602
1603
1604 float taperX1;
1605 float taperY1;
1606 float taperX;
1607 float taperY;
1608 float pathBegin;
1609 float pathEnd;
1610 float profileBegin;
1611 float profileEnd;
1612
1613 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1614 {
1615 taperX1 = _pbs.PathScaleX * 0.01f;
1616 if (taperX1 > 1.0f)
1617 taperX1 = 2.0f - taperX1;
1618 taperX = 1.0f - taperX1;
1619
1620 taperY1 = _pbs.PathScaleY * 0.01f;
1621 if (taperY1 > 1.0f)
1622 taperY1 = 2.0f - taperY1;
1623 taperY = 1.0f - taperY1;
1624 }
1625 else
1626 {
1627 taperX = _pbs.PathTaperX * 0.01f;
1628 if (taperX < 0.0f)
1629 taperX = -taperX;
1630 taperX1 = 1.0f - taperX;
1631
1632 taperY = _pbs.PathTaperY * 0.01f;
1633 if (taperY < 0.0f)
1634 taperY = -taperY;
1635 taperY1 = 1.0f - taperY;
1636
1637 }
1638
1639
1640 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1641
1642 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1643 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1644 volume *= (pathEnd - pathBegin);
1645
1646 // this is crude aproximation
1647 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1648 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1649 volume *= (profileEnd - profileBegin);
1650
1651 returnMass = m_density * volume;
1652
1653 if (returnMass <= 0)
1654 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1655 // else if (returnMass > _parent_scene.maximumMassObject)
1656 // returnMass = _parent_scene.maximumMassObject;
1657
1658
1659
1660
1661 // Recursively calculate mass
1662 bool HasChildPrim = false;
1663 lock (childrenPrim)
1664 {
1665 if (childrenPrim.Count > 0)
1666 {
1667 HasChildPrim = true;
1668 }
1669
1670 }
1671 if (HasChildPrim)
1672 {
1673 OdePrim[] childPrimArr = new OdePrim[0];
1674
1675 lock (childrenPrim)
1676 childPrimArr = childrenPrim.ToArray();
1677
1678 for (int i = 0; i < childPrimArr.Length; i++)
1679 {
1680 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1681 returnMass += childPrimArr[i].CalculateMass();
1682 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1683 if (i > 256)
1684 break;
1685 }
1686 }
1687 if (returnMass > _parent_scene.maximumMassObject)
1688 returnMass = _parent_scene.maximumMassObject;
1689 return returnMass;
1690 }// end CalculateMass
1691
1692 #endregion
1693
1694 public void setMass()
1695 {
1696 if (Body != (IntPtr)0)
1697 {
1698 float newmass = CalculateMass();
1699
1700 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1701
1702 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1703 d.BodySetMass(Body, ref pMass);
1704 }
1705 }
1706
1707 public void disableBody()
1708 {
1709 //this kills the body so things like 'mesh' can re-create it.
1710 lock (this)
1711 {
1712 if (!childPrim)
1713 {
1714 if (Body != IntPtr.Zero)
1715 {
1716 _parent_scene.remActivePrim(this);
1717 m_collisionCategories &= ~CollisionCategories.Body;
1718 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1719
1720 if (prim_geom != IntPtr.Zero)
1721 {
1722 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1723 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1724 }
1725
1726
1727 d.BodyDestroy(Body);
1728 lock (childrenPrim)
1729 {
1730 if (childrenPrim.Count > 0)
1731 {
1732 foreach (OdePrim prm in childrenPrim)
1733 {
1734 _parent_scene.remActivePrim(prm);
1735 prm.Body = IntPtr.Zero;
1736 }
1737 }
1738 }
1739 Body = IntPtr.Zero;
1740 }
1741 }
1742 else
1743 {
1744 _parent_scene.remActivePrim(this);
1745
1746 m_collisionCategories &= ~CollisionCategories.Body;
1747 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1748
1749 if (prim_geom != IntPtr.Zero)
1750 {
1751 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1752 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1753 }
1754
1755
1756 Body = IntPtr.Zero;
1757 }
1758 }
1759 m_disabled = true;
1760 m_collisionscore = 0;
1761 }
1762
1763 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1764
1765 public void setMesh(OdeScene parent_scene, IMesh mesh)
1766 {
1767 // This sleeper is there to moderate how long it takes between
1768 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1769
1770 //Thread.Sleep(10);
1771
1772 //Kill Body so that mesh can re-make the geom
1773 if (IsPhysical && Body != IntPtr.Zero)
1774 {
1775 if (childPrim)
1776 {
1777 if (_parent != null)
1778 {
1779 OdePrim parent = (OdePrim)_parent;
1780 parent.ChildDelink(this);
1781 }
1782 }
1783 else
1784 {
1785 disableBody();
1786 }
1787 }
1788 IntPtr vertices, indices;
1789 int vertexCount, indexCount;
1790 int vertexStride, triStride;
1791 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1792 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1793
1794 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1795 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1796 {
1797 _triMeshData = m_MeshToTriMeshMap[mesh];
1798 }
1799 else
1800 {
1801 _triMeshData = d.GeomTriMeshDataCreate();
1802
1803 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1804 d.GeomTriMeshDataPreprocess(_triMeshData);
1805 m_MeshToTriMeshMap[mesh] = _triMeshData;
1806 }
1807
1808 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1809 try
1810 {
1811 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1812 // {
1813 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1814 // }
1815 }
1816 catch (AccessViolationException)
1817 {
1818 m_log.Error("[PHYSICS]: MESH LOCKED");
1819 return;
1820 }
1821
1822
1823 // if (IsPhysical && Body == (IntPtr) 0)
1824 // {
1825 // Recreate the body
1826 // m_interpenetrationcount = 0;
1827 // m_collisionscore = 0;
1828
1829 // enableBody();
1830 // }
1831 }
1832
1833 public void ProcessTaints(float timestep) //=============================================================================
1834 {
1835 if (m_taintadd)
1836 {
1837 changeadd(timestep);
1838 }
1839
1840 if (prim_geom != IntPtr.Zero)
1841 {
1842 if (!_position.ApproxEquals(m_taintposition, 0f))
1843 {
1844 changemove(timestep);
1845 }
1846 if (m_taintrot != _orientation)
1847 {
1848 if (childPrim && IsPhysical) // For physical child prim...
1849 {
1850 rotate(timestep);
1851 // KF: ODE will also rotate the parent prim!
1852 // so rotate the root back to where it was
1853 OdePrim parent = (OdePrim)_parent;
1854 parent.rotate(timestep);
1855 }
1856 else
1857 {
1858 //Just rotate the prim
1859 rotate(timestep);
1860 }
1861 }
1862 //
1863
1864 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1865 {
1866 changePhysicsStatus(timestep);
1867 }//
1868
1869 if (!_size.ApproxEquals(m_taintsize, 0f))
1870 changesize(timestep);
1871 //
1872
1873 if (m_taintshape)
1874 changeshape(timestep);
1875 //
1876
1877 if (m_taintforce)
1878 changeAddForce(timestep);
1879
1880 if (m_taintaddangularforce)
1881 changeAddAngularForce(timestep);
1882
1883 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1884 changeSetTorque(timestep);
1885
1886 if (m_taintdisable)
1887 changedisable(timestep);
1888
1889 if (m_taintselected != m_isSelected)
1890 changeSelectedStatus(timestep);
1891
1892 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1893 changevelocity(timestep);
1894
1895 if (m_taintparent != _parent)
1896 changelink(timestep);
1897
1898 if (m_taintCollidesWater != m_collidesWater)
1899 changefloatonwater(timestep);
1900
1901 if (m_taintvehicledata != null)
1902 DoSetVehicle();
1903
1904 if (m_taintserial != null)
1905 DoSerialize(m_taintserial);
1906
1907 /* obsolete
1908 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1909 changeAngularLock(timestep);
1910 */
1911 }
1912 else
1913 {
1914 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.)");
1915 }
1916 }
1917
1918 /* obsolete
1919 private void changeAngularLock(float timestep)
1920 {
1921 if (_parent == null)
1922 {
1923 m_angularLock = m_taintAngularLock;
1924 m_angularLockSet = true;
1925 }
1926 }
1927 */
1928 private void changelink(float timestep)
1929 {
1930 // If the newly set parent is not null
1931 // create link
1932 if (_parent == null && m_taintparent != null)
1933 {
1934 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1935 {
1936 OdePrim obj = (OdePrim)m_taintparent;
1937 //obj.disableBody();
1938 obj.ParentPrim(this);
1939
1940 /*
1941 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1942 {
1943 _linkJointGroup = d.JointGroupCreate(0);
1944 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1945 d.JointAttach(m_linkJoint, obj.Body, Body);
1946 d.JointSetFixed(m_linkJoint);
1947 }
1948 */
1949 }
1950 }
1951 // If the newly set parent is null
1952 // destroy link
1953 else if (_parent != null && m_taintparent == null)
1954 {
1955 if (_parent is OdePrim)
1956 {
1957 OdePrim obj = (OdePrim)_parent;
1958 obj.ChildDelink(this);
1959 childPrim = false;
1960 //_parent = null;
1961 }
1962
1963 /*
1964 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1965 d.JointGroupDestroy(_linkJointGroup);
1966
1967 _linkJointGroup = (IntPtr)0;
1968 m_linkJoint = (IntPtr)0;
1969 */
1970 }
1971
1972 _parent = m_taintparent;
1973 m_taintPhysics = m_isphysical;
1974 }
1975
1976 // I'm the parent
1977 // prim is the child
1978 public void ParentPrim(OdePrim prim)
1979 {
1980 if (this.m_localID != prim.m_localID)
1981 {
1982 if (Body == IntPtr.Zero)
1983 {
1984 Body = d.BodyCreate(_parent_scene.world);
1985 // disconnect from world gravity so we can apply buoyancy
1986 d.BodySetGravityMode(Body, false);
1987
1988 setMass();
1989 }
1990 if (Body != IntPtr.Zero)
1991 {
1992 lock (childrenPrim)
1993 {
1994 if (!childrenPrim.Contains(prim))
1995 {
1996 childrenPrim.Add(prim);
1997
1998 foreach (OdePrim prm in childrenPrim)
1999 {
2000 d.Mass m2;
2001 d.MassSetZero(out m2);
2002 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
2003
2004
2005 d.Quaternion quat = new d.Quaternion();
2006 quat.W = prm._orientation.W;
2007 quat.X = prm._orientation.X;
2008 quat.Y = prm._orientation.Y;
2009 quat.Z = prm._orientation.Z;
2010
2011 d.Matrix3 mat = new d.Matrix3();
2012 d.RfromQ(out mat, ref quat);
2013 d.MassRotate(ref m2, ref mat);
2014 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
2015 d.MassAdd(ref pMass, ref m2);
2016 }
2017 foreach (OdePrim prm in childrenPrim)
2018 {
2019
2020 prm.m_collisionCategories |= CollisionCategories.Body;
2021 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2022
2023 if (prm.prim_geom == IntPtr.Zero)
2024 {
2025 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
2026 continue;
2027 }
2028 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
2029 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
2030
2031
2032 d.Quaternion quat = new d.Quaternion();
2033 quat.W = prm._orientation.W;
2034 quat.X = prm._orientation.X;
2035 quat.Y = prm._orientation.Y;
2036 quat.Z = prm._orientation.Z;
2037
2038 d.Matrix3 mat = new d.Matrix3();
2039 d.RfromQ(out mat, ref quat);
2040 if (Body != IntPtr.Zero)
2041 {
2042 d.GeomSetBody(prm.prim_geom, Body);
2043 prm.childPrim = true;
2044 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
2045 //d.GeomSetOffsetPosition(prim.prim_geom,
2046 // (Position.X - prm.Position.X) - pMass.c.X,
2047 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2048 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2049 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
2050 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
2051 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2052 d.BodySetMass(Body, ref pMass);
2053 }
2054 else
2055 {
2056 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
2057 }
2058
2059
2060 prm.m_interpenetrationcount = 0;
2061 prm.m_collisionscore = 0;
2062 prm.m_disabled = false;
2063
2064 prm.Body = Body;
2065 _parent_scene.addActivePrim(prm);
2066 }
2067 m_collisionCategories |= CollisionCategories.Body;
2068 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
2069
2070 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2071 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2072
2073
2074 d.Quaternion quat2 = new d.Quaternion();
2075 quat2.W = _orientation.W;
2076 quat2.X = _orientation.X;
2077 quat2.Y = _orientation.Y;
2078 quat2.Z = _orientation.Z;
2079
2080 d.Matrix3 mat2 = new d.Matrix3();
2081 d.RfromQ(out mat2, ref quat2);
2082 d.GeomSetBody(prim_geom, Body);
2083 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
2084 //d.GeomSetOffsetPosition(prim.prim_geom,
2085 // (Position.X - prm.Position.X) - pMass.c.X,
2086 // (Position.Y - prm.Position.Y) - pMass.c.Y,
2087 // (Position.Z - prm.Position.Z) - pMass.c.Z);
2088 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
2089 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
2090 d.BodySetMass(Body, ref pMass);
2091
2092 d.BodySetAutoDisableFlag(Body, true);
2093 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
2094
2095
2096 m_interpenetrationcount = 0;
2097 m_collisionscore = 0;
2098 m_disabled = false;
2099
2100 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
2101 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
2102 _parent_scene.addActivePrim(this);
2103 }
2104 }
2105 }
2106 }
2107
2108 }
2109
2110 private void ChildSetGeom(OdePrim odePrim)
2111 {
2112 //if (m_isphysical && Body != IntPtr.Zero)
2113 lock (childrenPrim)
2114 {
2115 foreach (OdePrim prm in childrenPrim)
2116 {
2117 //prm.childPrim = true;
2118 prm.disableBody();
2119 //prm.m_taintparent = null;
2120 //prm._parent = null;
2121 //prm.m_taintPhysics = false;
2122 //prm.m_disabled = true;
2123 //prm.childPrim = false;
2124 }
2125 }
2126 disableBody();
2127
2128
2129 if (Body != IntPtr.Zero)
2130 {
2131 _parent_scene.remActivePrim(this);
2132 }
2133
2134 lock (childrenPrim)
2135 {
2136 foreach (OdePrim prm in childrenPrim)
2137 {
2138 ParentPrim(prm);
2139 }
2140 }
2141
2142 }
2143
2144 private void ChildDelink(OdePrim odePrim)
2145 {
2146 // Okay, we have a delinked child.. need to rebuild the body.
2147 lock (childrenPrim)
2148 {
2149 foreach (OdePrim prm in childrenPrim)
2150 {
2151 prm.childPrim = true;
2152 prm.disableBody();
2153 //prm.m_taintparent = null;
2154 //prm._parent = null;
2155 //prm.m_taintPhysics = false;
2156 //prm.m_disabled = true;
2157 //prm.childPrim = false;
2158 }
2159 }
2160 disableBody();
2161
2162 lock (childrenPrim)
2163 {
2164 childrenPrim.Remove(odePrim);
2165 }
2166
2167 if (Body != IntPtr.Zero)
2168 {
2169 _parent_scene.remActivePrim(this);
2170 }
2171
2172 lock (childrenPrim)
2173 {
2174 foreach (OdePrim prm in childrenPrim)
2175 {
2176 ParentPrim(prm);
2177 }
2178 }
2179 }
2180
2181 private void changeSelectedStatus(float timestep)
2182 {
2183 if (m_taintselected)
2184 {
2185 m_collisionCategories = CollisionCategories.Selected;
2186 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2187
2188 // We do the body disable soft twice because 'in theory' a collision could have happened
2189 // in between the disabling and the collision properties setting
2190 // which would wake the physical body up from a soft disabling and potentially cause it to fall
2191 // through the ground.
2192
2193 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
2194 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
2195 // so that causes the selected part to wake up and continue moving.
2196
2197 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
2198 // assembly will stop simulating during the selection, because of the lack of atomicity
2199 // of select operations (their processing could be interrupted by a thread switch, causing
2200 // simulation to continue before all of the selected object notifications trickle down to
2201 // the physics engine).
2202
2203 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
2204 // selected and disabled. then, due to a thread switch, the selection processing is
2205 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
2206 // selection was not yet processed, continues to simulate. this wakes up ALL of the
2207 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
2208 // up, start simulating again, which in turn wakes up the last 50.
2209
2210 if (m_isphysical)
2211 {
2212 disableBodySoft();
2213 }
2214
2215 if (prim_geom != IntPtr.Zero)
2216 {
2217 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2218 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2219 }
2220
2221 if (m_isphysical)
2222 {
2223 disableBodySoft();
2224 }
2225 if (Body != IntPtr.Zero)
2226 {
2227 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2228 d.BodySetForce(Body, 0f, 0f, 0f);
2229 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2230 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2231 }
2232
2233 }
2234 else
2235 {
2236 m_collisionCategories = CollisionCategories.Geom;
2237
2238 if (m_isphysical)
2239 m_collisionCategories |= CollisionCategories.Body;
2240
2241 m_collisionFlags = m_default_collisionFlags;
2242
2243 if (m_collidesLand)
2244 m_collisionFlags |= CollisionCategories.Land;
2245 if (m_collidesWater)
2246 m_collisionFlags |= CollisionCategories.Water;
2247
2248 if (prim_geom != IntPtr.Zero)
2249 {
2250 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2251 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2252 }
2253 if (Body != IntPtr.Zero)
2254 {
2255 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2256 d.BodySetForce(Body, 0f, 0f, 0f);
2257 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2258 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2259 }
2260
2261 if (m_isphysical)
2262 {
2263 if (Body != IntPtr.Zero)
2264 {
2265 enableBodySoft();
2266 }
2267 }
2268 }
2269
2270 resetCollisionAccounting();
2271 m_isSelected = m_taintselected;
2272 }//end changeSelectedStatus
2273
2274 public void ResetTaints()
2275 {
2276 m_taintposition = _position;
2277 m_taintrot = _orientation;
2278 m_taintPhysics = m_isphysical;
2279 m_taintselected = m_isSelected;
2280 m_taintsize = _size;
2281 m_taintshape = false;
2282 m_taintforce = false;
2283 m_taintdisable = false;
2284 m_taintVelocity = Vector3.Zero;
2285 }
2286
2287 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2288 {
2289 if (_mesh != null) // Special - make mesh
2290 {
2291 setMesh(_parent_scene, _mesh);
2292 }
2293 else // not a mesh
2294 {
2295 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
2296 {
2297 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
2298 {
2299 if (((_size.X / 2f) > 0f)) // Has size
2300 {
2301 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2302 try
2303 {
2304 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
2305 }
2306 catch (AccessViolationException)
2307 {
2308 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2309 ode.dunlock(_parent_scene.world);
2310 return;
2311 }
2312 }
2313 else
2314 {
2315 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2316 try
2317 {
2318 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
2319 }
2320 catch (AccessViolationException)
2321 {
2322 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2323 ode.dunlock(_parent_scene.world);
2324 return;
2325 }
2326 }
2327 }
2328 else // not equi-size
2329 {
2330 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2331 try
2332 {
2333 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
2334 }
2335 catch (AccessViolationException)
2336 {
2337 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2338 ode.dunlock(_parent_scene.world);
2339 return;
2340 }
2341 }
2342 }
2343
2344 else // not special profile
2345 {
2346 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2347 try
2348 {
2349 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
2350 }
2351 catch (AccessViolationException)
2352 {
2353 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
2354 ode.dunlock(_parent_scene.world);
2355 return;
2356 }
2357 }
2358 }
2359 }
2360
2361 public void changeadd(float timestep)
2362 {
2363 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2364 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2365
2366 if (targetspace == IntPtr.Zero)
2367 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2368
2369 m_targetSpace = targetspace;
2370
2371 if (_mesh == null && m_meshfailed == false)
2372 {
2373 if (_parent_scene.needsMeshing(_pbs))
2374 {
2375 // Don't need to re-enable body.. it's done in SetMesh
2376 try
2377 {
2378 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
2379 }
2380 catch
2381 {
2382 //Don't continuously try to mesh prims when meshing has failed
2383 m_meshfailed = true;
2384 }
2385 // createmesh returns null when it's a shape that isn't a cube.
2386 // m_log.Debug(m_localID);
2387 }
2388 }
2389
2390
2391 lock (_parent_scene.OdeLock)
2392 {
2393 CreateGeom(m_targetSpace, _mesh);
2394
2395 if (prim_geom != IntPtr.Zero)
2396 {
2397 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2398 d.Quaternion myrot = new d.Quaternion();
2399 myrot.X = _orientation.X;
2400 myrot.Y = _orientation.Y;
2401 myrot.Z = _orientation.Z;
2402 myrot.W = _orientation.W;
2403 d.GeomSetQuaternion(prim_geom, ref myrot);
2404 }
2405
2406 if (m_isphysical && Body == IntPtr.Zero)
2407 {
2408 enableBody();
2409 }
2410 }
2411
2412 changeSelectedStatus(timestep);
2413
2414 m_taintadd = false;
2415 }
2416
2417 public void changemove(float timestep)
2418 {
2419 if (m_isphysical)
2420 {
2421 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2422 if (!m_taintremove && !childPrim)
2423 {
2424 if (Body == IntPtr.Zero)
2425 enableBody();
2426 //Prim auto disable after 20 frames,
2427 //if you move it, re-enable the prim manually.
2428 if (_parent != null)
2429 {
2430 if (m_linkJoint != IntPtr.Zero)
2431 {
2432 d.JointDestroy(m_linkJoint);
2433 m_linkJoint = IntPtr.Zero;
2434 }
2435 }
2436 if (Body != IntPtr.Zero)
2437 {
2438 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2439
2440 if (_parent != null)
2441 {
2442 OdePrim odParent = (OdePrim)_parent;
2443 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2444 {
2445 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2446 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2447 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2448 d.JointAttach(m_linkJoint, Body, odParent.Body);
2449 d.JointSetFixed(m_linkJoint);
2450 }
2451 }
2452 d.BodyEnable(Body);
2453 if (m_type != Vehicle.TYPE_NONE)
2454 {
2455 Enable(Body, _parent_scene);
2456 }
2457 }
2458 else
2459 {
2460 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2461 }
2462 }
2463 //else
2464 // {
2465 //m_log.Debug("[BUG]: race!");
2466 //}
2467 }
2468 else
2469 {
2470 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2471 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2472 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2473
2474 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2475 m_targetSpace = tempspace;
2476
2477 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2478 if (prim_geom != IntPtr.Zero)
2479 {
2480 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2481
2482 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2483 d.SpaceAdd(m_targetSpace, prim_geom);
2484 }
2485 }
2486
2487 changeSelectedStatus(timestep);
2488
2489 resetCollisionAccounting();
2490 m_taintposition = _position;
2491 }
2492
2493
2494
2495 public void rotate(float timestep)
2496 {
2497 d.Quaternion myrot = new d.Quaternion();
2498 myrot.X = _orientation.X;
2499 myrot.Y = _orientation.Y;
2500 myrot.Z = _orientation.Z;
2501 myrot.W = _orientation.W;
2502 if (Body != IntPtr.Zero)
2503 {
2504 // KF: If this is a root prim do BodySet
2505 d.BodySetQuaternion(Body, ref myrot);
2506 }
2507 else
2508 {
2509 // daughter prim, do Geom set
2510 d.GeomSetQuaternion(prim_geom, ref myrot);
2511 }
2512
2513 resetCollisionAccounting();
2514 m_taintrot = _orientation;
2515 }
2516
2517 private void resetCollisionAccounting()
2518 {
2519 m_collisionscore = 0;
2520 m_interpenetrationcount = 0;
2521 m_disabled = false;
2522 }
2523
2524 public void changedisable(float timestep)
2525 {
2526 m_disabled = true;
2527 if (Body != IntPtr.Zero)
2528 {
2529 d.BodyDisable(Body);
2530 Body = IntPtr.Zero;
2531 }
2532
2533 m_taintdisable = false;
2534 }
2535
2536 public void changePhysicsStatus(float timestep)
2537 {
2538 if (m_isphysical == true)
2539 {
2540 if (Body == IntPtr.Zero)
2541 {
2542 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2543 {
2544 changeshape(2f);
2545 }
2546 else
2547 {
2548 enableBody();
2549 }
2550 }
2551 }
2552 else
2553 {
2554 if (Body != IntPtr.Zero)
2555 {
2556 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2557 {
2558 _mesh = null;
2559 changeadd(2f);
2560 }
2561 if (childPrim)
2562 {
2563 if (_parent != null)
2564 {
2565 OdePrim parent = (OdePrim)_parent;
2566 parent.ChildDelink(this);
2567 }
2568 }
2569 else
2570 {
2571 disableBody();
2572 }
2573 }
2574 }
2575
2576 changeSelectedStatus(timestep);
2577
2578 resetCollisionAccounting();
2579 m_taintPhysics = m_isphysical;
2580 }
2581
2582 public void changesize(float timestamp)
2583 {
2584
2585 string oldname = _parent_scene.geom_name_map[prim_geom];
2586
2587 if (_size.X <= 0) _size.X = 0.01f;
2588 if (_size.Y <= 0) _size.Y = 0.01f;
2589 if (_size.Z <= 0) _size.Z = 0.01f;
2590
2591 // Cleanup of old prim geometry
2592 if (_mesh != null)
2593 {
2594 // Cleanup meshing here
2595 }
2596 //kill body to rebuild
2597 if (IsPhysical && Body != IntPtr.Zero)
2598 {
2599 if (childPrim)
2600 {
2601 if (_parent != null)
2602 {
2603 OdePrim parent = (OdePrim)_parent;
2604 parent.ChildDelink(this);
2605 }
2606 }
2607 else
2608 {
2609 disableBody();
2610 }
2611 }
2612 if (d.SpaceQuery(m_targetSpace, prim_geom))
2613 {
2614 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2615 d.SpaceRemove(m_targetSpace, prim_geom);
2616 }
2617 // we don't need to do space calculation because the client sends a position update also.
2618
2619 // Construction of new prim
2620 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2621 {
2622 float meshlod = _parent_scene.meshSculptLOD;
2623
2624 if (IsPhysical)
2625 meshlod = _parent_scene.MeshSculptphysicalLOD;
2626 // Don't need to re-enable body.. it's done in SetMesh
2627
2628 IMesh mesh = null;
2629
2630 try
2631 {
2632 if (_parent_scene.needsMeshing(_pbs))
2633 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2634 }
2635 catch
2636 {
2637 m_meshfailed = true;
2638 }
2639
2640 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2641 CreateGeom(m_targetSpace, mesh);
2642
2643
2644 }
2645 else
2646 {
2647 _mesh = null;
2648 CreateGeom(m_targetSpace, _mesh);
2649 }
2650
2651 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2652 d.Quaternion myrot = new d.Quaternion();
2653 myrot.X = _orientation.X;
2654 myrot.Y = _orientation.Y;
2655 myrot.Z = _orientation.Z;
2656 myrot.W = _orientation.W;
2657 d.GeomSetQuaternion(prim_geom, ref myrot);
2658
2659 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2660 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2661 {
2662 // Re creates body on size.
2663 // EnableBody also does setMass()
2664 enableBody();
2665 d.BodyEnable(Body);
2666 }
2667
2668 _parent_scene.geom_name_map[prim_geom] = oldname;
2669
2670 changeSelectedStatus(timestamp);
2671 if (childPrim)
2672 {
2673 if (_parent is OdePrim)
2674 {
2675 OdePrim parent = (OdePrim)_parent;
2676 parent.ChildSetGeom(this);
2677 }
2678 }
2679 resetCollisionAccounting();
2680 m_taintsize = _size;
2681 }
2682
2683
2684
2685 public void changefloatonwater(float timestep)
2686 {
2687 m_collidesWater = m_taintCollidesWater;
2688
2689 if (prim_geom != IntPtr.Zero)
2690 {
2691 if (m_collidesWater)
2692 {
2693 m_collisionFlags |= CollisionCategories.Water;
2694 }
2695 else
2696 {
2697 m_collisionFlags &= ~CollisionCategories.Water;
2698 }
2699 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2700 }
2701 }
2702
2703 public void changeshape(float timestamp)
2704 {
2705 string oldname = _parent_scene.geom_name_map[prim_geom];
2706
2707 // Cleanup of old prim geometry and Bodies
2708 if (IsPhysical && Body != IntPtr.Zero)
2709 {
2710 if (childPrim)
2711 {
2712 if (_parent != null)
2713 {
2714 OdePrim parent = (OdePrim)_parent;
2715 parent.ChildDelink(this);
2716 }
2717 }
2718 else
2719 {
2720 disableBody();
2721 }
2722 }
2723
2724
2725 // we don't need to do space calculation because the client sends a position update also.
2726 if (_size.X <= 0) _size.X = 0.01f;
2727 if (_size.Y <= 0) _size.Y = 0.01f;
2728 if (_size.Z <= 0) _size.Z = 0.01f;
2729 // Construction of new prim
2730
2731 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2732 {
2733 // Don't need to re-enable body.. it's done in SetMesh
2734 float meshlod = _parent_scene.meshSculptLOD;
2735
2736 if (IsPhysical)
2737 meshlod = _parent_scene.MeshSculptphysicalLOD;
2738 try
2739 {
2740 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2741 CreateGeom(m_targetSpace, mesh);
2742 }
2743 catch
2744 {
2745 m_meshfailed = true;
2746 }
2747 // createmesh returns null when it doesn't mesh.
2748 }
2749 else
2750 {
2751 _mesh = null;
2752 CreateGeom(m_targetSpace, null);
2753 }
2754
2755 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2756 d.Quaternion myrot = new d.Quaternion();
2757 //myrot.W = _orientation.w;
2758 myrot.W = _orientation.W;
2759 myrot.X = _orientation.X;
2760 myrot.Y = _orientation.Y;
2761 myrot.Z = _orientation.Z;
2762 d.GeomSetQuaternion(prim_geom, ref myrot);
2763
2764 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2765 if (IsPhysical && Body == IntPtr.Zero)
2766 {
2767 // Re creates body on size.
2768 // EnableBody also does setMass()
2769 enableBody();
2770 if (Body != IntPtr.Zero)
2771 {
2772 d.BodyEnable(Body);
2773 }
2774 }
2775 _parent_scene.geom_name_map[prim_geom] = oldname;
2776
2777 changeSelectedStatus(timestamp);
2778 if (childPrim)
2779 {
2780 if (_parent is OdePrim)
2781 {
2782 OdePrim parent = (OdePrim)_parent;
2783 parent.ChildSetGeom(this);
2784 }
2785 }
2786 resetCollisionAccounting();
2787 m_taintshape = false;
2788 }
2789
2790 public void changeAddForce(float timestamp)
2791 {
2792 if (!m_isSelected)
2793 {
2794 lock (m_forcelist)
2795 {
2796 //m_log.Info("[PHYSICS]: dequeing forcelist");
2797 if (IsPhysical)
2798 {
2799 Vector3 iforce = Vector3.Zero;
2800 int i = 0;
2801 try
2802 {
2803 for (i = 0; i < m_forcelist.Count; i++)
2804 {
2805
2806 iforce = iforce + (m_forcelist[i] * 100);
2807 }
2808 }
2809 catch (IndexOutOfRangeException)
2810 {
2811 m_forcelist = new List<Vector3>();
2812 m_collisionscore = 0;
2813 m_interpenetrationcount = 0;
2814 m_taintforce = false;
2815 return;
2816 }
2817 catch (ArgumentOutOfRangeException)
2818 {
2819 m_forcelist = new List<Vector3>();
2820 m_collisionscore = 0;
2821 m_interpenetrationcount = 0;
2822 m_taintforce = false;
2823 return;
2824 }
2825 d.BodyEnable(Body);
2826
2827 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2828 }
2829 m_forcelist.Clear();
2830 }
2831
2832 m_collisionscore = 0;
2833 m_interpenetrationcount = 0;
2834 }
2835
2836 m_taintforce = false;
2837
2838 }
2839
2840
2841
2842 public void changeSetTorque(float timestamp)
2843 {
2844 if (!m_isSelected)
2845 {
2846 if (IsPhysical && Body != IntPtr.Zero)
2847 {
2848 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2849 }
2850 }
2851
2852 m_taintTorque = Vector3.Zero;
2853 }
2854
2855 public void changeAddAngularForce(float timestamp)
2856 {
2857 if (!m_isSelected)
2858 {
2859 lock (m_angularforcelist)
2860 {
2861 //m_log.Info("[PHYSICS]: dequeing forcelist");
2862 if (IsPhysical)
2863 {
2864 Vector3 iforce = Vector3.Zero;
2865 for (int i = 0; i < m_angularforcelist.Count; i++)
2866 {
2867 iforce = iforce + (m_angularforcelist[i] * 100);
2868 }
2869 d.BodyEnable(Body);
2870 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2871
2872 }
2873 m_angularforcelist.Clear();
2874 }
2875
2876 m_collisionscore = 0;
2877 m_interpenetrationcount = 0;
2878 }
2879
2880 m_taintaddangularforce = false;
2881 }
2882
2883 private void changevelocity(float timestep)
2884 {
2885 if (!m_isSelected)
2886 {
2887 Thread.Sleep(20);
2888 if (IsPhysical)
2889 {
2890 if (Body != IntPtr.Zero)
2891 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2892 }
2893
2894 //resetCollisionAccounting();
2895 }
2896 m_taintVelocity = Vector3.Zero;
2897 }
2898
2899 public void UpdatePositionAndVelocity()
2900 {
2901 return; // moved to the Move () method
2902 }
2903
2904 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2905 {
2906 obj.I.M00 = pMat[0, 0];
2907 obj.I.M01 = pMat[0, 1];
2908 obj.I.M02 = pMat[0, 2];
2909 obj.I.M10 = pMat[1, 0];
2910 obj.I.M11 = pMat[1, 1];
2911 obj.I.M12 = pMat[1, 2];
2912 obj.I.M20 = pMat[2, 0];
2913 obj.I.M21 = pMat[2, 1];
2914 obj.I.M22 = pMat[2, 2];
2915 return obj;
2916 }
2917
2918 public override void SubscribeEvents(int ms)
2919 {
2920 m_eventsubscription = ms;
2921 _parent_scene.addCollisionEventReporting(this);
2922 }
2923
2924 public override void UnSubscribeEvents()
2925 {
2926 _parent_scene.remCollisionEventReporting(this);
2927 m_eventsubscription = 0;
2928 }
2929
2930 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2931 {
2932 if (CollisionEventsThisFrame == null)
2933 CollisionEventsThisFrame = new CollisionEventUpdate();
2934 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2935 }
2936
2937 public void SendCollisions()
2938 {
2939 if (CollisionEventsThisFrame == null)
2940 return;
2941
2942 base.SendCollisionUpdate(CollisionEventsThisFrame);
2943
2944 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2945 CollisionEventsThisFrame = null;
2946 else
2947 CollisionEventsThisFrame = new CollisionEventUpdate();
2948 }
2949
2950 public override bool SubscribedEvents()
2951 {
2952 if (m_eventsubscription > 0)
2953 return true;
2954 return false;
2955 }
2956
2957 public static Matrix4 Inverse(Matrix4 pMat)
2958 {
2959 if (determinant3x3(pMat) == 0)
2960 {
2961 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2962 }
2963
2964
2965
2966 return (Adjoint(pMat) / determinant3x3(pMat));
2967 }
2968
2969 public static Matrix4 Adjoint(Matrix4 pMat)
2970 {
2971 Matrix4 adjointMatrix = new Matrix4();
2972 for (int i = 0; i < 4; i++)
2973 {
2974 for (int j = 0; j < 4; j++)
2975 {
2976 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2977 }
2978 }
2979
2980 adjointMatrix = Transpose(adjointMatrix);
2981 return adjointMatrix;
2982 }
2983
2984 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2985 {
2986 Matrix4 minor = new Matrix4();
2987 int m = 0, n = 0;
2988 for (int i = 0; i < 4; i++)
2989 {
2990 if (i == iRow)
2991 continue;
2992 n = 0;
2993 for (int j = 0; j < 4; j++)
2994 {
2995 if (j == iCol)
2996 continue;
2997 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2998 n++;
2999 }
3000 m++;
3001 }
3002 return minor;
3003 }
3004
3005 public static Matrix4 Transpose(Matrix4 pMat)
3006 {
3007 Matrix4 transposeMatrix = new Matrix4();
3008 for (int i = 0; i < 4; i++)
3009 for (int j = 0; j < 4; j++)
3010 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3011 return transposeMatrix;
3012 }
3013
3014 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3015 {
3016 switch (r)
3017 {
3018 case 0:
3019 switch (c)
3020 {
3021 case 0:
3022 pMat.M11 = val;
3023 break;
3024 case 1:
3025 pMat.M12 = val;
3026 break;
3027 case 2:
3028 pMat.M13 = val;
3029 break;
3030 case 3:
3031 pMat.M14 = val;
3032 break;
3033 }
3034
3035 break;
3036 case 1:
3037 switch (c)
3038 {
3039 case 0:
3040 pMat.M21 = val;
3041 break;
3042 case 1:
3043 pMat.M22 = val;
3044 break;
3045 case 2:
3046 pMat.M23 = val;
3047 break;
3048 case 3:
3049 pMat.M24 = val;
3050 break;
3051 }
3052
3053 break;
3054 case 2:
3055 switch (c)
3056 {
3057 case 0:
3058 pMat.M31 = val;
3059 break;
3060 case 1:
3061 pMat.M32 = val;
3062 break;
3063 case 2:
3064 pMat.M33 = val;
3065 break;
3066 case 3:
3067 pMat.M34 = val;
3068 break;
3069 }
3070
3071 break;
3072 case 3:
3073 switch (c)
3074 {
3075 case 0:
3076 pMat.M41 = val;
3077 break;
3078 case 1:
3079 pMat.M42 = val;
3080 break;
3081 case 2:
3082 pMat.M43 = val;
3083 break;
3084 case 3:
3085 pMat.M44 = val;
3086 break;
3087 }
3088
3089 break;
3090 }
3091 }
3092 private static float determinant3x3(Matrix4 pMat)
3093 {
3094 float det = 0;
3095 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
3096 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
3097 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
3098 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
3099 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
3100 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
3101
3102 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3103 return det;
3104
3105 }
3106
3107 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3108 {
3109 dst.c.W = src.c.W;
3110 dst.c.X = src.c.X;
3111 dst.c.Y = src.c.Y;
3112 dst.c.Z = src.c.Z;
3113 dst.mass = src.mass;
3114 dst.I.M00 = src.I.M00;
3115 dst.I.M01 = src.I.M01;
3116 dst.I.M02 = src.I.M02;
3117 dst.I.M10 = src.I.M10;
3118 dst.I.M11 = src.I.M11;
3119 dst.I.M12 = src.I.M12;
3120 dst.I.M20 = src.I.M20;
3121 dst.I.M21 = src.I.M21;
3122 dst.I.M22 = src.I.M22;
3123 }
3124
3125 public override void SetMaterial(int pMaterial)
3126 {
3127 m_material = pMaterial;
3128 }
3129
3130 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
3131 {
3132 switch (pParam)
3133 {
3134 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
3135 if (pValue < 0.01f) pValue = 0.01f;
3136 // m_angularDeflectionEfficiency = pValue;
3137 break;
3138 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
3139 if (pValue < 0.1f) pValue = 0.1f;
3140 // m_angularDeflectionTimescale = pValue;
3141 break;
3142 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
3143 if (pValue < 0.3f) pValue = 0.3f;
3144 m_angularMotorDecayTimescale = pValue;
3145 break;
3146 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
3147 if (pValue < 0.3f) pValue = 0.3f;
3148 m_angularMotorTimescale = pValue;
3149 break;
3150 case Vehicle.BANKING_EFFICIENCY:
3151 if (pValue < 0.01f) pValue = 0.01f;
3152 // m_bankingEfficiency = pValue;
3153 break;
3154 case Vehicle.BANKING_MIX:
3155 if (pValue < 0.01f) pValue = 0.01f;
3156 // m_bankingMix = pValue;
3157 break;
3158 case Vehicle.BANKING_TIMESCALE:
3159 if (pValue < 0.01f) pValue = 0.01f;
3160 // m_bankingTimescale = pValue;
3161 break;
3162 case Vehicle.BUOYANCY:
3163 if (pValue < -1f) pValue = -1f;
3164 if (pValue > 1f) pValue = 1f;
3165 m_VehicleBuoyancy = pValue;
3166 break;
3167 // case Vehicle.HOVER_EFFICIENCY:
3168 // if (pValue < 0f) pValue = 0f;
3169 // if (pValue > 1f) pValue = 1f;
3170 // m_VhoverEfficiency = pValue;
3171 // break;
3172 case Vehicle.HOVER_HEIGHT:
3173 m_VhoverHeight = pValue;
3174 break;
3175 case Vehicle.HOVER_TIMESCALE:
3176 if (pValue < 0.1f) pValue = 0.1f;
3177 m_VhoverTimescale = pValue;
3178 break;
3179 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3180 if (pValue < 0.01f) pValue = 0.01f;
3181 // m_linearDeflectionEfficiency = pValue;
3182 break;
3183 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3184 if (pValue < 0.01f) pValue = 0.01f;
3185 // m_linearDeflectionTimescale = pValue;
3186 break;
3187 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3188 if (pValue < 0.3f) pValue = 0.3f;
3189 m_linearMotorDecayTimescale = pValue;
3190 break;
3191 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3192 if (pValue < 0.1f) pValue = 0.1f;
3193 m_linearMotorTimescale = pValue;
3194 break;
3195 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3196 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3197 if (pValue > 1.0f) pValue = 1.0f;
3198 m_verticalAttractionEfficiency = pValue;
3199 break;
3200 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3201 if (pValue < 0.1f) pValue = 0.1f;
3202 m_verticalAttractionTimescale = pValue;
3203 break;
3204
3205 // These are vector properties but the engine lets you use a single float value to
3206 // set all of the components to the same value
3207 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3208 if (pValue > 30f) pValue = 30f;
3209 if (pValue < 0.1f) pValue = 0.1f;
3210 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3211 break;
3212 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3213 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3214 UpdateAngDecay();
3215 break;
3216 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3217 if (pValue < 0.1f) pValue = 0.1f;
3218 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3219 break;
3220 case Vehicle.LINEAR_MOTOR_DIRECTION:
3221 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3222 UpdateLinDecay();
3223 break;
3224 case Vehicle.LINEAR_MOTOR_OFFSET:
3225 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3226 break;
3227
3228 }
3229
3230 }//end ProcessFloatVehicleParam
3231
3232 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3233 {
3234 switch (pParam)
3235 {
3236 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3237 if (pValue.X > 30f) pValue.X = 30f;
3238 if (pValue.X < 0.1f) pValue.X = 0.1f;
3239 if (pValue.Y > 30f) pValue.Y = 30f;
3240 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3241 if (pValue.Z > 30f) pValue.Z = 30f;
3242 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3243 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3244 break;
3245 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3246 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3247 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3248 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3249 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3250 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3251 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3252 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3253 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3254 UpdateAngDecay();
3255 break;
3256 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3257 if (pValue.X < 0.1f) pValue.X = 0.1f;
3258 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3259 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3260 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3261 break;
3262 case Vehicle.LINEAR_MOTOR_DIRECTION:
3263 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3264 UpdateLinDecay();
3265 break;
3266 case Vehicle.LINEAR_MOTOR_OFFSET:
3267 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3268 break;
3269 }
3270
3271 }//end ProcessVectorVehicleParam
3272
3273 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3274 {
3275 switch (pParam)
3276 {
3277 case Vehicle.REFERENCE_FRAME:
3278 // m_referenceFrame = pValue;
3279 break;
3280 }
3281
3282 }//end ProcessRotationVehicleParam
3283
3284 internal void ProcessVehicleFlags(int pParam, bool remove)
3285 {
3286 if (remove)
3287 {
3288 m_flags &= ~((VehicleFlag)pParam);
3289 }
3290 else
3291 {
3292 m_flags |= (VehicleFlag)pParam;
3293 }
3294 }
3295
3296 internal void ProcessTypeChange(Vehicle pType)
3297 {
3298 // Set Defaults For Type
3299 m_type = pType;
3300 switch (pType)
3301 {
3302 case Vehicle.TYPE_SLED:
3303 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3304 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3305 // m_lLinMotorVel = Vector3.Zero;
3306 m_linearMotorTimescale = 1000;
3307 m_linearMotorDecayTimescale = 120;
3308 m_angularMotorDirection = Vector3.Zero;
3309 m_angularMotorDVel = Vector3.Zero;
3310 m_angularMotorTimescale = 1000;
3311 m_angularMotorDecayTimescale = 120;
3312 m_VhoverHeight = 0;
3313 // m_VhoverEfficiency = 1;
3314 m_VhoverTimescale = 10;
3315 m_VehicleBuoyancy = 0;
3316 // m_linearDeflectionEfficiency = 1;
3317 // m_linearDeflectionTimescale = 1;
3318 // m_angularDeflectionEfficiency = 1;
3319 // m_angularDeflectionTimescale = 1000;
3320 // m_bankingEfficiency = 0;
3321 // m_bankingMix = 1;
3322 // m_bankingTimescale = 10;
3323 // m_referenceFrame = Quaternion.Identity;
3324 m_flags &=
3325 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3326 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3327 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3328 break;
3329 case Vehicle.TYPE_CAR:
3330 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3331 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3332 // m_lLinMotorVel = Vector3.Zero;
3333 m_linearMotorTimescale = 1;
3334 m_linearMotorDecayTimescale = 60;
3335 m_angularMotorDirection = Vector3.Zero;
3336 m_angularMotorDVel = Vector3.Zero;
3337 m_angularMotorTimescale = 1;
3338 m_angularMotorDecayTimescale = 0.8f;
3339 m_VhoverHeight = 0;
3340 // m_VhoverEfficiency = 0;
3341 m_VhoverTimescale = 1000;
3342 m_VehicleBuoyancy = 0;
3343 // // m_linearDeflectionEfficiency = 1;
3344 // // m_linearDeflectionTimescale = 2;
3345 // // m_angularDeflectionEfficiency = 0;
3346 // m_angularDeflectionTimescale = 10;
3347 m_verticalAttractionEfficiency = 1f;
3348 m_verticalAttractionTimescale = 10f;
3349 // m_bankingEfficiency = -0.2f;
3350 // m_bankingMix = 1;
3351 // m_bankingTimescale = 1;
3352 // m_referenceFrame = Quaternion.Identity;
3353 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3354 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3355 VehicleFlag.LIMIT_MOTOR_UP);
3356 break;
3357 case Vehicle.TYPE_BOAT:
3358 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3359 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3360 // m_lLinMotorVel = Vector3.Zero;
3361 m_linearMotorTimescale = 5;
3362 m_linearMotorDecayTimescale = 60;
3363 m_angularMotorDirection = Vector3.Zero;
3364 m_angularMotorDVel = Vector3.Zero;
3365 m_angularMotorTimescale = 4;
3366 m_angularMotorDecayTimescale = 4;
3367 m_VhoverHeight = 0;
3368 // m_VhoverEfficiency = 0.5f;
3369 m_VhoverTimescale = 2;
3370 m_VehicleBuoyancy = 1;
3371 // m_linearDeflectionEfficiency = 0.5f;
3372 // m_linearDeflectionTimescale = 3;
3373 // m_angularDeflectionEfficiency = 0.5f;
3374 // m_angularDeflectionTimescale = 5;
3375 m_verticalAttractionEfficiency = 0.5f;
3376 m_verticalAttractionTimescale = 5f;
3377 // m_bankingEfficiency = -0.3f;
3378 // m_bankingMix = 0.8f;
3379 // m_bankingTimescale = 1;
3380 // m_referenceFrame = Quaternion.Identity;
3381 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3382 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3383 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3384 VehicleFlag.LIMIT_MOTOR_UP);
3385 break;
3386 case Vehicle.TYPE_AIRPLANE:
3387 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3388 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3389 // m_lLinMotorVel = Vector3.Zero;
3390 m_linearMotorTimescale = 2;
3391 m_linearMotorDecayTimescale = 60;
3392 m_angularMotorDirection = Vector3.Zero;
3393 m_angularMotorDVel = Vector3.Zero;
3394 m_angularMotorTimescale = 4;
3395 m_angularMotorDecayTimescale = 4;
3396 m_VhoverHeight = 0;
3397 // m_VhoverEfficiency = 0.5f;
3398 m_VhoverTimescale = 1000;
3399 m_VehicleBuoyancy = 0;
3400 // m_linearDeflectionEfficiency = 0.5f;
3401 // m_linearDeflectionTimescale = 3;
3402 // m_angularDeflectionEfficiency = 1;
3403 // m_angularDeflectionTimescale = 2;
3404 m_verticalAttractionEfficiency = 0.9f;
3405 m_verticalAttractionTimescale = 2f;
3406 // m_bankingEfficiency = 1;
3407 // m_bankingMix = 0.7f;
3408 // m_bankingTimescale = 2;
3409 // m_referenceFrame = Quaternion.Identity;
3410 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3411 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3412 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3413 break;
3414 case Vehicle.TYPE_BALLOON:
3415 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3416 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3417 m_linearMotorTimescale = 5;
3418 m_linearMotorDecayTimescale = 60;
3419 m_angularMotorDirection = Vector3.Zero;
3420 m_angularMotorDVel = Vector3.Zero;
3421 m_angularMotorTimescale = 6;
3422 m_angularMotorDecayTimescale = 10;
3423 m_VhoverHeight = 5;
3424 // m_VhoverEfficiency = 0.8f;
3425 m_VhoverTimescale = 10;
3426 m_VehicleBuoyancy = 1;
3427 // m_linearDeflectionEfficiency = 0;
3428 // m_linearDeflectionTimescale = 5;
3429 // m_angularDeflectionEfficiency = 0;
3430 // m_angularDeflectionTimescale = 5;
3431 m_verticalAttractionEfficiency = 1f;
3432 m_verticalAttractionTimescale = 100f;
3433 // m_bankingEfficiency = 0;
3434 // m_bankingMix = 0.7f;
3435 // m_bankingTimescale = 5;
3436 // m_referenceFrame = Quaternion.Identity;
3437 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3438 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3439 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3440 break;
3441
3442 }
3443 }//end SetDefaultsForType
3444
3445 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3446 {
3447 if (m_type == Vehicle.TYPE_NONE)
3448 return;
3449
3450 m_body = pBody;
3451 }
3452
3453
3454 internal void Halt()
3455 { // Kill all motions, when non-physical
3456 // m_linearMotorDirection = Vector3.Zero;
3457 m_lLinMotorDVel = Vector3.Zero;
3458 m_lLinObjectVel = Vector3.Zero;
3459 m_wLinObjectVel = Vector3.Zero;
3460 m_angularMotorDirection = Vector3.Zero;
3461 m_lastAngularVelocity = Vector3.Zero;
3462 m_angularMotorDVel = Vector3.Zero;
3463 _acceleration = Vector3.Zero;
3464 }
3465
3466 private void UpdateLinDecay()
3467 {
3468 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3469 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3470 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3471 } // else let the motor decay on its own
3472
3473 private void UpdateAngDecay()
3474 {
3475 m_angularMotorDVel.X = m_angularMotorDirection.X;
3476 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3477 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3478 } // else let the motor decay on its own
3479
3480 public void Move(float timestep)
3481 {
3482 float fx = 0;
3483 float fy = 0;
3484 float fz = 0;
3485 Vector3 linvel; // velocity applied, including any reversal
3486
3487 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3488 // This is a temp patch until proper region crossing is developed.
3489
3490
3491 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3492 {
3493 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3494 bool lastZeroFlag = _zeroFlag; // was it stopped
3495
3496 d.Vector3 vec = d.BodyGetPosition(Body);
3497 Vector3 l_position = Vector3.Zero;
3498 l_position.X = vec.X;
3499 l_position.Y = vec.Y;
3500 l_position.Z = vec.Z;
3501 m_lastposition = _position;
3502 _position = l_position;
3503
3504 d.Quaternion ori = d.BodyGetQuaternion(Body);
3505 // Quaternion l_orientation = Quaternion.Identity;
3506 _orientation.X = ori.X;
3507 _orientation.Y = ori.Y;
3508 _orientation.Z = ori.Z;
3509 _orientation.W = ori.W;
3510 m_lastorientation = _orientation;
3511
3512 d.Vector3 vel = d.BodyGetLinearVel(Body);
3513 m_lastVelocity = _velocity;
3514 _velocity.X = vel.X;
3515 _velocity.Y = vel.Y;
3516 _velocity.Z = vel.Z;
3517 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3518
3519 d.Vector3 torque = d.BodyGetTorque(Body);
3520 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3521
3522
3523 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3524 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3525 )
3526 {
3527 // we are outside current region
3528 // clip position to a stop just outside region and stop it only internally
3529 // do it only once using m_crossingfailures as control
3530 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3531 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3532 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3533 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3534 d.BodySetLinearVel(Body, 0, 0, 0);
3535 m_outofBounds = true;
3536 base.RequestPhysicsterseUpdate();
3537 return;
3538 }
3539
3540 base.RequestPhysicsterseUpdate();
3541
3542 if (l_position.Z < 0)
3543 {
3544 // This is so prim that get lost underground don't fall forever and suck up
3545 //
3546 // Sim resources and memory.
3547 // Disables the prim's movement physics....
3548 // It's a hack and will generate a console message if it fails.
3549
3550 //IsPhysical = false;
3551 if (_parent == null) base.RaiseOutOfBounds(_position);
3552
3553
3554 _acceleration.X = 0; // This stuff may stop client display but it has no
3555 _acceleration.Y = 0; // effect on the object in phys engine!
3556 _acceleration.Z = 0;
3557
3558 _velocity.X = 0;
3559 _velocity.Y = 0;
3560 _velocity.Z = 0;
3561 m_lastVelocity = Vector3.Zero;
3562 m_rotationalVelocity.X = 0;
3563 m_rotationalVelocity.Y = 0;
3564 m_rotationalVelocity.Z = 0;
3565
3566 if (_parent == null) base.RequestPhysicsterseUpdate();
3567
3568 m_throttleUpdates = false;
3569 throttleCounter = 0;
3570 _zeroFlag = true;
3571 //outofBounds = true;
3572 } // end neg Z check
3573
3574 // Is it moving?
3575 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3576 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3577 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3578 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3579 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3580 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3581 {
3582 _zeroFlag = true;
3583 m_throttleUpdates = false;
3584 }
3585 else
3586 {
3587 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3588 _zeroFlag = false;
3589 m_lastUpdateSent = false;
3590 //m_throttleUpdates = false;
3591 }
3592
3593 if (_zeroFlag)
3594 { // Its stopped
3595 _velocity.X = 0.0f;
3596 _velocity.Y = 0.0f;
3597 // _velocity.Z = 0.0f;
3598
3599 _acceleration.X = 0;
3600 _acceleration.Y = 0;
3601 // _acceleration.Z = 0;
3602
3603 m_rotationalVelocity.X = 0;
3604 m_rotationalVelocity.Y = 0;
3605 m_rotationalVelocity.Z = 0;
3606 // Stop it in the phys engine
3607 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3608 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3609 d.BodySetForce(Body, 0f, 0f, 0f);
3610
3611 if (!m_lastUpdateSent)
3612 {
3613 m_throttleUpdates = false;
3614 throttleCounter = 0;
3615 if (_parent == null)
3616 {
3617 base.RequestPhysicsterseUpdate();
3618 }
3619
3620 m_lastUpdateSent = true;
3621 }
3622 }
3623 else
3624 { // Its moving
3625 if (lastZeroFlag != _zeroFlag)
3626 {
3627 if (_parent == null)
3628 {
3629 base.RequestPhysicsterseUpdate();
3630 }
3631 }
3632 m_lastUpdateSent = false;
3633 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3634 {
3635 if (_parent == null)
3636 {
3637 base.RequestPhysicsterseUpdate();
3638 }
3639 }
3640 else
3641 {
3642 throttleCounter++;
3643 }
3644 }
3645 m_lastposition = l_position;
3646
3647 /// End UpdatePositionAndVelocity insert
3648
3649
3650 // Rotation lock =====================================
3651 if (m_rotateEnableUpdate)
3652 {
3653 // Snapshot current angles, set up Amotor(s)
3654 m_rotateEnableUpdate = false;
3655 m_rotateEnable = m_rotateEnableRequest;
3656 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3657
3658 if (Amotor != IntPtr.Zero)
3659 {
3660 d.JointDestroy(Amotor);
3661 Amotor = IntPtr.Zero;
3662 //Console.WriteLine("Old Amotor Destroyed");
3663 }
3664
3665 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3666 { // not all are enabled
3667 d.Quaternion r = d.BodyGetQuaternion(Body);
3668 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3669 // extract the axes vectors
3670 Vector3 vX = new Vector3(1f, 0f, 0f);
3671 Vector3 vY = new Vector3(0f, 1f, 0f);
3672 Vector3 vZ = new Vector3(0f, 0f, 1f);
3673 vX = vX * locrot;
3674 vY = vY * locrot;
3675 vZ = vZ * locrot;
3676 // snapshot the current angle vectors
3677 m_lockX = vX;
3678 m_lockY = vY;
3679 m_lockZ = vZ;
3680 // m_lockRot = locrot;
3681 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3682 d.JointAttach(Amotor, Body, IntPtr.Zero);
3683 d.JointSetAMotorMode(Amotor, 0); // User mode??
3684 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3685
3686 float axisnum = 3; // how many to lock
3687 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3688 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3689 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3690
3691 int i = 0;
3692
3693 if (m_rotateEnable.X == 0)
3694 {
3695 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3696 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3697 i++;
3698 }
3699
3700 if (m_rotateEnable.Y == 0)
3701 {
3702 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3703 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3704 i++;
3705 }
3706
3707 if (m_rotateEnable.Z == 0)
3708 {
3709 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3710 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3711 i++;
3712 }
3713
3714 // These lowstops and high stops are effectively (no wiggle room)
3715 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3716 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3717 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3718 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3719 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3720 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3721 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3722 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3723 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3724 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3725 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3726 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3727 } // else none are locked
3728 } // end Rotation Update
3729
3730
3731 // VEHICLE processing ==========================================
3732 if (m_type != Vehicle.TYPE_NONE)
3733 {
3734 // get body attitude
3735 d.Quaternion rot = d.BodyGetQuaternion(Body);
3736 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3737 Quaternion irotq = Quaternion.Inverse(rotq);
3738
3739 // VEHICLE Linear Motion
3740 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3741 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3742 m_lLinObjectVel = vel_now * irotq;
3743 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3744 {
3745 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3746 {
3747 float decayfactor = m_linearMotorDecayTimescale / timestep;
3748 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3749 m_lLinMotorDVel -= decayAmount;
3750 }
3751 else
3752 {
3753 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3754 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3755 m_lLinMotorDVel -= decel;
3756 }
3757 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3758 {
3759 m_lLinMotorDVel = Vector3.Zero;
3760 }
3761
3762 /* else
3763 {
3764 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3765 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3766 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3767 } */
3768 } // end linear motor decay
3769
3770 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3771 {
3772 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3773 if (m_linearMotorTimescale < 300.0f)
3774 {
3775 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3776 float linfactor = m_linearMotorTimescale / timestep;
3777 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3778 m_lLinObjectVel += attackAmount;
3779 }
3780 if (m_linearFrictionTimescale.X < 300.0f)
3781 {
3782 float fricfactor = m_linearFrictionTimescale.X / timestep;
3783 float fricX = m_lLinObjectVel.X / fricfactor;
3784 m_lLinObjectVel.X -= fricX;
3785 }
3786 if (m_linearFrictionTimescale.Y < 300.0f)
3787 {
3788 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3789 float fricY = m_lLinObjectVel.Y / fricfactor;
3790 m_lLinObjectVel.Y -= fricY;
3791 }
3792 if (m_linearFrictionTimescale.Z < 300.0f)
3793 {
3794 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3795 float fricZ = m_lLinObjectVel.Z / fricfactor;
3796 m_lLinObjectVel.Z -= fricZ;
3797 }
3798 }
3799 m_wLinObjectVel = m_lLinObjectVel * rotq;
3800
3801 // Gravity and Buoyancy
3802 Vector3 grav = Vector3.Zero;
3803 if (m_VehicleBuoyancy < 1.0f)
3804 {
3805 // There is some gravity, make a gravity force vector
3806 // that is applied after object velocity.
3807 d.Mass objMass;
3808 d.BodyGetMass(Body, out objMass);
3809 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3810 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3811 } // else its 1.0, no gravity.
3812
3813 // Hovering
3814 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3815 {
3816 // We should hover, get the target height
3817 d.Vector3 pos = d.BodyGetPosition(Body);
3818 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3819 {
3820 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3821 }
3822 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3823 {
3824 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3825 }
3826 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3827 {
3828 m_VhoverTargetHeight = m_VhoverHeight;
3829 }
3830
3831 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3832 {
3833 // If body is aready heigher, use its height as target height
3834 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3835 }
3836
3837 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3838 // m_VhoverTimescale = 0f; // time to acheive height
3839 // timestep is time since last frame,in secs
3840 float herr0 = pos.Z - m_VhoverTargetHeight;
3841 // Replace Vertical speed with correction figure if significant
3842 if (Math.Abs(herr0) > 0.01f)
3843 {
3844 //? d.Mass objMass;
3845 //? d.BodyGetMass(Body, out objMass);
3846 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3847 //KF: m_VhoverEfficiency is not yet implemented
3848 }
3849 else
3850 {
3851 m_wLinObjectVel.Z = 0f;
3852 }
3853 }
3854 else
3855 { // not hovering
3856 if (m_wLinObjectVel.Z == 0f)
3857 { // Gravity rules
3858 m_wLinObjectVel.Z = vel_now.Z;
3859 } // else the motor has it
3860 }
3861 linvel = m_wLinObjectVel;
3862
3863 // Vehicle Linear Motion done =======================================
3864 // Apply velocity
3865 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3866 // apply gravity force
3867 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3868 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3869 // end MoveLinear()
3870
3871
3872 // MoveAngular
3873 /*
3874 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3875
3876 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3877 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3878 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3879
3880 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3881 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3882 */
3883 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3884
3885 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3886 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3887 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3888
3889 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3890
3891 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3892 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3893 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3894 // Decay Angular Motor 2.
3895 if (m_angularMotorDecayTimescale < 300.0f)
3896 {
3897 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3898 {
3899 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3900 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3901 m_angularMotorDVel -= decayAmount;
3902 }
3903 else
3904 {
3905 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3906 m_angularMotorDVel -= decel;
3907 }
3908
3909 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3910 {
3911 m_angularMotorDVel = Vector3.Zero;
3912 }
3913 else
3914 {
3915 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3916 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3917 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3918 }
3919 } // end decay angular motor
3920 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3921
3922 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3923
3924 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3925 { // if motor or object have motion
3926 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3927
3928 if (m_angularMotorTimescale < 300.0f)
3929 {
3930 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3931 float angfactor = m_angularMotorTimescale / timestep;
3932 Vector3 attackAmount = (attack_error / angfactor);
3933 angObjectVel += attackAmount;
3934 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3935 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3936 }
3937
3938 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3939 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3940 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3941 } // else no signif. motion
3942
3943 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3944 // Bank section tba
3945 // Deflection section tba
3946 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3947
3948
3949 /* // Rotation Axis Disables:
3950 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3951 {
3952 if (m_angularEnable.X == 0)
3953 angObjectVel.X = 0f;
3954 if (m_angularEnable.Y == 0)
3955 angObjectVel.Y = 0f;
3956 if (m_angularEnable.Z == 0)
3957 angObjectVel.Z = 0f;
3958 }
3959 */
3960 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3961
3962 // Vertical attractor section
3963 Vector3 vertattr = Vector3.Zero;
3964
3965 if (m_verticalAttractionTimescale < 300)
3966 {
3967 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3968 // make a vector pointing up
3969 Vector3 verterr = Vector3.Zero;
3970 verterr.Z = 1.0f;
3971 // rotate it to Body Angle
3972 verterr = verterr * rotq;
3973 // 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.
3974 // 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
3975 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3976
3977 if (verterr.Z < 0.0f)
3978 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3979 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3980 //Console.WriteLine("InvertFlip");
3981 verterr.X = 2.0f - verterr.X;
3982 verterr.Y = 2.0f - verterr.Y;
3983 }
3984 verterr *= 0.5f;
3985 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3986 Vector3 xyav = angObjectVel;
3987 xyav.Z = 0.0f;
3988 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3989 {
3990 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3991 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3992 vertattr.X = verterr.Y;
3993 vertattr.Y = -verterr.X;
3994 vertattr.Z = 0f;
3995 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3996
3997 // scaling appears better usingsquare-law
3998 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3999 float bounce = 1.0f - damped;
4000 // 0 = crit damp, 1 = bouncy
4001 float oavz = angObjectVel.Z; // retain z velocity
4002 // time-scaled correction, which sums, therefore is bouncy:
4003 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
4004 // damped, good @ < 90:
4005 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
4006 angObjectVel.Z = oavz;
4007 //if(frcount == 0) Console.WriteLine("VA+");
4008 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
4009 }
4010 else
4011 {
4012 // else error is very small
4013 angObjectVel.X = 0f;
4014 angObjectVel.Y = 0f;
4015 //if(frcount == 0) Console.WriteLine("VA0");
4016 }
4017 } // else vertical attractor is off
4018 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
4019
4020
4021 m_lastAngularVelocity = angObjectVel;
4022 // apply Angular Velocity to body
4023 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
4024 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
4025
4026 } // end VEHICLES
4027 else
4028 {
4029 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
4030
4031 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
4032
4033 /// Dynamics Buoyancy
4034 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
4035 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
4036 // NB Prims in ODE are no subject to global gravity
4037 // This should only affect gravity operations
4038
4039 float m_mass = CalculateMass();
4040 // calculate z-force due togravity on object.
4041 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
4042 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
4043 {
4044 fz = 0; // llMoveToTarget ignores gravity.
4045 // it also ignores mass of object, and any physical resting on it.
4046 // Vector3 m_PIDTarget is where we are going
4047 // float m_PIDTau is time to get there
4048 fx = 0;
4049 fy = 0;
4050 d.Vector3 pos = d.BodyGetPosition(Body);
4051 Vector3 error = new Vector3(
4052 (m_PIDTarget.X - pos.X),
4053 (m_PIDTarget.Y - pos.Y),
4054 (m_PIDTarget.Z - pos.Z));
4055 if (error.ApproxEquals(Vector3.Zero, 0.01f))
4056 { // Very close, Jump there and quit move
4057
4058 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
4059 _target_velocity = Vector3.Zero;
4060 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4061 d.BodySetForce(Body, 0f, 0f, 0f);
4062 }
4063 else
4064 {
4065 float scale = 50.0f * timestep / m_PIDTau;
4066 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
4067 {
4068 // Nearby, quit update of velocity
4069 }
4070 else
4071 { // Far, calc damped velocity
4072 _target_velocity = error * scale;
4073 }
4074 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
4075 }
4076 } // end PID MoveToTarget
4077
4078
4079 /// Dynamics Hover ===================================================================================
4080 // Hover PID Controller can only run if the PIDcontroller is not in use.
4081 if (m_useHoverPID && !m_usePID)
4082 {
4083 //Console.WriteLine("Hover " + m_primName);
4084
4085 // If we're using the PID controller, then we have no gravity
4086 fz = (-1 * _parent_scene.gravityz) * m_mass;
4087
4088 // no lock; for now it's only called from within Simulate()
4089
4090 // If the PID Controller isn't active then we set our force
4091 // calculating base velocity to the current position
4092
4093 if ((m_PIDTau < 1))
4094 {
4095 PID_G = PID_G / m_PIDTau;
4096 }
4097
4098 if ((PID_G - m_PIDTau) <= 0)
4099 {
4100 PID_G = m_PIDTau + 1;
4101 }
4102
4103
4104 // Where are we, and where are we headed?
4105 d.Vector3 pos = d.BodyGetPosition(Body);
4106 // d.Vector3 vel = d.BodyGetLinearVel(Body);
4107
4108
4109 // Non-Vehicles have a limited set of Hover options.
4110 // determine what our target height really is based on HoverType
4111 switch (m_PIDHoverType)
4112 {
4113 case PIDHoverType.Ground:
4114 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4115 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4116 break;
4117 case PIDHoverType.GroundAndWater:
4118 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
4119 m_waterHeight = _parent_scene.GetWaterLevel();
4120 if (m_groundHeight > m_waterHeight)
4121 {
4122 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
4123 }
4124 else
4125 {
4126 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
4127 }
4128 break;
4129
4130 } // end switch (m_PIDHoverType)
4131
4132
4133 _target_velocity =
4134 new Vector3(0.0f, 0.0f,
4135 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
4136 );
4137
4138 // if velocity is zero, use position control; otherwise, velocity control
4139
4140 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
4141 {
4142 // keep track of where we stopped. No more slippin' & slidin'
4143
4144 // We only want to deactivate the PID Controller if we think we want to have our surrogate
4145 // react to the physics scene by moving it's position.
4146 // Avatar to Avatar collisions
4147 // Prim to avatar collisions
4148 d.Vector3 dlinvel = vel;
4149 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
4150 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
4151 d.BodyAddForce(Body, 0, 0, fz);
4152 //KF this prevents furthur motions return;
4153 }
4154 else
4155 {
4156 _zeroFlag = false;
4157
4158 // We're flying and colliding with something
4159 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
4160 }
4161 } // end m_useHoverPID && !m_usePID
4162
4163
4164 /// Dynamics Apply Forces ===================================================================================
4165 fx *= m_mass;
4166 fy *= m_mass;
4167 //fz *= m_mass;
4168 fx += m_force.X;
4169 fy += m_force.Y;
4170 fz += m_force.Z;
4171
4172 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
4173 if (fx != 0 || fy != 0 || fz != 0)
4174 {
4175 //m_taintdisable = true;
4176 //base.RaiseOutOfBounds(Position);
4177 //d.BodySetLinearVel(Body, fx, fy, 0f);
4178 if (!d.BodyIsEnabled(Body))
4179 {
4180 // A physical body at rest on a surface will auto-disable after a while,
4181 // this appears to re-enable it incase the surface it is upon vanishes,
4182 // and the body should fall again.
4183 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4184 d.BodySetForce(Body, 0f, 0f, 0f);
4185 enableBodySoft();
4186 }
4187
4188 // 35x10 = 350n times the mass per second applied maximum.
4189 float nmax = 35f * m_mass;
4190 float nmin = -35f * m_mass;
4191
4192
4193 if (fx > nmax)
4194 fx = nmax;
4195 if (fx < nmin)
4196 fx = nmin;
4197 if (fy > nmax)
4198 fy = nmax;
4199 if (fy < nmin)
4200 fy = nmin;
4201 d.BodyAddForce(Body, fx, fy, fz);
4202 } // end apply forces
4203 } // end Vehicle/Dynamics
4204
4205 /// RotLookAt / LookAt =================================================================================
4206 if (m_useAPID)
4207 {
4208 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4209 // Quaternion m_APIDTarget
4210 // float m_APIDStrength // From SL experiments, this is the time to get there
4211 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4212 // Also in SL the mass of the object has no effect on time to get there.
4213 // Factors:
4214 // get present body rotation
4215 float limit = 1.0f;
4216 float rscaler = 50f; // adjusts rotation damping time
4217 float lscaler = 10f; // adjusts linear damping time in llLookAt
4218 float RLAservo = 0f;
4219 Vector3 diff_axis;
4220 float diff_angle;
4221 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4222 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4223 Quaternion rtarget = new Quaternion();
4224
4225 if (m_APIDTarget.W == -99.9f)
4226 {
4227 // this is really a llLookAt(), x,y,z is the target vector
4228 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4229 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4230 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4231 float twopi = 2.0f * (float)Math.PI;
4232 Vector3 dir = target - _position;
4233 dir.Normalize();
4234 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4235 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4236 float terot = (float)Math.Atan2(dir.Z, txy);
4237 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4238 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4239 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4240 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4241 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4242 float roll = (float)Math.Atan2(ra, rb);
4243 float errorz = tzrot - ozrot;
4244 if (errorz > (float)Math.PI) errorz -= twopi;
4245 else if (errorz < -(float)Math.PI) errorz += twopi;
4246 float errory = oerot - terot;
4247 if (errory > (float)Math.PI) errory -= twopi;
4248 else if (errory < -(float)Math.PI) errory += twopi;
4249 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4250 if (diff_angle > 0.01f * m_APIDdamper)
4251 {
4252 m_APIDdamper = 1.0f;
4253 RLAservo = timestep / m_APIDStrength * rscaler;
4254 errorz *= RLAservo;
4255 errory *= RLAservo;
4256 error.X = -roll * 8.0f;
4257 error.Y = errory;
4258 error.Z = errorz;
4259 error *= rotq;
4260 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4261 }
4262 else
4263 {
4264 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4265 m_APIDdamper = 2.0f;
4266 }
4267 }
4268 else
4269 {
4270 // this is a llRotLookAt()
4271 rtarget = m_APIDTarget;
4272
4273 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4274 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4275 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4276
4277 // diff_axis.Normalize(); it already is!
4278 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4279 {
4280 m_APIDdamper = 1.0f;
4281 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4282 rotforce = rotforce * rotq;
4283 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4284 RLAservo = timestep / m_APIDStrength * lscaler;
4285 rotforce = rotforce * RLAservo * diff_angle;
4286 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4287 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4288 }
4289 else
4290 { // close enough
4291 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4292 m_APIDdamper = 2.0f;
4293 }
4294 } // end llLookAt/llRotLookAt
4295 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4296 } // end m_useAPID
4297 } // end root prims
4298 } // end Move()
4299 } // end class
4300}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
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 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 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.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
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 OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..61fb2d0
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3871 @@
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 float geomRegionFence = 0.0f;
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 ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 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.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //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));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 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)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // 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));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //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));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 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)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //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));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // 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);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //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!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
1740 PrimitiveBaseShape pbs, uint localid, byte[] sdata)
1741 {
1742 Vector3 pos = position;
1743
1744 OdePrim newPrim;
1745 lock (OdeLock)
1746 {
1747 newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
1748 lock (_prims)
1749 _prims.Add(newPrim);
1750 }
1751
1752 return newPrim;
1753 }
1754
1755
1756 public void addActivePrim(OdePrim activatePrim)
1757 {
1758 // adds active prim.. (ones that should be iterated over in collisions_optimized
1759 lock (_activeprims)
1760 {
1761 if (!_activeprims.Contains(activatePrim))
1762 _activeprims.Add(activatePrim);
1763 //else
1764 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1765 }
1766 }
1767
1768 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1769 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1770 {
1771 PhysicsActor result;
1772 IMesh mesh = null;
1773
1774 if (needsMeshing(pbs))
1775 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1776
1777 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1778
1779 return result;
1780 }
1781
1782 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1783 uint localid, byte[] sdata)
1784 {
1785 PhysicsActor result;
1786
1787 result = AddPrim(primName, position, parent,
1788 pbs, localid, sdata);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 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);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 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);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //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)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 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)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 if (prim.IsPhysical)
2178 {
2179 prim.disableBody();
2180 if (prim.childPrim)
2181 {
2182 prim.childPrim = false;
2183 prim.Body = IntPtr.Zero;
2184 prim.m_disabled = true;
2185 prim.IsPhysical = false;
2186 }
2187
2188
2189 }
2190 // we don't want to remove the main space
2191
2192 // If the geometry is in the targetspace, remove it from the target space
2193 //m_log.Warn(prim.m_targetSpace);
2194
2195 //if (prim.m_targetSpace != IntPtr.Zero)
2196 //{
2197 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2198 //{
2199
2200 //if (d.GeomIsSpace(prim.m_targetSpace))
2201 //{
2202 //waitForSpaceUnlock(prim.m_targetSpace);
2203 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2204 prim.m_targetSpace = IntPtr.Zero;
2205 //}
2206 //else
2207 //{
2208 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2209 //((OdePrim)prim).m_targetSpace.ToString());
2210 //}
2211
2212 //}
2213 //}
2214 //m_log.Warn(prim.prim_geom);
2215 try
2216 {
2217 if (prim.prim_geom != IntPtr.Zero)
2218 {
2219
2220//string tPA;
2221//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2222//Console.WriteLine("**** Remove {0}", tPA);
2223 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2224 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2225 d.GeomDestroy(prim.prim_geom);
2226 prim.prim_geom = IntPtr.Zero;
2227 }
2228 else
2229 {
2230 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2231 }
2232 }
2233 catch (AccessViolationException)
2234 {
2235 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2236 }
2237 lock (_prims)
2238 _prims.Remove(prim);
2239
2240 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2241 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2242 //{
2243 //if (prim.m_targetSpace != null)
2244 //{
2245 //if (d.GeomIsSpace(prim.m_targetSpace))
2246 //{
2247 //waitForSpaceUnlock(prim.m_targetSpace);
2248 //d.SpaceRemove(space, prim.m_targetSpace);
2249 // free up memory used by the space.
2250 //d.SpaceDestroy(prim.m_targetSpace);
2251 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2252 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2253 //}
2254 //else
2255 //{
2256 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2257 //((OdePrim) prim).m_targetSpace.ToString());
2258 //}
2259 //}
2260 //}
2261
2262 if (SupportsNINJAJoints)
2263 {
2264 RemoveAllJointsConnectedToActorThreadLocked(prim);
2265 }
2266 }
2267 }
2268 }
2269 }
2270
2271 #endregion
2272
2273 #region Space Separation Calculation
2274
2275 /// <summary>
2276 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2277 /// </summary>
2278 /// <param name="pSpace"></param>
2279 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2280 {
2281 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2282 {
2283 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2284 {
2285 if (staticPrimspace[x, y] == pSpace)
2286 staticPrimspace[x, y] = IntPtr.Zero;
2287 }
2288 }
2289 }
2290
2291 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2292 {
2293 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2294 }
2295
2296 /// <summary>
2297 /// Called when a static prim moves. Allocates a space for the prim based on its position
2298 /// </summary>
2299 /// <param name="geom">the pointer to the geom that moved</param>
2300 /// <param name="pos">the position that the geom moved to</param>
2301 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2302 /// <returns>a pointer to the new space it's in</returns>
2303 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2304 {
2305 // Called from setting the Position and Size of an ODEPrim so
2306 // it's already in locked space.
2307
2308 // we don't want to remove the main space
2309 // we don't need to test physical here because this function should
2310 // never be called if the prim is physical(active)
2311
2312 // All physical prim end up in the root space
2313 //Thread.Sleep(20);
2314 if (currentspace != space)
2315 {
2316 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2317 //if (currentspace == IntPtr.Zero)
2318 //{
2319 //int adfadf = 0;
2320 //}
2321 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(currentspace);
2326 d.SpaceRemove(currentspace, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2331 " Geom:" + geom);
2332 }
2333 }
2334 else
2335 {
2336 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2337 if (sGeomIsIn != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(sGeomIsIn);
2342 d.SpaceRemove(sGeomIsIn, geom);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 sGeomIsIn + " Geom:" + geom);
2348 }
2349 }
2350 }
2351
2352 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2353 if (d.SpaceGetNumGeoms(currentspace) == 0)
2354 {
2355 if (currentspace != IntPtr.Zero)
2356 {
2357 if (d.GeomIsSpace(currentspace))
2358 {
2359 waitForSpaceUnlock(currentspace);
2360 waitForSpaceUnlock(space);
2361 d.SpaceRemove(space, currentspace);
2362 // free up memory used by the space.
2363
2364 //d.SpaceDestroy(currentspace);
2365 resetSpaceArrayItemToZero(currentspace);
2366 }
2367 else
2368 {
2369 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2370 currentspace + " Geom:" + geom);
2371 }
2372 }
2373 }
2374 }
2375 else
2376 {
2377 // this is a physical object that got disabled. ;.;
2378 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2379 {
2380 if (d.SpaceQuery(currentspace, geom))
2381 {
2382 if (d.GeomIsSpace(currentspace))
2383 {
2384 waitForSpaceUnlock(currentspace);
2385 d.SpaceRemove(currentspace, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 currentspace + " Geom:" + geom);
2391 }
2392 }
2393 else
2394 {
2395 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2396 if (sGeomIsIn != IntPtr.Zero)
2397 {
2398 if (d.GeomIsSpace(sGeomIsIn))
2399 {
2400 waitForSpaceUnlock(sGeomIsIn);
2401 d.SpaceRemove(sGeomIsIn, geom);
2402 }
2403 else
2404 {
2405 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2406 sGeomIsIn + " Geom:" + geom);
2407 }
2408 }
2409 }
2410 }
2411 }
2412
2413 // The routines in the Position and Size sections do the 'inserting' into the space,
2414 // so all we have to do is make sure that the space that we're putting the prim into
2415 // is in the 'main' space.
2416 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2417 IntPtr newspace = calculateSpaceForGeom(pos);
2418
2419 if (newspace == IntPtr.Zero)
2420 {
2421 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2422 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2423 }
2424
2425 return newspace;
2426 }
2427
2428 /// <summary>
2429 /// Creates a new space at X Y
2430 /// </summary>
2431 /// <param name="iprimspaceArrItemX"></param>
2432 /// <param name="iprimspaceArrItemY"></param>
2433 /// <returns>A pointer to the created space</returns>
2434 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2435 {
2436 // creating a new space for prim and inserting it into main space.
2437 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2438 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2439 waitForSpaceUnlock(space);
2440 d.SpaceSetSublevel(space, 1);
2441 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2442 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2443 }
2444
2445 /// <summary>
2446 /// Calculates the space the prim should be in by its position
2447 /// </summary>
2448 /// <param name="pos"></param>
2449 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2450 public IntPtr calculateSpaceForGeom(Vector3 pos)
2451 {
2452 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2453 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2454 return staticPrimspace[xyspace[0], xyspace[1]];
2455 }
2456
2457 /// <summary>
2458 /// Holds the space allocation logic
2459 /// </summary>
2460 /// <param name="pos"></param>
2461 /// <returns>an array item based on the position</returns>
2462 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2463 {
2464 int[] returnint = new int[2];
2465
2466 returnint[0] = (int) (pos.X/metersInSpace);
2467
2468 if (returnint[0] > ((int) (259f/metersInSpace)))
2469 returnint[0] = ((int) (259f/metersInSpace));
2470 if (returnint[0] < 0)
2471 returnint[0] = 0;
2472
2473 returnint[1] = (int) (pos.Y/metersInSpace);
2474 if (returnint[1] > ((int) (259f/metersInSpace)))
2475 returnint[1] = ((int) (259f/metersInSpace));
2476 if (returnint[1] < 0)
2477 returnint[1] = 0;
2478
2479 return returnint;
2480 }
2481
2482 #endregion
2483
2484 /// <summary>
2485 /// Routine to figure out if we need to mesh this prim with our mesher
2486 /// </summary>
2487 /// <param name="pbs"></param>
2488 /// <returns></returns>
2489 public bool needsMeshing(PrimitiveBaseShape pbs)
2490 {
2491 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2492 // but we still need to check for sculptie meshing being enabled so this is the most
2493 // convenient place to do it for now...
2494
2495 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2496 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2497 int iPropertiesNotSupportedDefault = 0;
2498
2499 if (pbs.SculptEntry && !meshSculptedPrim)
2500 {
2501#if SPAM
2502 m_log.Warn("NonMesh");
2503#endif
2504 return false;
2505 }
2506
2507 // 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
2508 if (!forceSimplePrimMeshing)
2509 {
2510 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2511 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2512 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2513 {
2514
2515 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2516 && pbs.ProfileHollow == 0
2517 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2518 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2519 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2520 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2521 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2522 {
2523#if SPAM
2524 m_log.Warn("NonMesh");
2525#endif
2526 return false;
2527 }
2528 }
2529 }
2530
2531 if (pbs.ProfileHollow != 0)
2532 iPropertiesNotSupportedDefault++;
2533
2534 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2535 iPropertiesNotSupportedDefault++;
2536
2537 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2538 iPropertiesNotSupportedDefault++;
2539
2540 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2541 iPropertiesNotSupportedDefault++;
2542
2543 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2544 iPropertiesNotSupportedDefault++;
2545
2546 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2547 iPropertiesNotSupportedDefault++;
2548
2549 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))
2550 iPropertiesNotSupportedDefault++;
2551
2552 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2553 iPropertiesNotSupportedDefault++;
2554
2555 // test for torus
2556 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2557 {
2558 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2559 {
2560 iPropertiesNotSupportedDefault++;
2561 }
2562 }
2563 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2564 {
2565 if (pbs.PathCurve == (byte)Extrusion.Straight)
2566 {
2567 iPropertiesNotSupportedDefault++;
2568 }
2569
2570 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2577 {
2578 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2579 {
2580 iPropertiesNotSupportedDefault++;
2581 }
2582 }
2583 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2584 {
2585 if (pbs.PathCurve == (byte)Extrusion.Straight)
2586 {
2587 iPropertiesNotSupportedDefault++;
2588 }
2589 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2590 {
2591 iPropertiesNotSupportedDefault++;
2592 }
2593 }
2594
2595
2596 if (iPropertiesNotSupportedDefault == 0)
2597 {
2598#if SPAM
2599 m_log.Warn("NonMesh");
2600#endif
2601 return false;
2602 }
2603#if SPAM
2604 m_log.Debug("Mesh");
2605#endif
2606 return true;
2607 }
2608
2609 /// <summary>
2610 /// Called after our prim properties are set Scale, position etc.
2611 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2612 /// This assures us that we have no race conditions
2613 /// </summary>
2614 /// <param name="prim"></param>
2615 public override void AddPhysicsActorTaint(PhysicsActor prim)
2616 {
2617
2618 if (prim is OdePrim)
2619 {
2620 OdePrim taintedprim = ((OdePrim) prim);
2621 lock (_taintedPrimLock)
2622 {
2623 if (!(_taintedPrimH.Contains(taintedprim)))
2624 {
2625//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2626 _taintedPrimH.Add(taintedprim); // HashSet for searching
2627 _taintedPrimL.Add(taintedprim); // List for ordered readout
2628 }
2629 }
2630 return;
2631 }
2632 else if (prim is OdeCharacter)
2633 {
2634 OdeCharacter taintedchar = ((OdeCharacter)prim);
2635 lock (_taintedActors)
2636 {
2637 if (!(_taintedActors.Contains(taintedchar)))
2638 {
2639 _taintedActors.Add(taintedchar);
2640 if (taintedchar.bad)
2641 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2642 }
2643 }
2644 }
2645 }
2646
2647 /// <summary>
2648 /// This is our main simulate loop
2649 /// It's thread locked by a Mutex in the scene.
2650 /// It holds Collisions, it instructs ODE to step through the physical reactions
2651 /// It moves the objects around in memory
2652 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2653 /// </summary>
2654 /// <param name="timeStep"></param>
2655 /// <returns></returns>
2656 public override float Simulate(float timeStep)
2657 {
2658 if (framecount >= int.MaxValue)
2659 framecount = 0;
2660 //if (m_worldOffset != Vector3.Zero)
2661 // return 0;
2662
2663 framecount++;
2664
2665 DateTime now = DateTime.UtcNow;
2666 TimeSpan SinceLastFrame = now - m_lastframe;
2667 m_lastframe = now;
2668 float realtime = (float)SinceLastFrame.TotalSeconds;
2669// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2670 timeStep = realtime;
2671
2672 // float fps = 1.0f / realtime;
2673 float fps = 0.0f; // number of ODE steps in this Simulate step
2674 //m_log.Info(timeStep.ToString());
2675 step_time += timeStep;
2676
2677 // If We're loaded down by something else,
2678 // or debugging with the Visual Studio project on pause
2679 // skip a few frames to catch up gracefully.
2680 // without shooting the physicsactors all over the place
2681
2682 if (step_time >= m_SkipFramesAtms)
2683 {
2684 // Instead of trying to catch up, it'll do 5 physics frames only
2685 step_time = ODE_STEPSIZE;
2686 m_physicsiterations = 5;
2687 }
2688 else
2689 {
2690 m_physicsiterations = 10;
2691 }
2692
2693 if (SupportsNINJAJoints)
2694 {
2695 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2696 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2697 }
2698
2699 lock (OdeLock)
2700 {
2701 // Process 10 frames if the sim is running normal..
2702 // process 5 frames if the sim is running slow
2703 //try
2704 //{
2705 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2706 //}
2707 //catch (StackOverflowException)
2708 //{
2709 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2710 // ode.drelease(world);
2711 //base.TriggerPhysicsBasedRestart();
2712 //}
2713
2714 int i = 0;
2715
2716 // Figure out the Frames Per Second we're going at.
2717 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2718
2719 // fps = (step_time / ODE_STEPSIZE) * 1000;
2720 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2721 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2722
2723 // step_time = 0.09375f;
2724
2725 while (step_time > 0.0f)
2726 {
2727 //lock (ode)
2728 //{
2729 //if (!ode.lockquery())
2730 //{
2731 // ode.dlock(world);
2732 try
2733 {
2734 // Insert, remove Characters
2735 bool processedtaints = false;
2736
2737 lock (_taintedActors)
2738 {
2739 if (_taintedActors.Count > 0)
2740 {
2741 foreach (OdeCharacter character in _taintedActors)
2742 {
2743
2744 character.ProcessTaints(ODE_STEPSIZE);
2745
2746 processedtaints = true;
2747 //character.m_collisionscore = 0;
2748 }
2749
2750 if (processedtaints)
2751 _taintedActors.Clear();
2752 }
2753 } // end lock _taintedActors
2754
2755 // Modify other objects in the scene.
2756 processedtaints = false;
2757
2758 lock (_taintedPrimLock)
2759 {
2760 foreach (OdePrim prim in _taintedPrimL)
2761 {
2762 if (prim.m_taintremove)
2763 {
2764 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2765 RemovePrimThreadLocked(prim);
2766 }
2767 else
2768 {
2769 //Console.WriteLine("Simulate calls ProcessTaints");
2770 prim.ProcessTaints(ODE_STEPSIZE);
2771 }
2772 processedtaints = true;
2773 prim.m_collisionscore = 0;
2774
2775 // This loop can block up the Heartbeat for a very long time on large regions.
2776 // We need to let the Watchdog know that the Heartbeat is not dead
2777 // NOTE: This is currently commented out, but if things like OAR loading are
2778 // timing the heartbeat out we will need to uncomment it
2779 //Watchdog.UpdateThread();
2780 }
2781
2782 if (SupportsNINJAJoints)
2783 {
2784 // Create pending joints, if possible
2785
2786 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2787 // a joint requires specifying the body id of both involved bodies
2788 if (pendingJoints.Count > 0)
2789 {
2790 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2791 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2792 foreach (PhysicsJoint joint in pendingJoints)
2793 {
2794 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2795 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2796 System.StringSplitOptions.RemoveEmptyEntries);
2797 List<IntPtr> jointBodies = new List<IntPtr>();
2798 bool allJointBodiesAreReady = true;
2799 foreach (string jointParam in jointParams)
2800 {
2801 if (jointParam == "NULL")
2802 {
2803 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2804 jointBodies.Add(IntPtr.Zero);
2805 }
2806 else
2807 {
2808 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2809 bool foundPrim = false;
2810 lock (_prims)
2811 {
2812 foreach (OdePrim prim in _prims) // FIXME: inefficient
2813 {
2814 if (prim.SOPName == jointParam)
2815 {
2816 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2817 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2818 {
2819 jointBodies.Add(prim.Body);
2820 foundPrim = true;
2821 break;
2822 }
2823 else
2824 {
2825 DoJointErrorMessage(joint, "prim name " + jointParam +
2826 " exists but is not (yet) physical; deferring joint creation. " +
2827 "IsPhysical property is " + prim.IsPhysical +
2828 " and body is " + prim.Body);
2829 foundPrim = false;
2830 break;
2831 }
2832 }
2833 }
2834 }
2835 if (foundPrim)
2836 {
2837 // all is fine
2838 }
2839 else
2840 {
2841 allJointBodiesAreReady = false;
2842 break;
2843 }
2844 }
2845 }
2846 if (allJointBodiesAreReady)
2847 {
2848 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2849 if (jointBodies[0] == jointBodies[1])
2850 {
2851 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2852 }
2853 else
2854 {
2855 switch (joint.Type)
2856 {
2857 case PhysicsJointType.Ball:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2861 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetBallAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 //DoJointErrorMessage(joint, "ODE joint setting OK");
2870 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2871 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2872 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2873 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2874
2875 if (joint is OdePhysicsJoint)
2876 {
2877 ((OdePhysicsJoint)joint).jointID = odeJoint;
2878 }
2879 else
2880 {
2881 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2882 }
2883 }
2884 break;
2885 case PhysicsJointType.Hinge:
2886 {
2887 IntPtr odeJoint;
2888 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2889 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2890 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2891 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2892 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2893 d.JointSetHingeAnchor(odeJoint,
2894 joint.Position.X,
2895 joint.Position.Y,
2896 joint.Position.Z);
2897 // We use the orientation of the x-axis of the joint's coordinate frame
2898 // as the axis for the hinge.
2899
2900 // Therefore, we must get the joint's coordinate frame based on the
2901 // joint.Rotation field, which originates from the orientation of the
2902 // joint's proxy object in the scene.
2903
2904 // The joint's coordinate frame is defined as the transformation matrix
2905 // that converts a vector from joint-local coordinates into world coordinates.
2906 // World coordinates are defined as the XYZ coordinate system of the sim,
2907 // as shown in the top status-bar of the viewer.
2908
2909 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2910 // and use that as the hinge axis.
2911
2912 //joint.Rotation.Normalize();
2913 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2914
2915 // Now extract the X axis of the joint's coordinate frame.
2916
2917 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2918 // tar pit of transposed, inverted, and generally messed-up orientations.
2919 // (In other words, Matrix4.AtAxis() is borked.)
2920 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2921
2922 // Instead, compute the X axis of the coordinate frame by transforming
2923 // the (1,0,0) vector. At least that works.
2924
2925 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2926 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2927 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2928 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2929 d.JointSetHingeAxis(odeJoint,
2930 jointAxis.X,
2931 jointAxis.Y,
2932 jointAxis.Z);
2933 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2934 if (joint is OdePhysicsJoint)
2935 {
2936 ((OdePhysicsJoint)joint).jointID = odeJoint;
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2941 }
2942 }
2943 break;
2944 }
2945 successfullyProcessedPendingJoints.Add(joint);
2946 }
2947 }
2948 else
2949 {
2950 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2951 }
2952 }
2953 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2954 {
2955 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2956 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2957 InternalRemovePendingJoint(successfullyProcessedJoint);
2958 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2959 InternalAddActiveJoint(successfullyProcessedJoint);
2960 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2961 }
2962 }
2963 } // end SupportsNINJAJoints
2964
2965 if (processedtaints)
2966//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2967 _taintedPrimH.Clear(); // ??? if this only ???
2968 _taintedPrimL.Clear();
2969 } // end lock _taintedPrimLock
2970
2971 // Move characters
2972 lock (_characters)
2973 {
2974 List<OdeCharacter> defects = new List<OdeCharacter>();
2975 foreach (OdeCharacter actor in _characters)
2976 {
2977 if (actor != null)
2978 actor.Move(ODE_STEPSIZE, defects);
2979 }
2980 if (0 != defects.Count)
2981 {
2982 foreach (OdeCharacter defect in defects)
2983 {
2984 RemoveCharacter(defect);
2985 }
2986 }
2987 } // end lock _characters
2988
2989 // Move other active objects
2990 lock (_activeprims)
2991 {
2992 foreach (OdePrim prim in _activeprims)
2993 {
2994 prim.m_collisionscore = 0;
2995 prim.Move(ODE_STEPSIZE);
2996 }
2997 } // end lock _activeprims
2998
2999 //if ((framecount % m_randomizeWater) == 0)
3000 // randomizeWater(waterlevel);
3001
3002 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3003 m_rayCastManager.ProcessQueuedRequests();
3004
3005 collision_optimized(ODE_STEPSIZE);
3006
3007 lock (_collisionEventPrim)
3008 {
3009 foreach (PhysicsActor obj in _collisionEventPrim)
3010 {
3011 if (obj == null)
3012 continue;
3013
3014 switch ((ActorTypes)obj.PhysicsActorType)
3015 {
3016 case ActorTypes.Agent:
3017 OdeCharacter cobj = (OdeCharacter)obj;
3018 cobj.AddCollisionFrameTime(100);
3019 cobj.SendCollisions();
3020 break;
3021 case ActorTypes.Prim:
3022 OdePrim pobj = (OdePrim)obj;
3023 pobj.SendCollisions();
3024 break;
3025 }
3026 }
3027 } // end lock _collisionEventPrim
3028
3029 //if (m_global_contactcount > 5)
3030 //{
3031 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3032 //}
3033
3034 m_global_contactcount = 0;
3035
3036 d.WorldQuickStep(world, ODE_STEPSIZE);
3037 d.JointGroupEmpty(contactgroup);
3038 fps++;
3039 //ode.dunlock(world);
3040 } // end try
3041 catch (Exception e)
3042 {
3043 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3044 ode.dunlock(world);
3045 }
3046
3047 step_time -= ODE_STEPSIZE;
3048 i++;
3049 //}
3050 //else
3051 //{
3052 //fps = 0;
3053 //}
3054 //}
3055 } // end while (step_time > 0.0f)
3056
3057 lock (_characters)
3058 {
3059 foreach (OdeCharacter actor in _characters)
3060 {
3061 if (actor != null)
3062 {
3063 if (actor.bad)
3064 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3065 actor.UpdatePositionAndVelocity();
3066 }
3067 }
3068 }
3069
3070 lock (_badCharacter)
3071 {
3072 if (_badCharacter.Count > 0)
3073 {
3074 foreach (OdeCharacter chr in _badCharacter)
3075 {
3076 RemoveCharacter(chr);
3077 }
3078 _badCharacter.Clear();
3079 }
3080 }
3081
3082 lock (_activeprims)
3083 {
3084 //if (timeStep < 0.2f)
3085 {
3086 foreach (OdePrim actor in _activeprims)
3087 {
3088 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3089 {
3090 actor.UpdatePositionAndVelocity();
3091
3092 if (SupportsNINJAJoints)
3093 {
3094 // If an actor moved, move its joint proxy objects as well.
3095 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3096 // for this purpose but it is never called! So we just do the joint
3097 // movement code here.
3098
3099 if (actor.SOPName != null &&
3100 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3101 joints_connecting_actor[actor.SOPName] != null &&
3102 joints_connecting_actor[actor.SOPName].Count > 0)
3103 {
3104 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3105 {
3106 if (affectedJoint.IsInPhysicsEngine)
3107 {
3108 DoJointMoved(affectedJoint);
3109 }
3110 else
3111 {
3112 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);
3113 }
3114 }
3115 }
3116 }
3117 }
3118 }
3119 }
3120 } // end lock _activeprims
3121
3122 //DumpJointInfo();
3123
3124 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3125 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3126 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3127 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3128 {
3129 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3130 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3131
3132 if (physics_logging_append_existing_logfile)
3133 {
3134 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3135 TextWriter fwriter = File.AppendText(fname);
3136 fwriter.WriteLine(header);
3137 fwriter.Close();
3138 }
3139 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3140 }
3141 } // end lock OdeLock
3142
3143 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3144 } // end Simulate
3145
3146 public override void GetResults()
3147 {
3148 }
3149
3150 public override bool IsThreaded
3151 {
3152 // for now we won't be multithreaded
3153 get { return (false); }
3154 }
3155
3156 #region ODE Specific Terrain Fixes
3157 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3158 {
3159 float[] returnarr = new float[262144];
3160 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3161
3162 // Filling out the array into its multi-dimensional components
3163 for (int y = 0; y < WorldExtents.Y; y++)
3164 {
3165 for (int x = 0; x < WorldExtents.X; x++)
3166 {
3167 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3168 }
3169 }
3170
3171 // Resize using Nearest Neighbour
3172
3173 // This particular way is quick but it only works on a multiple of the original
3174
3175 // The idea behind this method can be described with the following diagrams
3176 // second pass and third pass happen in the same loop really.. just separated
3177 // them to show what this does.
3178
3179 // First Pass
3180 // ResultArr:
3181 // 1,1,1,1,1,1
3182 // 1,1,1,1,1,1
3183 // 1,1,1,1,1,1
3184 // 1,1,1,1,1,1
3185 // 1,1,1,1,1,1
3186 // 1,1,1,1,1,1
3187
3188 // Second Pass
3189 // ResultArr2:
3190 // 1,,1,,1,,1,,1,,1,
3191 // ,,,,,,,,,,
3192 // 1,,1,,1,,1,,1,,1,
3193 // ,,,,,,,,,,
3194 // 1,,1,,1,,1,,1,,1,
3195 // ,,,,,,,,,,
3196 // 1,,1,,1,,1,,1,,1,
3197 // ,,,,,,,,,,
3198 // 1,,1,,1,,1,,1,,1,
3199 // ,,,,,,,,,,
3200 // 1,,1,,1,,1,,1,,1,
3201
3202 // Third pass fills in the blanks
3203 // ResultArr2:
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205 // 1,1,1,1,1,1,1,1,1,1,1,1
3206 // 1,1,1,1,1,1,1,1,1,1,1,1
3207 // 1,1,1,1,1,1,1,1,1,1,1,1
3208 // 1,1,1,1,1,1,1,1,1,1,1,1
3209 // 1,1,1,1,1,1,1,1,1,1,1,1
3210 // 1,1,1,1,1,1,1,1,1,1,1,1
3211 // 1,1,1,1,1,1,1,1,1,1,1,1
3212 // 1,1,1,1,1,1,1,1,1,1,1,1
3213 // 1,1,1,1,1,1,1,1,1,1,1,1
3214 // 1,1,1,1,1,1,1,1,1,1,1,1
3215
3216 // X,Y = .
3217 // X+1,y = ^
3218 // X,Y+1 = *
3219 // X+1,Y+1 = #
3220
3221 // Filling in like this;
3222 // .*
3223 // ^#
3224 // 1st .
3225 // 2nd *
3226 // 3rd ^
3227 // 4th #
3228 // on single loop.
3229
3230 float[,] resultarr2 = new float[512, 512];
3231 for (int y = 0; y < WorldExtents.Y; y++)
3232 {
3233 for (int x = 0; x < WorldExtents.X; x++)
3234 {
3235 resultarr2[y * 2, x * 2] = resultarr[y, x];
3236
3237 if (y < WorldExtents.Y)
3238 {
3239 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3240 }
3241 if (x < WorldExtents.X)
3242 {
3243 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3244 }
3245 if (x < WorldExtents.X && y < WorldExtents.Y)
3246 {
3247 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3248 }
3249 }
3250 }
3251
3252 //Flatten out the array
3253 int i = 0;
3254 for (int y = 0; y < 512; y++)
3255 {
3256 for (int x = 0; x < 512; x++)
3257 {
3258 if (resultarr2[y, x] <= 0)
3259 returnarr[i] = 0.0000001f;
3260 else
3261 returnarr[i] = resultarr2[y, x];
3262
3263 i++;
3264 }
3265 }
3266
3267 return returnarr;
3268 }
3269
3270 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3271 {
3272 float[] returnarr = new float[262144];
3273 float[,] resultarr = new float[512,512];
3274
3275 // Filling out the array into its multi-dimensional components
3276 for (int y = 0; y < 256; y++)
3277 {
3278 for (int x = 0; x < 256; x++)
3279 {
3280 resultarr[y, x] = heightMap[y * 256 + x];
3281 }
3282 }
3283
3284 // Resize using interpolation
3285
3286 // This particular way is quick but it only works on a multiple of the original
3287
3288 // The idea behind this method can be described with the following diagrams
3289 // second pass and third pass happen in the same loop really.. just separated
3290 // them to show what this does.
3291
3292 // First Pass
3293 // ResultArr:
3294 // 1,1,1,1,1,1
3295 // 1,1,1,1,1,1
3296 // 1,1,1,1,1,1
3297 // 1,1,1,1,1,1
3298 // 1,1,1,1,1,1
3299 // 1,1,1,1,1,1
3300
3301 // Second Pass
3302 // ResultArr2:
3303 // 1,,1,,1,,1,,1,,1,
3304 // ,,,,,,,,,,
3305 // 1,,1,,1,,1,,1,,1,
3306 // ,,,,,,,,,,
3307 // 1,,1,,1,,1,,1,,1,
3308 // ,,,,,,,,,,
3309 // 1,,1,,1,,1,,1,,1,
3310 // ,,,,,,,,,,
3311 // 1,,1,,1,,1,,1,,1,
3312 // ,,,,,,,,,,
3313 // 1,,1,,1,,1,,1,,1,
3314
3315 // Third pass fills in the blanks
3316 // ResultArr2:
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318 // 1,1,1,1,1,1,1,1,1,1,1,1
3319 // 1,1,1,1,1,1,1,1,1,1,1,1
3320 // 1,1,1,1,1,1,1,1,1,1,1,1
3321 // 1,1,1,1,1,1,1,1,1,1,1,1
3322 // 1,1,1,1,1,1,1,1,1,1,1,1
3323 // 1,1,1,1,1,1,1,1,1,1,1,1
3324 // 1,1,1,1,1,1,1,1,1,1,1,1
3325 // 1,1,1,1,1,1,1,1,1,1,1,1
3326 // 1,1,1,1,1,1,1,1,1,1,1,1
3327 // 1,1,1,1,1,1,1,1,1,1,1,1
3328
3329 // X,Y = .
3330 // X+1,y = ^
3331 // X,Y+1 = *
3332 // X+1,Y+1 = #
3333
3334 // Filling in like this;
3335 // .*
3336 // ^#
3337 // 1st .
3338 // 2nd *
3339 // 3rd ^
3340 // 4th #
3341 // on single loop.
3342
3343 float[,] resultarr2 = new float[512,512];
3344 for (int y = 0; y < (int)Constants.RegionSize; y++)
3345 {
3346 for (int x = 0; x < (int)Constants.RegionSize; x++)
3347 {
3348 resultarr2[y*2, x*2] = resultarr[y, x];
3349
3350 if (y < (int)Constants.RegionSize)
3351 {
3352 if (y + 1 < (int)Constants.RegionSize)
3353 {
3354 if (x + 1 < (int)Constants.RegionSize)
3355 {
3356 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3357 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3358 }
3359 else
3360 {
3361 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3362 }
3363 }
3364 else
3365 {
3366 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3367 }
3368 }
3369 if (x < (int)Constants.RegionSize)
3370 {
3371 if (x + 1 < (int)Constants.RegionSize)
3372 {
3373 if (y + 1 < (int)Constants.RegionSize)
3374 {
3375 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3376 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3377 }
3378 else
3379 {
3380 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3381 }
3382 }
3383 else
3384 {
3385 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3386 }
3387 }
3388 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3389 {
3390 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3391 {
3392 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3393 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3394 }
3395 else
3396 {
3397 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3398 }
3399 }
3400 }
3401 }
3402 //Flatten out the array
3403 int i = 0;
3404 for (int y = 0; y < 512; y++)
3405 {
3406 for (int x = 0; x < 512; x++)
3407 {
3408 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3409 {
3410 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3411 resultarr2[y, x] = 0;
3412 }
3413 returnarr[i] = resultarr2[y, x];
3414 i++;
3415 }
3416 }
3417
3418 return returnarr;
3419 }
3420
3421 #endregion
3422
3423 public override void SetTerrain(float[] heightMap)
3424 {
3425 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3426 {
3427 if (m_parentScene is OdeScene)
3428 {
3429 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3430 }
3431 }
3432 else
3433 {
3434 SetTerrain(heightMap, m_worldOffset);
3435 }
3436 }
3437
3438 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3439 {
3440
3441 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3442
3443 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3444 int heightmapHeight = regionsize + 2;
3445
3446 int heightmapWidthSamples = (int)regionsize + 3; // Sample file size, 258 x 258 samples
3447 int heightmapHeightSamples = (int)regionsize + 3;
3448
3449 // Array of height samples for ODE
3450 float[] _heightmap;
3451 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3452
3453 // Other ODE parameters
3454 const float scale = 1.0f;
3455 const float offset = 0.0f;
3456 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3457 const int wrap = 0;
3458
3459 float hfmin = 2000f;
3460 float hfmax = -2000f;
3461 float minele = 0.0f; // Dont allow -ve heights
3462
3463 int x = 0;
3464 int y = 0;
3465 int xx = 0;
3466 int yy = 0;
3467
3468 // load the height samples array from the heightMap
3469 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3470 {
3471 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3472 {
3473 xx = x - 1;
3474 if (xx < 0) xx = 0;
3475 if (xx > (regionsize - 1)) xx = regionsize - 1;
3476
3477 yy = y - 1;
3478 if (yy < 0) yy = 0;
3479 if (yy > (regionsize - 1)) yy = regionsize - 1;
3480 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3481 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3482 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3483 if (val < minele) val = minele;
3484 _heightmap[x * (heightmapHeightSamples) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3485 hfmin = (val < hfmin) ? val : hfmin;
3486 hfmax = (val > hfmax) ? val : hfmax;
3487 }
3488 }
3489
3490 lock (OdeLock)
3491 {
3492 IntPtr GroundGeom = IntPtr.Zero;
3493 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3494 {
3495 RegionTerrain.Remove(pOffset);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3499 {
3500 TerrainHeightFieldHeights.Remove(GroundGeom);
3501 }
3502 d.SpaceRemove(space, GroundGeom);
3503 d.GeomDestroy(GroundGeom);
3504 }
3505 }
3506 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3507 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3508 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3509 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3510 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3511 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3512 if (GroundGeom != IntPtr.Zero)
3513 {
3514 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3515 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3516 }
3517 geom_name_map[GroundGeom] = "Terrain";
3518
3519 d.Matrix3 R = new d.Matrix3();
3520
3521 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3522 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3523 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3524
3525 q1 = q1 * q2;
3526 //q1 = q1 * q3;
3527 Vector3 v3;
3528 float angle;
3529 q1.GetAxisAngle(out v3, out angle);
3530
3531 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3532 d.GeomSetRotation(GroundGeom, ref R);
3533 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3534 // having nsamples = size + 1 center is actually at size/2
3535 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)), (pOffset.Y + (regionsize * 0.5f)), 0);
3536 IntPtr testGround = IntPtr.Zero;
3537 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3538 {
3539 RegionTerrain.Remove(pOffset);
3540 }
3541 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3542 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3543 }
3544 }
3545
3546 public override void DeleteTerrain()
3547 {
3548 }
3549
3550 public float GetWaterLevel()
3551 {
3552 return waterlevel;
3553 }
3554
3555 public override bool SupportsCombining()
3556 {
3557 return true;
3558 }
3559
3560 public override void UnCombine(PhysicsScene pScene)
3561 {
3562 IntPtr localGround = IntPtr.Zero;
3563// float[] localHeightfield;
3564 bool proceed = false;
3565 List<IntPtr> geomDestroyList = new List<IntPtr>();
3566
3567 lock (OdeLock)
3568 {
3569 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3570 {
3571 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3572 {
3573 if (geom == localGround)
3574 {
3575// localHeightfield = TerrainHeightFieldHeights[geom];
3576 proceed = true;
3577 }
3578 else
3579 {
3580 geomDestroyList.Add(geom);
3581 }
3582 }
3583
3584 if (proceed)
3585 {
3586 m_worldOffset = Vector3.Zero;
3587 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3588 m_parentScene = null;
3589
3590 foreach (IntPtr g in geomDestroyList)
3591 {
3592 // removingHeightField needs to be done or the garbage collector will
3593 // collect the terrain data before we tell ODE to destroy it causing
3594 // memory corruption
3595 if (TerrainHeightFieldHeights.ContainsKey(g))
3596 {
3597// float[] removingHeightField = TerrainHeightFieldHeights[g];
3598 TerrainHeightFieldHeights.Remove(g);
3599
3600 if (RegionTerrain.ContainsKey(g))
3601 {
3602 RegionTerrain.Remove(g);
3603 }
3604
3605 d.GeomDestroy(g);
3606 //removingHeightField = new float[0];
3607 }
3608 }
3609
3610 }
3611 else
3612 {
3613 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3614
3615 }
3616 }
3617 }
3618 }
3619
3620 public override void SetWaterLevel(float baseheight)
3621 {
3622 waterlevel = baseheight;
3623 randomizeWater(waterlevel);
3624 }
3625
3626 public void randomizeWater(float baseheight)
3627 {
3628 const uint heightmapWidth = m_regionWidth + 2;
3629 const uint heightmapHeight = m_regionHeight + 2;
3630 const uint heightmapWidthSamples = m_regionWidth + 2;
3631 const uint heightmapHeightSamples = m_regionHeight + 2;
3632 const float scale = 1.0f;
3633 const float offset = 0.0f;
3634 const float thickness = 2.9f;
3635 const int wrap = 0;
3636
3637 for (int i = 0; i < (258 * 258); i++)
3638 {
3639 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3640 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3641 }
3642
3643 lock (OdeLock)
3644 {
3645 if (WaterGeom != IntPtr.Zero)
3646 {
3647 d.SpaceRemove(space, WaterGeom);
3648 }
3649 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3650 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3651 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3652 offset, thickness, wrap);
3653 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3654 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3655 if (WaterGeom != IntPtr.Zero)
3656 {
3657 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3658 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3659
3660 }
3661 geom_name_map[WaterGeom] = "Water";
3662
3663 d.Matrix3 R = new d.Matrix3();
3664
3665 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3666 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3667 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3668
3669 q1 = q1 * q2;
3670 //q1 = q1 * q3;
3671 Vector3 v3;
3672 float angle;
3673 q1.GetAxisAngle(out v3, out angle);
3674
3675 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3676 d.GeomSetRotation(WaterGeom, ref R);
3677 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3678
3679 }
3680
3681 }
3682
3683 public override void Dispose()
3684 {
3685 m_rayCastManager.Dispose();
3686 m_rayCastManager = null;
3687
3688 lock (OdeLock)
3689 {
3690 lock (_prims)
3691 {
3692 foreach (OdePrim prm in _prims)
3693 {
3694 RemovePrim(prm);
3695 }
3696 }
3697
3698 //foreach (OdeCharacter act in _characters)
3699 //{
3700 //RemoveAvatar(act);
3701 //}
3702 d.WorldDestroy(world);
3703 //d.CloseODE();
3704 }
3705 }
3706 public override Dictionary<uint, float> GetTopColliders()
3707 {
3708 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3709 int cnt = 0;
3710 lock (_prims)
3711 {
3712 foreach (OdePrim prm in _prims)
3713 {
3714 if (prm.CollisionScore > 0)
3715 {
3716 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3717 cnt++;
3718 prm.CollisionScore = 0f;
3719 if (cnt > 25)
3720 {
3721 break;
3722 }
3723 }
3724 }
3725 }
3726 return returncolliders;
3727 }
3728
3729 public override bool SupportsRayCast()
3730 {
3731 return true;
3732 }
3733
3734 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3735 {
3736 if (retMethod != null)
3737 {
3738 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3739 }
3740 }
3741
3742#if USE_DRAWSTUFF
3743 // Keyboard callback
3744 public void command(int cmd)
3745 {
3746 IntPtr geom;
3747 d.Mass mass;
3748 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3749
3750
3751
3752 Char ch = Char.ToLower((Char)cmd);
3753 switch ((Char)ch)
3754 {
3755 case 'w':
3756 try
3757 {
3758 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));
3759
3760 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3761 ds.SetViewpoint(ref xyz, ref hpr);
3762 }
3763 catch (ArgumentException)
3764 { hpr.X = 0; }
3765 break;
3766
3767 case 'a':
3768 hpr.X++;
3769 ds.SetViewpoint(ref xyz, ref hpr);
3770 break;
3771
3772 case 's':
3773 try
3774 {
3775 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));
3776
3777 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3778 ds.SetViewpoint(ref xyz, ref hpr);
3779 }
3780 catch (ArgumentException)
3781 { hpr.X = 0; }
3782 break;
3783 case 'd':
3784 hpr.X--;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'r':
3788 xyz.Z++;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 case 'f':
3792 xyz.Z--;
3793 ds.SetViewpoint(ref xyz, ref hpr);
3794 break;
3795 case 'e':
3796 xyz.Y++;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 break;
3799 case 'q':
3800 xyz.Y--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 }
3804 }
3805
3806 public void step(int pause)
3807 {
3808
3809 ds.SetColor(1.0f, 1.0f, 0.0f);
3810 ds.SetTexture(ds.Texture.Wood);
3811 lock (_prims)
3812 {
3813 foreach (OdePrim prm in _prims)
3814 {
3815 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3816 if (prm.prim_geom != IntPtr.Zero)
3817 {
3818 d.Vector3 pos;
3819 d.GeomCopyPosition(prm.prim_geom, out pos);
3820 //d.BodyCopyPosition(body, out pos);
3821
3822 d.Matrix3 R;
3823 d.GeomCopyRotation(prm.prim_geom, out R);
3824 //d.BodyCopyRotation(body, out R);
3825
3826
3827 d.Vector3 sides = new d.Vector3();
3828 sides.X = prm.Size.X;
3829 sides.Y = prm.Size.Y;
3830 sides.Z = prm.Size.Z;
3831
3832 ds.DrawBox(ref pos, ref R, ref sides);
3833 }
3834 }
3835 }
3836 ds.SetColor(1.0f, 0.0f, 0.0f);
3837 lock (_characters)
3838 {
3839 foreach (OdeCharacter chr in _characters)
3840 {
3841 if (chr.Shell != IntPtr.Zero)
3842 {
3843 IntPtr body = d.GeomGetBody(chr.Shell);
3844
3845 d.Vector3 pos;
3846 d.GeomCopyPosition(chr.Shell, out pos);
3847 //d.BodyCopyPosition(body, out pos);
3848
3849 d.Matrix3 R;
3850 d.GeomCopyRotation(chr.Shell, out R);
3851 //d.BodyCopyRotation(body, out R);
3852
3853 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3854 d.Vector3 sides = new d.Vector3();
3855 sides.X = 0.5f;
3856 sides.Y = 0.5f;
3857 sides.Z = 0.5f;
3858
3859 ds.DrawBox(ref pos, ref R, ref sides);
3860 }
3861 }
3862 }
3863 }
3864
3865 public void start(int unused)
3866 {
3867 ds.SetViewpoint(ref xyz, ref hpr);
3868 }
3869#endif
3870 }
3871}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
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/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..cc92484 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -65,5 +65,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 65 void releasePinned();
66 void Append(IMesh newMesh); 66 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 67 void TransformLinear(float[,] matrix, float[] offset);
68 Vector3 GetCentroid();
68 } 69 }
69} 70}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..f525e9e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,17 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75
76 public ContactData(float _mu, float _bounce)
77 {
78 mu = _mu;
79 bounce = _bounce;
80 }
81 }
71 /// <summary> 82 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 83 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 84 /// </summary>
@@ -135,6 +146,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 146 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 147 public event CollisionUpdate OnCollisionUpdate;
137 148
149 public virtual void SetVehicle(object vdata) { }
150
138 public event OutOfBounds OnOutOfBounds; 151 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 152#pragma warning restore 67
140 153
@@ -142,6 +155,13 @@ namespace OpenSim.Region.Physics.Manager
142 { 155 {
143 get { return new NullPhysicsActor(); } 156 get { return new NullPhysicsActor(); }
144 } 157 }
158
159 public virtual bool Building { get; set; }
160
161 public virtual ContactData ContactData
162 {
163 get { return new ContactData(0, 0); }
164 }
145 165
146 public abstract bool Stopped { get; } 166 public abstract bool Stopped { get; }
147 167
@@ -195,6 +215,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 215 }
196 } 216 }
197 217
218 public virtual byte[] Serialize(bool PhysIsRunning)
219 {
220 return new byte[0];
221 }
222
198 public virtual void RaiseOutOfBounds(Vector3 pos) 223 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 224 {
200 // Make a temporary copy of the event to avoid possibility of 225 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +579,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 579 {
555 return false; 580 return false;
556 } 581 }
582
557 } 583 }
558} 584}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..0346d4e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,9 +122,18 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
131 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
132 uint localid, byte[] sdata)
133 {
134 return null;
135 }
136
128 public virtual float TimeDilation 137 public virtual float TimeDilation
129 { 138 {
130 get { return 1.0f; } 139 get { return 1.0f; }
@@ -222,7 +231,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 231 }
223 232
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 233 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 234 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 235 public virtual void UnCombine(PhysicsScene pScene) {}
227 236
228 /// <summary> 237 /// <summary>
@@ -260,5 +269,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 269 {
261 return new List<ContactResult>(); 270 return new List<ContactResult>();
262 } 271 }
272
273 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
274 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
275 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
276 {
277 return new List<ContactResult>();
278 }
279
263 } 280 }
264} 281}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6f6ed7f..c4b245f 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 97890ee..254d578 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2839,7 +2839,7 @@ Console.WriteLine(" JointCreateFixed");
2839 } 2839 }
2840 public override bool PIDActive { set { m_usePID = value; } } 2840 public override bool PIDActive { set { m_usePID = value; } }
2841 public override float PIDTau { set { m_PIDTau = value; } } 2841 public override float PIDTau { set { m_PIDTau = value; } }
2842 2842
2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2843 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2844 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2845 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/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("Ubit Variation")]
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/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..793e281
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1451 @@
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
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
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_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 // private CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
119 | CollisionCategories.Space
120 | CollisionCategories.Body
121 | CollisionCategories.Character
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 public ContactData AvatarContactData = new ContactData(10f, 0.3f);
140
141 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
142 {
143 m_uuid = UUID.Random();
144
145 if (pos.IsFinite())
146 {
147 if (pos.Z > 99999f)
148 {
149 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
150 }
151 if (pos.Z < -100f) // shouldn't this be 0 ?
152 {
153 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
154 }
155 _position = pos;
156 }
157 else
158 {
159 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
160 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
161 }
162
163 _parent_scene = parent_scene;
164
165 PID_D = pid_d;
166 PID_P = pid_p;
167 CAPSULE_RADIUS = capsule_radius;
168 m_density = density;
169 m_mass = 80f; // sure we have a default
170
171 AvatarContactData.mu = parent_scene.AvatarFriction;
172 AvatarContactData.bounce = parent_scene.AvatarBounce;
173
174 walkDivisor = walk_divisor;
175 runDivisor = rundivisor;
176
177 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
178 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
179
180 m_isPhysical = false; // current status: no ODE information exists
181
182 m_name = avName;
183
184 AddChange(changes.Add, null);
185 }
186
187 public override int PhysicsActorType
188 {
189 get { return (int)ActorTypes.Agent; }
190 set { return; }
191 }
192
193 public override ContactData ContactData
194 {
195 get { return AvatarContactData; }
196 }
197
198 public override bool Building { get; set; }
199
200 /// <summary>
201 /// If this is set, the avatar will move faster
202 /// </summary>
203 public override bool SetAlwaysRun
204 {
205 get { return m_alwaysRun; }
206 set { m_alwaysRun = value; }
207 }
208
209 public override uint LocalID
210 {
211 set { m_localID = value; }
212 }
213
214 public override bool Grabbed
215 {
216 set { return; }
217 }
218
219 public override bool Selected
220 {
221 set { return; }
222 }
223
224 public override float Buoyancy
225 {
226 get { return m_buoyancy; }
227 set { m_buoyancy = value; }
228 }
229
230 public override bool FloatOnWater
231 {
232 set { return; }
233 }
234
235 public override bool IsPhysical
236 {
237 get { return false; }
238 set { return; }
239 }
240
241 public override bool ThrottleUpdates
242 {
243 get { return false; }
244 set { return; }
245 }
246
247 public override bool Flying
248 {
249 get { return flying; }
250 set
251 {
252 flying = value;
253 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
254 }
255 }
256
257 /// <summary>
258 /// Returns if the avatar is colliding in general.
259 /// This includes the ground and objects and avatar.
260 /// </summary>
261 public override bool IsColliding
262 {
263 get { return (m_iscolliding || m_iscollidingGround); }
264 set
265 {
266 if (value)
267 {
268 m_colliderfilter += 2;
269 if (m_colliderfilter > 2)
270 m_colliderfilter = 2;
271 }
272 else
273 {
274 m_colliderfilter--;
275 if (m_colliderfilter < 0)
276 m_colliderfilter = 0;
277 }
278
279 if (m_colliderfilter == 0)
280 m_iscolliding = false;
281 else
282 {
283// SetPidStatus(false);
284 m_pidControllerActive = true;
285 m_iscolliding = true;
286 }
287 }
288 }
289
290 /// <summary>
291 /// Returns if an avatar is colliding with the ground
292 /// </summary>
293 public override bool CollidingGround
294 {
295 get { return m_iscollidingGround; }
296 set
297 {
298 /* we now control this
299 if (value)
300 {
301 m_colliderGroundfilter += 2;
302 if (m_colliderGroundfilter > 2)
303 m_colliderGroundfilter = 2;
304 }
305 else
306 {
307 m_colliderGroundfilter--;
308 if (m_colliderGroundfilter < 0)
309 m_colliderGroundfilter = 0;
310 }
311
312 if (m_colliderGroundfilter == 0)
313 m_iscollidingGround = false;
314 else
315 m_iscollidingGround = true;
316 */
317 }
318
319 }
320
321 /// <summary>
322 /// Returns if the avatar is colliding with an object
323 /// </summary>
324 public override bool CollidingObj
325 {
326 get { return m_iscollidingObj; }
327 set
328 {
329 // Ubit filter this also
330 if (value)
331 {
332 m_colliderObjectfilter += 2;
333 if (m_colliderObjectfilter > 2)
334 m_colliderObjectfilter = 2;
335 }
336 else
337 {
338 m_colliderObjectfilter--;
339 if (m_colliderObjectfilter < 0)
340 m_colliderObjectfilter = 0;
341 }
342
343 if (m_colliderObjectfilter == 0)
344 m_iscollidingObj = false;
345 else
346 m_iscollidingObj = true;
347
348 // m_iscollidingObj = value;
349/*
350 if (m_iscollidingObj)
351 m_pidControllerActive = false;
352 else
353 m_pidControllerActive = true;
354 */
355 }
356 }
357
358 /// <summary>
359 /// turn the PID controller on or off.
360 /// The PID Controller will turn on all by itself in many situations
361 /// </summary>
362 /// <param name="status"></param>
363 public void SetPidStatus(bool status)
364 {
365 m_pidControllerActive = status;
366 }
367
368 public override bool Stopped
369 {
370 get { return _zeroFlag; }
371 }
372
373 /// <summary>
374 /// This 'puts' an avatar somewhere in the physics space.
375 /// Not really a good choice unless you 'know' it's a good
376 /// spot otherwise you're likely to orbit the avatar.
377 /// </summary>
378 public override Vector3 Position
379 {
380 get { return _position; }
381 set
382 {
383 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
384 {
385 if (value.IsFinite())
386 {
387 if (value.Z > 9999999f)
388 {
389 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
390 }
391 if (value.Z < -100f)
392 {
393 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
394 }
395 AddChange(changes.Position, value);
396 }
397 else
398 {
399 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
400 }
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 }
642
643
644 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
645 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
646 // place that is safe to call this routine AvatarGeomAndBodyCreation.
647 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
648 {
649 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
650 if (CAPSULE_LENGTH <= 0)
651 {
652 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
653 CAPSULE_LENGTH = 0.01f;
654
655 }
656
657 if (CAPSULE_RADIUS <= 0)
658 {
659 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
660 CAPSULE_RADIUS = 0.01f;
661
662 }
663 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
664
665 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
666 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
667
668 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
669
670 m_mass = ShellMass.mass; // update mass
671
672 // rescale PID parameters
673 PID_D = _parent_scene.avPIDD;
674 PID_P = _parent_scene.avPIDP;
675
676 // rescale PID parameters so that this aren't affected by mass
677 // and so don't get unstable for some masses
678 // also scale by ode time step so you don't need to refix them
679
680 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
681 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
682 PID_P /= 50 * 80;
683 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
684
685 Body = d.BodyCreate(_parent_scene.world);
686
687 d.BodySetAutoDisableFlag(Body, false);
688 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
689
690 _position.X = npositionX;
691 _position.Y = npositionY;
692 _position.Z = npositionZ;
693
694 d.BodySetMass(Body, ref ShellMass);
695 d.GeomSetBody(Shell, Body);
696
697 // The purpose of the AMotor here is to keep the avatar's physical
698 // surrogate from rotating while moving
699 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
700 d.JointAttach(Amotor, Body, IntPtr.Zero);
701
702 d.JointSetAMotorMode(Amotor, 0);
703 d.JointSetAMotorNumAxes(Amotor, 3);
704 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
705 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
706 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
707
708 d.JointSetAMotorAngle(Amotor, 0, 0);
709 d.JointSetAMotorAngle(Amotor, 1, 0);
710 d.JointSetAMotorAngle(Amotor, 2, 0);
711
712 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
713 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
718
719 // These lowstops and high stops are effectively (no wiggle room)
720 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
726
727 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
728 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
729 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
730
731 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
732 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
733 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
734 }
735
736 /// <summary>
737 /// Destroys the avatar body and geom
738
739 private void AvatarGeomAndBodyDestroy()
740 {
741 // Kill the Amotor
742 if (Amotor != IntPtr.Zero)
743 {
744 d.JointDestroy(Amotor);
745 Amotor = IntPtr.Zero;
746 }
747
748 if (Body != IntPtr.Zero)
749 {
750 //kill the body
751 d.BodyDestroy(Body);
752 Body = IntPtr.Zero;
753 }
754
755 //kill the Geometry
756 if (Shell != IntPtr.Zero)
757 {
758 _parent_scene.geom_name_map.Remove(Shell);
759 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
760 d.GeomDestroy(Shell);
761 _parent_scene.geom_name_map.Remove(Shell);
762 Shell = IntPtr.Zero;
763 }
764 }
765
766 /// <summary>
767 /// Called from Simulate
768 /// This is the avatar's movement control + PID Controller
769 /// </summary>
770 /// <param name="timeStep"></param>
771 public void Move(float timeStep, List<OdeCharacter> defects)
772 {
773 // no lock; for now it's only called from within Simulate()
774
775 // If the PID Controller isn't active then we set our force
776 // calculating base velocity to the current position
777
778 if (Body == IntPtr.Zero)
779 return;
780
781 d.Vector3 dtmp;
782 d.BodyCopyPosition(Body, out dtmp);
783 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
784
785 // the Amotor still lets avatar rotation to drift during colisions
786 // so force it back to identity
787
788 d.Quaternion qtmp;
789 qtmp.W = 1;
790 qtmp.X = 0;
791 qtmp.Y = 0;
792 qtmp.Z = 0;
793 d.BodySetQuaternion(Body, ref qtmp);
794
795 if (m_pidControllerActive == false)
796 {
797 _zeroPosition = localpos;
798 }
799 //PidStatus = true;
800
801
802 if (!localpos.IsFinite())
803 {
804
805 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
806 defects.Add(this);
807 // _parent_scene.RemoveCharacter(this);
808
809 // destroy avatar capsule and related ODE data
810 AvatarGeomAndBodyDestroy();
811
812 return;
813 }
814
815 Vector3 vec = Vector3.Zero;
816 dtmp = d.BodyGetLinearVel(Body);
817 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
818
819 float movementdivisor = 1f;
820 //Ubit change divisions into multiplications below
821 if (!m_alwaysRun)
822 {
823 movementdivisor = 1 / walkDivisor;
824 }
825 else
826 {
827 movementdivisor = 1 / runDivisor;
828 }
829
830 // colide with land
831
832 d.AABB aabb;
833 d.GeomGetAABB(Shell, out aabb);
834 float chrminZ = aabb.MinZ;
835
836 Vector3 posch = localpos;
837
838 float ftmp;
839
840 if (flying)
841 {
842 ftmp = timeStep;
843 posch.X += vel.X * ftmp;
844 posch.Y += vel.Y * ftmp;
845 }
846
847 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
848 if (chrminZ < terrainheight)
849 {
850 float depth = terrainheight - chrminZ;
851 if (!flying)
852 {
853 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
854 }
855 else
856 vec.Z = depth * PID_P * 50;
857
858 /*
859 Vector3 vtmp;
860 vtmp.X = _target_velocity.X * timeStep;
861 vtmp.Y = _target_velocity.Y * timeStep;
862 // fake and avoid squares
863 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
864 if (k > 0)
865 {
866 posch.X += vtmp.X;
867 posch.Y += vtmp.Y;
868 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
869 k = 1 + Math.Abs(terrainheight) / k;
870 movementdivisor /= k;
871
872 if (k < 1)
873 k = 1;
874 }
875 */
876
877
878 if (depth < 0.1f)
879 {
880 m_iscolliding = true;
881 m_colliderfilter = 2;
882 m_iscollidingGround = true;
883
884 ContactPoint contact = new ContactPoint();
885 contact.PenetrationDepth = depth;
886 contact.Position.X = localpos.X;
887 contact.Position.Y = localpos.Y;
888 contact.Position.Z = chrminZ;
889 contact.SurfaceNormal.X = 0f;
890 contact.SurfaceNormal.Y = 0f;
891 contact.SurfaceNormal.Z = -1f;
892 AddCollisionEvent(0, contact);
893
894 vec.Z *= 0.5f;
895 }
896
897 else
898 m_iscollidingGround = false;
899 }
900 else
901 m_iscollidingGround = false;
902
903
904 // if velocity is zero, use position control; otherwise, velocity control
905 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
906 && m_iscolliding)
907 {
908 // keep track of where we stopped. No more slippin' & slidin'
909 if (!_zeroFlag)
910 {
911 _zeroFlag = true;
912 _zeroPosition = localpos;
913 }
914 if (m_pidControllerActive)
915 {
916 // We only want to deactivate the PID Controller if we think we want to have our surrogate
917 // react to the physics scene by moving it's position.
918 // Avatar to Avatar collisions
919 // Prim to avatar collisions
920
921 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
922 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
923 if (flying)
924 {
925 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
926 }
927 }
928 //PidStatus = true;
929 }
930 else
931 {
932 m_pidControllerActive = true;
933 _zeroFlag = false;
934
935 if (m_iscolliding)
936 {
937 if (!flying)
938 {
939 if (_target_velocity.Z > 0.0f)
940 {
941 // We're colliding with something and we're not flying but we're moving
942 // This means we're walking or running. JUMPING
943 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
944 }
945 // We're standing on something
946 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
947 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
948 }
949 else
950 {
951 // We're flying and colliding with something
952 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
953 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
954 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
955 }
956 }
957 else // ie not colliding
958 {
959 if (flying) //(!m_iscolliding && flying)
960 {
961 // we're in mid air suspended
962 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
963 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
964 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
965 }
966
967 else
968 {
969 // we're not colliding and we're not flying so that means we're falling!
970 // m_iscolliding includes collisions with the ground.
971
972 // d.Vector3 pos = d.BodyGetPosition(Body);
973 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
974 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
975 }
976 }
977 }
978
979 if (flying)
980 {
981 vec.Z -= _parent_scene.gravityz * m_mass;
982
983 //Added for auto fly height. Kitto Flora
984 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
985
986 if (localpos.Z < target_altitude)
987 {
988 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
989 }
990 // end add Kitto Flora
991 }
992
993 if (vec.IsFinite())
994 {
995 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
996 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
997 }
998 else
999 {
1000 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1001 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1002 defects.Add(this);
1003 // _parent_scene.RemoveCharacter(this);
1004 // destroy avatar capsule and related ODE data
1005 AvatarGeomAndBodyDestroy();
1006 }
1007 }
1008
1009 /// <summary>
1010 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1011 /// </summary>
1012 public void UpdatePositionAndVelocity()
1013 {
1014 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1015 if (Body == IntPtr.Zero)
1016 return;
1017
1018 d.Vector3 vec;
1019 try
1020 {
1021 d.BodyCopyPosition(Body, out vec);
1022 }
1023 catch (NullReferenceException)
1024 {
1025 bad = true;
1026 _parent_scene.BadCharacter(this);
1027 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1028 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1029 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1030 }
1031
1032 _position.X = vec.X;
1033 _position.Y = vec.Y;
1034 _position.Z = vec.Z;
1035
1036 bool fixbody = false;
1037
1038 if (_position.X < 0.0f)
1039 {
1040 fixbody = true;
1041 _position.X = 0.1f;
1042 }
1043 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1044 {
1045 fixbody = true;
1046 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1047 }
1048
1049 if (_position.Y < 0.0f)
1050 {
1051 fixbody = true;
1052 _position.Y = 0.1f;
1053 }
1054 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1055 {
1056 fixbody = true;
1057 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1058 }
1059
1060 if (fixbody)
1061 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1062
1063 // Did we move last? = zeroflag
1064 // This helps keep us from sliding all over
1065/*
1066 if (_zeroFlag)
1067 {
1068 _velocity.X = 0.0f;
1069 _velocity.Y = 0.0f;
1070 _velocity.Z = 0.0f;
1071
1072 // Did we send out the 'stopped' message?
1073 if (!m_lastUpdateSent)
1074 {
1075 m_lastUpdateSent = true;
1076 base.RequestPhysicsterseUpdate();
1077 }
1078 }
1079 else
1080 {
1081 m_lastUpdateSent = false;
1082 */
1083 try
1084 {
1085 vec = d.BodyGetLinearVel(Body);
1086 }
1087 catch (NullReferenceException)
1088 {
1089 vec.X = _velocity.X;
1090 vec.Y = _velocity.Y;
1091 vec.Z = _velocity.Z;
1092 }
1093 _velocity.X = (vec.X);
1094 _velocity.Y = (vec.Y);
1095 _velocity.Z = (vec.Z);
1096 // }
1097 }
1098
1099 /// <summary>
1100 /// Cleanup the things we use in the scene.
1101 /// </summary>
1102 public void Destroy()
1103 {
1104 AddChange(changes.Remove, null);
1105 }
1106
1107 public override void CrossingFailure()
1108 {
1109 }
1110
1111 public override Vector3 PIDTarget { set { return; } }
1112 public override bool PIDActive { set { return; } }
1113 public override float PIDTau { set { return; } }
1114
1115 public override float PIDHoverHeight { set { return; } }
1116 public override bool PIDHoverActive { set { return; } }
1117 public override PIDHoverType PIDHoverType { set { return; } }
1118 public override float PIDHoverTau { set { return; } }
1119
1120 public override Quaternion APIDTarget { set { return; } }
1121
1122 public override bool APIDActive { set { return; } }
1123
1124 public override float APIDStrength { set { return; } }
1125
1126 public override float APIDDamping { set { return; } }
1127
1128
1129 public override void SubscribeEvents(int ms)
1130 {
1131 m_requestedUpdateFrequency = ms;
1132 m_eventsubscription = ms;
1133 _parent_scene.AddCollisionEventReporting(this);
1134 m_haseventsubscription = true;
1135 }
1136
1137 public override void UnSubscribeEvents()
1138 {
1139 m_haseventsubscription = false;
1140 _parent_scene.RemoveCollisionEventReporting(this);
1141 m_requestedUpdateFrequency = 0;
1142 m_eventsubscription = 0;
1143 }
1144
1145 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1146 {
1147 if (m_haseventsubscription)
1148 {
1149 // m_log.DebugFormat(
1150 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1151
1152 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1153 }
1154 }
1155
1156 public void SendCollisions()
1157 {
1158 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1159 {
1160 if (CollisionEventsThisFrame != null)
1161 {
1162 base.SendCollisionUpdate(CollisionEventsThisFrame);
1163 }
1164 CollisionEventsThisFrame = new CollisionEventUpdate();
1165 m_eventsubscription = 0;
1166 }
1167 }
1168
1169 public override bool SubscribedEvents()
1170 {
1171 return m_haseventsubscription;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192 _parent_scene.geom_name_map[Shell] = m_name;
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCharacter(this);
1199 // destroy avatar capsule and related ODE data
1200 AvatarGeomAndBodyDestroy();
1201 }
1202
1203 m_isPhysical = NewStatus;
1204 }
1205 }
1206
1207 private void changeAdd()
1208 {
1209 changePhysicsStatus(true);
1210 }
1211
1212 private void changeRemove()
1213 {
1214 changePhysicsStatus(false);
1215 }
1216
1217 private void changeShape(PrimitiveBaseShape arg)
1218 {
1219 }
1220
1221 private void changeSize(Vector3 Size)
1222 {
1223 if (Size.IsFinite())
1224 {
1225 float caplen = Size.Z;
1226
1227 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1228
1229 if (caplen != CAPSULE_LENGTH)
1230 {
1231 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1232 {
1233 AvatarGeomAndBodyDestroy();
1234
1235 float prevCapsule = CAPSULE_LENGTH;
1236 CAPSULE_LENGTH = caplen;
1237
1238 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1239 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1240
1241 Velocity = Vector3.Zero;
1242
1243 _parent_scene.geom_name_map[Shell] = m_name;
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 }
1269
1270 private void changeOrientation(Quaternion newOri)
1271 {
1272 }
1273
1274 private void changeVelocity(Vector3 newVel)
1275 {
1276 m_pidControllerActive = true;
1277 _target_velocity = newVel;
1278 }
1279
1280 private void changeSetTorque(Vector3 newTorque)
1281 {
1282 }
1283
1284 private void changeAddForce(Vector3 newForce)
1285 {
1286 }
1287
1288 private void changeAddAngularForce(Vector3 arg)
1289 {
1290 }
1291
1292 private void changeAngularLock(Vector3 arg)
1293 {
1294 }
1295
1296 private void changeFloatOnWater(bool arg)
1297 {
1298 }
1299
1300 private void changeVolumedetetion(bool arg)
1301 {
1302 }
1303
1304 private void changeSelectedStatus(bool arg)
1305 {
1306 }
1307
1308 private void changeDisable(bool arg)
1309 {
1310 }
1311
1312 private void changeBuilding(bool arg)
1313 {
1314 }
1315
1316 private void changeForce(Vector3 newForce)
1317 {
1318 m_pidControllerActive = false;
1319 if (Body != IntPtr.Zero)
1320 {
1321 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1322 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1323 }
1324 }
1325
1326 private void donullchange()
1327 {
1328 }
1329
1330 public bool DoAChange(changes what, object arg)
1331 {
1332 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1333 {
1334 return false;
1335 }
1336
1337 // nasty switch
1338 switch (what)
1339 {
1340 case changes.Add:
1341 changeAdd();
1342 break;
1343 case changes.Remove:
1344 changeRemove();
1345 break;
1346
1347 case changes.Position:
1348 changePosition((Vector3)arg);
1349 break;
1350
1351 case changes.Orientation:
1352 changeOrientation((Quaternion)arg);
1353 break;
1354
1355 case changes.PosOffset:
1356 donullchange();
1357 break;
1358
1359 case changes.OriOffset:
1360 donullchange();
1361 break;
1362
1363 case changes.Velocity:
1364 changeVelocity((Vector3)arg);
1365 break;
1366
1367 // case changes.Acceleration:
1368 // changeacceleration((Vector3)arg);
1369 // break;
1370 // case changes.AngVelocity:
1371 // changeangvelocity((Vector3)arg);
1372 // break;
1373
1374 case changes.Force:
1375 changeForce((Vector3)arg);
1376 break;
1377
1378 case changes.Torque:
1379 changeSetTorque((Vector3)arg);
1380 break;
1381
1382 case changes.AddForce:
1383 changeAddForce((Vector3)arg);
1384 break;
1385
1386 case changes.AddAngForce:
1387 changeAddAngularForce((Vector3)arg);
1388 break;
1389
1390 case changes.AngLock:
1391 changeAngularLock((Vector3)arg);
1392 break;
1393
1394 case changes.Size:
1395 changeSize((Vector3)arg);
1396 break;
1397/* not in use for now
1398 case changes.Shape:
1399 changeShape((PrimitiveBaseShape)arg);
1400 break;
1401
1402 case changes.CollidesWater:
1403 changeFloatOnWater((bool)arg);
1404 break;
1405
1406 case changes.VolumeDtc:
1407 changeVolumedetetion((bool)arg);
1408 break;
1409
1410 case changes.Physical:
1411 changePhysicsStatus((bool)arg);
1412 break;
1413
1414 case changes.Selected:
1415 changeSelectedStatus((bool)arg);
1416 break;
1417
1418 case changes.disabled:
1419 changeDisable((bool)arg);
1420 break;
1421
1422 case changes.building:
1423 changeBuilding((bool)arg);
1424 break;
1425*/
1426 case changes.Null:
1427 donullchange();
1428 break;
1429
1430 default:
1431 donullchange();
1432 break;
1433 }
1434 return false;
1435 }
1436
1437 public void AddChange(changes what, object arg)
1438 {
1439 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1440 }
1441
1442
1443 internal void AddCollisionFrameTime(int p)
1444 {
1445 // protect it from overflow crashing
1446 if (m_eventsubscription + p >= int.MaxValue)
1447 m_eventsubscription = 0;
1448 m_eventsubscription += p;
1449 }
1450 }
1451}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..80218e7
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,849 @@
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/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
87 private Vector3 m_linearMotorOffset = Vector3.Zero;
88
89 //Angular properties
90 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
91 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
92 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
93 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
94 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
95
96 //Deflection properties
97 private float m_angularDeflectionEfficiency = 0;
98 private float m_angularDeflectionTimescale = 1000;
99 private float m_linearDeflectionEfficiency = 0;
100 private float m_linearDeflectionTimescale = 1000;
101
102 //Banking properties
103 private float m_bankingEfficiency = 0;
104 private float m_bankingMix = 0;
105 private float m_bankingTimescale = 0;
106
107 //Hover and Buoyancy properties
108 private float m_VhoverHeight = 0f;
109 private float m_VhoverEfficiency = 0f;
110 private float m_VhoverTimescale = 1000f;
111 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
112 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
113 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
114 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
115
116 //Attractor properties
117 private float m_verticalAttractionEfficiency = 1.0f; // damped
118 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
119
120 // auxiliar
121 private Vector3 m_dir = Vector3.Zero; // velocity applied to body
122
123 private float m_lmEfect = 0; // current linear motor eficiency
124 private float m_amEfect = 0; // current angular motor eficiency
125
126
127 public ODEDynamics(OdePrim rootp)
128 {
129 rootPrim = rootp;
130 _pParentScene = rootPrim._parent_scene;
131 }
132
133 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
134 {
135 float len;
136 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
137 float timestep = _pParentScene.ODE_STEPSIZE;
138
139 switch (pParam)
140 {
141 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
142 if (pValue < 0f) pValue = 0f;
143 if (pValue > 1f) pValue = 1f;
144 m_angularDeflectionEfficiency = pValue;
145 break;
146 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
147 if (pValue < timestep) pValue = timestep;
148 m_angularDeflectionTimescale = pValue;
149 break;
150 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
151 // if (pValue < timestep) pValue = timestep;
152 // try to make impulses to work a bit better
153 if (pValue < 0.5f) pValue = 0.5f;
154 else if (pValue > 120) pValue = 120;
155 m_angularMotorDecayTimescale = pValue * invtimestep;
156 break;
157 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
158 if (pValue < timestep) pValue = timestep;
159 m_angularMotorTimescale = pValue;
160 break;
161 case Vehicle.BANKING_EFFICIENCY:
162 if (pValue < -1f) pValue = -1f;
163 if (pValue > 1f) pValue = 1f;
164 m_bankingEfficiency = pValue;
165 break;
166 case Vehicle.BANKING_MIX:
167 if (pValue < 0f) pValue = 0f;
168 if (pValue > 1f) pValue = 1f;
169 m_bankingMix = pValue;
170 break;
171 case Vehicle.BANKING_TIMESCALE:
172 if (pValue < timestep) pValue = timestep;
173 m_bankingTimescale = pValue;
174 break;
175 case Vehicle.BUOYANCY:
176 if (pValue < -1f) pValue = -1f;
177 if (pValue > 1f) pValue = 1f;
178 m_VehicleBuoyancy = pValue;
179 break;
180 case Vehicle.HOVER_EFFICIENCY:
181 if (pValue < 0f) pValue = 0f;
182 if (pValue > 1f) pValue = 1f;
183 m_VhoverEfficiency = pValue;
184 break;
185 case Vehicle.HOVER_HEIGHT:
186 m_VhoverHeight = pValue;
187 break;
188 case Vehicle.HOVER_TIMESCALE:
189 if (pValue < timestep) pValue = timestep;
190 m_VhoverTimescale = pValue;
191 break;
192 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
193 if (pValue < 0f) pValue = 0f;
194 if (pValue > 1f) pValue = 1f;
195 m_linearDeflectionEfficiency = pValue;
196 break;
197 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
198 if (pValue < timestep) pValue = timestep;
199 m_linearDeflectionTimescale = pValue;
200 break;
201 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
202 // if (pValue < timestep) pValue = timestep;
203 // try to make impulses to work a bit better
204 if (pValue < 0.5f) pValue = 0.5f;
205 else if (pValue > 120) pValue = 120;
206 m_linearMotorDecayTimescale = pValue * invtimestep;
207 break;
208 case Vehicle.LINEAR_MOTOR_TIMESCALE:
209 if (pValue < timestep) pValue = timestep;
210 m_linearMotorTimescale = pValue;
211 break;
212 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
213 if (pValue < 0f) pValue = 0f;
214 if (pValue > 1f) pValue = 1f;
215 m_verticalAttractionEfficiency = pValue;
216 break;
217 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
218 if (pValue < timestep) pValue = timestep;
219 m_verticalAttractionTimescale = pValue;
220 break;
221
222 // These are vector properties but the engine lets you use a single float value to
223 // set all of the components to the same value
224 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
225 if (pValue < timestep) pValue = timestep;
226 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
227 break;
228 case Vehicle.ANGULAR_MOTOR_DIRECTION:
229 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
230 len = m_angularMotorDirection.Length();
231 if (len > 12.566f)
232 m_angularMotorDirection *= (12.566f / len);
233 m_amEfect = 1.0f; // turn it on
234 break;
235 case Vehicle.LINEAR_FRICTION_TIMESCALE:
236 if (pValue < timestep) pValue = timestep;
237 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
238 break;
239 case Vehicle.LINEAR_MOTOR_DIRECTION:
240 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
241 len = m_linearMotorDirection.Length();
242 if (len > 30.0f)
243 m_linearMotorDirection *= (30.0f / len);
244 m_lmEfect = 1.0f; // turn it on
245 break;
246 case Vehicle.LINEAR_MOTOR_OFFSET:
247 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
248 len = m_linearMotorOffset.Length();
249 if (len > 100.0f)
250 m_linearMotorOffset *= (100.0f / len);
251 break;
252 }
253 }//end ProcessFloatVehicleParam
254
255 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
256 {
257 float len;
258 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
259 float timestep = _pParentScene.ODE_STEPSIZE;
260 switch (pParam)
261 {
262 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
263 if (pValue.X < timestep) pValue.X = timestep;
264 if (pValue.Y < timestep) pValue.Y = timestep;
265 if (pValue.Z < timestep) pValue.Z = timestep;
266
267 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
268 break;
269 case Vehicle.ANGULAR_MOTOR_DIRECTION:
270 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
271 // Limit requested angular speed to 2 rps= 4 pi rads/sec
272 len = m_angularMotorDirection.Length();
273 if (len > 12.566f)
274 m_angularMotorDirection *= (12.566f / len);
275 m_amEfect = 1.0f; // turn it on
276 break;
277 case Vehicle.LINEAR_FRICTION_TIMESCALE:
278 if (pValue.X < timestep) pValue.X = timestep;
279 if (pValue.Y < timestep) pValue.Y = timestep;
280 if (pValue.Z < timestep) pValue.Z = timestep;
281 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
282 break;
283 case Vehicle.LINEAR_MOTOR_DIRECTION:
284 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
285 len = m_linearMotorDirection.Length();
286 if (len > 30.0f)
287 m_linearMotorDirection *= (30.0f / len);
288 m_lmEfect = 1.0f; // turn it on
289 break;
290 case Vehicle.LINEAR_MOTOR_OFFSET:
291 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
292 len = m_linearMotorOffset.Length();
293 if (len > 100.0f)
294 m_linearMotorOffset *= (100.0f / len);
295 break;
296 case Vehicle.BLOCK_EXIT:
297 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
298 break;
299 }
300 }//end ProcessVectorVehicleParam
301
302 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
303 {
304 switch (pParam)
305 {
306 case Vehicle.REFERENCE_FRAME:
307 m_referenceFrame = Quaternion.Inverse(pValue);
308 break;
309 case Vehicle.ROLL_FRAME:
310 m_RollreferenceFrame = pValue;
311 break;
312 }
313 }//end ProcessRotationVehicleParam
314
315 internal void ProcessVehicleFlags(int pParam, bool remove)
316 {
317 if (remove)
318 {
319 m_flags &= ~((VehicleFlag)pParam);
320 }
321 else
322 {
323 m_flags |= (VehicleFlag)pParam;
324 }
325 }//end ProcessVehicleFlags
326
327 internal void ProcessTypeChange(Vehicle pType)
328 {
329 float invtimestep = _pParentScene.ODE_STEPSIZE;
330 m_lmEfect = 0;
331 m_amEfect = 0;
332
333 m_linearMotorDirection = Vector3.Zero;
334 m_angularMotorDirection = Vector3.Zero;
335
336 m_BlockingEndPoint = Vector3.Zero;
337 m_RollreferenceFrame = Quaternion.Identity;
338 m_linearMotorOffset = Vector3.Zero;
339
340 m_referenceFrame = Quaternion.Identity;
341
342 // Set Defaults For Type
343 m_type = pType;
344 switch (pType)
345 {
346 case Vehicle.TYPE_NONE:
347 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
348 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
349 m_linearMotorTimescale = 1000;
350 m_linearMotorDecayTimescale = 120 * invtimestep;
351 m_angularMotorTimescale = 1000;
352 m_angularMotorDecayTimescale = 1000 * invtimestep;
353 m_VhoverHeight = 0;
354 m_VhoverTimescale = 1000;
355 m_VehicleBuoyancy = 0;
356 m_flags = (VehicleFlag)0;
357 break;
358
359 case Vehicle.TYPE_SLED:
360 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
361 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
362 m_linearMotorTimescale = 1000;
363 m_linearMotorDecayTimescale = 120 * invtimestep;
364 m_angularMotorTimescale = 1000;
365 m_angularMotorDecayTimescale = 120 * invtimestep;
366 m_VhoverHeight = 0;
367 m_VhoverEfficiency = 1;
368 m_VhoverTimescale = 10;
369 m_VehicleBuoyancy = 0;
370 m_linearDeflectionEfficiency = 1;
371 m_linearDeflectionTimescale = 1;
372 m_angularDeflectionEfficiency = 0;
373 m_angularDeflectionTimescale = 1000;
374 m_bankingEfficiency = 0;
375 m_bankingMix = 1;
376 m_bankingTimescale = 10;
377 m_flags &=
378 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
379 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
380 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
381 break;
382 case Vehicle.TYPE_CAR:
383 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
384 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
385 m_linearMotorTimescale = 1;
386 m_linearMotorDecayTimescale = 60 * invtimestep;
387 m_angularMotorTimescale = 1;
388 m_angularMotorDecayTimescale = 0.8f * invtimestep;
389 m_VhoverHeight = 0;
390 m_VhoverEfficiency = 0;
391 m_VhoverTimescale = 1000;
392 m_VehicleBuoyancy = 0;
393 m_linearDeflectionEfficiency = 1;
394 m_linearDeflectionTimescale = 2;
395 m_angularDeflectionEfficiency = 0;
396 m_angularDeflectionTimescale = 10;
397 m_verticalAttractionEfficiency = 1f;
398 m_verticalAttractionTimescale = 10f;
399 m_bankingEfficiency = -0.2f;
400 m_bankingMix = 1;
401 m_bankingTimescale = 1;
402 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
403 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
404 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
405 break;
406 case Vehicle.TYPE_BOAT:
407 m_linearFrictionTimescale = new Vector3(10, 3, 2);
408 m_angularFrictionTimescale = new Vector3(10, 10, 10);
409 m_linearMotorTimescale = 5;
410 m_linearMotorDecayTimescale = 60 * invtimestep;
411 m_angularMotorTimescale = 4;
412 m_angularMotorDecayTimescale = 4 * invtimestep;
413 m_VhoverHeight = 0;
414 m_VhoverEfficiency = 0.5f;
415 m_VhoverTimescale = 2;
416 m_VehicleBuoyancy = 1;
417 m_linearDeflectionEfficiency = 0.5f;
418 m_linearDeflectionTimescale = 3;
419 m_angularDeflectionEfficiency = 0.5f;
420 m_angularDeflectionTimescale = 5;
421 m_verticalAttractionEfficiency = 0.5f;
422 m_verticalAttractionTimescale = 5f;
423 m_bankingEfficiency = -0.3f;
424 m_bankingMix = 0.8f;
425 m_bankingTimescale = 1;
426 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
427 VehicleFlag.HOVER_GLOBAL_HEIGHT |
428 VehicleFlag.HOVER_UP_ONLY |
429 VehicleFlag.LIMIT_ROLL_ONLY);
430 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
431 VehicleFlag.LIMIT_MOTOR_UP |
432 VehicleFlag.HOVER_WATER_ONLY);
433 break;
434 case Vehicle.TYPE_AIRPLANE:
435 m_linearFrictionTimescale = new Vector3(200, 10, 5);
436 m_angularFrictionTimescale = new Vector3(20, 20, 20);
437 m_linearMotorTimescale = 2;
438 m_linearMotorDecayTimescale = 60 * invtimestep;
439 m_angularMotorTimescale = 4;
440 m_angularMotorDecayTimescale = 8 * invtimestep;
441 m_VhoverHeight = 0;
442 m_VhoverEfficiency = 0.5f;
443 m_VhoverTimescale = 1000;
444 m_VehicleBuoyancy = 0;
445 m_linearDeflectionEfficiency = 0.5f;
446 m_linearDeflectionTimescale = 0.5f;
447 m_angularDeflectionEfficiency = 1;
448 m_angularDeflectionTimescale = 2;
449 m_verticalAttractionEfficiency = 0.9f;
450 m_verticalAttractionTimescale = 2f;
451 m_bankingEfficiency = 1;
452 m_bankingMix = 0.7f;
453 m_bankingTimescale = 2;
454 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
455 VehicleFlag.HOVER_TERRAIN_ONLY |
456 VehicleFlag.HOVER_GLOBAL_HEIGHT |
457 VehicleFlag.HOVER_UP_ONLY |
458 VehicleFlag.NO_DEFLECTION_UP |
459 VehicleFlag.LIMIT_MOTOR_UP);
460 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
461 break;
462 case Vehicle.TYPE_BALLOON:
463 m_linearFrictionTimescale = new Vector3(5, 5, 5);
464 m_angularFrictionTimescale = new Vector3(10, 10, 10);
465 m_linearMotorTimescale = 5;
466 m_linearMotorDecayTimescale = 60 * invtimestep;
467 m_angularMotorTimescale = 6;
468 m_angularMotorDecayTimescale = 10 * invtimestep;
469 m_VhoverHeight = 5;
470 m_VhoverEfficiency = 0.8f;
471 m_VhoverTimescale = 10;
472 m_VehicleBuoyancy = 1;
473 m_linearDeflectionEfficiency = 0;
474 m_linearDeflectionTimescale = 5 * invtimestep;
475 m_angularDeflectionEfficiency = 0;
476 m_angularDeflectionTimescale = 5;
477 m_verticalAttractionEfficiency = 0f;
478 m_verticalAttractionTimescale = 1000f;
479 m_bankingEfficiency = 0;
480 m_bankingMix = 0.7f;
481 m_bankingTimescale = 5;
482 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
483 VehicleFlag.HOVER_TERRAIN_ONLY |
484 VehicleFlag.HOVER_UP_ONLY |
485 VehicleFlag.NO_DEFLECTION_UP |
486 VehicleFlag.LIMIT_MOTOR_UP);
487 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
488 VehicleFlag.HOVER_GLOBAL_HEIGHT);
489 break;
490 }
491
492 }//end SetDefaultsForType
493
494 internal void Stop()
495 {
496 m_lmEfect = 0;
497 m_amEfect = 0;
498 }
499
500 public static Vector3 Xrot(Quaternion rot)
501 {
502 Vector3 vec;
503 rot.Normalize(); // just in case
504 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
505 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
506 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
507 return vec;
508 }
509
510 public static Vector3 Zrot(Quaternion rot)
511 {
512 Vector3 vec;
513 rot.Normalize(); // just in case
514 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
515 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
516 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
517
518 return vec;
519 }
520
521 private const float halfpi = 0.5f * (float)Math.PI;
522
523 public static Vector3 ubitRot2Euler(Quaternion rot)
524 {
525 // returns roll in X
526 // pitch in Y
527 // yaw in Z
528 Vector3 vec;
529
530 // assuming rot is normalised
531 // rot.Normalize();
532
533 float zX = rot.X * rot.Z + rot.Y * rot.W;
534
535 if (zX < -0.49999f)
536 {
537 vec.X = 0;
538 vec.Y = -halfpi;
539 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
540 }
541 else if (zX > 0.49999f)
542 {
543 vec.X = 0;
544 vec.Y = halfpi;
545 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
546 }
547 else
548 {
549 vec.Y = (float)Math.Asin(2 * zX);
550
551 float sqw = rot.W * rot.W;
552
553 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
554 float zZ = rot.Z * rot.Z + sqw - 0.5f;
555
556 vec.X = (float)Math.Atan2(minuszY, zZ);
557
558 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
559 float yY = rot.X * rot.X + sqw - 0.5f;
560 vec.Z = (float)Math.Atan2(yX, yY);
561 }
562 return vec;
563 }
564
565 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
566 {
567 // assuming rot is normalised
568 // rot.Normalize();
569
570 float zX = rot.X * rot.Z + rot.Y * rot.W;
571
572 if (zX < -0.49999f)
573 {
574 roll = 0;
575 pitch = -halfpi;
576 }
577 else if (zX > 0.49999f)
578 {
579 roll = 0;
580 pitch = halfpi;
581 }
582 else
583 {
584 pitch = (float)Math.Asin(2 * zX);
585
586 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
587 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
588
589 roll = (float)Math.Atan2(minuszY, zZ);
590 }
591 return ;
592 }
593
594 internal void Step()//float pTimestep)
595 {
596 IntPtr Body = rootPrim.Body;
597
598 d.Quaternion rot = d.BodyGetQuaternion(Body);
599 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
600 Quaternion rotq = objrotq; // rotq = rotation of object
601 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
602 Quaternion irotq = Quaternion.Inverse(rotq);
603
604 d.Vector3 dvtmp;
605 Vector3 tmpV;
606 Vector3 curVel; // velocity in world
607 Vector3 curAngVel; // angular velocity in world
608 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
609 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
610 d.Vector3 dtorque = new d.Vector3();
611
612 dvtmp = d.BodyGetLinearVel(Body);
613 curVel.X = dvtmp.X;
614 curVel.Y = dvtmp.Y;
615 curVel.Z = dvtmp.Z;
616 Vector3 curLocalVel = curVel * irotq; // current velocity in local
617
618 dvtmp = d.BodyGetAngularVel(Body);
619 curAngVel.X = dvtmp.X;
620 curAngVel.Y = dvtmp.Y;
621 curAngVel.Z = dvtmp.Z;
622 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
623
624 // linear motor
625 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
626 {
627 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
628 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
629 tmpV *= rotq; // to world
630
631 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
632 tmpV.Z = 0;
633
634 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
635 {
636 // have offset, do it now
637 tmpV *= rootPrim.Mass;
638 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
639 }
640 else
641 {
642 force.X += tmpV.X;
643 force.Y += tmpV.Y;
644 force.Z += tmpV.Z;
645 }
646 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
647 }
648 else
649 m_lmEfect = 0;
650
651 // friction
652 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
653 {
654 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
655 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
656 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
657 tmpV *= rotq; // to world
658 force.X += tmpV.X;
659 force.Y += tmpV.Y;
660 force.Z += tmpV.Z;
661 }
662
663 // hover
664 if (m_VhoverTimescale < 300)
665 {
666 d.Vector3 pos = d.BodyGetPosition(Body);
667
668 // default to global
669 float perr = m_VhoverHeight - pos.Z;;
670
671 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
672 {
673 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
674 }
675 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
676 {
677 perr += _pParentScene.GetWaterLevel();
678 }
679 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
680 {
681 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
682 float w = _pParentScene.GetWaterLevel();
683 if (t > w)
684 perr += t;
685 else
686 perr += w;
687 }
688
689 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
690 {
691 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
692 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
693 }
694 else // no buoyancy
695 force.Z += _pParentScene.gravityz;
696 }
697 else
698 {
699 // default gravity and buoancy
700 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
701 }
702
703 // linear deflection
704 if (m_linearDeflectionEfficiency > 0)
705 {
706 float len = curVel.Length();
707 Vector3 atAxis;
708 atAxis = Xrot(rotq); // where are we pointing to
709 atAxis *= len; // make it same size as world velocity vector
710 tmpV = -atAxis; // oposite direction
711 atAxis -= curVel; // error to one direction
712 len = atAxis.LengthSquared();
713 tmpV -= curVel; // error to oposite
714 float lens = tmpV.LengthSquared();
715 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
716 {
717 if (len < lens)
718 tmpV = atAxis;
719
720 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
721 force.X += tmpV.X;
722 force.Y += tmpV.Y;
723 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
724 force.Z += tmpV.Z;
725 }
726 }
727
728 // angular motor
729 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
730 {
731 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
732 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
733 torque.X += tmpV.X;
734 torque.Y += tmpV.Y;
735 torque.Z += tmpV.Z;
736 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
737 }
738 else
739 m_amEfect = 0;
740
741 // angular friction
742 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
743 {
744 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
745 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
746 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
747 }
748
749 // angular deflection
750 if (m_angularDeflectionEfficiency > 0)
751 {
752 Vector3 dirv;
753
754 if (curLocalVel.X > 0.01f)
755 dirv = curLocalVel;
756 else if (curLocalVel.X < -0.01f)
757 // use oposite
758 dirv = -curLocalVel;
759 else
760 {
761 // make it fall into small positive x case
762 dirv.X = 0.01f;
763 dirv.Y = curLocalVel.Y;
764 dirv.Z = curLocalVel.Z;
765 }
766
767 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
768
769 if (Math.Abs(dirv.Z) > 0.01)
770 {
771 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
772 }
773
774 if (Math.Abs(dirv.Y) > 0.01)
775 {
776 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
777 }
778 }
779
780 // vertical atractor
781 if (m_verticalAttractionTimescale < 300)
782 {
783 float roll;
784 float pitch;
785
786 GetRollPitch(irotq, out roll, out pitch);
787
788 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
789 float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
790
791 if (Math.Abs(roll) > 0.01) // roll
792 {
793 torque.X -= -roll * ftmp + curLocalAngVel.X * ftmp2;
794 }
795
796 if (Math.Abs(pitch) > 0.01 && ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)) // pitch
797 {
798 torque.Y -= -pitch * ftmp + curLocalAngVel.Y * ftmp2;
799 }
800
801 if (m_bankingEfficiency != 0 && Math.Abs(roll) > 0.01)
802 {
803 float broll = roll * m_bankingEfficiency; ;
804 if (m_bankingMix != 0)
805 {
806 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
807 if (vfact > 1.0f) vfact = 1.0f;
808 if (curLocalVel.X >= 0)
809 broll *= ((1 - m_bankingMix) + vfact);
810 else
811 broll *= -((1 - m_bankingMix) + vfact);
812 }
813 broll = (broll - curLocalAngVel.Z) / m_bankingTimescale;
814 // torque.Z += broll;
815
816 // make z rot be in world Z not local as seems to be in sl
817 tmpV.X = 0;
818 tmpV.Y = 0;
819 tmpV.Z = broll;
820 tmpV *= irotq;
821
822 torque.X += tmpV.X;
823 torque.Y += tmpV.Y;
824 torque.Z += tmpV.Z;
825 }
826 }
827
828 d.Mass dmass;
829 d.BodyGetMass(Body,out dmass);
830
831 if (force.X != 0 || force.Y != 0 || force.Z != 0)
832 {
833 force *= dmass.mass;
834 d.BodySetForce(Body, force.X, force.Y, force.Z);
835 }
836
837 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
838 {
839 torque *= m_referenceFrame; // to object frame
840 dtorque.X = torque.X;
841 dtorque.Y = torque.Y;
842 dtorque.Z = torque.Z;
843
844 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
845 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
846 }
847 }
848 }
849}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..3b7f562
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3317 @@
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/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69
70 protected bool m_building;
71 private Quaternion m_lastorientation = new Quaternion();
72 private Quaternion _orientation;
73
74 private Vector3 _position;
75 private Vector3 _velocity;
76 private Vector3 _torque;
77 private Vector3 m_lastVelocity;
78 private Vector3 m_lastposition;
79 private Vector3 m_rotationalVelocity;
80 private Vector3 _size;
81 private Vector3 _acceleration;
82 private Vector3 m_angularlock = Vector3.One;
83 private IntPtr Amotor = IntPtr.Zero;
84
85 private Vector3 m_force;
86 private Vector3 m_forceacc;
87 private Vector3 m_angularForceacc;
88
89 private Vector3 m_PIDTarget;
90 private float m_PIDTau;
91 private float PID_D = 35f;
92 private float PID_G = 25f;
93 private bool m_usePID;
94
95 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
96 // and are for non-VEHICLES only.
97
98 private float m_PIDHoverHeight;
99 private float m_PIDHoverTau;
100 private bool m_useHoverPID;
101 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
102 private float m_targetHoverHeight;
103 private float m_groundHeight;
104 private float m_waterHeight;
105 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
106
107 private int body_autodisable_frames = 20;
108
109 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
110 | CollisionCategories.Space
111 | CollisionCategories.Body
112 | CollisionCategories.Character
113 );
114 private bool m_collidesLand = true;
115 private bool m_collidesWater;
116 public bool m_returnCollisions;
117
118 // Default we're a Geometry
119 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
120
121 // Default, Collide with Other Geometries, spaces and Bodies
122 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
123
124 public bool m_disabled;
125 public bool m_taintselected;
126
127 public uint m_localID;
128
129 private PrimitiveBaseShape _pbs;
130 public OdeScene _parent_scene;
131
132 /// <summary>
133 /// The physics space which contains prim geometry
134 /// </summary>
135 public IntPtr m_targetSpace = IntPtr.Zero;
136
137 public IntPtr prim_geom;
138 public IntPtr _triMeshData;
139
140 private PhysicsActor _parent;
141
142 private List<OdePrim> childrenPrim = new List<OdePrim>();
143
144 private bool m_iscolliding;
145 private bool m_wascolliding;
146 private bool m_isSelected;
147
148 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
149
150 private bool m_throttleUpdates;
151 private int throttleCounter;
152 public int m_interpenetrationcount;
153 public float m_collisionscore;
154 int m_colliderfilter = 0;
155 public int m_roundsUnderMotionThreshold;
156 private int m_crossingfailures;
157
158 public bool outofBounds;
159 private float m_density = 10.000006836f; // Aluminum g/cm3;
160
161 public bool _zeroFlag;
162 private bool m_lastUpdateSent;
163
164 public IntPtr Body = IntPtr.Zero;
165 public String Name { get; private set; }
166 private Vector3 _target_velocity;
167
168 public Vector3 primOOBsize; // prim real dimensions from mesh
169 public Vector3 primOOBoffset; // is centroid out of mesh or rest aabb
170 public float primOOBradiusSQ;
171 public d.Mass primdMass; // prim inertia information on it's own referencial
172 float primMass; // prim own mass
173 float _mass; // object mass acording to case
174 public d.Mass objectpMass; // object last computed inertia
175 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
176
177 public int givefakepos = 0;
178 private Vector3 fakepos;
179 public int givefakeori = 0;
180 private Quaternion fakeori;
181
182 public int m_eventsubscription;
183 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
184
185 private IntPtr m_linkJoint = IntPtr.Zero;
186 private IntPtr _linkJointGroup = IntPtr.Zero;
187
188 public volatile bool childPrim;
189
190 public ODEDynamics m_vehicle;
191
192 internal int m_material = (int)Material.Wood;
193 protected ContactData primContactData = new ContactData { mu = 0f, bounce = 0.1f };
194
195 /// <summary>
196 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
197 /// </summary>
198 public override bool IsPhysical // this is not reliable for internal use
199 {
200 get { return m_fakeisphysical; }
201 set
202 {
203 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
204 // and also to stop imediatly some updates
205 // but real change will only happen in taintprocessing
206
207 if (!value) // Zero the remembered last velocity
208 m_lastVelocity = Vector3.Zero;
209 AddChange(changes.Physical, value);
210 }
211 }
212
213 public override bool Building // this is not reliable for internal use
214 {
215 get { return m_building; }
216 set
217 {
218 if (value)
219 m_building = true;
220 AddChange(changes.building, value);
221 }
222 }
223
224 public override ContactData ContactData
225 {
226 get
227 {
228 return primContactData;
229 }
230 }
231
232 public override int PhysicsActorType
233 {
234 get { return (int)ActorTypes.Prim; }
235 set { return; }
236 }
237
238 public override bool SetAlwaysRun
239 {
240 get { return false; }
241 set { return; }
242 }
243
244 public override uint LocalID
245 {
246 get
247 {
248 return m_localID;
249 }
250 set
251 {
252 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
253 m_localID = value;
254 }
255 }
256
257 public override bool Grabbed
258 {
259 set { return; }
260 }
261
262 public override bool Selected
263 {
264 set
265 {
266 if (value)
267 m_isSelected = value;
268 AddChange(changes.Selected, value);
269 }
270 }
271
272 public override bool Flying
273 {
274 // no flying prims for you
275 get { return false; }
276 set { }
277 }
278
279 public override bool IsColliding
280 {
281 get { return m_iscolliding; }
282 set
283 {
284 if (value)
285 {
286 m_colliderfilter += 2;
287 if (m_colliderfilter > 2)
288 m_colliderfilter = 2;
289 }
290 else
291 {
292 m_colliderfilter--;
293 if (m_colliderfilter < 0)
294 m_colliderfilter = 0;
295 }
296
297 if (m_colliderfilter == 0)
298 m_iscolliding = false;
299 else
300 m_iscolliding = true;
301
302 if (m_wascolliding != m_iscolliding)
303 {
304 if (m_wascolliding && !m_isSelected && Body != IntPtr.Zero)
305 d.BodyEnable(Body);
306 m_wascolliding = m_iscolliding;
307 }
308 }
309 }
310
311 public override bool CollidingGround
312 {
313 get { return false; }
314 set { return; }
315 }
316
317 public override bool CollidingObj
318 {
319 get { return false; }
320 set { return; }
321 }
322
323 public override bool ThrottleUpdates
324 {
325 get { return m_throttleUpdates; }
326 set { m_throttleUpdates = value; }
327 }
328
329 public override bool Stopped
330 {
331 get { return _zeroFlag; }
332 }
333
334 public override Vector3 Position
335 {
336 get
337 {
338 if (givefakepos > 0)
339 return fakepos;
340 else
341 return _position;
342 }
343
344 set
345 {
346 fakepos = value;
347 givefakepos++;
348 AddChange(changes.Position, value);
349 }
350 }
351
352 public override Vector3 Size
353 {
354 get { return _size; }
355 set
356 {
357 if (value.IsFinite())
358 {
359 AddChange(changes.Size, value);
360 }
361 else
362 {
363 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
364 }
365 }
366 }
367
368 public override float Mass
369 {
370 get { return _mass; }
371 }
372
373 public override Vector3 Force
374 {
375 //get { return Vector3.Zero; }
376 get { return m_force; }
377 set
378 {
379 if (value.IsFinite())
380 {
381 AddChange(changes.Force, value);
382 }
383 else
384 {
385 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
386 }
387 }
388 }
389
390 public override void SetVolumeDetect(int param)
391 {
392 AddChange(changes.VolumeDtc, (param != 0));
393 }
394
395 public override Vector3 GeometricCenter
396 {
397 get
398 {
399 return Vector3.Zero;
400 }
401 }
402
403 public override Vector3 CenterOfMass
404 {
405 get
406 {
407 d.Vector3 dtmp;
408 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
409 {
410 dtmp = d.BodyGetPosition(Body);
411 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
412 }
413 else if (prim_geom != IntPtr.Zero)
414 {
415 d.Quaternion dq;
416 d.GeomCopyQuaternion(prim_geom, out dq);
417 Quaternion q;
418 q.X = dq.X;
419 q.Y = dq.Y;
420 q.Z = dq.Z;
421 q.W = dq.W;
422
423 Vector3 vtmp = primOOBoffset * q;
424 dtmp = d.GeomGetPosition(prim_geom);
425 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
426 }
427 else
428 return Vector3.Zero;
429 }
430 }
431 /*
432 public override Vector3 PrimOOBsize
433 {
434 get
435 {
436 return primOOBsize;
437 }
438 }
439
440 public override Vector3 PrimOOBoffset
441 {
442 get
443 {
444 return primOOBoffset;
445 }
446 }
447
448 public override float PrimOOBRadiusSQ
449 {
450 get
451 {
452 return primOOBradiusSQ;
453 }
454 }
455 */
456 public override PrimitiveBaseShape Shape
457 {
458 set
459 {
460 AddChange(changes.Shape, value);
461 }
462 }
463
464 public override Vector3 Velocity
465 {
466 get
467 {
468 // Averate previous velocity with the new one so
469 // client object interpolation works a 'little' better
470 if (_zeroFlag)
471 return Vector3.Zero;
472 return _velocity;
473 }
474 set
475 {
476 if (value.IsFinite())
477 {
478 AddChange(changes.Velocity, value);
479 // _velocity = value;
480
481 }
482 else
483 {
484 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
485 }
486
487 }
488 }
489
490 public override Vector3 Torque
491 {
492 get
493 {
494 if (!IsPhysical || Body == IntPtr.Zero)
495 return Vector3.Zero;
496
497 return _torque;
498 }
499
500 set
501 {
502 if (value.IsFinite())
503 {
504 AddChange(changes.Torque, value);
505 }
506 else
507 {
508 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
509 }
510 }
511 }
512
513 public override float CollisionScore
514 {
515 get { return m_collisionscore; }
516 set { m_collisionscore = value; }
517 }
518
519 public override bool Kinematic
520 {
521 get { return false; }
522 set { }
523 }
524
525 public override Quaternion Orientation
526 {
527 get
528 {
529 if (givefakeori > 0)
530 return fakeori;
531 else
532
533 return _orientation;
534 }
535 set
536 {
537 if (QuaternionIsFinite(value))
538 {
539 fakeori = value;
540 givefakeori++;
541 AddChange(changes.Orientation, value);
542 }
543 else
544 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
545
546 }
547 }
548
549 public override Vector3 Acceleration
550 {
551 get { return _acceleration; }
552 set { }
553 }
554
555 public override Vector3 RotationalVelocity
556 {
557 get
558 {
559 Vector3 pv = Vector3.Zero;
560 if (_zeroFlag)
561 return pv;
562 m_lastUpdateSent = false;
563
564 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
565 return pv;
566
567 return m_rotationalVelocity;
568 }
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_rotationalVelocity = value;
574 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
575 d.BodyEnable(Body);
576 }
577 else
578 {
579 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
580 }
581 }
582 }
583
584
585 public override float Buoyancy
586 {
587 get { return m_buoyancy; }
588 set
589 {
590 m_buoyancy = value;
591 }
592 }
593
594 public override bool FloatOnWater
595 {
596 set
597 {
598 AddChange(changes.CollidesWater, value);
599 }
600 }
601
602 public override Vector3 PIDTarget
603 {
604 set
605 {
606 if (value.IsFinite())
607 {
608 m_PIDTarget = value;
609 }
610 else
611 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
612 }
613 }
614
615 public override bool PIDActive { set { m_usePID = value; } }
616 public override float PIDTau { set { m_PIDTau = value; } }
617
618 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
619 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
620 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
621 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
622
623 public override Quaternion APIDTarget { set { return; } }
624
625 public override bool APIDActive { set { return; } }
626
627 public override float APIDStrength { set { return; } }
628
629 public override float APIDDamping { set { return; } }
630
631 public override int VehicleType
632 {
633 // we may need to put a fake on this
634 get
635 {
636 if (m_vehicle == null)
637 return (int)Vehicle.TYPE_NONE;
638 else
639 return (int)m_vehicle.Type;
640 }
641 set
642 {
643 AddChange(changes.VehicleType, value);
644 }
645 }
646
647 public override void VehicleFloatParam(int param, float value)
648 {
649 strVehicleFloatParam fp = new strVehicleFloatParam();
650 fp.param = param;
651 fp.value = value;
652 AddChange(changes.VehicleFloatParam, fp);
653 }
654
655 public override void VehicleVectorParam(int param, Vector3 value)
656 {
657 strVehicleVectorParam fp = new strVehicleVectorParam();
658 fp.param = param;
659 fp.value = value;
660 AddChange(changes.VehicleVectorParam, fp);
661 }
662
663 public override void VehicleRotationParam(int param, Quaternion value)
664 {
665 strVehicleQuatParam fp = new strVehicleQuatParam();
666 fp.param = param;
667 fp.value = value;
668 AddChange(changes.VehicleVectorParam, fp);
669 }
670
671 public override void VehicleFlags(int param, bool value)
672 {
673 if (m_vehicle == null)
674 return;
675 strVehicleBoolParam bp = new strVehicleBoolParam();
676 bp.param = param;
677 bp.value = value;
678 AddChange(changes.VehicleFlags, bp);
679 }
680
681 public void SetAcceleration(Vector3 accel)
682 {
683 _acceleration = accel;
684 }
685
686 public override void AddForce(Vector3 force, bool pushforce)
687 {
688 if (force.IsFinite())
689 {
690 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
691 }
692 else
693 {
694 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
695 }
696 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
697 }
698
699 public override void AddAngularForce(Vector3 force, bool pushforce)
700 {
701 if (force.IsFinite())
702 {
703 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
704 }
705 else
706 {
707 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
708 }
709 }
710
711 public override void CrossingFailure()
712 {
713 m_crossingfailures++;
714 changeDisable(false);
715 }
716
717 public override void SetMomentum(Vector3 momentum)
718 {
719 }
720
721 public override void SetMaterial(int pMaterial)
722 {
723 m_material = pMaterial;
724 primContactData.mu = _parent_scene.m_materialContactsData[pMaterial].mu;
725 primContactData.bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
726 }
727
728 public void setPrimForRemoval()
729 {
730 AddChange(changes.Remove, null);
731 }
732
733 public override void link(PhysicsActor obj)
734 {
735 AddChange(changes.Link, obj);
736 }
737
738 public override void delink()
739 {
740 AddChange(changes.DeLink, null);
741 }
742
743 public override void LockAngularMotion(Vector3 axis)
744 {
745 // reverse the zero/non zero values for ODE.
746 if (axis.IsFinite())
747 {
748 axis.X = (axis.X > 0) ? 1f : 0f;
749 axis.Y = (axis.Y > 0) ? 1f : 0f;
750 axis.Z = (axis.Z > 0) ? 1f : 0f;
751 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
752 AddChange(changes.AngLock, axis);
753 }
754 else
755 {
756 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
757 }
758 }
759
760 public override void SubscribeEvents(int ms)
761 {
762 m_eventsubscription = ms;
763 _parent_scene.AddCollisionEventReporting(this);
764 }
765
766 public override void UnSubscribeEvents()
767 {
768 _parent_scene.RemoveCollisionEventReporting(this);
769 m_eventsubscription = 0;
770 }
771
772 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
773 {
774 if (CollisionEventsThisFrame == null)
775 CollisionEventsThisFrame = new CollisionEventUpdate();
776
777 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
778 }
779
780 public void SendCollisions()
781 {
782 if (CollisionEventsThisFrame == null)
783 return;
784
785 base.SendCollisionUpdate(CollisionEventsThisFrame);
786
787 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
788 CollisionEventsThisFrame = null;
789 else
790 CollisionEventsThisFrame = new CollisionEventUpdate();
791 }
792
793 public override bool SubscribedEvents()
794 {
795 if (m_eventsubscription > 0)
796 return true;
797 return false;
798 }
799
800
801 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
802 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
803 {
804 Name = primName;
805
806 m_vehicle = null;
807
808 if (!pos.IsFinite())
809 {
810 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
811 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
812 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
813 }
814 _position = pos;
815 givefakepos = 0;
816
817 PID_D = parent_scene.bodyPIDD;
818 PID_G = parent_scene.bodyPIDG;
819 m_density = parent_scene.geomDefaultDensity;
820 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
821 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
822
823 prim_geom = IntPtr.Zero;
824 Body = IntPtr.Zero;
825
826 if (!size.IsFinite())
827 {
828 size = new Vector3(0.5f, 0.5f, 0.5f);
829 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
830 }
831
832 if (size.X <= 0) size.X = 0.01f;
833 if (size.Y <= 0) size.Y = 0.01f;
834 if (size.Z <= 0) size.Z = 0.01f;
835
836 _size = size;
837
838
839 if (!QuaternionIsFinite(rotation))
840 {
841 rotation = Quaternion.Identity;
842 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
843 }
844
845 _orientation = rotation;
846 givefakeori = 0;
847
848 _pbs = pbs;
849
850 _parent_scene = parent_scene;
851 m_targetSpace = IntPtr.Zero;
852
853 if (pos.Z < 0)
854 {
855 m_isphysical = false;
856 }
857 else
858 {
859 m_isphysical = pisPhysical;
860 }
861 m_fakeisphysical = m_isphysical;
862
863 m_isVolumeDetect = false;
864
865 m_force = Vector3.Zero;
866
867 m_iscolliding = false;
868 m_wascolliding = false;
869 m_colliderfilter = 0;
870
871 hasOOBoffsetFromMesh = false;
872 _triMeshData = IntPtr.Zero;
873
874
875 primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
876 primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
877
878 CalcPrimBodyData();
879
880 m_building = true; // control must set this to false when done
881
882 AddChange(changes.Add, null);
883 }
884
885 private void resetCollisionAccounting()
886 {
887 m_collisionscore = 0;
888 m_interpenetrationcount = 0;
889 m_disabled = false;
890 }
891
892 private void createAMotor(Vector3 axis)
893 {
894 if (Body == IntPtr.Zero)
895 return;
896
897 if (Amotor != IntPtr.Zero)
898 {
899 d.JointDestroy(Amotor);
900 Amotor = IntPtr.Zero;
901 }
902
903 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
904
905 if (axisnum <= 0)
906 return;
907
908 // stop it
909 d.BodySetTorque(Body, 0, 0, 0);
910 d.BodySetAngularVel(Body, 0, 0, 0);
911
912 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
913 d.JointAttach(Amotor, Body, IntPtr.Zero);
914
915 d.JointSetAMotorMode(Amotor, 0);
916
917 d.JointSetAMotorNumAxes(Amotor, axisnum);
918
919 // get current orientation to lock
920
921 d.Quaternion dcur = d.BodyGetQuaternion(Body);
922 Quaternion curr; // crap convertion between identical things
923 curr.X = dcur.X;
924 curr.Y = dcur.Y;
925 curr.Z = dcur.Z;
926 curr.W = dcur.W;
927 Vector3 ax;
928
929 const int StopERP = 7;
930 const int StopCFM = 8;
931
932 int i = 0;
933 int j = 0;
934 if (axis.X == 0)
935 {
936 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
937 // ODE should do this with axis relative to body 1 but seems to fail
938 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
939 d.JointSetAMotorAngle(Amotor, 0, 0);
940 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
941 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
942 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
943 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
944 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
945 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
946 d.JointSetAMotorParam(Amotor, (int)StopCFM, 0f);
947 d.JointSetAMotorParam(Amotor, (int)StopERP, 0.8f);
948 i++;
949 j = 256; // odeplugin.cs doesn't have all parameters so this moves to next axis set
950 }
951
952 if (axis.Y == 0)
953 {
954 ax = (new Vector3(0, 1, 0)) * curr;
955 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
956 d.JointSetAMotorAngle(Amotor, i, 0);
957 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
958 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
959 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
960 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
961 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
962 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
963 d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f);
964 d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f);
965 i++;
966 j += 256;
967 }
968
969 if (axis.Z == 0)
970 {
971 ax = (new Vector3(0, 0, 1)) * curr;
972 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
973 d.JointSetAMotorAngle(Amotor, i, 0);
974 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
975 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
976 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
977 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
978 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
979 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
980 d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f);
981 d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f);
982 }
983 }
984
985 private bool setMesh(OdeScene parent_scene)
986 {
987 if (Body != IntPtr.Zero)
988 {
989 if (childPrim)
990 {
991 if (_parent != null)
992 {
993 OdePrim parent = (OdePrim)_parent;
994 parent.ChildDelink(this, false);
995 }
996 }
997 else
998 {
999 DestroyBody();
1000 }
1001 }
1002
1003 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1004 if (mesh == null)
1005 {
1006 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1007 return false;
1008 }
1009
1010 IntPtr vertices, indices;
1011 int vertexCount, indexCount;
1012 int vertexStride, triStride;
1013
1014 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1015 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1016
1017 if (vertexCount == 0 || indexCount == 0)
1018 {
1019 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z);
1020 _size.X = 0.01f;
1021 _size.Y = 0.01f;
1022 _size.Z = 0.01f;
1023 return false;
1024 }
1025
1026 primOOBoffset = mesh.GetCentroid();
1027 hasOOBoffsetFromMesh = true;
1028
1029 _triMeshData = d.GeomTriMeshDataCreate();
1030
1031 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1032 d.GeomTriMeshDataPreprocess(_triMeshData);
1033
1034 mesh.releaseSourceMeshData();
1035
1036 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1037 try
1038 {
1039 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null));
1040 }
1041
1042 catch (Exception e)
1043 {
1044 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1045 return false;
1046 }
1047 return true;
1048 }
1049
1050 private void SetGeom(IntPtr geom)
1051 {
1052 prim_geom = geom;
1053 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1054 if (prim_geom != IntPtr.Zero)
1055 {
1056 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1057 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1058
1059 CalcPrimBodyData();
1060
1061 _parent_scene.geom_name_map[prim_geom] = Name;
1062 _parent_scene.actor_name_map[prim_geom] = this;
1063
1064 /*
1065 if (childPrim)
1066 {
1067 if (_parent != null && _parent is OdePrim)
1068 {
1069 OdePrim parent = (OdePrim)_parent;
1070 //Console.WriteLine("SetGeom calls ChildSetGeom");
1071 parent.ChildSetGeom(this);
1072 }
1073 }
1074 */
1075 }
1076 else
1077 m_log.Warn("Setting bad Geom");
1078 }
1079
1080
1081 /// <summary>
1082 /// Create a geometry for the given mesh in the given target space.
1083 /// </summary>
1084 /// <param name="m_targetSpace"></param>
1085 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1086 private void CreateGeom()
1087 {
1088 if (_triMeshData != IntPtr.Zero)
1089 {
1090 d.GeomTriMeshDataDestroy(_triMeshData);
1091 _triMeshData = IntPtr.Zero;
1092 }
1093
1094 bool haveMesh = false;
1095 hasOOBoffsetFromMesh = false;
1096
1097 if (_parent_scene.needsMeshing(_pbs))
1098 {
1099 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1100 }
1101
1102 if (!haveMesh)
1103 {
1104 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1105 && _size.X == _size.Y && _size.Y == _size.Z)
1106 { // it's a sphere
1107 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1108 try
1109 {
1110 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1111 }
1112 catch (Exception e)
1113 {
1114 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1115 return;
1116 }
1117 }
1118 else
1119 {// do it as a box
1120 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1121 try
1122 {
1123 //Console.WriteLine(" CreateGeom 4");
1124 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1125 }
1126 catch (Exception e)
1127 {
1128 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1129 return;
1130 }
1131 }
1132 }
1133 }
1134
1135 /// <summary>
1136 /// Set a new geometry for this prim.
1137 /// </summary>
1138 /// <param name="geom"></param>
1139 private void RemoveGeom()
1140 {
1141 if (prim_geom != IntPtr.Zero)
1142 {
1143 _parent_scene.geom_name_map.Remove(prim_geom);
1144 _parent_scene.actor_name_map.Remove(prim_geom);
1145 try
1146 {
1147 d.GeomDestroy(prim_geom);
1148 if (_triMeshData != IntPtr.Zero)
1149 {
1150 d.GeomTriMeshDataDestroy(_triMeshData);
1151 _triMeshData = IntPtr.Zero;
1152 }
1153 }
1154 // catch (System.AccessViolationException)
1155 catch (Exception e)
1156 {
1157 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1158 }
1159
1160 prim_geom = IntPtr.Zero;
1161 }
1162 else
1163 {
1164 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1165 }
1166 Body = IntPtr.Zero;
1167 hasOOBoffsetFromMesh = false;
1168 CalcPrimBodyData();
1169 }
1170
1171 private void ChildSetGeom(OdePrim odePrim)
1172 {
1173 // well..
1174 DestroyBody();
1175 MakeBody();
1176 }
1177
1178 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1179 // should only be called for non physical prims unless they are becoming non physical
1180 private void SetInStaticSpace(OdePrim prim)
1181 {
1182 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1183 prim.m_targetSpace = targetSpace;
1184 d.GeomEnable(prim_geom);
1185 }
1186
1187 public void enableBodySoft()
1188 {
1189 if (!childPrim)
1190 {
1191 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1192 {
1193 if (m_targetSpace != _parent_scene.ActiveSpace)
1194 {
1195 m_targetSpace = _parent_scene.ActiveSpace;
1196
1197 foreach (OdePrim prm in childrenPrim)
1198 {
1199 if (prm.prim_geom != IntPtr.Zero)
1200 {
1201 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1202 prm.m_targetSpace = m_targetSpace;
1203 }
1204 }
1205 d.SpaceAdd(m_targetSpace, prim_geom);
1206 }
1207 d.GeomEnable(prim_geom);
1208 foreach (OdePrim prm in childrenPrim)
1209 d.GeomEnable(prm.prim_geom);
1210
1211 d.BodyEnable(Body);
1212 }
1213 }
1214 resetCollisionAccounting(); // this sets m_disable to false
1215 }
1216
1217 private void disableBodySoft()
1218 {
1219 m_disabled = true;
1220 if (!childPrim)
1221 {
1222 if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero)
1223 {
1224 if (m_targetSpace == _parent_scene.ActiveSpace)
1225 {
1226 foreach (OdePrim prm in childrenPrim)
1227 {
1228 if (prm.m_targetSpace != IntPtr.Zero && prm.prim_geom != IntPtr.Zero)
1229 {
1230 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1231 prm.m_targetSpace = IntPtr.Zero;
1232 }
1233 }
1234 d.SpaceRemove(m_targetSpace, prim_geom);
1235 m_targetSpace = IntPtr.Zero;
1236 }
1237 d.GeomDisable(prim_geom);
1238 foreach (OdePrim prm in childrenPrim)
1239 d.GeomDisable(prm.prim_geom);
1240 d.BodyDisable(Body);
1241 }
1242 }
1243 }
1244
1245 private void MakeBody()
1246 {
1247 if (!m_isphysical) // only physical get bodies
1248 return;
1249
1250 if (childPrim) // child prims don't get bodies;
1251 return;
1252
1253 if (m_building)
1254 return;
1255
1256 if (prim_geom == IntPtr.Zero)
1257 {
1258 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1259 return;
1260 }
1261
1262 if (Body != IntPtr.Zero)
1263 {
1264 d.BodyDestroy(Body);
1265 Body = IntPtr.Zero;
1266 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1267 }
1268
1269
1270 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1271 {
1272 d.GeomSetBody(prim_geom, IntPtr.Zero);
1273 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1274 }
1275
1276 d.Matrix3 mymat = new d.Matrix3();
1277 d.Quaternion myrot = new d.Quaternion();
1278 d.Mass objdmass = new d.Mass { };
1279
1280 Body = d.BodyCreate(_parent_scene.world);
1281
1282 DMassDup(ref primdMass, out objdmass);
1283
1284 // rotate inertia
1285 myrot.X = _orientation.X;
1286 myrot.Y = _orientation.Y;
1287 myrot.Z = _orientation.Z;
1288 myrot.W = _orientation.W;
1289
1290 d.RfromQ(out mymat, ref myrot);
1291 d.MassRotate(ref objdmass, ref mymat);
1292
1293 // set the body rotation and position
1294 d.BodySetRotation(Body, ref mymat);
1295
1296 // recompute full object inertia if needed
1297 if (childrenPrim.Count > 0)
1298 {
1299 d.Matrix3 mat = new d.Matrix3();
1300 d.Quaternion quat = new d.Quaternion();
1301 d.Mass tmpdmass = new d.Mass { };
1302 Vector3 rcm;
1303
1304 rcm.X = _position.X + objdmass.c.X;
1305 rcm.Y = _position.Y + objdmass.c.Y;
1306 rcm.Z = _position.Z + objdmass.c.Z;
1307
1308 lock (childrenPrim)
1309 {
1310 foreach (OdePrim prm in childrenPrim)
1311 {
1312 if (prm.prim_geom == IntPtr.Zero)
1313 {
1314 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1315 continue;
1316 }
1317
1318
1319
1320 DMassCopy(ref prm.primdMass, ref tmpdmass);
1321
1322 // apply prim current rotation to inertia
1323 quat.X = prm._orientation.X;
1324 quat.Y = prm._orientation.Y;
1325 quat.Z = prm._orientation.Z;
1326 quat.W = prm._orientation.W;
1327 d.RfromQ(out mat, ref quat);
1328 d.MassRotate(ref tmpdmass, ref mat);
1329
1330 Vector3 ppos = prm._position;
1331 ppos.X += tmpdmass.c.X - rcm.X;
1332 ppos.Y += tmpdmass.c.Y - rcm.Y;
1333 ppos.Z += tmpdmass.c.Z - rcm.Z;
1334
1335 // refer inertia to root prim center of mass position
1336 d.MassTranslate(ref tmpdmass,
1337 ppos.X,
1338 ppos.Y,
1339 ppos.Z);
1340
1341 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1342 // fix prim colision cats
1343
1344 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1345 {
1346 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1347 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1348 }
1349
1350 d.GeomClearOffset(prm.prim_geom);
1351 d.GeomSetBody(prm.prim_geom, Body);
1352 prm.Body = Body;
1353 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1354 }
1355 }
1356 }
1357
1358 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1359 // associate root geom with body
1360 d.GeomSetBody(prim_geom, Body);
1361
1362 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1363 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1364
1365 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1366 myrot.W = -myrot.W;
1367 d.RfromQ(out mymat, ref myrot);
1368 d.MassRotate(ref objdmass, ref mymat);
1369 d.BodySetMass(Body, ref objdmass);
1370 _mass = objdmass.mass;
1371
1372 m_collisionCategories |= CollisionCategories.Body;
1373 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1374
1375 // disconnect from world gravity so we can apply buoyancy
1376 d.BodySetGravityMode(Body, false);
1377
1378 d.BodySetAutoDisableFlag(Body, true);
1379 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1380 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1381 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1382 d.BodySetDamping(Body, .001f, .0002f);
1383
1384 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1385 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1386
1387 m_interpenetrationcount = 0;
1388 m_collisionscore = 0;
1389
1390 m_disabled = false;
1391
1392 if (m_targetSpace != _parent_scene.ActiveSpace)
1393 {
1394 if (m_targetSpace != IntPtr.Zero)
1395 {
1396 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1397 if (d.SpaceQuery(m_targetSpace, prim_geom))
1398 d.SpaceRemove(m_targetSpace, prim_geom);
1399 }
1400
1401 m_targetSpace = _parent_scene.ActiveSpace;
1402 d.SpaceAdd(m_targetSpace, prim_geom);
1403 }
1404
1405 lock (childrenPrim)
1406 {
1407 foreach (OdePrim prm in childrenPrim)
1408 {
1409 if (prm.prim_geom == IntPtr.Zero)
1410 continue;
1411
1412 Vector3 ppos = prm._position;
1413 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1414
1415 prm.m_collisionCategories |= CollisionCategories.Body;
1416 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1417 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1418 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1419
1420 if (prm.m_targetSpace != _parent_scene.ActiveSpace)
1421 {
1422 if (prm.m_targetSpace != IntPtr.Zero)
1423 {
1424 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1425 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1426 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1427 }
1428 prm.m_targetSpace = _parent_scene.ActiveSpace;
1429 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1430 }
1431 d.GeomEnable(prm.prim_geom);
1432 prm.m_disabled = false;
1433 prm.m_interpenetrationcount = 0;
1434 prm.m_collisionscore = 0;
1435 _parent_scene.addActivePrim(prm);
1436 }
1437 }
1438
1439 // The body doesn't already have a finite rotation mode set here
1440 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1441 {
1442 createAMotor(m_angularlock);
1443 }
1444
1445 d.GeomEnable(prim_geom);
1446 m_disabled = false;
1447 _parent_scene.addActivePrim(this);
1448 }
1449
1450 private void DestroyBody()
1451 {
1452 if (Body != IntPtr.Zero)
1453 {
1454 _parent_scene.remActivePrim(this);
1455 m_collisionCategories &= ~CollisionCategories.Body;
1456 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1457 if (prim_geom != IntPtr.Zero)
1458 {
1459 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1460 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1461 UpdateDataFromGeom();
1462 d.GeomSetBody(prim_geom, IntPtr.Zero);
1463 SetInStaticSpace(this);
1464 }
1465
1466 if (!childPrim)
1467 {
1468 lock (childrenPrim)
1469 {
1470 foreach (OdePrim prm in childrenPrim)
1471 {
1472 _parent_scene.remActivePrim(prm);
1473 prm.m_collisionCategories &= ~CollisionCategories.Body;
1474 prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1475 if (prm.prim_geom != IntPtr.Zero)
1476 {
1477 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1478 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1479 prm.UpdateDataFromGeom();
1480 SetInStaticSpace(prm);
1481 }
1482 prm.Body = IntPtr.Zero;
1483 prm._mass = prm.primMass;
1484 prm.m_collisionscore = 0;
1485 }
1486 }
1487 d.BodyDestroy(Body);
1488 }
1489 Body = IntPtr.Zero;
1490 }
1491 _mass = primMass;
1492 m_disabled = true;
1493 m_collisionscore = 0;
1494 }
1495
1496 #region Mass Calculation
1497
1498 private float CalculatePrimVolume()
1499 {
1500 float volume = _size.X * _size.Y * _size.Z; // default
1501 float tmp;
1502
1503 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1504 float hollowVolume = hollowAmount * hollowAmount;
1505
1506 switch (_pbs.ProfileShape)
1507 {
1508 case ProfileShape.Square:
1509 // default box
1510
1511 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1512 {
1513 if (hollowAmount > 0.0)
1514 {
1515 switch (_pbs.HollowShape)
1516 {
1517 case HollowShape.Square:
1518 case HollowShape.Same:
1519 break;
1520
1521 case HollowShape.Circle:
1522
1523 hollowVolume *= 0.78539816339f;
1524 break;
1525
1526 case HollowShape.Triangle:
1527
1528 hollowVolume *= (0.5f * .5f);
1529 break;
1530
1531 default:
1532 hollowVolume = 0;
1533 break;
1534 }
1535 volume *= (1.0f - hollowVolume);
1536 }
1537 }
1538
1539 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1540 {
1541 //a tube
1542
1543 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1544 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1545 volume -= volume * tmp * tmp;
1546
1547 if (hollowAmount > 0.0)
1548 {
1549 hollowVolume *= hollowAmount;
1550
1551 switch (_pbs.HollowShape)
1552 {
1553 case HollowShape.Square:
1554 case HollowShape.Same:
1555 break;
1556
1557 case HollowShape.Circle:
1558 hollowVolume *= 0.78539816339f;
1559 break;
1560
1561 case HollowShape.Triangle:
1562 hollowVolume *= 0.5f * 0.5f;
1563 break;
1564 default:
1565 hollowVolume = 0;
1566 break;
1567 }
1568 volume *= (1.0f - hollowVolume);
1569 }
1570 }
1571
1572 break;
1573
1574 case ProfileShape.Circle:
1575
1576 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1577 {
1578 volume *= 0.78539816339f; // elipse base
1579
1580 if (hollowAmount > 0.0)
1581 {
1582 switch (_pbs.HollowShape)
1583 {
1584 case HollowShape.Same:
1585 case HollowShape.Circle:
1586 break;
1587
1588 case HollowShape.Square:
1589 hollowVolume *= 0.5f * 2.5984480504799f;
1590 break;
1591
1592 case HollowShape.Triangle:
1593 hollowVolume *= .5f * 1.27323954473516f;
1594 break;
1595
1596 default:
1597 hollowVolume = 0;
1598 break;
1599 }
1600 volume *= (1.0f - hollowVolume);
1601 }
1602 }
1603
1604 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1605 {
1606 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1607 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1608 volume *= (1.0f - tmp * tmp);
1609
1610 if (hollowAmount > 0.0)
1611 {
1612
1613 // calculate the hollow volume by it's shape compared to the prim shape
1614 hollowVolume *= hollowAmount;
1615
1616 switch (_pbs.HollowShape)
1617 {
1618 case HollowShape.Same:
1619 case HollowShape.Circle:
1620 break;
1621
1622 case HollowShape.Square:
1623 hollowVolume *= 0.5f * 2.5984480504799f;
1624 break;
1625
1626 case HollowShape.Triangle:
1627 hollowVolume *= .5f * 1.27323954473516f;
1628 break;
1629
1630 default:
1631 hollowVolume = 0;
1632 break;
1633 }
1634 volume *= (1.0f - hollowVolume);
1635 }
1636 }
1637 break;
1638
1639 case ProfileShape.HalfCircle:
1640 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1641 {
1642 volume *= 0.52359877559829887307710723054658f;
1643 }
1644 break;
1645
1646 case ProfileShape.EquilateralTriangle:
1647
1648 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1649 {
1650 volume *= 0.32475953f;
1651
1652 if (hollowAmount > 0.0)
1653 {
1654
1655 // calculate the hollow volume by it's shape compared to the prim shape
1656 switch (_pbs.HollowShape)
1657 {
1658 case HollowShape.Same:
1659 case HollowShape.Triangle:
1660 hollowVolume *= .25f;
1661 break;
1662
1663 case HollowShape.Square:
1664 hollowVolume *= 0.499849f * 3.07920140172638f;
1665 break;
1666
1667 case HollowShape.Circle:
1668 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1669 // Cyllinder hollow volume calculation
1670
1671 hollowVolume *= 0.1963495f * 3.07920140172638f;
1672 break;
1673
1674 default:
1675 hollowVolume = 0;
1676 break;
1677 }
1678 volume *= (1.0f - hollowVolume);
1679 }
1680 }
1681 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1682 {
1683 volume *= 0.32475953f;
1684 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1685 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1686 volume *= (1.0f - tmp * tmp);
1687
1688 if (hollowAmount > 0.0)
1689 {
1690
1691 hollowVolume *= hollowAmount;
1692
1693 switch (_pbs.HollowShape)
1694 {
1695 case HollowShape.Same:
1696 case HollowShape.Triangle:
1697 hollowVolume *= .25f;
1698 break;
1699
1700 case HollowShape.Square:
1701 hollowVolume *= 0.499849f * 3.07920140172638f;
1702 break;
1703
1704 case HollowShape.Circle:
1705
1706 hollowVolume *= 0.1963495f * 3.07920140172638f;
1707 break;
1708
1709 default:
1710 hollowVolume = 0;
1711 break;
1712 }
1713 volume *= (1.0f - hollowVolume);
1714 }
1715 }
1716 break;
1717
1718 default:
1719 break;
1720 }
1721
1722 float taperX1;
1723 float taperY1;
1724 float taperX;
1725 float taperY;
1726 float pathBegin;
1727 float pathEnd;
1728 float profileBegin;
1729 float profileEnd;
1730
1731 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1732 {
1733 taperX1 = _pbs.PathScaleX * 0.01f;
1734 if (taperX1 > 1.0f)
1735 taperX1 = 2.0f - taperX1;
1736 taperX = 1.0f - taperX1;
1737
1738 taperY1 = _pbs.PathScaleY * 0.01f;
1739 if (taperY1 > 1.0f)
1740 taperY1 = 2.0f - taperY1;
1741 taperY = 1.0f - taperY1;
1742 }
1743 else
1744 {
1745 taperX = _pbs.PathTaperX * 0.01f;
1746 if (taperX < 0.0f)
1747 taperX = -taperX;
1748 taperX1 = 1.0f - taperX;
1749
1750 taperY = _pbs.PathTaperY * 0.01f;
1751 if (taperY < 0.0f)
1752 taperY = -taperY;
1753 taperY1 = 1.0f - taperY;
1754 }
1755
1756 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1757
1758 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1759 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1760 volume *= (pathEnd - pathBegin);
1761
1762 // this is crude aproximation
1763 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1764 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1765 volume *= (profileEnd - profileBegin);
1766
1767 return volume;
1768 }
1769
1770
1771 private void CalcPrimBodyData()
1772 {
1773 float volume;
1774
1775 if (prim_geom == IntPtr.Zero)
1776 {
1777 // Ubit let's have a initial basic OOB
1778 primOOBsize.X = _size.X;
1779 primOOBsize.Y = _size.Y;
1780 primOOBsize.Z = _size.Z;
1781 primOOBoffset = Vector3.Zero;
1782 }
1783 else
1784 {
1785 d.AABB AABB;
1786 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1787
1788 primOOBsize.X = (AABB.MaxX - AABB.MinX);
1789 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
1790 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
1791 if (!hasOOBoffsetFromMesh)
1792 {
1793 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
1794 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
1795 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
1796 }
1797 }
1798
1799 // also its own inertia and mass
1800 // keep using basic shape mass for now
1801 volume = CalculatePrimVolume();
1802
1803 primMass = m_density * volume;
1804
1805 if (primMass <= 0)
1806 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1807 if (primMass > _parent_scene.maximumMassObject)
1808 primMass = _parent_scene.maximumMassObject;
1809
1810 _mass = primMass; // just in case
1811
1812 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
1813
1814 d.MassTranslate(ref primdMass,
1815 primOOBoffset.X,
1816 primOOBoffset.Y,
1817 primOOBoffset.Z);
1818
1819 primOOBsize *= 0.5f; // let obb size be a corner coords
1820 primOOBradiusSQ = primOOBsize.LengthSquared();
1821 }
1822
1823
1824 #endregion
1825
1826
1827 /// <summary>
1828 /// Add a child prim to this parent prim.
1829 /// </summary>
1830 /// <param name="prim">Child prim</param>
1831 // I'm the parent
1832 // prim is the child
1833 public void ParentPrim(OdePrim prim)
1834 {
1835 //Console.WriteLine("ParentPrim " + m_primName);
1836 if (this.m_localID != prim.m_localID)
1837 {
1838 DestroyBody(); // for now we need to rebuil entire object on link change
1839
1840 lock (childrenPrim)
1841 {
1842 // adopt the prim
1843 if (!childrenPrim.Contains(prim))
1844 childrenPrim.Add(prim);
1845
1846 // see if this prim has kids and adopt them also
1847 // should not happen for now
1848 foreach (OdePrim prm in prim.childrenPrim)
1849 {
1850 if (!childrenPrim.Contains(prm))
1851 {
1852 if (prm.Body != IntPtr.Zero)
1853 {
1854 if (prm.prim_geom != IntPtr.Zero)
1855 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1856 if (prm.Body != prim.Body)
1857 prm.DestroyBody(); // don't loose bodies around
1858 prm.Body = IntPtr.Zero;
1859 }
1860
1861 childrenPrim.Add(prm);
1862 prm._parent = this;
1863 }
1864 }
1865 }
1866 //Remove old children from the prim
1867 prim.childrenPrim.Clear();
1868
1869 if (prim.Body != IntPtr.Zero)
1870 {
1871 if (prim.prim_geom != IntPtr.Zero)
1872 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
1873 prim.DestroyBody(); // don't loose bodies around
1874 prim.Body = IntPtr.Zero;
1875 }
1876
1877 prim.childPrim = true;
1878 prim._parent = this;
1879
1880 MakeBody(); // full nasty reconstruction
1881 }
1882 }
1883
1884 private void UpdateChildsfromgeom()
1885 {
1886 if (childrenPrim.Count > 0)
1887 {
1888 foreach (OdePrim prm in childrenPrim)
1889 prm.UpdateDataFromGeom();
1890 }
1891 }
1892
1893 private void UpdateDataFromGeom()
1894 {
1895 if (prim_geom != IntPtr.Zero)
1896 {
1897 d.Vector3 lpos;
1898 d.GeomCopyPosition(prim_geom, out lpos);
1899 _position.X = lpos.X;
1900 _position.Y = lpos.Y;
1901 _position.Z = lpos.Z;
1902 d.Quaternion qtmp = new d.Quaternion { };
1903 d.GeomCopyQuaternion(prim_geom, out qtmp);
1904 _orientation.W = qtmp.W;
1905 _orientation.X = qtmp.X;
1906 _orientation.Y = qtmp.Y;
1907 _orientation.Z = qtmp.Z;
1908 }
1909 }
1910
1911 private void ChildDelink(OdePrim odePrim, bool remakebodies)
1912 {
1913 // Okay, we have a delinked child.. destroy all body and remake
1914 if (odePrim != this && !childrenPrim.Contains(odePrim))
1915 return;
1916
1917 DestroyBody();
1918
1919 if (odePrim == this) // delinking the root prim
1920 {
1921 OdePrim newroot = null;
1922 lock (childrenPrim)
1923 {
1924 if (childrenPrim.Count > 0)
1925 {
1926 newroot = childrenPrim[0];
1927 childrenPrim.RemoveAt(0);
1928 foreach (OdePrim prm in childrenPrim)
1929 {
1930 newroot.childrenPrim.Add(prm);
1931 }
1932 childrenPrim.Clear();
1933 }
1934 if (newroot != null)
1935 {
1936 newroot.childPrim = false;
1937 newroot._parent = null;
1938 if (remakebodies)
1939 newroot.MakeBody();
1940 }
1941 }
1942 }
1943
1944 else
1945 {
1946 lock (childrenPrim)
1947 {
1948 childrenPrim.Remove(odePrim);
1949 odePrim.childPrim = false;
1950 odePrim._parent = null;
1951 // odePrim.UpdateDataFromGeom();
1952 if (remakebodies)
1953 odePrim.MakeBody();
1954 }
1955 }
1956 if (remakebodies)
1957 MakeBody();
1958 }
1959
1960 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
1961 {
1962 // Okay, we have a delinked child.. destroy all body and remake
1963 if (odePrim != this && !childrenPrim.Contains(odePrim))
1964 return;
1965
1966 DestroyBody();
1967
1968 if (odePrim == this)
1969 {
1970 OdePrim newroot = null;
1971 lock (childrenPrim)
1972 {
1973 if (childrenPrim.Count > 0)
1974 {
1975 newroot = childrenPrim[0];
1976 childrenPrim.RemoveAt(0);
1977 foreach (OdePrim prm in childrenPrim)
1978 {
1979 newroot.childrenPrim.Add(prm);
1980 }
1981 childrenPrim.Clear();
1982 }
1983 if (newroot != null)
1984 {
1985 newroot.childPrim = false;
1986 newroot._parent = null;
1987 newroot.MakeBody();
1988 }
1989 }
1990 if (reMakeBody)
1991 MakeBody();
1992 return;
1993 }
1994 else
1995 {
1996 lock (childrenPrim)
1997 {
1998 childrenPrim.Remove(odePrim);
1999 odePrim.childPrim = false;
2000 odePrim._parent = null;
2001 if (reMakeBody)
2002 odePrim.MakeBody();
2003 }
2004 }
2005 MakeBody();
2006 }
2007
2008 #region changes
2009
2010 private void changeadd()
2011 {
2012 CreateGeom();
2013
2014 if (prim_geom != IntPtr.Zero)
2015 {
2016 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2017 d.Quaternion myrot = new d.Quaternion();
2018 myrot.X = _orientation.X;
2019 myrot.Y = _orientation.Y;
2020 myrot.Z = _orientation.Z;
2021 myrot.W = _orientation.W;
2022 d.GeomSetQuaternion(prim_geom, ref myrot);
2023 // _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
2024 if (!m_isphysical)
2025 SetInStaticSpace(this);
2026 }
2027
2028 if (m_isphysical && Body == IntPtr.Zero)
2029 {
2030 /*
2031 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2032 {
2033 changeShape(_pbs);
2034 }
2035 else
2036 {
2037 */
2038 MakeBody();
2039 // }
2040 }
2041 }
2042
2043 private void changeAngularLock(Vector3 newLock)
2044 {
2045 // do we have a Physical object?
2046 if (Body != IntPtr.Zero)
2047 {
2048 //Check that we have a Parent
2049 //If we have a parent then we're not authorative here
2050 if (_parent == null)
2051 {
2052 if (!newLock.ApproxEquals(Vector3.One, 0f))
2053 {
2054 createAMotor(newLock);
2055 }
2056 else
2057 {
2058 if (Amotor != IntPtr.Zero)
2059 {
2060 d.JointDestroy(Amotor);
2061 Amotor = IntPtr.Zero;
2062 }
2063 }
2064 }
2065 }
2066 // Store this for later in case we get turned into a separate body
2067 m_angularlock = newLock;
2068 }
2069
2070 private void changeLink(OdePrim NewParent)
2071 {
2072 if (_parent == null && NewParent != null)
2073 {
2074 NewParent.ParentPrim(this);
2075 }
2076 else if (_parent != null)
2077 {
2078 if (_parent is OdePrim)
2079 {
2080 if (NewParent != _parent)
2081 {
2082 (_parent as OdePrim).ChildDelink(this, false); // for now...
2083 childPrim = false;
2084
2085 if (NewParent != null)
2086 {
2087 NewParent.ParentPrim(this);
2088 }
2089 }
2090 }
2091 }
2092 _parent = NewParent;
2093 }
2094
2095
2096 private void Stop()
2097 {
2098 if (!childPrim)
2099 {
2100 m_force = Vector3.Zero;
2101 m_forceacc = Vector3.Zero;
2102 m_angularForceacc = Vector3.Zero;
2103 _torque = Vector3.Zero;
2104 _velocity = Vector3.Zero;
2105 _acceleration = Vector3.Zero;
2106 m_rotationalVelocity = Vector3.Zero;
2107 _target_velocity = Vector3.Zero;
2108 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2109 m_vehicle.Stop();
2110 }
2111
2112 if (Body != IntPtr.Zero)
2113 {
2114 d.BodySetForce(Body, 0f, 0f, 0f);
2115 d.BodySetTorque(Body, 0f, 0f, 0f);
2116 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2117 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2118
2119 }
2120 }
2121
2122 private void changeSelectedStatus(bool newval)
2123 {
2124 m_isSelected = newval;
2125 Stop();
2126
2127 if (newval)
2128 {
2129 m_collisionCategories = CollisionCategories.Selected;
2130 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2131
2132 if (prim_geom != IntPtr.Zero)
2133 {
2134 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2135 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2136 }
2137
2138 disableBodySoft();
2139 }
2140 else
2141 {
2142 m_collisionCategories = CollisionCategories.Geom;
2143
2144 if (m_isphysical)
2145 m_collisionCategories |= CollisionCategories.Body;
2146
2147 m_collisionFlags = m_default_collisionFlags;
2148
2149 if (m_collidesLand)
2150 m_collisionFlags |= CollisionCategories.Land;
2151 if (m_collidesWater)
2152 m_collisionFlags |= CollisionCategories.Water;
2153
2154 if (prim_geom != IntPtr.Zero)
2155 {
2156 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2157 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2158 }
2159
2160 enableBodySoft();
2161 }
2162
2163 resetCollisionAccounting();
2164 }
2165
2166 private void changePosition(Vector3 newPos)
2167 {
2168 if (m_isphysical)
2169 {
2170 if (childPrim) // inertia is messed, must rebuild
2171 {
2172 if (m_building)
2173 {
2174 _position = newPos;
2175 }
2176 }
2177 else
2178 {
2179 if (_position != newPos)
2180 {
2181 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2182 _position = newPos;
2183 }
2184 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2185 d.BodyEnable(Body);
2186 }
2187 }
2188 else
2189 {
2190 if (prim_geom != IntPtr.Zero)
2191 {
2192 if (newPos != _position)
2193 {
2194 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2195 _position = newPos;
2196
2197 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2198 }
2199 }
2200 }
2201 givefakepos--;
2202 if (givefakepos < 0)
2203 givefakepos = 0;
2204 // changeSelectedStatus();
2205 resetCollisionAccounting();
2206 }
2207
2208 private void changeOrientation(Quaternion newOri)
2209 {
2210 if (m_isphysical)
2211 {
2212 if (childPrim) // inertia is messed, must rebuild
2213 {
2214 if (m_building)
2215 {
2216 _orientation = newOri;
2217 }
2218 }
2219 else
2220 {
2221 if (newOri != _orientation)
2222 {
2223 d.Quaternion myrot = new d.Quaternion();
2224 myrot.X = newOri.X;
2225 myrot.Y = newOri.Y;
2226 myrot.Z = newOri.Z;
2227 myrot.W = newOri.W;
2228 d.GeomSetQuaternion(prim_geom, ref myrot);
2229 _orientation = newOri;
2230 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2231 createAMotor(m_angularlock);
2232 }
2233 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2234 d.BodyEnable(Body);
2235 }
2236 }
2237 else
2238 {
2239 if (prim_geom != IntPtr.Zero)
2240 {
2241 if (newOri != _orientation)
2242 {
2243 d.Quaternion myrot = new d.Quaternion();
2244 myrot.X = newOri.X;
2245 myrot.Y = newOri.Y;
2246 myrot.Z = newOri.Z;
2247 myrot.W = newOri.W;
2248 d.GeomSetQuaternion(prim_geom, ref myrot);
2249 _orientation = newOri;
2250 }
2251 }
2252 }
2253 givefakeori--;
2254 if (givefakeori < 0)
2255 givefakeori = 0;
2256 resetCollisionAccounting();
2257 }
2258
2259 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2260 {
2261 if (m_isphysical)
2262 {
2263 if (childPrim && m_building) // inertia is messed, must rebuild
2264 {
2265 _position = newPos;
2266 _orientation = newOri;
2267 }
2268 else
2269 {
2270 if (newOri != _orientation)
2271 {
2272 d.Quaternion myrot = new d.Quaternion();
2273 myrot.X = newOri.X;
2274 myrot.Y = newOri.Y;
2275 myrot.Z = newOri.Z;
2276 myrot.W = newOri.W;
2277 d.GeomSetQuaternion(prim_geom, ref myrot);
2278 _orientation = newOri;
2279 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2280 createAMotor(m_angularlock);
2281 }
2282 if (_position != newPos)
2283 {
2284 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2285 _position = newPos;
2286 }
2287 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2288 d.BodyEnable(Body);
2289 }
2290 }
2291 else
2292 {
2293 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2294 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2295
2296 if (prim_geom != IntPtr.Zero)
2297 {
2298 if (newOri != _orientation)
2299 {
2300 d.Quaternion myrot = new d.Quaternion();
2301 myrot.X = newOri.X;
2302 myrot.Y = newOri.Y;
2303 myrot.Z = newOri.Z;
2304 myrot.W = newOri.W;
2305 d.GeomSetQuaternion(prim_geom, ref myrot);
2306 _orientation = newOri;
2307 }
2308
2309 if (newPos != _position)
2310 {
2311 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2312 _position = newPos;
2313
2314 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2315 }
2316 }
2317 }
2318 givefakepos--;
2319 if (givefakepos < 0)
2320 givefakepos = 0;
2321 givefakeori--;
2322 if (givefakeori < 0)
2323 givefakeori = 0;
2324
2325 resetCollisionAccounting();
2326 }
2327
2328
2329 private void changeDisable(bool disable)
2330 {
2331 if (disable)
2332 {
2333 if (!m_disabled)
2334 disableBodySoft();
2335 }
2336 else
2337 {
2338 if (m_disabled)
2339 enableBodySoft();
2340 }
2341 }
2342
2343 private void changePhysicsStatus(bool NewStatus)
2344 {
2345 m_isphysical = NewStatus;
2346
2347 if (!childPrim)
2348 {
2349 if (NewStatus)
2350 {
2351 if (Body == IntPtr.Zero)
2352 {
2353 /*
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeShape(_pbs);
2357 }
2358 else
2359 */
2360 {
2361 MakeBody();
2362 }
2363 }
2364 }
2365 else
2366 {
2367 if (Body != IntPtr.Zero)
2368 {
2369 // UpdateChildsfromgeom();
2370 /* if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2371 {
2372 changeShape(_pbs);
2373 }
2374 else
2375 */
2376 DestroyBody();
2377 Stop();
2378 }
2379 }
2380 }
2381
2382 resetCollisionAccounting();
2383 }
2384
2385 private void changeprimsizeshape()
2386 {
2387 OdePrim parent = (OdePrim)_parent;
2388
2389 bool chp = childPrim;
2390
2391 if (chp)
2392 {
2393 if (parent != null)
2394 {
2395 parent.DestroyBody();
2396 }
2397 }
2398 else
2399 {
2400 DestroyBody();
2401 }
2402
2403 RemoveGeom();
2404
2405 // we don't need to do space calculation because the client sends a position update also.
2406 if (_size.X <= 0)
2407 _size.X = 0.01f;
2408 if (_size.Y <= 0)
2409 _size.Y = 0.01f;
2410 if (_size.Z <= 0)
2411 _size.Z = 0.01f;
2412 // Construction of new prim
2413
2414 CreateGeom();
2415
2416 if (prim_geom != IntPtr.Zero)
2417 {
2418 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2419 d.Quaternion myrot = new d.Quaternion();
2420 myrot.X = _orientation.X;
2421 myrot.Y = _orientation.Y;
2422 myrot.Z = _orientation.Z;
2423 myrot.W = _orientation.W;
2424 d.GeomSetQuaternion(prim_geom, ref myrot);
2425 }
2426
2427 if (chp)
2428 {
2429 if (parent != null)
2430 {
2431 parent.MakeBody();
2432 }
2433 }
2434 else
2435 MakeBody();
2436
2437 resetCollisionAccounting();
2438 }
2439
2440 private void changeSize(Vector3 newSize)
2441 {
2442 _size = newSize;
2443 changeprimsizeshape();
2444 }
2445
2446 private void changeShape(PrimitiveBaseShape newShape)
2447 {
2448 _pbs = newShape;
2449 changeprimsizeshape();
2450 }
2451
2452 private void changeFloatOnWater(bool newval)
2453 {
2454 m_collidesWater = newval;
2455
2456 if (prim_geom != IntPtr.Zero)
2457 {
2458 if (m_collidesWater)
2459 {
2460 m_collisionFlags |= CollisionCategories.Water;
2461 }
2462 else
2463 {
2464 m_collisionFlags &= ~CollisionCategories.Water;
2465 }
2466 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2467 }
2468 }
2469
2470 private void changeSetTorque(Vector3 newtorque)
2471 {
2472 if (!m_isSelected)
2473 {
2474 if (m_isphysical && Body != IntPtr.Zero)
2475 {
2476 if (m_disabled)
2477 enableBodySoft();
2478 else if (!d.BodyIsEnabled(Body))
2479 d.BodyEnable(Body);
2480
2481 }
2482 _torque = newtorque;
2483 }
2484 }
2485
2486 private void changeForce(Vector3 force)
2487 {
2488 m_force = force;
2489 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2490 d.BodyEnable(Body);
2491 }
2492
2493 private void changeAddForce(Vector3 force)
2494 {
2495 m_forceacc += force;
2496 if (!m_isSelected)
2497 {
2498 lock (this)
2499 {
2500 //m_log.Info("[PHYSICS]: dequeing forcelist");
2501 if (m_isphysical && Body != IntPtr.Zero)
2502 {
2503 if (m_disabled)
2504 enableBodySoft();
2505 else if (!d.BodyIsEnabled(Body))
2506 d.BodyEnable(Body);
2507 }
2508 }
2509
2510 m_collisionscore = 0;
2511 m_interpenetrationcount = 0;
2512 }
2513 }
2514
2515 private void changeAddAngularForce(Vector3 aforce)
2516 {
2517 m_angularForceacc += aforce;
2518 if (!m_isSelected)
2519 {
2520 lock (this)
2521 {
2522 if (m_isphysical && Body != IntPtr.Zero)
2523 {
2524 if (m_disabled)
2525 enableBodySoft();
2526 else if (!d.BodyIsEnabled(Body))
2527 d.BodyEnable(Body);
2528 }
2529 }
2530 m_collisionscore = 0;
2531 m_interpenetrationcount = 0;
2532 }
2533 }
2534
2535 private void changevelocity(Vector3 newVel)
2536 {
2537 if (!m_isSelected)
2538 {
2539 if (Body != IntPtr.Zero)
2540 {
2541 if (m_disabled)
2542 enableBodySoft();
2543 else if (!d.BodyIsEnabled(Body))
2544 d.BodyEnable(Body);
2545
2546 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2547 }
2548 //resetCollisionAccounting();
2549 }
2550 _velocity = newVel;
2551 }
2552
2553 private void changeVolumedetetion(bool newVolDtc)
2554 {
2555 m_isVolumeDetect = newVolDtc;
2556 }
2557
2558 protected void changeBuilding(bool newbuilding)
2559 {
2560 if ((bool)newbuilding)
2561 {
2562 m_building = true;
2563 DestroyBody();
2564 }
2565 else
2566 {
2567 m_building = false;
2568 if (!childPrim)
2569 MakeBody();
2570 }
2571 if (!childPrim && childrenPrim.Count > 0)
2572 {
2573 foreach (OdePrim prm in childrenPrim)
2574 prm.changeBuilding(m_building); // call directly
2575 }
2576 }
2577
2578 private void changeVehicleType(int value)
2579 {
2580 if (m_vehicle == null)
2581 {
2582 if (value != (int)Vehicle.TYPE_NONE)
2583 {
2584 m_vehicle = new ODEDynamics(this);
2585 m_vehicle.ProcessTypeChange((Vehicle)value);
2586 }
2587 }
2588 else
2589 m_vehicle.ProcessTypeChange((Vehicle)value);
2590 }
2591
2592 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2593 {
2594 if (m_vehicle == null)
2595 return;
2596
2597 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2598 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2599 d.BodyEnable(Body);
2600 }
2601
2602 private void changeVehicleVectorParam(strVehicleVectorParam vp)
2603 {
2604 if (m_vehicle == null)
2605 return;
2606 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
2607 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2608 d.BodyEnable(Body);
2609 }
2610
2611 private void changeVehicleRotationParam(strVehicleQuatParam qp)
2612 {
2613 if (m_vehicle == null)
2614 return;
2615 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
2616 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2617 d.BodyEnable(Body);
2618 }
2619
2620 private void changeVehicleFlags(strVehicleBoolParam bp)
2621 {
2622 if (m_vehicle == null)
2623 return;
2624 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
2625 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2626 d.BodyEnable(Body);
2627 }
2628
2629 #endregion
2630
2631 public void Move()
2632 {
2633 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
2634 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims.
2635 {
2636 // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
2637
2638 float timestep = _parent_scene.ODE_STEPSIZE;
2639
2640 float fx = 0;
2641 float fy = 0;
2642 float fz = 0;
2643
2644 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2645 {
2646 // 'VEHICLES' are dealt with in ODEDynamics.cs
2647 m_vehicle.Step();
2648 }
2649 else
2650 {
2651 float m_mass = _mass;
2652
2653 // fz = 0f;
2654 //m_log.Info(m_collisionFlags.ToString());
2655 if (m_usePID)
2656 {
2657
2658 // If the PID Controller isn't active then we set our force
2659 // calculating base velocity to the current position
2660
2661 if ((m_PIDTau < 1) && (m_PIDTau != 0))
2662 {
2663 //PID_G = PID_G / m_PIDTau;
2664 m_PIDTau = 1;
2665 }
2666
2667 if ((PID_G - m_PIDTau) <= 0)
2668 {
2669 PID_G = m_PIDTau + 1;
2670 }
2671
2672 d.Vector3 vel = d.BodyGetLinearVel(Body);
2673 d.Vector3 pos = d.BodyGetPosition(Body);
2674 _target_velocity =
2675 new Vector3(
2676 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
2677 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
2678 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
2679 );
2680
2681 // if velocity is zero, use position control; otherwise, velocity control
2682
2683 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2684 {
2685 // keep track of where we stopped. No more slippin' & slidin'
2686
2687 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2688 // react to the physics scene by moving it's position.
2689 // Avatar to Avatar collisions
2690 // Prim to avatar collisions
2691
2692 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
2693 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
2694 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
2695 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
2696 d.BodySetLinearVel(Body, 0, 0, 0);
2697 d.BodyAddForce(Body, 0, 0, fz);
2698 return;
2699 }
2700 else
2701 {
2702 _zeroFlag = false;
2703
2704 // We're flying and colliding with something
2705 fx = ((_target_velocity.X) - vel.X) * (PID_D);
2706 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
2707
2708 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
2709
2710 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2711 }
2712 } // end if (m_usePID)
2713
2714 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
2715 else if (m_useHoverPID)
2716 {
2717 //Console.WriteLine("Hover " + Name);
2718
2719 // If we're using the PID controller, then we have no gravity
2720
2721 // no lock; for now it's only called from within Simulate()
2722
2723 // If the PID Controller isn't active then we set our force
2724 // calculating base velocity to the current position
2725
2726 if ((m_PIDTau < 1))
2727 {
2728 PID_G = PID_G / m_PIDTau;
2729 }
2730
2731 if ((PID_G - m_PIDTau) <= 0)
2732 {
2733 PID_G = m_PIDTau + 1;
2734 }
2735
2736 // Where are we, and where are we headed?
2737 d.Vector3 pos = d.BodyGetPosition(Body);
2738 d.Vector3 vel = d.BodyGetLinearVel(Body);
2739
2740 // Non-Vehicles have a limited set of Hover options.
2741 // determine what our target height really is based on HoverType
2742 switch (m_PIDHoverType)
2743 {
2744 case PIDHoverType.Ground:
2745 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2746 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2747 break;
2748 case PIDHoverType.GroundAndWater:
2749 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
2750 m_waterHeight = _parent_scene.GetWaterLevel();
2751 if (m_groundHeight > m_waterHeight)
2752 {
2753 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
2754 }
2755 else
2756 {
2757 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
2758 }
2759 break;
2760
2761 } // end switch (m_PIDHoverType)
2762
2763
2764 _target_velocity =
2765 new Vector3(0.0f, 0.0f,
2766 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
2767 );
2768
2769 // if velocity is zero, use position control; otherwise, velocity control
2770
2771 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
2772 {
2773 // keep track of where we stopped. No more slippin' & slidin'
2774
2775 // We only want to deactivate the PID Controller if we think we want to have our surrogate
2776 // react to the physics scene by moving it's position.
2777 // Avatar to Avatar collisions
2778 // Prim to avatar collisions
2779
2780 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
2781 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
2782 // ? d.BodyAddForce(Body, 0, 0, fz);
2783 return;
2784 }
2785 else
2786 {
2787 _zeroFlag = false;
2788
2789 // We're flying and colliding with something
2790 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
2791 }
2792 }
2793 else
2794 {
2795 float b = (1.0f - m_buoyancy);
2796 fx = _parent_scene.gravityx * b;
2797 fy = _parent_scene.gravityy * b;
2798 fz = _parent_scene.gravityz * b;
2799 }
2800
2801 fx *= m_mass;
2802 fy *= m_mass;
2803 fz *= m_mass;
2804
2805 // constant force
2806 fx += m_force.X;
2807 fy += m_force.Y;
2808 fz += m_force.Z;
2809
2810 fx += m_forceacc.X;
2811 fy += m_forceacc.Y;
2812 fz += m_forceacc.Z;
2813
2814 m_forceacc = Vector3.Zero;
2815
2816 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
2817 if (fx != 0 || fy != 0 || fz != 0)
2818 {
2819 d.BodyAddForce(Body, fx, fy, fz);
2820 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
2821 }
2822
2823 Vector3 trq;
2824
2825 trq = _torque;
2826 trq += m_angularForceacc;
2827 m_angularForceacc = Vector3.Zero;
2828 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
2829 {
2830 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
2831 }
2832
2833 }
2834 }
2835 else
2836 { // is not physical, or is not a body or is selected
2837 // _zeroPosition = d.BodyGetPosition(Body);
2838 return;
2839 //Console.WriteLine("Nothing " + Name);
2840
2841 }
2842 }
2843
2844
2845 public void UpdatePositionAndVelocity(float simulatedtime)
2846 {
2847 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2848 if (_parent == null && !m_disabled && !m_building)
2849 {
2850 if (Body != IntPtr.Zero)
2851 {
2852 if (m_crossingfailures != 0 && m_crossingfailures < 5)
2853 {
2854 _position.X = Util.Clip(_position.X, 0.4f, _parent_scene.WorldExtents.X - 0.4f);
2855 _position.Y = Util.Clip(_position.Y, 0.4f, _parent_scene.WorldExtents.Y - 0.4f);
2856 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
2857
2858 float tmp = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y);
2859 if (_position.Z < tmp)
2860 _position.Z = tmp + 0.2f;
2861
2862 m_lastposition = _position;
2863 m_lastorientation = _orientation;
2864 _velocity.X = 0;
2865 _velocity.Y = 0;
2866 _velocity.Z = 0;
2867
2868 m_lastVelocity = _velocity;
2869 m_rotationalVelocity = _velocity;
2870 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2871 m_vehicle.Stop();
2872
2873 m_crossingfailures = 0; // do this only once
2874 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2875 d.BodySetAngularVel(Body, 0, 0, 0);
2876 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2877 enableBodySoft();
2878 base.RequestPhysicsterseUpdate();
2879 return;
2880 }
2881
2882 else if (m_crossingfailures != 0)
2883 {
2884 return;
2885 }
2886
2887 Vector3 pv = Vector3.Zero;
2888 bool lastZeroFlag = _zeroFlag;
2889
2890 d.Vector3 lpos;
2891 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
2892
2893 // we need to use root position since that's all the rest of scene uses
2894 if (lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X
2895 || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y
2896 )
2897 {
2898 // we are outside current region
2899 // we can't let it keeping moving and having colisions
2900 // since it can be stucked between something like terrain and edge
2901 // so lets stop and disable it until something else kicks it
2902 if (m_crossingfailures == 0)
2903 {
2904
2905 _position.X = Util.Clip(lpos.X, -0.5f, _parent_scene.WorldExtents.X + 0.5f);
2906 _position.Y = Util.Clip(lpos.Y, -0.5f, _parent_scene.WorldExtents.Y + 0.5f);
2907 _position.Z = Util.Clip(lpos.Z, -100f, 50000f);
2908
2909 m_lastposition = _position;
2910 m_lastorientation = _orientation;
2911
2912 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2913 d.BodySetAngularVel(Body, 0, 0, 0);
2914 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2915 disableBodySoft(); // stop collisions
2916 m_crossingfailures++; // do this only once
2917 base.RequestPhysicsterseUpdate();
2918 return;
2919 }
2920 }
2921
2922 if (lpos.Z < -100 || lpos.Z > 100000f)
2923 {
2924 lpos.Z = Util.Clip(lpos.Z, -100f, 50000f);
2925
2926 _acceleration.X = 0;
2927 _acceleration.Y = 0;
2928 _acceleration.Z = 0;
2929
2930 _velocity.X = 0;
2931 _velocity.Y = 0;
2932 _velocity.Z = 0;
2933 m_rotationalVelocity.X = 0;
2934 m_rotationalVelocity.Y = 0;
2935 m_rotationalVelocity.Z = 0;
2936
2937 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
2938 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
2939 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
2940 m_lastposition = _position;
2941 m_lastorientation = _orientation;
2942
2943 base.RequestPhysicsterseUpdate();
2944
2945 m_throttleUpdates = false;
2946 throttleCounter = 0;
2947 _zeroFlag = true;
2948
2949 disableBodySoft(); // disable it and colisions
2950 base.RaiseOutOfBounds(_position);
2951
2952 return;
2953 }
2954
2955 d.Quaternion ori;
2956 d.GeomCopyQuaternion(prim_geom, out ori);
2957 d.Vector3 vel = d.BodyGetLinearVel(Body);
2958 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2959
2960 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
2961 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
2962 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
2963 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
2964 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
2965 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
2966 )
2967 {
2968 _zeroFlag = true;
2969 //Console.WriteLine("ZFT 2");
2970 m_throttleUpdates = false;
2971 }
2972 else
2973 {
2974 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2975 _zeroFlag = false;
2976 m_lastUpdateSent = false;
2977 //m_throttleUpdates = false;
2978 }
2979
2980 if (_zeroFlag)
2981 {
2982 m_lastposition = _position;
2983 m_lastorientation = _orientation;
2984
2985 _velocity.X = 0.0f;
2986 _velocity.Y = 0.0f;
2987 _velocity.Z = 0.0f;
2988
2989 _acceleration.X = 0;
2990 _acceleration.Y = 0;
2991 _acceleration.Z = 0;
2992
2993 m_rotationalVelocity.X = 0;
2994 m_rotationalVelocity.Y = 0;
2995 m_rotationalVelocity.Z = 0;
2996 if (!m_lastUpdateSent)
2997 {
2998 m_throttleUpdates = false;
2999 throttleCounter = 0;
3000 m_rotationalVelocity = pv;
3001
3002 base.RequestPhysicsterseUpdate();
3003
3004 m_lastUpdateSent = true;
3005 }
3006 }
3007 else
3008 {
3009 if (lastZeroFlag != _zeroFlag)
3010 {
3011 base.RequestPhysicsterseUpdate();
3012 }
3013
3014 m_lastVelocity = _velocity;
3015
3016 _position.X = lpos.X;
3017 _position.Y = lpos.Y;
3018 _position.Z = lpos.Z;
3019
3020 _velocity.X = vel.X;
3021 _velocity.Y = vel.Y;
3022 _velocity.Z = vel.Z;
3023
3024 _orientation.X = ori.X;
3025 _orientation.Y = ori.Y;
3026 _orientation.Z = ori.Z;
3027 _orientation.W = ori.W;
3028
3029 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3030
3031 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3032 {
3033 m_rotationalVelocity = pv;
3034 }
3035 else
3036 {
3037 m_rotationalVelocity.X = rotvel.X;
3038 m_rotationalVelocity.Y = rotvel.Y;
3039 m_rotationalVelocity.Z = rotvel.Z;
3040 }
3041
3042 m_lastUpdateSent = false;
3043 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3044 {
3045 m_lastposition = _position;
3046 m_lastorientation = _orientation;
3047 base.RequestPhysicsterseUpdate();
3048 }
3049 else
3050 {
3051 throttleCounter++;
3052 }
3053 }
3054 }
3055 else if (!m_lastUpdateSent || !_zeroFlag)
3056 {
3057 // Not a body.. so Make sure the client isn't interpolating
3058 _velocity.X = 0;
3059 _velocity.Y = 0;
3060 _velocity.Z = 0;
3061
3062 _acceleration.X = 0;
3063 _acceleration.Y = 0;
3064 _acceleration.Z = 0;
3065
3066 m_rotationalVelocity.X = 0;
3067 m_rotationalVelocity.Y = 0;
3068 m_rotationalVelocity.Z = 0;
3069 _zeroFlag = true;
3070
3071 if (!m_lastUpdateSent)
3072 {
3073 m_throttleUpdates = false;
3074 throttleCounter = 0;
3075
3076 base.RequestPhysicsterseUpdate();
3077
3078 m_lastUpdateSent = true;
3079 }
3080 }
3081 }
3082 }
3083
3084 internal static bool QuaternionIsFinite(Quaternion q)
3085 {
3086 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3087 return false;
3088 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3089 return false;
3090 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3091 return false;
3092 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3093 return false;
3094 return true;
3095 }
3096
3097 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3098 {
3099 dst.c.W = src.c.W;
3100 dst.c.X = src.c.X;
3101 dst.c.Y = src.c.Y;
3102 dst.c.Z = src.c.Z;
3103 dst.mass = src.mass;
3104 dst.I.M00 = src.I.M00;
3105 dst.I.M01 = src.I.M01;
3106 dst.I.M02 = src.I.M02;
3107 dst.I.M10 = src.I.M10;
3108 dst.I.M11 = src.I.M11;
3109 dst.I.M12 = src.I.M12;
3110 dst.I.M20 = src.I.M20;
3111 dst.I.M21 = src.I.M21;
3112 dst.I.M22 = src.I.M22;
3113 }
3114
3115 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3116 {
3117 dst = new d.Mass { };
3118
3119 dst.c.W = src.c.W;
3120 dst.c.X = src.c.X;
3121 dst.c.Y = src.c.Y;
3122 dst.c.Z = src.c.Z;
3123 dst.mass = src.mass;
3124 dst.I.M00 = src.I.M00;
3125 dst.I.M01 = src.I.M01;
3126 dst.I.M02 = src.I.M02;
3127 dst.I.M10 = src.I.M10;
3128 dst.I.M11 = src.I.M11;
3129 dst.I.M12 = src.I.M12;
3130 dst.I.M20 = src.I.M20;
3131 dst.I.M21 = src.I.M21;
3132 dst.I.M22 = src.I.M22;
3133 }
3134 private void donullchange()
3135 {
3136 }
3137
3138 public bool DoAChange(changes what, object arg)
3139 {
3140 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3141 {
3142 return false;
3143 }
3144
3145 // nasty switch
3146 switch (what)
3147 {
3148 case changes.Add:
3149 changeadd();
3150 break;
3151 case changes.Remove:
3152 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3153 //When we return true, it destroys all of the prims in the linkset anyway
3154 if (_parent != null)
3155 {
3156 OdePrim parent = (OdePrim)_parent;
3157 parent.ChildRemove(this, false);
3158 }
3159 else
3160 ChildRemove(this, false);
3161
3162 RemoveGeom();
3163 m_targetSpace = IntPtr.Zero;
3164 if (m_eventsubscription > 0)
3165 UnSubscribeEvents();
3166 return true;
3167
3168 case changes.Link:
3169 OdePrim tmp = (OdePrim)arg;
3170 changeLink(tmp);
3171 break;
3172
3173 case changes.DeLink:
3174 changeLink(null);
3175 break;
3176
3177 case changes.Position:
3178 changePosition((Vector3)arg);
3179 break;
3180
3181 case changes.Orientation:
3182 changeOrientation((Quaternion)arg);
3183 break;
3184
3185 case changes.PosOffset:
3186 donullchange();
3187 break;
3188
3189 case changes.OriOffset:
3190 donullchange();
3191 break;
3192
3193 case changes.Velocity:
3194 changevelocity((Vector3)arg);
3195 break;
3196
3197 // case changes.Acceleration:
3198 // changeacceleration((Vector3)arg);
3199 // break;
3200 // case changes.AngVelocity:
3201 // changeangvelocity((Vector3)arg);
3202 // break;
3203
3204 case changes.Force:
3205 changeForce((Vector3)arg);
3206 break;
3207
3208 case changes.Torque:
3209 changeSetTorque((Vector3)arg);
3210 break;
3211
3212 case changes.AddForce:
3213 changeAddForce((Vector3)arg);
3214 break;
3215
3216 case changes.AddAngForce:
3217 changeAddAngularForce((Vector3)arg);
3218 break;
3219
3220 case changes.AngLock:
3221 changeAngularLock((Vector3)arg);
3222 break;
3223
3224 case changes.Size:
3225 changeSize((Vector3)arg);
3226 break;
3227
3228 case changes.Shape:
3229 changeShape((PrimitiveBaseShape)arg);
3230 break;
3231
3232 case changes.CollidesWater:
3233 changeFloatOnWater((bool)arg);
3234 break;
3235
3236 case changes.VolumeDtc:
3237 changeVolumedetetion((bool)arg);
3238 break;
3239
3240 case changes.Physical:
3241 changePhysicsStatus((bool)arg);
3242 break;
3243
3244 case changes.Selected:
3245 changeSelectedStatus((bool)arg);
3246 break;
3247
3248 case changes.disabled:
3249 changeDisable((bool)arg);
3250 break;
3251
3252 case changes.building:
3253 changeBuilding((bool)arg);
3254 break;
3255
3256 case changes.VehicleType:
3257 changeVehicleType((int)arg);
3258 break;
3259
3260 case changes.VehicleFlags:
3261 changeVehicleFlags((strVehicleBoolParam) arg);
3262 break;
3263
3264 case changes.VehicleFloatParam:
3265 changeVehicleFloatParam((strVehicleFloatParam) arg);
3266 break;
3267
3268 case changes.VehicleVectorParam:
3269 changeVehicleVectorParam((strVehicleVectorParam) arg);
3270 break;
3271
3272 case changes.VehicleRotationParam:
3273 changeVehicleRotationParam((strVehicleQuatParam) arg);
3274 break;
3275
3276 case changes.Null:
3277 donullchange();
3278 break;
3279
3280 default:
3281 donullchange();
3282 break;
3283 }
3284 return false;
3285 }
3286
3287 public void AddChange(changes what, object arg)
3288 {
3289 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3290 }
3291
3292
3293 private struct strVehicleBoolParam
3294 {
3295 public int param;
3296 public bool value;
3297 }
3298
3299 private struct strVehicleFloatParam
3300 {
3301 public int param;
3302 public float value;
3303 }
3304
3305 private struct strVehicleQuatParam
3306 {
3307 public int param;
3308 public Quaternion value;
3309 }
3310
3311 private struct strVehicleVectorParam
3312 {
3313 public int param;
3314 public Vector3 value;
3315 }
3316 }
3317} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
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 OdeAPI;
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 ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: 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.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..e62746e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1961 @@
1
2/*
3 * based on:
4 * Ode.NET - .NET bindings for ODE
5 * Jason Perkins (starkos@industriousone.com)
6 * Licensed under the New BSD
7 * Part of the OpenDynamicsEngine
8Open Dynamics Engine
9Copyright (c) 2001-2007, Russell L. Smith.
10All rights reserved.
11
12Redistribution and use in source and binary forms, with or without
13modification, are permitted provided that the following conditions
14are met:
15
16Redistributions of source code must retain the above copyright notice,
17this list of conditions and the following disclaimer.
18
19Redistributions in binary form must reproduce the above copyright notice,
20this list of conditions and the following disclaimer in the documentation
21and/or other materials provided with the distribution.
22
23Neither the names of ODE's copyright owner nor the names of its
24contributors may be used to endorse or promote products derived from
25this software without specific prior written permission.
26
27THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
30FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
33TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
34PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
35LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
36NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
37SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 *
39 * changes by opensim team;
40 * changes by Aurora team http://www.aurora-sim.org/
41
42 * Revision/fixs by Ubit Umarov
43 */
44
45using System;
46using System.Runtime.InteropServices;
47using System.Security;
48
49namespace OdeAPI
50{
51//#if dDOUBLE
52// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
53// at least we save same memory and memory access time, FPU performance on intel usually is similar
54// using dReal = System.Double;
55//#else
56 using dReal = System.Single;
57//#endif
58
59 public static class d
60 {
61 public static dReal Infinity = dReal.MaxValue;
62 public static int NTotalBodies = 0;
63 public static int NTotalGeoms = 0;
64
65 #region Flags and Enumerations
66
67 [Flags]
68 public enum AllocateODEDataFlags : uint
69 {
70 BasicData = 0,
71 CollisionData = 0x00000001,
72 All = ~0u
73 }
74
75 [Flags]
76 public enum IniteODEFlags : uint
77 {
78 dInitFlagManualThreadCleanup = 0x00000001
79 }
80
81 [Flags]
82 public enum ContactFlags : int
83 {
84 Mu2 = 0x001,
85 FDir1 = 0x002,
86 Bounce = 0x004,
87 SoftERP = 0x008,
88 SoftCFM = 0x010,
89 Motion1 = 0x020,
90 Motion2 = 0x040,
91 MotionN = 0x080,
92 Slip1 = 0x100,
93 Slip2 = 0x200,
94 Approx0 = 0x0000,
95 Approx1_1 = 0x1000,
96 Approx1_2 = 0x2000,
97 Approx1 = 0x3000
98 }
99
100 public enum GeomClassID : int
101 {
102 SphereClass,
103 BoxClass,
104 CapsuleClass,
105 CylinderClass,
106 PlaneClass,
107 RayClass,
108 ConvexClass,
109 GeomTransformClass,
110 TriMeshClass,
111 HeightfieldClass,
112 FirstSpaceClass,
113 SimpleSpaceClass = FirstSpaceClass,
114 HashSpaceClass,
115 QuadTreeSpaceClass,
116 LastSpaceClass = QuadTreeSpaceClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 4
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
219
220 #endregion
221
222 #region Structs
223
224 [StructLayout(LayoutKind.Sequential)]
225 public struct AABB
226 {
227 public dReal MinX, MaxX;
228 public dReal MinY, MaxY;
229 public dReal MinZ, MaxZ;
230 }
231
232
233 [StructLayout(LayoutKind.Sequential)]
234 public struct Contact
235 {
236 public SurfaceParameters surface;
237 public ContactGeom geom;
238 public Vector3 fdir1;
239 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
240 }
241
242
243 [StructLayout(LayoutKind.Sequential)]
244 public struct ContactGeom
245 {
246
247 public Vector3 pos;
248 public Vector3 normal;
249 public dReal depth;
250 public IntPtr g1;
251 public IntPtr g2;
252 public int side1;
253 public int side2;
254 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
255 }
256
257 [StructLayout(LayoutKind.Sequential)]
258 public struct GeomClass
259 {
260 public int bytes;
261 public GetColliderFnFn collider;
262 public GetAABBFn aabb;
263 public AABBTestFn aabb_test;
264 public GeomDtorFn dtor;
265 }
266
267
268 [StructLayout(LayoutKind.Sequential)]
269 public struct JointFeedback
270 {
271 public Vector3 f1;
272 public Vector3 t1;
273 public Vector3 f2;
274 public Vector3 t2;
275 }
276
277
278 [StructLayout(LayoutKind.Sequential)]
279 public struct Mass
280 {
281 public dReal mass;
282 public Vector4 c;
283 public Matrix3 I;
284 }
285
286
287 [StructLayout(LayoutKind.Sequential)]
288 public struct Matrix3
289 {
290 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
291 {
292 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
293 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
294 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
295 }
296 public dReal M00, M10, M20;
297 private dReal _m30;
298 public dReal M01, M11, M21;
299 private dReal _m31;
300 public dReal M02, M12, M22;
301 private dReal _m32;
302 }
303
304 [StructLayout(LayoutKind.Sequential)]
305 public struct Matrix4
306 {
307 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
308 dReal m01, dReal m11, dReal m21, dReal m31,
309 dReal m02, dReal m12, dReal m22, dReal m32,
310 dReal m03, dReal m13, dReal m23, dReal m33)
311 {
312 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
313 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
314 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
315 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
316 }
317 public dReal M00, M10, M20, M30;
318 public dReal M01, M11, M21, M31;
319 public dReal M02, M12, M22, M32;
320 public dReal M03, M13, M23, M33;
321 }
322
323 [StructLayout(LayoutKind.Sequential)]
324 public struct Quaternion
325 {
326 public dReal W, X, Y, Z;
327 }
328
329
330 [StructLayout(LayoutKind.Sequential)]
331 public struct SurfaceParameters
332 {
333 public ContactFlags mode;
334 public dReal mu;
335 public dReal mu2;
336 public dReal bounce;
337 public dReal bounce_vel;
338 public dReal soft_erp;
339 public dReal soft_cfm;
340 public dReal motion1;
341 public dReal motion2;
342 public dReal motionN;
343 public dReal slip1;
344 public dReal slip2;
345 }
346
347
348 [StructLayout(LayoutKind.Sequential)]
349 public struct Vector3
350 {
351 public Vector3(dReal x, dReal y, dReal z)
352 {
353 X = x; Y = y; Z = z; _w = 0.0f;
354 }
355 public dReal X, Y, Z;
356 private dReal _w;
357 }
358
359
360 [StructLayout(LayoutKind.Sequential)]
361 public struct Vector4
362 {
363 public Vector4(dReal x, dReal y, dReal z, dReal w)
364 {
365 X = x; Y = y; Z = z; W = w;
366 }
367 public dReal X, Y, Z, W;
368 }
369
370 #endregion
371
372 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
373 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
376 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
382 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
424 public static extern IntPtr BodyiCreate(IntPtr world);
425 public static IntPtr BodyCreate(IntPtr world)
426 {
427 NTotalBodies++;
428 return BodyiCreate(world);
429 }
430
431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
432 public static extern void BodyiDestroy(IntPtr body);
433 public static void BodyDestroy(IntPtr body)
434 {
435 NTotalBodies--;
436 BodyiDestroy(body);
437 }
438
439 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
440 public static extern void BodyDisable(IntPtr body);
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyEnable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
446 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
449 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
452 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
455 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
458 public static extern int BodyGetAutoDisableSteps(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
461 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
464 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
465 public static Vector3 BodyGetAngularVel(IntPtr body)
466 {
467 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
468 }
469
470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
471 public static extern IntPtr BodyGetData(IntPtr body);
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
474 public static extern int BodyGetFiniteRotationMode(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
477 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
480 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
481 public static Vector3 BodyGetForce(IntPtr body)
482 {
483 unsafe { return *(BodyGetForceUnsafe(body)); }
484 }
485
486 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
487 public static extern bool BodyGetGravityMode(IntPtr body);
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
490 public static extern int BodyGetGyroscopicMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
493 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
496 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
497 public static Vector3 BodyGetLinearVel(IntPtr body)
498 {
499 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
500 }
501
502 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
503 public static extern void BodyGetMass(IntPtr body, out Mass mass);
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
506 public static extern int BodyGetNumJoints(IntPtr body);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
509 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
512 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
513 public static Vector3 BodyGetPosition(IntPtr body)
514 {
515 unsafe { return *(BodyGetPositionUnsafe(body)); }
516 }
517
518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
519 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
522 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
523 public static Quaternion BodyGetQuaternion(IntPtr body)
524 {
525 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
526 }
527
528 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
529 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
535 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
536 public static Matrix3 BodyGetRotation(IntPtr body)
537 {
538 unsafe { return *(BodyGetRotationUnsafe(body)); }
539 }
540
541 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
542 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
543 public static Vector3 BodyGetTorque(IntPtr body)
544 {
545 unsafe { return *(BodyGetTorqueUnsafe(body)); }
546 }
547
548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
549 public static extern IntPtr BodyGetWorld(IntPtr body);
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
556
557
558 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
559 public static extern bool BodyIsEnabled(IntPtr body);
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
562 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableDefaults(IntPtr body);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetData(IntPtr body, IntPtr data);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern dReal BodyGetLinearDamping(IntPtr body);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetAngularDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
619 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetGravityMode(IntPtr body, bool mode);
623
624 /// <summary>
625 /// Sets the Gyroscopic term status on the body specified.
626 /// </summary>
627 /// <param name="body">Pointer to body</param>
628 /// <param name="enabled">NonZero enabled, Zero disabled</param>
629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
630 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
631
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
633 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetMass(IntPtr body, ref Mass mass);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
663 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
664 ref Vector3 side1, ref Vector3 p2,
665 ref Matrix3 R2, ref Vector3 side2,
666 ref Vector3 normal, out dReal depth, out int return_code,
667 int maxc, out ContactGeom contact, int skip);
668
669 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
670 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
671 ref Vector3 side1, ref Vector3 _p2,
672 ref Matrix3 R2, ref Vector3 side2);
673
674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
675 public static extern void CleanupODEAllDataForThread();
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
678 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
679 ref Vector3 b1, ref Vector3 b2,
680 ref Vector3 cp1, ref Vector3 cp2);
681
682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
683 public static extern void CloseODE();
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
686 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
688 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
689
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
691 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
695 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
696 {
697 NTotalGeoms++;
698 return CreateiBox(space, lx, ly, lz);
699 }
700
701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
702 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
703 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
704 {
705 NTotalGeoms++;
706 return CreateiCapsule(space, radius, length);
707 }
708
709 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
710 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
711 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
712 {
713 NTotalGeoms++;
714 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
715 }
716
717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
718 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
719 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
720 {
721 NTotalGeoms++;
722 return CreateiCylinder(space, radius, length);
723 }
724
725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
726 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
727 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
728 {
729 NTotalGeoms++;
730 return CreateiHeightfield(space, data, bPlaceable);
731 }
732
733 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
734 public static extern IntPtr CreateiGeom(int classnum);
735 public static IntPtr CreateGeom(int classnum)
736 {
737 NTotalGeoms++;
738 return CreateiGeom(classnum);
739 }
740
741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
742 public static extern int CreateGeomClass(ref GeomClass classptr);
743
744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
745 public static extern IntPtr CreateGeomTransform(IntPtr space);
746
747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
748 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
749 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
750 {
751 NTotalGeoms++;
752 return CreateiPlane(space, a, b, c, d);
753 }
754
755 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
756 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
757 public static IntPtr CreateRay(IntPtr space, dReal length)
758 {
759 NTotalGeoms++;
760 return CreateiRay(space, length);
761 }
762
763 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
764 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
765 public static IntPtr CreateSphere(IntPtr space, dReal radius)
766 {
767 NTotalGeoms++;
768 return CreateiSphere(space, radius);
769 }
770
771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
772 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
773 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
774 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
775 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
776 {
777 NTotalGeoms++;
778 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
779 }
780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
781 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
782
783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
784 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
787 public static extern int FactorCholesky(ref dReal A00, int n);
788
789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
790 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
791
792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
793 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
794
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
796 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
799 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
802 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
805 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
808 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
814 public static extern void GeomClearOffset(IntPtr geom);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
817 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
820 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
823 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
829 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
847 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomiDestroy(IntPtr geom);
854 public static void GeomDestroy(IntPtr geom)
855 {
856 NTotalGeoms--;
857 GeomiDestroy(geom);
858 }
859
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomDisable(IntPtr geom);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomEnable(IntPtr geom);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
869
870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
871 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
872
873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
874 public static extern IntPtr GeomGetBody(IntPtr geom);
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
877 public static extern int GeomGetCategoryBits(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
880 public static extern IntPtr GeomGetClassData(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
883 public static extern int GeomGetCollideBits(IntPtr geom);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
886 public static extern GeomClassID GeomGetClass(IntPtr geom);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetData(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
892 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
893 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
894 {
895 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
896 }
897
898 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
899 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
900 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
901 {
902 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
903 }
904
905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
906 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
907 public static Vector3 GeomGetPosition(IntPtr geom)
908 {
909 unsafe { return *(GeomGetPositionUnsafe(geom)); }
910 }
911
912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
913 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
914
915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
916 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
917
918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
919 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
920 public static Matrix3 GeomGetRotation(IntPtr geom)
921 {
922 unsafe { return *(GeomGetRotationUnsafe(geom)); }
923 }
924
925 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
926 public static extern IntPtr GeomGetSpace(IntPtr geom);
927
928 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
929 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
930 dReal width, dReal depth, int widthSamples, int depthSamples,
931 dReal scale, dReal offset, dReal thickness, int bWrap);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
934 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
935 dReal width, dReal depth, int widthSamples, int depthSamples,
936 dReal scale, dReal offset, dReal thickness, int bWrap);
937
938 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
939 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
940 dReal width, dReal depth, int widthSamples, int depthSamples,
941 dReal scale, dReal offset, dReal thickness, int bWrap);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
979 public static extern IntPtr GeomHeightfieldDataCreate();
980
981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
982 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
983
984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
985 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
986
987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
988 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
992
993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
994 public static extern bool GeomIsEnabled(IntPtr geom);
995
996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
997 public static extern bool GeomIsOffset(IntPtr geom);
998
999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1000 public static extern bool GeomIsSpace(IntPtr geom);
1001
1002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1003 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1004
1005 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1006 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1007
1008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1009 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1013
1014 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1015 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1016
1017 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1018 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1019
1020 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1021 public static extern int GeomRayGetClosestHit(IntPtr ray);
1022
1023 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1024 public static extern dReal GeomRayGetLength(IntPtr ray);
1025
1026 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1027 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1031
1032 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1033 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1034
1035 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1036 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1037
1038 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1039 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1040
1041 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1042 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1043
1044 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1045 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1046
1047 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1048 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1049
1050 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1051 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1052
1053 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1054 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1055
1056 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1057 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1058
1059 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1060 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1061
1062 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1063 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1064
1065 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1066 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1067
1068 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1069 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1070
1071 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1072 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1073
1074 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1075 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1076
1077 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1078 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1079
1080 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1081 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1082
1083 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1084 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1085
1086 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1087 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1088
1089 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1090 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1091
1092 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1093 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1094
1095 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1096 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1097
1098 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1099 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1100
1101 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1102 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1103
1104 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1105 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1106
1107 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1108 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1109
1110 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1111 public static extern int GeomTransformGetCleanup(IntPtr geom);
1112
1113 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1114 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1115
1116 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1117 public static extern int GeomTransformGetInfo(IntPtr geom);
1118
1119 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1120 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1121
1122 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1123 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1124
1125 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1126 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1127
1128 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1129 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1130 double[] vertices, int vertexStride, int vertexCount,
1131 int[] indices, int indexCount, int triStride);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1135 IntPtr vertices, int vertexStride, int vertexCount,
1136 IntPtr indices, int indexCount, int triStride);
1137
1138 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1139 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1140 double[] vertices, int vertexStride, int vertexCount,
1141 int[] indices, int indexCount, int triStride,
1142 double[] normals);
1143
1144 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1145 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1146 IntPtr vertices, int vertexStride, int vertexCount,
1147 IntPtr indices, int indexCount, int triStride,
1148 IntPtr normals);
1149
1150 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1151 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1152 dReal[] vertices, int vertexStride, int vertexCount,
1153 int[] indices, int indexCount, int triStride);
1154
1155 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1156 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1157 IntPtr vertices, int vertexStride, int vertexCount,
1158 IntPtr indices, int indexCount, int triStride);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1161 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1162 dReal[] vertices, int vertexStride, int vertexCount,
1163 int[] indices, int indexCount, int triStride,
1164 dReal[] normals);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1168 IntPtr vertices, int vertexStride, int vertexCount,
1169 IntPtr indices, int indexCount, int triStride,
1170 IntPtr normals);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1174 float[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1184 float[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 float[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1196
1197 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1198 public static extern IntPtr GeomTriMeshDataCreate();
1199
1200 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1201 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1202
1203 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1204 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1205
1206 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1207 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1208
1209 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1210 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1214
1215 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1216 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1217
1218 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1219 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1222 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1223
1224 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1225 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1226
1227 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1228 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1229 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1230 {
1231 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1232 }
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1235 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1236
1237 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1238 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1239
1240 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1241 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1242
1243 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1244 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1245
1246 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1247 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1248
1249 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1250 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1251
1252 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1253 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1254
1255 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1256 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1257
1258 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1259 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1260
1261 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1262 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1263
1264 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1265 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1266
1267 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1268 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1269
1270 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1271 public static extern string GetConfiguration(string str);
1272
1273 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1274 public static extern IntPtr HashSpaceCreate(IntPtr space);
1275
1276 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1277 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1278
1279 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1280 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1281
1282 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1283 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1284
1285 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1286 public static extern void InitODE();
1287
1288 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1289 public static extern int InitODE2(uint ODEInitFlags);
1290
1291 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1292 public static extern int IsPositiveDefinite(ref dReal A, int n);
1293
1294 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1295 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1296
1297 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1298 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1299
1300 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1301 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1302
1303 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1304 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1305
1306 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1307 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1308
1309 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1310 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1311
1312 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1313 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1314
1315 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1316 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1317
1318 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1319 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1320
1321 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1322 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1323
1324 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1325 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1327 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1330 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1333 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1336 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1339 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1342 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1345 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1348 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1351 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1354 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointDestroy(IntPtr j);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1360 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1363 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1366 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1369 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1370
1371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1372 public static extern int JointGetAMotorMode(IntPtr j);
1373
1374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1375 public static extern int JointGetAMotorNumAxes(IntPtr j);
1376
1377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1378 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1379
1380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1381 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1382
1383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1384 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1385
1386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1387 public static extern IntPtr JointGetBody(IntPtr j);
1388
1389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1390 public static extern IntPtr JointGetData(IntPtr j);
1391
1392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1393 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1394 public static JointFeedback JointGetFeedback(IntPtr j)
1395 {
1396 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1397 }
1398
1399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1400 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1401
1402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1403 public static extern dReal JointGetHingeAngle(IntPtr j);
1404
1405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1406 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1407
1408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1409 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1410
1411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1412 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1413
1414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1415 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1416
1417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1418 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1419
1420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1421 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1422
1423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1424 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1425
1426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1427 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1428
1429 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1430 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1431
1432 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1433 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1434
1435 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1436 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1437
1438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1439 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1440
1441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1442 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1443
1444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1445 public static extern int JointGetLMotorNumAxes(IntPtr j);
1446
1447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1448 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1449
1450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1451 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1452
1453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1454 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1455
1456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1457 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1458
1459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1460 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1461
1462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1463 public static extern dReal JointGetPRPosition(IntPtr j);
1464
1465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1466 public static extern dReal JointGetPRPositionRate(IntPtr j);
1467
1468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1469 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1470
1471 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1472 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1473
1474 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1475 public static extern dReal JointGetSliderPosition(IntPtr j);
1476
1477 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1478 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1479
1480 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1481 public static extern JointType JointGetType(IntPtr j);
1482
1483 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1484 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1485
1486 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1487 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1488
1489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1490 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1491
1492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1493 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1494
1495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1496 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1497
1498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1499 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1500
1501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1502 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1503
1504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1505 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1506
1507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1508 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1509
1510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1511 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1512
1513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1514 public static extern IntPtr JointGroupCreate(int max_size);
1515
1516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1517 public static extern void JointGroupDestroy(IntPtr group);
1518
1519 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1520 public static extern void JointGroupEmpty(IntPtr group);
1521
1522 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1523 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1524
1525 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1526 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1527
1528 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1529 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1530
1531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1532 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1533
1534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1535 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1536
1537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1538 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1539
1540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1541 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1542
1543 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1544 public static extern void JointSetData(IntPtr j, IntPtr data);
1545
1546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1547 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1548
1549 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1550 public static extern void JointSetFixed(IntPtr j);
1551
1552 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1553 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1554
1555 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1556 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1557
1558 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1559 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1560
1561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1562 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1563
1564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1565 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1566
1567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1568 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1569
1570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1571 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1572
1573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1574 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1575
1576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1577 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1578
1579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1580 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1581
1582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1583 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1584
1585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1586 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1587
1588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1589 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1590
1591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1592 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1593
1594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1595 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1596
1597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1598 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1599
1600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1601 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1602
1603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1604 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1605
1606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1607 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1608
1609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1610 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1611
1612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1613 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1614
1615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1616 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1617
1618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1619 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1620
1621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1622 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1623
1624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1625 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1626
1627 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1628 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1629
1630 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1631 public static extern void MassAdd(ref Mass a, ref Mass b);
1632
1633 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1634 public static extern void MassAdjust(ref Mass m, dReal newmass);
1635
1636 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1637 public static extern bool MassCheck(ref Mass m);
1638
1639 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1640 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1641
1642 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1643 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1644
1645 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1646 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1647
1648 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1649 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1650
1651 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1652 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1653
1654 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1655 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1656
1657 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1658 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1659
1660 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1661 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1662
1663 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1664 public static extern void MassSetParameters(out Mass mass, dReal themass,
1665 dReal cgx, dReal cgy, dReal cgz,
1666 dReal i11, dReal i22, dReal i33,
1667 dReal i12, dReal i13, dReal i23);
1668
1669 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1670 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1671
1672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1673 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1674
1675 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1676 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1677
1678 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1679 public static extern void MassSetZero(out Mass mass);
1680
1681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1682 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1683
1684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1685 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1686
1687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1688 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1689 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1690 {
1691 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1692 }
1693
1694 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1695 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1696
1697 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1698 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1699
1700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1701 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1702
1703 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1704 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1705
1706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1707 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1708
1709 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1710 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1711
1712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1713 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1714
1715 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1716 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1717
1718 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1719 public static extern void QSetIdentity(out Quaternion q);
1720
1721 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1722 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1723
1724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1725 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1726
1727 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1728 public static extern dReal RandReal();
1729
1730 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1731 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1732
1733 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1734 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1735
1736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1737 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1738
1739 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1740 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1741
1742 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1743 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1744
1745 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1746 public static extern void RSetIdentity(out Matrix3 R);
1747
1748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1749 public static extern void SetValue(out dReal a, int n);
1750
1751 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1752 public static extern void SetZero(out dReal a, int n);
1753
1754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1755 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1756
1757 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1758 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1759
1760 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1761 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1762
1763 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1764 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1765
1766 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1767 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1768
1769 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1770 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1771
1772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1773 public static extern bool SpaceLockQuery(IntPtr space);
1774
1775 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1776 public static extern void SpaceClean(IntPtr space);
1777
1778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1779 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1780
1781 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1782 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1783
1784 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1785 public static extern void SpaceDestroy(IntPtr space);
1786
1787 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1788 public static extern bool SpaceGetCleanup(IntPtr space);
1789
1790 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1791 public static extern int SpaceGetNumGeoms(IntPtr space);
1792
1793 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1794 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1795
1796 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1797 public static extern int SpaceGetSublevel(IntPtr space);
1798
1799 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1800 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1801
1802 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1803 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1804
1805 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1806 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1807
1808 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1809 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1810
1811 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1812 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1813
1814 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1815 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1816
1817 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1818 public static extern IntPtr WorldCreate();
1819
1820 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1821 public static extern void WorldDestroy(IntPtr world);
1822
1823 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1824 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1825
1826 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1827 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1828
1829 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1830 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1831
1832 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1833 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1834
1835 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1836 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1837
1838 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1839 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1840
1841 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1842 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1843
1844 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1845 public static extern dReal WorldGetCFM(IntPtr world);
1846
1847 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1848 public static extern dReal WorldGetERP(IntPtr world);
1849
1850 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1851 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1852
1853 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1854 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1855
1856 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1857 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1858
1859 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1860 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1861
1862 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1863 public static extern dReal WorldGetAngularDamping(IntPtr world);
1864
1865 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1866 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1867
1868 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1869 public static extern dReal WorldGetLinearDamping(IntPtr world);
1870
1871 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1872 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1873
1874 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1875 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1876
1877 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1878 public static extern dReal WorldGetQuickStepW(IntPtr world);
1879
1880 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1881 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1882
1883 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1884 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1885
1886 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1887 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1888
1889 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1890 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1891
1892 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1893 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1894
1895 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1896 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1897
1898 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1899 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1900
1901 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1902 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1903
1904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1905 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1906
1907 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1908 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1909
1910 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1911 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1912
1913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1914 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1915
1916 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1917 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1918
1919 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1920 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1921
1922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1923 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1924
1925 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1926 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1927
1928 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1929 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1930
1931 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1932 public static extern void WorldSetERP(IntPtr world, dReal erp);
1933
1934 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1935 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1936
1937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1938 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1939
1940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1941 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1942
1943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1944 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1945
1946 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1947 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1948
1949 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1950 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1951
1952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1953 public static extern void WorldStep(IntPtr world, dReal stepsize);
1954
1955 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1956 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1957
1958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1959 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1960 }
1961}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..215d47a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,86 @@
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.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (d.InitODE2(0) != 0)
56 {
57 if (d.AllocateODEDataForThread(~0U) == 0)
58 {
59 d.CloseODE();
60 return false;
61 }
62 return true;
63 }
64 return false;
65 }
66
67 public PhysicsScene GetScene(String sceneIdentifier)
68 {
69 if (m_scene == null)
70 {
71 m_scene = new OdeScene(sceneIdentifier);
72 }
73 return (m_scene);
74 }
75
76 public string GetName()
77 {
78 return ("UbitODE");
79 }
80
81 public void Dispose()
82 {
83 d.CloseODE();
84 }
85 }
86} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..56f3786
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2540 @@
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 SPAM
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 OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 [Flags]
64 public enum CollisionCategories : int
65 {
66 Disabled = 0,
67 Geom = 0x00000001,
68 Body = 0x00000002,
69 Space = 0x00000004,
70 Character = 0x00000008,
71 Land = 0x00000010,
72 Water = 0x00000020,
73 Wind = 0x00000040,
74 Sensor = 0x00000080,
75 Selected = 0x00000100
76 }
77
78 /// <summary>
79 /// Material type for a primitive
80 /// </summary>
81 public enum Material : int
82 {
83 /// <summary></summary>
84 Stone = 0,
85 /// <summary></summary>
86 Metal = 1,
87 /// <summary></summary>
88 Glass = 2,
89 /// <summary></summary>
90 Wood = 3,
91 /// <summary></summary>
92 Flesh = 4,
93 /// <summary></summary>
94 Plastic = 5,
95 /// <summary></summary>
96 Rubber = 6,
97
98 light = 7 // compatibility with old viewers
99 }
100
101 public enum changes : int
102 {
103 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
104 Remove,
105 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
106 // or removes from a object if arg is null
107 DeLink,
108 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
109 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
110 PosOffset, // not in use
111 // arg Vector3 new position in local coords. Changes prim position in object
112 OriOffset, // not in use
113 // arg Vector3 new position in local coords. Changes prim position in object
114 Velocity,
115 AngVelocity,
116 Acceleration,
117 Force,
118 Torque,
119
120 AddForce,
121 AddAngForce,
122 AngLock,
123
124 Size,
125 Shape,
126
127 CollidesWater,
128 VolumeDtc,
129
130 Physical,
131 Selected,
132 disabled,
133 building,
134
135 VehicleType,
136 VehicleFloatParam,
137 VehicleVectorParam,
138 VehicleRotationParam,
139 VehicleFlags,
140
141 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
142 }
143
144 public struct ODEchangeitem
145 {
146 public PhysicsActor actor;
147 public OdeCharacter character;
148 public changes what;
149 public Object arg;
150 }
151
152 public class OdeScene : PhysicsScene
153 {
154 private readonly ILog m_log;
155 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
156
157 private int threadid = 0;
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
161 const float comumContactERP = 0.6f;
162 const float comumSoftContactERP = 0.1f;
163 const float comumContactCFM = 0.0001f;
164
165 float frictionScale = 1.0f;
166
167 float frictionMovementMult = 0.3f;
168
169 float TerrainBounce = 0.3f;
170 float TerrainFriction = 0.3f;
171
172 public float AvatarBounce = 0.3f;
173 public float AvatarFriction = 0;// 0.9f * 0.5f;
174
175 private const uint m_regionWidth = Constants.RegionSize;
176 private const uint m_regionHeight = Constants.RegionSize;
177
178 public float ODE_STEPSIZE = 0.020f;
179 private float metersInSpace = 25.6f;
180 private float m_timeDilation = 1.0f;
181
182 public float gravityx = 0f;
183 public float gravityy = 0f;
184 public float gravityz = -9.8f;
185
186 private float waterlevel = 0f;
187 private int framecount = 0;
188
189 internal IntPtr WaterGeom;
190
191 public float avPIDD = 3200f; // make it visible
192 public float avPIDP = 1400f; // make it visible
193 private float avCapRadius = 0.37f;
194 private float avDensity = 3f;
195 private float avMovementDivisorWalk = 1.3f;
196 private float avMovementDivisorRun = 0.8f;
197 private float minimumGroundFlightOffset = 3f;
198 public float maximumMassObject = 10000.01f;
199
200 public bool meshSculptedPrim = true;
201 public bool forceSimplePrimMeshing = false;
202
203 public float meshSculptLOD = 32;
204 public float MeshSculptphysicalLOD = 16;
205
206 public float geomDefaultDensity = 10.000006836f;
207
208 public int geomContactPointsStartthrottle = 3;
209 public int geomUpdatesPerThrottledUpdate = 15;
210
211 public float bodyPIDD = 35f;
212 public float bodyPIDG = 25;
213
214 public int geomCrossingFailuresBeforeOutofbounds = 6;
215
216 public int bodyFramesAutoDisable = 20;
217
218 private float[] _watermap;
219 private bool m_filterCollisions = true;
220
221 private d.NearCallback nearCallback;
222
223 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
224 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
225 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
226
227 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
228
229 /// <summary>
230 /// A list of actors that should receive collision events.
231 /// </summary>
232 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
233
234 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
235 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
236 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
237
238 private float contactsurfacelayer = 0.002f;
239
240 private int contactsPerCollision = 80;
241 internal IntPtr ContactgeomsArray = IntPtr.Zero;
242 private IntPtr GlobalContactsArray = IntPtr.Zero;
243
244 const int maxContactsbeforedeath = 4000;
245 private volatile int m_global_contactcount = 0;
246
247
248 private readonly IntPtr contactgroup;
249
250 public ContactData[] m_materialContactsData = new ContactData[8];
251
252 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
253 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
254 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
255
256 private int m_physicsiterations = 10;
257 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
258 private readonly PhysicsActor PANull = new NullPhysicsActor();
259 private float step_time = 0.0f;
260
261 public IntPtr world;
262
263 private uint obj2LocalID = 0;
264 private OdeCharacter cc1;
265 private OdePrim cp1;
266 private OdeCharacter cc2;
267 private OdePrim cp2;
268
269 // split the spaces acording to contents type
270 // ActiveSpace contains characters and active prims
271 // StaticSpace contains land and other that is mostly static in enviroment
272 // this can contain subspaces, like the grid in staticspace
273 // as now space only contains this 2 top spaces
274
275 public IntPtr TopSpace; // the global space
276 public IntPtr ActiveSpace; // space for active prims
277 public IntPtr StaticSpace; // space for the static things around
278
279 // some speedup variables
280 private int spaceGridMaxX;
281 private int spaceGridMaxY;
282 private float spacesPerMeter;
283
284 // split static geometry collision into a grid as before
285 private IntPtr[,] staticPrimspace;
286
287 private Object OdeLock;
288 private static Object SimulationLock;
289
290 public IMesher mesher;
291
292 private IConfigSource m_config;
293
294 public bool physics_logging = false;
295 public int physics_logging_interval = 0;
296 public bool physics_logging_append_existing_logfile = false;
297
298 private Vector3 m_worldOffset = Vector3.Zero;
299 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
300 private PhysicsScene m_parentScene = null;
301
302 private ODERayCastRequestManager m_rayCastManager;
303
304
305/* maybe needed if ode uses tls
306 private void checkThread()
307 {
308
309 int th = Thread.CurrentThread.ManagedThreadId;
310 if(th != threadid)
311 {
312 threadid = th;
313 d.AllocateODEDataForThread(~0U);
314 }
315 }
316 */
317 /// <summary>
318 /// Initiailizes the scene
319 /// Sets many properties that ODE requires to be stable
320 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
321 /// </summary>
322 public OdeScene(string sceneIdentifier)
323 {
324 m_log
325 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
326
327// checkThread();
328 Name = sceneIdentifier;
329
330 OdeLock = new Object();
331 SimulationLock = new Object();
332
333 nearCallback = near;
334
335 m_rayCastManager = new ODERayCastRequestManager(this);
336 lock (OdeLock)
337 {
338 // Create the world and the first space
339 try
340 {
341 world = d.WorldCreate();
342 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
343
344 // now the major subspaces
345 ActiveSpace = d.HashSpaceCreate(TopSpace);
346 StaticSpace = d.HashSpaceCreate(TopSpace);
347 }
348 catch
349 {
350 // i must RtC#FM
351 }
352
353 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
354 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
355 d.HashSpaceSetLevels(StaticSpace, -2, 8);
356
357 // demote to second level
358 d.SpaceSetSublevel(ActiveSpace, 1);
359 d.SpaceSetSublevel(StaticSpace, 1);
360
361 contactgroup = d.JointGroupCreate(0);
362 //contactgroup
363
364 d.WorldSetAutoDisableFlag(world, false);
365 }
366
367 _watermap = new float[258 * 258];
368 }
369
370 // Initialize the mesh plugin
371// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
372 public override void Initialise(IMesher meshmerizer, IConfigSource config)
373 {
374// checkThread();
375 mesher = meshmerizer;
376 m_config = config;
377
378// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
379 /*
380 if (region != null)
381 {
382 WorldExtents.X = region.RegionSizeX;
383 WorldExtents.Y = region.RegionSizeY;
384 }
385 */
386
387 // Defaults
388
389 avPIDD = 2200.0f;
390 avPIDP = 900.0f;
391
392 int contactsPerCollision = 80;
393
394 if (m_config != null)
395 {
396 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
397 if (physicsconfig != null)
398 {
399 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
400 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
401 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
402
403 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
404
405 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
406
407 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
408 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
409
410 avDensity = physicsconfig.GetFloat("av_density", avDensity);
411 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
412 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
413 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
414
415 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
416
417 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
418 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
419 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
420
421 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
422 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
423
424 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
425 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
426
427 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
428 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
429 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
430 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
431 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
432
433 if (Environment.OSVersion.Platform == PlatformID.Unix)
434 {
435 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
436 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
437 }
438 else
439 {
440 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
441 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
442 }
443
444 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
445 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
446 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
447
448 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
449 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
450 }
451 }
452
453 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
454 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
455
456 m_materialContactsData[(int)Material.Stone].mu = frictionScale * 0.8f;
457 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
458
459 m_materialContactsData[(int)Material.Metal].mu = frictionScale * 0.3f;
460 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
461
462 m_materialContactsData[(int)Material.Glass].mu = frictionScale * 0.2f;
463 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
464
465 m_materialContactsData[(int)Material.Wood].mu = frictionScale * 0.6f;
466 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
467
468 m_materialContactsData[(int)Material.Flesh].mu = frictionScale * 0.9f;
469 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
470
471 m_materialContactsData[(int)Material.Plastic].mu = frictionScale * 0.4f;
472 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
473
474 m_materialContactsData[(int)Material.Rubber].mu = frictionScale * 0.9f;
475 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
476
477 m_materialContactsData[(int)Material.light].mu = 0.0f;
478 m_materialContactsData[(int)Material.light].bounce = 0.0f;
479
480 TerrainFriction *= frictionScale;
481// AvatarFriction *= frictionScale;
482
483 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
484
485 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
486 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
487
488 d.WorldSetLinearDamping(world, 0.001f);
489 d.WorldSetAngularDamping(world, 0.001f);
490 d.WorldSetAngularDampingThreshold(world, 0f);
491 d.WorldSetLinearDampingThreshold(world, 0f);
492 d.WorldSetMaxAngularSpeed(world, 256f);
493
494 d.WorldSetCFM(world,1e-6f); // a bit harder than default
495 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
496 d.WorldSetERP(world, 0.6f); // higher than original
497
498 // Set how many steps we go without running collision testing
499 // This is in addition to the step size.
500 // Essentially Steps * m_physicsiterations
501 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
502 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
503
504 spacesPerMeter = 1 / metersInSpace;
505 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
506 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
507
508 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
509
510 // create all spaces now
511 int i, j;
512 IntPtr newspace;
513 for (i = 0; i < spaceGridMaxX; i++)
514 for (j = 0; j < spaceGridMaxY; j++)
515 {
516 newspace = d.HashSpaceCreate(StaticSpace);
517 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
518 waitForSpaceUnlock(newspace);
519 d.SpaceSetSublevel(newspace, 2);
520 d.HashSpaceSetLevels(newspace, -2, 8);
521 staticPrimspace[i, j] = newspace;
522 }
523 // let this now be real maximum values
524 spaceGridMaxX--;
525 spaceGridMaxY--;
526 }
527
528 internal void waitForSpaceUnlock(IntPtr space)
529 {
530 //if (space != IntPtr.Zero)
531 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
532 }
533
534 #region Collision Detection
535
536 // sets a global contact for a joint for contactgeom , and base contact description)
537
538 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
539 {
540 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
541 return IntPtr.Zero;
542
543 d.Contact newcontact = new d.Contact();
544 newcontact.geom.depth = contactGeom.depth;
545 newcontact.geom.g1 = contactGeom.g1;
546 newcontact.geom.g2 = contactGeom.g2;
547 newcontact.geom.pos = contactGeom.pos;
548 newcontact.geom.normal = contactGeom.normal;
549 newcontact.geom.side1 = contactGeom.side1;
550 newcontact.geom.side2 = contactGeom.side2;
551
552 // this needs bounce also
553 newcontact.surface.mode = comumContactFlags;
554 newcontact.surface.mu = mu;
555 newcontact.surface.bounce = bounce;
556 newcontact.surface.soft_cfm = comumContactCFM;
557 if (softerp)
558 newcontact.surface.soft_erp = comumSoftContactERP;
559 else
560 newcontact.surface.soft_erp = comumContactERP;
561
562 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
563 Marshal.StructureToPtr(newcontact, contact, true);
564 return d.JointCreateContactPtr(world, contactgroup, contact);
565 }
566
567
568 /// <summary>
569 /// This is our near callback. A geometry is near a body
570 /// </summary>
571 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
572 /// <param name="g1">a geometry or space</param>
573 /// <param name="g2">another geometry or space</param>
574 ///
575
576 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
577 {
578 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
579 return false;
580
581 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
582 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
583 return true;
584 }
585
586
587
588 private void near(IntPtr space, IntPtr g1, IntPtr g2)
589 {
590 // no lock here! It's invoked from within Simulate(), which is thread-locked
591
592 if (m_global_contactcount >= maxContactsbeforedeath)
593 return;
594
595 // Test if we're colliding a geom with a space.
596 // If so we have to drill down into the space recursively
597
598 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
599 return;
600
601 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
602 {
603 // We'll be calling near recursivly if one
604 // of them is a space to find all of the
605 // contact points in the space
606 try
607 {
608 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
609 }
610 catch (AccessViolationException)
611 {
612 m_log.Warn("[PHYSICS]: Unable to collide test a space");
613 return;
614 }
615 //here one should check collisions of geoms inside a space
616 // but on each space we only should have geoms that not colide amoung each other
617 // so we don't dig inside spaces
618 return;
619 }
620
621 // get geom bodies to check if we already a joint contact
622 // guess this shouldn't happen now
623 IntPtr b1 = d.GeomGetBody(g1);
624 IntPtr b2 = d.GeomGetBody(g2);
625
626 // d.GeomClassID id = d.GeomGetClass(g1);
627
628 // Figure out how many contact points we have
629 int count = 0;
630 try
631 {
632 // Colliding Geom To Geom
633 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
634
635 if (g1 == g2)
636 return; // Can't collide with yourself
637
638 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
639 return;
640
641 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
642 }
643 catch (SEHException)
644 {
645 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.");
646// ode.drelease(world);
647 base.TriggerPhysicsBasedRestart();
648 }
649 catch (Exception e)
650 {
651 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
652 return;
653 }
654
655 // id contacts done
656 if (count == 0)
657 return;
658
659 // try get physical actors
660 PhysicsActor p1;
661 PhysicsActor p2;
662
663 if (!actor_name_map.TryGetValue(g1, out p1))
664 {
665 p1 = PANull;
666 }
667
668 if (!actor_name_map.TryGetValue(g2, out p2))
669 {
670 p2 = PANull;
671 }
672
673 // update actors collision score
674 if (p1.CollisionScore >= float.MaxValue - count)
675 p1.CollisionScore = 0;
676 p1.CollisionScore += count;
677
678 if (p2.CollisionScore >= float.MaxValue - count)
679 p2.CollisionScore = 0;
680 p2.CollisionScore += count;
681
682
683 // get first contact
684 d.ContactGeom curContact = new d.ContactGeom();
685 if (!GetCurContactGeom(0, ref curContact))
686 return;
687 // for now it's the one with max depth
688 ContactPoint maxDepthContact = new ContactPoint(
689 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
690 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
691 curContact.depth
692 );
693 // do volume detection case
694 if (
695 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
696 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
697 {
698 collision_accounting_events(p1, p2, maxDepthContact);
699 return;
700 }
701
702 // big messy collision analises
703 float mu = 0;
704 float bounce = 0;
705 ContactData contactdata1;
706 ContactData contactdata2;
707 bool erpSoft = false;
708
709 String name = null;
710 bool dop1foot = false;
711 bool dop2foot = false;
712 bool ignore = false;
713
714 switch (p1.PhysicsActorType)
715 {
716 case (int)ActorTypes.Agent:
717 switch (p2.PhysicsActorType)
718 {
719 case (int)ActorTypes.Agent:
720 contactdata1 = p1.ContactData;
721 contactdata2 = p2.ContactData;
722 bounce = contactdata1.bounce * contactdata2.bounce;
723
724 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
725
726 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
727 mu *= frictionMovementMult;
728
729 p1.CollidingObj = true;
730 p2.CollidingObj = true;
731 break;
732 case (int)ActorTypes.Prim:
733 contactdata1 = p1.ContactData;
734 contactdata2 = p2.ContactData;
735 bounce = contactdata1.bounce * contactdata2.bounce;
736
737 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
738
739 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
740 mu *= frictionMovementMult;
741 if (p2.Velocity.LengthSquared() > 0.0f)
742 p2.CollidingObj = true;
743 dop1foot = true;
744 break;
745 default:
746 ignore=true; // avatar to terrain and water ignored
747 break;
748 }
749 break;
750
751 case (int)ActorTypes.Prim:
752 switch (p2.PhysicsActorType)
753 {
754 case (int)ActorTypes.Agent:
755 contactdata1 = p1.ContactData;
756 contactdata2 = p2.ContactData;
757 bounce = contactdata1.bounce * contactdata2.bounce;
758
759 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
760
761 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
762 mu *= frictionMovementMult;
763
764 dop2foot = true;
765 if (p1.Velocity.LengthSquared() > 0.0f)
766 p1.CollidingObj = true;
767 break;
768 case (int)ActorTypes.Prim:
769 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
770 {
771 p1.CollidingObj = true;
772 p2.CollidingObj = true;
773 }
774 contactdata1 = p1.ContactData;
775 contactdata2 = p2.ContactData;
776 bounce = contactdata1.bounce * contactdata2.bounce;
777 erpSoft = true;
778 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
779
780 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
781 mu *= frictionMovementMult;
782
783 break;
784 default:
785 if (geom_name_map.TryGetValue(g2, out name))
786 {
787 if (name == "Terrain")
788 {
789 erpSoft = true;
790 contactdata1 = p1.ContactData;
791 bounce = contactdata1.bounce * TerrainBounce;
792 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
793 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
794 mu *= frictionMovementMult;
795 p1.CollidingGround = true;
796 }
797 else if (name == "Water")
798 {
799 erpSoft = true;
800 }
801 }
802 else
803 ignore=true;
804 break;
805 }
806 break;
807
808 default:
809 if (geom_name_map.TryGetValue(g1, out name))
810 {
811 if (name == "Terrain")
812 {
813 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
814 {
815 erpSoft = true;
816 p2.CollidingGround = true;
817 contactdata2 = p2.ContactData;
818 bounce = contactdata2.bounce * TerrainBounce;
819 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
820
821 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
822 mu *= frictionMovementMult;
823 }
824 else
825 ignore = true;
826
827 }
828 else if (name == "Water" &&
829 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
830 {
831 erpSoft = true;
832 }
833 }
834 else
835 ignore = true;
836 break;
837 }
838
839 if (ignore)
840 return;
841
842 IntPtr Joint;
843
844 int i = 0;
845 while(true)
846 {
847 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
848 p1.IsColliding = true;
849 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
850 p2.IsColliding = true;
851
852 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
853 d.JointAttach(Joint, b1, b2);
854
855 if (++m_global_contactcount >= maxContactsbeforedeath)
856 break;
857
858 if(++i >= count)
859 break;
860
861 if (!GetCurContactGeom(i, ref curContact))
862 break;
863
864 if (curContact.depth > maxDepthContact.PenetrationDepth)
865 {
866 maxDepthContact.Position.X = curContact.pos.X;
867 maxDepthContact.Position.Y = curContact.pos.Y;
868 maxDepthContact.Position.Z = curContact.pos.Z;
869 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
870 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
871 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
872 maxDepthContact.PenetrationDepth = curContact.depth;
873 }
874 }
875
876 collision_accounting_events(p1, p2, maxDepthContact);
877
878/*
879 if (notskipedcount > geomContactPointsStartthrottle)
880 {
881 // If there are more then 3 contact points, it's likely
882 // that we've got a pile of objects, so ...
883 // We don't want to send out hundreds of terse updates over and over again
884 // so lets throttle them and send them again after it's somewhat sorted out.
885 this needs checking so out for now
886 if (b1 != IntPtr.Zero)
887 p1.ThrottleUpdates = true;
888 if (b2 != IntPtr.Zero)
889 p2.ThrottleUpdates = true;
890
891 }
892 */
893 }
894
895 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
896 {
897 // obj1LocalID = 0;
898 //returncollisions = false;
899 obj2LocalID = 0;
900 //ctype = 0;
901 //cStartStop = 0;
902 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
903 return;
904
905 switch ((ActorTypes)p1.PhysicsActorType)
906 {
907 case ActorTypes.Agent:
908 cc1 = (OdeCharacter)p1;
909 switch ((ActorTypes)p2.PhysicsActorType)
910 {
911 case ActorTypes.Agent:
912 cc2 = (OdeCharacter)p2;
913 obj2LocalID = cc2.m_localID;
914 if (p2.SubscribedEvents())
915 cc2.AddCollisionEvent(cc1.m_localID, contact);
916 break;
917
918 case ActorTypes.Prim:
919 if (p2 is OdePrim)
920 {
921 cp2 = (OdePrim)p2;
922 obj2LocalID = cp2.m_localID;
923 if (p2.SubscribedEvents())
924 cp2.AddCollisionEvent(cc1.m_localID, contact);
925 }
926 break;
927
928 case ActorTypes.Ground:
929 case ActorTypes.Unknown:
930 default:
931 obj2LocalID = 0;
932 break;
933 }
934 if (p1.SubscribedEvents())
935 {
936 contact.SurfaceNormal = -contact.SurfaceNormal;
937 cc1.AddCollisionEvent(obj2LocalID, contact);
938 }
939 break;
940
941 case ActorTypes.Prim:
942
943 if (p1 is OdePrim)
944 {
945 cp1 = (OdePrim)p1;
946
947 // obj1LocalID = cp2.m_localID;
948 switch ((ActorTypes)p2.PhysicsActorType)
949 {
950 case ActorTypes.Agent:
951 if (p2 is OdeCharacter)
952 {
953 cc2 = (OdeCharacter)p2;
954 obj2LocalID = cc2.m_localID;
955 if (p2.SubscribedEvents())
956 cc2.AddCollisionEvent(cp1.m_localID, contact);
957 }
958 break;
959 case ActorTypes.Prim:
960
961 if (p2 is OdePrim)
962 {
963 cp2 = (OdePrim)p2;
964 obj2LocalID = cp2.m_localID;
965 if (p2.SubscribedEvents())
966 cp2.AddCollisionEvent(cp1.m_localID, contact);
967 }
968 break;
969
970 case ActorTypes.Ground:
971 case ActorTypes.Unknown:
972 default:
973 obj2LocalID = 0;
974 break;
975 }
976 if (p1.SubscribedEvents())
977 {
978 contact.SurfaceNormal = -contact.SurfaceNormal;
979 cp1.AddCollisionEvent(obj2LocalID, contact);
980 }
981 }
982 break;
983 }
984 }
985
986 /// <summary>
987 /// This is our collision testing routine in ODE
988 /// </summary>
989 /// <param name="timeStep"></param>
990 private void collision_optimized()
991 {
992// _perloopContact.Clear();
993// clear characts IsColliding until we do it some other way
994
995 lock (_characters)
996 {
997 foreach (OdeCharacter chr in _characters)
998 {
999 // this are odd checks if they are needed something is wrong elsewhere
1000 // keep for now
1001 if (chr == null)
1002 continue;
1003
1004 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1005 continue;
1006
1007 chr.IsColliding = false;
1008 // chr.CollidingGround = false; not done here
1009 chr.CollidingObj = false;
1010 }
1011 }
1012
1013 // now let ode do its job
1014 // colide active things amoung them
1015
1016 int st = Util.EnvironmentTickCount();
1017 int ta;
1018 int ts;
1019 try
1020 {
1021 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1022 }
1023 catch (AccessViolationException)
1024 {
1025 m_log.Warn("[PHYSICS]: Unable to Active space collide");
1026 }
1027 ta = Util.EnvironmentTickCountSubtract(st);
1028 // then active things with static enviroment
1029 try
1030 {
1031 d.SpaceCollide2(ActiveSpace,StaticSpace, IntPtr.Zero, nearCallback);
1032 }
1033 catch (AccessViolationException)
1034 {
1035 m_log.Warn("[PHYSICS]: Unable to Active to static space collide");
1036 }
1037 ts = Util.EnvironmentTickCountSubtract(st);
1038// _perloopContact.Clear();
1039 }
1040
1041 #endregion
1042
1043
1044 public float GetTerrainHeightAtXY(float x, float y)
1045 {
1046 // assumes 1m size grid and constante size square regions
1047 // region offset in mega position
1048
1049 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1050 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1051
1052 IntPtr heightFieldGeom = IntPtr.Zero;
1053
1054 // get region map
1055 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1056 return 0f;
1057
1058 if (heightFieldGeom == IntPtr.Zero)
1059 return 0f;
1060
1061 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1062 return 0f;
1063
1064 // TerrainHeightField for ODE as offset 1m
1065 x += 1f - offsetX;
1066 y += 1f - offsetY;
1067
1068 // make position fit into array
1069 if (x < 0)
1070 x = 0;
1071 if (y < 0)
1072 y = 0;
1073
1074 // integer indexs
1075 int ix;
1076 int iy;
1077 // interpolators offset
1078 float dx;
1079 float dy;
1080
1081 int regsize = (int)Constants.RegionSize + 2; // map size see setterrain
1082
1083 // we still have square fixed size regions
1084 // also flip x and y because of how map is done for ODE fliped axis
1085 // so ix,iy,dx and dy are inter exchanged
1086 if (x < regsize - 1)
1087 {
1088 iy = (int)x;
1089 dy = x - (float)iy;
1090 }
1091 else // out world use external height
1092 {
1093 iy = regsize - 1;
1094 dy = 0;
1095 }
1096 if (y < regsize - 1)
1097 {
1098 ix = (int)y;
1099 dx = y - (float)ix;
1100 }
1101 else
1102 {
1103 ix = regsize - 1;
1104 dx = 0;
1105 }
1106
1107 float h0;
1108 float h1;
1109 float h2;
1110
1111 iy *= regsize;
1112 iy += ix; // all indexes have iy + ix
1113
1114 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1115
1116 if ((dx + dy) <= 1.0f)
1117 {
1118 h0 = ((float)heights[iy]); // 0,0 vertice
1119 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1120 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1121 }
1122 else
1123 {
1124 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1125 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1126 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1127 }
1128
1129 return h0 + h1 + h2;
1130 }
1131
1132 /// <summary>
1133 /// Add actor to the list that should receive collision events in the simulate loop.
1134 /// </summary>
1135 /// <param name="obj"></param>
1136 public void AddCollisionEventReporting(PhysicsActor obj)
1137 {
1138 lock (_collisionEventPrim)
1139 {
1140 if (!_collisionEventPrim.Contains(obj))
1141 _collisionEventPrim.Add(obj);
1142 }
1143 }
1144
1145 /// <summary>
1146 /// Remove actor from the list that should receive collision events in the simulate loop.
1147 /// </summary>
1148 /// <param name="obj"></param>
1149 public void RemoveCollisionEventReporting(PhysicsActor obj)
1150 {
1151 lock (_collisionEventPrim)
1152 {
1153 if (_collisionEventPrim.Contains(obj))
1154 _collisionEventPrim.Remove(obj);
1155 }
1156 }
1157
1158 #region Add/Remove Entities
1159
1160 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1161 {
1162 Vector3 pos;
1163 pos.X = position.X;
1164 pos.Y = position.Y;
1165 pos.Z = position.Z;
1166 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1167 newAv.Flying = isFlying;
1168 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1169
1170 return newAv;
1171 }
1172
1173 public void AddCharacter(OdeCharacter chr)
1174 {
1175 lock (_characters)
1176 {
1177 if (!_characters.Contains(chr))
1178 {
1179 _characters.Add(chr);
1180 if (chr.bad)
1181 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1182 }
1183 }
1184 }
1185
1186 public void RemoveCharacter(OdeCharacter chr)
1187 {
1188 lock (_characters)
1189 {
1190 if (_characters.Contains(chr))
1191 {
1192 _characters.Remove(chr);
1193 }
1194 }
1195 }
1196
1197 public void BadCharacter(OdeCharacter chr)
1198 {
1199 lock (_badCharacter)
1200 {
1201 if (!_badCharacter.Contains(chr))
1202 _badCharacter.Add(chr);
1203 }
1204 }
1205
1206 public override void RemoveAvatar(PhysicsActor actor)
1207 {
1208 //m_log.Debug("[PHYSICS]:ODELOCK");
1209 ((OdeCharacter) actor).Destroy();
1210 }
1211
1212 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1213 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1214 {
1215 Vector3 pos = position;
1216 Vector3 siz = size;
1217 Quaternion rot = rotation;
1218
1219 OdePrim newPrim;
1220 lock (OdeLock)
1221 {
1222 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
1223
1224 lock (_prims)
1225 _prims.Add(newPrim);
1226 }
1227 newPrim.LocalID = localID;
1228 return newPrim;
1229 }
1230
1231 public void addActivePrim(OdePrim activatePrim)
1232 {
1233 // adds active prim.. (ones that should be iterated over in collisions_optimized
1234 lock (_activeprims)
1235 {
1236 if (!_activeprims.Contains(activatePrim))
1237 _activeprims.Add(activatePrim);
1238 //else
1239 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1240 }
1241 }
1242
1243 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1244 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1245 {
1246#if SPAM
1247 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1248#endif
1249
1250 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1251 }
1252
1253 public override float TimeDilation
1254 {
1255 get { return m_timeDilation; }
1256 }
1257
1258 public override bool SupportsNINJAJoints
1259 {
1260 get { return false; }
1261 }
1262
1263
1264 public void remActivePrim(OdePrim deactivatePrim)
1265 {
1266 lock (_activeprims)
1267 {
1268 _activeprims.Remove(deactivatePrim);
1269 }
1270 }
1271
1272 public override void RemovePrim(PhysicsActor prim)
1273 {
1274 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1275 // removed in the next physics simulate pass.
1276 if (prim is OdePrim)
1277 {
1278// lock (OdeLock)
1279 {
1280 OdePrim p = (OdePrim)prim;
1281 p.setPrimForRemoval();
1282 }
1283 }
1284 }
1285 /// <summary>
1286 /// This is called from within simulate but outside the locked portion
1287 /// We need to do our own locking here
1288 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1289 /// Simulate() -- justincc).
1290 ///
1291 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1292 ///
1293 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1294 /// that the space was using.
1295 /// </summary>
1296 /// <param name="prim"></param>
1297 public void RemovePrimThreadLocked(OdePrim prim)
1298 {
1299 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1300 lock (prim)
1301 {
1302 RemoveCollisionEventReporting(prim);
1303 lock (_prims)
1304 _prims.Remove(prim);
1305 }
1306
1307 }
1308 #endregion
1309
1310 #region Space Separation Calculation
1311
1312 /// <summary>
1313 /// Called when a static prim moves or becomes static
1314 /// Places the prim in a space one the static sub-spaces grid
1315 /// </summary>
1316 /// <param name="geom">the pointer to the geom that moved</param>
1317 /// <param name="pos">the position that the geom moved to</param>
1318 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1319 /// <returns>a pointer to the new space it's in</returns>
1320 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1321 {
1322 // moves a prim into another static sub-space or from another space into a static sub-space
1323
1324 // Called ODEPrim so
1325 // it's already in locked space.
1326
1327 if (geom == IntPtr.Zero) // shouldn't happen
1328 return IntPtr.Zero;
1329
1330 // get the static sub-space for current position
1331 IntPtr newspace = calculateSpaceForGeom(pos);
1332
1333 if (newspace == currentspace) // if we are there all done
1334 return newspace;
1335
1336 // else remove it from its current space
1337 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1338 {
1339 if (d.GeomIsSpace(currentspace))
1340 {
1341 waitForSpaceUnlock(currentspace);
1342 d.SpaceRemove(currentspace, geom);
1343 }
1344 else
1345 {
1346 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1347 " Geom:" + geom);
1348 }
1349 }
1350 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1351 {
1352 currentspace = d.GeomGetSpace(geom);
1353 if (currentspace != IntPtr.Zero)
1354 {
1355 if (d.GeomIsSpace(currentspace))
1356 {
1357 waitForSpaceUnlock(currentspace);
1358 d.SpaceRemove(currentspace, geom);
1359 }
1360 }
1361 }
1362
1363 // put the geom in the newspace
1364 waitForSpaceUnlock(newspace);
1365 d.SpaceAdd(newspace, geom);
1366
1367 // let caller know this newspace
1368 return newspace;
1369 }
1370
1371 /// <summary>
1372 /// Calculates the space the prim should be in by its position
1373 /// </summary>
1374 /// <param name="pos"></param>
1375 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1376 public IntPtr calculateSpaceForGeom(Vector3 pos)
1377 {
1378 int x, y;
1379 x = (int)(pos.X * spacesPerMeter);
1380 if (x < 0)
1381 x = 0;
1382 else if (x > spaceGridMaxX)
1383 x = spaceGridMaxX;
1384
1385 y = (int)(pos.Y * spacesPerMeter);
1386 if (y < 0)
1387 y = 0;
1388 else if (y >spaceGridMaxY)
1389 y = spaceGridMaxY;
1390
1391 IntPtr tmpSpace = staticPrimspace[x, y];
1392 return tmpSpace;
1393 }
1394
1395 #endregion
1396
1397 /// <summary>
1398 /// Routine to figure out if we need to mesh this prim with our mesher
1399 /// </summary>
1400 /// <param name="pbs"></param>
1401 /// <returns></returns>
1402 public bool needsMeshing(PrimitiveBaseShape pbs)
1403 {
1404 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1405 // but we still need to check for sculptie meshing being enabled so this is the most
1406 // convenient place to do it for now...
1407
1408 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1409 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1410 int iPropertiesNotSupportedDefault = 0;
1411
1412 if (pbs.SculptEntry)
1413 {
1414 if(!meshSculptedPrim)
1415 return false;
1416 }
1417
1418 // 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
1419 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1420 {
1421 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1422 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1423 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1424 {
1425
1426 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1427 && pbs.ProfileHollow == 0
1428 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1429 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1430 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1431 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1432 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1433 {
1434#if SPAM
1435 m_log.Warn("NonMesh");
1436#endif
1437 return false;
1438 }
1439 }
1440 }
1441
1442 // following code doesn't give meshs to boxes and spheres ever
1443 // and it's odd.. so for now just return true if asked to force meshs
1444 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1445
1446 if (forceSimplePrimMeshing)
1447 return true;
1448
1449 if (pbs.ProfileHollow != 0)
1450 iPropertiesNotSupportedDefault++;
1451
1452 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1453 iPropertiesNotSupportedDefault++;
1454
1455 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1456 iPropertiesNotSupportedDefault++;
1457
1458 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1459 iPropertiesNotSupportedDefault++;
1460
1461 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1462 iPropertiesNotSupportedDefault++;
1463
1464 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1465 iPropertiesNotSupportedDefault++;
1466
1467 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1468 iPropertiesNotSupportedDefault++;
1469
1470 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))
1471 iPropertiesNotSupportedDefault++;
1472
1473 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1474 iPropertiesNotSupportedDefault++;
1475
1476 // test for torus
1477 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1478 {
1479 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1480 {
1481 iPropertiesNotSupportedDefault++;
1482 }
1483 }
1484 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1485 {
1486 if (pbs.PathCurve == (byte)Extrusion.Straight)
1487 {
1488 iPropertiesNotSupportedDefault++;
1489 }
1490
1491 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1492 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1493 {
1494 iPropertiesNotSupportedDefault++;
1495 }
1496 }
1497 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1498 {
1499 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1500 {
1501 iPropertiesNotSupportedDefault++;
1502 }
1503 }
1504 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1505 {
1506 if (pbs.PathCurve == (byte)Extrusion.Straight)
1507 {
1508 iPropertiesNotSupportedDefault++;
1509 }
1510 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1511 {
1512 iPropertiesNotSupportedDefault++;
1513 }
1514 }
1515
1516 if (pbs.SculptEntry && meshSculptedPrim)
1517 iPropertiesNotSupportedDefault++;
1518
1519 if (iPropertiesNotSupportedDefault == 0)
1520 {
1521#if SPAM
1522 m_log.Warn("NonMesh");
1523#endif
1524 return false;
1525 }
1526#if SPAM
1527 m_log.Debug("Mesh");
1528#endif
1529 return true;
1530 }
1531
1532 /// <summary>
1533 /// Called to queue a change to a actor
1534 /// to use in place of old taint mechanism so changes do have a time sequence
1535 /// </summary>
1536
1537 public void AddChange(PhysicsActor actor, changes what, Object arg)
1538 {
1539 ODEchangeitem item = new ODEchangeitem();
1540 item.actor = actor;
1541 item.what = what;
1542 item.arg = arg;
1543 ChangesQueue.Enqueue(item);
1544 }
1545
1546 /// <summary>
1547 /// Called after our prim properties are set Scale, position etc.
1548 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1549 /// This assures us that we have no race conditions
1550 /// </summary>
1551 /// <param name="prim"></param>
1552 public override void AddPhysicsActorTaint(PhysicsActor prim)
1553 {
1554 }
1555
1556 /// <summary>
1557 /// This is our main simulate loop
1558 /// It's thread locked by a Mutex in the scene.
1559 /// It holds Collisions, it instructs ODE to step through the physical reactions
1560 /// It moves the objects around in memory
1561 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1562 /// </summary>
1563 /// <param name="timeStep"></param>
1564 /// <returns></returns>
1565 public override float Simulate(float timeStep)
1566 {
1567 int statstart;
1568 int statchanges = 0;
1569 int statchmove = 0;
1570 int statactmove = 0;
1571 int statray = 0;
1572 int statcol = 0;
1573 int statstep = 0;
1574 int statmovchar = 0;
1575 int statmovprim;
1576 int totjcontact = 0;
1577
1578 // acumulate time so we can reduce error
1579 step_time += timeStep;
1580
1581 if (step_time < ODE_STEPSIZE)
1582 return 0;
1583
1584 if (framecount >= int.MaxValue)
1585 framecount = 0;
1586
1587 framecount++;
1588
1589 int curphysiteractions = m_physicsiterations;
1590
1591 if (step_time >= m_SkipFramesAtms)
1592 {
1593 // if in trouble reduce step resolution
1594 curphysiteractions /= 2;
1595 }
1596
1597 int nodeframes = 0;
1598
1599// checkThread();
1600
1601 lock (SimulationLock)
1602 {
1603 // adjust number of iterations per step
1604 try
1605 {
1606 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1607 }
1608 catch (StackOverflowException)
1609 {
1610 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1611// ode.drelease(world);
1612 base.TriggerPhysicsBasedRestart();
1613 }
1614
1615
1616 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1617 {
1618 try
1619 {
1620 statstart = Util.EnvironmentTickCount();
1621
1622 // clear pointer/counter to contacts to pass into joints
1623 m_global_contactcount = 0;
1624
1625 ODEchangeitem item;
1626
1627 if(ChangesQueue.Count >0)
1628 {
1629 int ttmpstart = Util.EnvironmentTickCount();
1630 int ttmp;
1631 int ttmp2;
1632
1633 while(ChangesQueue.Dequeue(out item))
1634 {
1635 if (item.actor != null)
1636 {
1637 try
1638 {
1639 if (item.actor is OdeCharacter)
1640 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1641 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1642 RemovePrimThreadLocked((OdePrim)item.actor);
1643 }
1644 catch
1645 {
1646 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1647 };
1648 }
1649 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1650 if (ttmp > 20)
1651 break;
1652 }
1653
1654 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1655 if (ttmp2 > 50)
1656 ttmp2 = 0;
1657
1658 }
1659
1660 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1661
1662 // Move characters
1663 lock (_characters)
1664 {
1665 List<OdeCharacter> defects = new List<OdeCharacter>();
1666 foreach (OdeCharacter actor in _characters)
1667 {
1668 if (actor != null)
1669 actor.Move(ODE_STEPSIZE, defects);
1670 }
1671 if (defects.Count != 0)
1672 {
1673 foreach (OdeCharacter defect in defects)
1674 {
1675 RemoveCharacter(defect);
1676 }
1677 }
1678 }
1679 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1680
1681 // Move other active objects
1682 lock (_activeprims)
1683 {
1684 foreach (OdePrim aprim in _activeprims)
1685 {
1686 aprim.CollisionScore = 0;
1687 aprim.IsColliding = false;
1688 aprim.Move();
1689 }
1690 }
1691
1692 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1693 //if ((framecount % m_randomizeWater) == 0)
1694 // randomizeWater(waterlevel);
1695
1696 m_rayCastManager.ProcessQueuedRequests();
1697
1698 statray += Util.EnvironmentTickCountSubtract(statstart);
1699 collision_optimized();
1700 statcol += Util.EnvironmentTickCountSubtract(statstart);
1701
1702 lock (_collisionEventPrim)
1703 {
1704 foreach (PhysicsActor obj in _collisionEventPrim)
1705 {
1706 if (obj == null)
1707 continue;
1708
1709 switch ((ActorTypes)obj.PhysicsActorType)
1710 {
1711 case ActorTypes.Agent:
1712 OdeCharacter cobj = (OdeCharacter)obj;
1713 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1714 cobj.SendCollisions();
1715 break;
1716
1717 case ActorTypes.Prim:
1718 OdePrim pobj = (OdePrim)obj;
1719 pobj.SendCollisions();
1720 break;
1721 }
1722 }
1723 }
1724
1725 d.WorldQuickStep(world, ODE_STEPSIZE);
1726 statstep += Util.EnvironmentTickCountSubtract(statstart);
1727 d.JointGroupEmpty(contactgroup);
1728 totjcontact += m_global_contactcount;
1729 //ode.dunlock(world);
1730 }
1731 catch (Exception e)
1732 {
1733 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1734// ode.dunlock(world);
1735 }
1736
1737 step_time -= ODE_STEPSIZE;
1738 nodeframes++;
1739 }
1740
1741 statstart = Util.EnvironmentTickCount();
1742
1743 lock (_characters)
1744 {
1745 foreach (OdeCharacter actor in _characters)
1746 {
1747 if (actor != null)
1748 {
1749 if (actor.bad)
1750 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1751
1752 actor.UpdatePositionAndVelocity();
1753 }
1754 }
1755 }
1756
1757 lock (_badCharacter)
1758 {
1759 if (_badCharacter.Count > 0)
1760 {
1761 foreach (OdeCharacter chr in _badCharacter)
1762 {
1763 RemoveCharacter(chr);
1764 }
1765
1766 _badCharacter.Clear();
1767 }
1768 }
1769 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1770
1771 lock (_activeprims)
1772 {
1773 {
1774 foreach (OdePrim actor in _activeprims)
1775 {
1776 if (actor.IsPhysical)
1777 {
1778 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1779 }
1780 }
1781 }
1782 }
1783
1784 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1785
1786 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1787 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1788 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1789 int nbodies = d.NTotalBodies;
1790 int ngeoms = d.NTotalGeoms;
1791
1792 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1793 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1794 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1795 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1796 {
1797 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1798 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1799
1800 if (physics_logging_append_existing_logfile)
1801 {
1802 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1803 TextWriter fwriter = File.AppendText(fname);
1804 fwriter.WriteLine(header);
1805 fwriter.Close();
1806 }
1807
1808 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1809 }
1810
1811 // think time dilation is not a physics issue alone.. but ok let's fake something
1812 if (step_time < ODE_STEPSIZE) // we did the required loops
1813 m_timeDilation = 1.0f;
1814 else
1815 { // we didn't forget the lost ones and let user know something
1816 m_timeDilation = 1 - step_time / timeStep;
1817 if (m_timeDilation < 0)
1818 m_timeDilation = 0;
1819 step_time = 0;
1820 }
1821 }
1822
1823// return nodeframes * ODE_STEPSIZE; // return real simulated time
1824 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1825 }
1826
1827 /// <summary>
1828 public override void GetResults()
1829 {
1830 }
1831
1832 public override bool IsThreaded
1833 {
1834 // for now we won't be multithreaded
1835 get { return (false); }
1836 }
1837
1838 #region ODE Specific Terrain Fixes
1839 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
1840 {
1841 float[] returnarr = new float[262144];
1842 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
1843
1844 // Filling out the array into its multi-dimensional components
1845 for (int y = 0; y < WorldExtents.Y; y++)
1846 {
1847 for (int x = 0; x < WorldExtents.X; x++)
1848 {
1849 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
1850 }
1851 }
1852
1853 // Resize using Nearest Neighbour
1854
1855 // This particular way is quick but it only works on a multiple of the original
1856
1857 // The idea behind this method can be described with the following diagrams
1858 // second pass and third pass happen in the same loop really.. just separated
1859 // them to show what this does.
1860
1861 // First Pass
1862 // ResultArr:
1863 // 1,1,1,1,1,1
1864 // 1,1,1,1,1,1
1865 // 1,1,1,1,1,1
1866 // 1,1,1,1,1,1
1867 // 1,1,1,1,1,1
1868 // 1,1,1,1,1,1
1869
1870 // Second Pass
1871 // ResultArr2:
1872 // 1,,1,,1,,1,,1,,1,
1873 // ,,,,,,,,,,
1874 // 1,,1,,1,,1,,1,,1,
1875 // ,,,,,,,,,,
1876 // 1,,1,,1,,1,,1,,1,
1877 // ,,,,,,,,,,
1878 // 1,,1,,1,,1,,1,,1,
1879 // ,,,,,,,,,,
1880 // 1,,1,,1,,1,,1,,1,
1881 // ,,,,,,,,,,
1882 // 1,,1,,1,,1,,1,,1,
1883
1884 // Third pass fills in the blanks
1885 // ResultArr2:
1886 // 1,1,1,1,1,1,1,1,1,1,1,1
1887 // 1,1,1,1,1,1,1,1,1,1,1,1
1888 // 1,1,1,1,1,1,1,1,1,1,1,1
1889 // 1,1,1,1,1,1,1,1,1,1,1,1
1890 // 1,1,1,1,1,1,1,1,1,1,1,1
1891 // 1,1,1,1,1,1,1,1,1,1,1,1
1892 // 1,1,1,1,1,1,1,1,1,1,1,1
1893 // 1,1,1,1,1,1,1,1,1,1,1,1
1894 // 1,1,1,1,1,1,1,1,1,1,1,1
1895 // 1,1,1,1,1,1,1,1,1,1,1,1
1896 // 1,1,1,1,1,1,1,1,1,1,1,1
1897
1898 // X,Y = .
1899 // X+1,y = ^
1900 // X,Y+1 = *
1901 // X+1,Y+1 = #
1902
1903 // Filling in like this;
1904 // .*
1905 // ^#
1906 // 1st .
1907 // 2nd *
1908 // 3rd ^
1909 // 4th #
1910 // on single loop.
1911
1912 float[,] resultarr2 = new float[512, 512];
1913 for (int y = 0; y < WorldExtents.Y; y++)
1914 {
1915 for (int x = 0; x < WorldExtents.X; x++)
1916 {
1917 resultarr2[y * 2, x * 2] = resultarr[y, x];
1918
1919 if (y < WorldExtents.Y)
1920 {
1921 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
1922 }
1923 if (x < WorldExtents.X)
1924 {
1925 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
1926 }
1927 if (x < WorldExtents.X && y < WorldExtents.Y)
1928 {
1929 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
1930 }
1931 }
1932 }
1933
1934 //Flatten out the array
1935 int i = 0;
1936 for (int y = 0; y < 512; y++)
1937 {
1938 for (int x = 0; x < 512; x++)
1939 {
1940 if (resultarr2[y, x] <= 0)
1941 returnarr[i] = 0.0000001f;
1942 else
1943 returnarr[i] = resultarr2[y, x];
1944
1945 i++;
1946 }
1947 }
1948
1949 return returnarr;
1950 }
1951
1952 public float[] ResizeTerrain512Interpolation(float[] heightMap)
1953 {
1954 float[] returnarr = new float[262144];
1955 float[,] resultarr = new float[512,512];
1956
1957 // Filling out the array into its multi-dimensional components
1958 for (int y = 0; y < 256; y++)
1959 {
1960 for (int x = 0; x < 256; x++)
1961 {
1962 resultarr[y, x] = heightMap[y * 256 + x];
1963 }
1964 }
1965
1966 // Resize using interpolation
1967
1968 // This particular way is quick but it only works on a multiple of the original
1969
1970 // The idea behind this method can be described with the following diagrams
1971 // second pass and third pass happen in the same loop really.. just separated
1972 // them to show what this does.
1973
1974 // First Pass
1975 // ResultArr:
1976 // 1,1,1,1,1,1
1977 // 1,1,1,1,1,1
1978 // 1,1,1,1,1,1
1979 // 1,1,1,1,1,1
1980 // 1,1,1,1,1,1
1981 // 1,1,1,1,1,1
1982
1983 // Second Pass
1984 // ResultArr2:
1985 // 1,,1,,1,,1,,1,,1,
1986 // ,,,,,,,,,,
1987 // 1,,1,,1,,1,,1,,1,
1988 // ,,,,,,,,,,
1989 // 1,,1,,1,,1,,1,,1,
1990 // ,,,,,,,,,,
1991 // 1,,1,,1,,1,,1,,1,
1992 // ,,,,,,,,,,
1993 // 1,,1,,1,,1,,1,,1,
1994 // ,,,,,,,,,,
1995 // 1,,1,,1,,1,,1,,1,
1996
1997 // Third pass fills in the blanks
1998 // ResultArr2:
1999 // 1,1,1,1,1,1,1,1,1,1,1,1
2000 // 1,1,1,1,1,1,1,1,1,1,1,1
2001 // 1,1,1,1,1,1,1,1,1,1,1,1
2002 // 1,1,1,1,1,1,1,1,1,1,1,1
2003 // 1,1,1,1,1,1,1,1,1,1,1,1
2004 // 1,1,1,1,1,1,1,1,1,1,1,1
2005 // 1,1,1,1,1,1,1,1,1,1,1,1
2006 // 1,1,1,1,1,1,1,1,1,1,1,1
2007 // 1,1,1,1,1,1,1,1,1,1,1,1
2008 // 1,1,1,1,1,1,1,1,1,1,1,1
2009 // 1,1,1,1,1,1,1,1,1,1,1,1
2010
2011 // X,Y = .
2012 // X+1,y = ^
2013 // X,Y+1 = *
2014 // X+1,Y+1 = #
2015
2016 // Filling in like this;
2017 // .*
2018 // ^#
2019 // 1st .
2020 // 2nd *
2021 // 3rd ^
2022 // 4th #
2023 // on single loop.
2024
2025 float[,] resultarr2 = new float[512,512];
2026 for (int y = 0; y < (int)Constants.RegionSize; y++)
2027 {
2028 for (int x = 0; x < (int)Constants.RegionSize; x++)
2029 {
2030 resultarr2[y*2, x*2] = resultarr[y, x];
2031
2032 if (y < (int)Constants.RegionSize)
2033 {
2034 if (y + 1 < (int)Constants.RegionSize)
2035 {
2036 if (x + 1 < (int)Constants.RegionSize)
2037 {
2038 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
2039 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
2040 }
2041 else
2042 {
2043 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
2044 }
2045 }
2046 else
2047 {
2048 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
2049 }
2050 }
2051 if (x < (int)Constants.RegionSize)
2052 {
2053 if (x + 1 < (int)Constants.RegionSize)
2054 {
2055 if (y + 1 < (int)Constants.RegionSize)
2056 {
2057 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
2058 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
2059 }
2060 else
2061 {
2062 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
2063 }
2064 }
2065 else
2066 {
2067 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
2068 }
2069 }
2070 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
2071 {
2072 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
2073 {
2074 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
2075 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
2076 }
2077 else
2078 {
2079 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
2080 }
2081 }
2082 }
2083 }
2084 //Flatten out the array
2085 int i = 0;
2086 for (int y = 0; y < 512; y++)
2087 {
2088 for (int x = 0; x < 512; x++)
2089 {
2090 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
2091 {
2092 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
2093 resultarr2[y, x] = 0;
2094 }
2095 returnarr[i] = resultarr2[y, x];
2096 i++;
2097 }
2098 }
2099
2100 return returnarr;
2101 }
2102
2103 #endregion
2104
2105 public override void SetTerrain(float[] heightMap)
2106 {
2107 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2108 {
2109 if (m_parentScene is OdeScene)
2110 {
2111 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2112 }
2113 }
2114 else
2115 {
2116 SetTerrain(heightMap, m_worldOffset);
2117 }
2118 }
2119
2120 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2121 {
2122 SetTerrain(heightMap, pOffset);
2123 }
2124
2125 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2126 {
2127
2128 float[] _heightmap;
2129 _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
2130
2131 uint heightmapWidth = Constants.RegionSize + 2;
2132 uint heightmapHeight = Constants.RegionSize + 2;
2133
2134 uint heightmapWidthSamples;
2135
2136 uint heightmapHeightSamples;
2137
2138 heightmapWidthSamples = (uint)Constants.RegionSize + 2;
2139 heightmapHeightSamples = (uint)Constants.RegionSize + 2;
2140
2141 const float scale = 1.0f;
2142 const float offset = 0.0f;
2143 const float thickness = 10f;
2144 const int wrap = 0;
2145
2146 int regionsize = (int) Constants.RegionSize + 2;
2147
2148 float hfmin = float.MaxValue;
2149 float hfmax = float.MinValue;
2150 float val;
2151 int xx;
2152 int yy;
2153
2154 int maxXXYY = regionsize - 3;
2155 // flipping map adding one margin all around so things don't fall in edges
2156
2157 int xt = 0;
2158 xx = 0;
2159
2160 for (int x = 0; x < heightmapWidthSamples; x++)
2161 {
2162 if (x > 1 && xx < maxXXYY)
2163 xx++;
2164 yy = 0;
2165 for (int y = 0; y < heightmapHeightSamples; y++)
2166 {
2167 if (y > 1 && y < maxXXYY)
2168 yy += (int)Constants.RegionSize;
2169
2170 val = heightMap[yy + xx];
2171 _heightmap[xt + y] = val;
2172
2173 if (hfmin > val)
2174 hfmin = val;
2175 if (hfmax < val)
2176 hfmax = val;
2177
2178 }
2179
2180 xt += regionsize;
2181 }
2182 lock (OdeLock)
2183 {
2184 IntPtr GroundGeom = IntPtr.Zero;
2185 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2186 {
2187 RegionTerrain.Remove(pOffset);
2188 if (GroundGeom != IntPtr.Zero)
2189 {
2190 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2191 {
2192 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2193 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2194 TerrainHeightFieldHeights.Remove(GroundGeom);
2195 }
2196 d.SpaceRemove(StaticSpace, GroundGeom);
2197 d.GeomDestroy(GroundGeom);
2198 }
2199 }
2200 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2201
2202 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2203
2204 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2205 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2206 offset, thickness, wrap);
2207
2208 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2209 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2210 if (GroundGeom != IntPtr.Zero)
2211 {
2212 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
2213 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
2214
2215 }
2216 geom_name_map[GroundGeom] = "Terrain";
2217
2218 d.Matrix3 R = new d.Matrix3();
2219
2220 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2221 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2222
2223
2224 q1 = q1 * q2;
2225
2226 Vector3 v3;
2227 float angle;
2228 q1.GetAxisAngle(out v3, out angle);
2229
2230 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2231 d.GeomSetRotation(GroundGeom, ref R);
2232 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f - 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f - 0.5f, 0);
2233 IntPtr testGround = IntPtr.Zero;
2234 if (RegionTerrain.TryGetValue(pOffset, out testGround))
2235 {
2236 RegionTerrain.Remove(pOffset);
2237 }
2238 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2239// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2240 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2241 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2242
2243 }
2244 }
2245
2246 public override void DeleteTerrain()
2247 {
2248 }
2249
2250 public float GetWaterLevel()
2251 {
2252 return waterlevel;
2253 }
2254
2255 public override bool SupportsCombining()
2256 {
2257 return true;
2258 }
2259/*
2260 public override void UnCombine(PhysicsScene pScene)
2261 {
2262 IntPtr localGround = IntPtr.Zero;
2263// float[] localHeightfield;
2264 bool proceed = false;
2265 List<IntPtr> geomDestroyList = new List<IntPtr>();
2266
2267 lock (OdeLock)
2268 {
2269 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2270 {
2271 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2272 {
2273 if (geom == localGround)
2274 {
2275// localHeightfield = TerrainHeightFieldHeights[geom];
2276 proceed = true;
2277 }
2278 else
2279 {
2280 geomDestroyList.Add(geom);
2281 }
2282 }
2283
2284 if (proceed)
2285 {
2286 m_worldOffset = Vector3.Zero;
2287 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2288 m_parentScene = null;
2289
2290 foreach (IntPtr g in geomDestroyList)
2291 {
2292 // removingHeightField needs to be done or the garbage collector will
2293 // collect the terrain data before we tell ODE to destroy it causing
2294 // memory corruption
2295 if (TerrainHeightFieldHeights.ContainsKey(g))
2296 {
2297// float[] removingHeightField = TerrainHeightFieldHeights[g];
2298 TerrainHeightFieldHeights.Remove(g);
2299
2300 if (RegionTerrain.ContainsKey(g))
2301 {
2302 RegionTerrain.Remove(g);
2303 }
2304
2305 d.GeomDestroy(g);
2306 //removingHeightField = new float[0];
2307 }
2308 }
2309
2310 }
2311 else
2312 {
2313 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2314 }
2315 }
2316 }
2317 }
2318*/
2319 public override void SetWaterLevel(float baseheight)
2320 {
2321 waterlevel = baseheight;
2322 randomizeWater(waterlevel);
2323 }
2324
2325 public void randomizeWater(float baseheight)
2326 {
2327 const uint heightmapWidth = m_regionWidth + 2;
2328 const uint heightmapHeight = m_regionHeight + 2;
2329 const uint heightmapWidthSamples = m_regionWidth + 2;
2330 const uint heightmapHeightSamples = m_regionHeight + 2;
2331 const float scale = 1.0f;
2332 const float offset = 0.0f;
2333 const float thickness = 2.9f;
2334 const int wrap = 0;
2335
2336 for (int i = 0; i < (258 * 258); i++)
2337 {
2338 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2339 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2340 }
2341
2342 lock (OdeLock)
2343 {
2344 if (WaterGeom != IntPtr.Zero)
2345 {
2346 d.SpaceRemove(StaticSpace, WaterGeom);
2347 }
2348 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2349 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2350 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2351 offset, thickness, wrap);
2352 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2353 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2354 if (WaterGeom != IntPtr.Zero)
2355 {
2356 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2357 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2358
2359 }
2360 geom_name_map[WaterGeom] = "Water";
2361
2362 d.Matrix3 R = new d.Matrix3();
2363
2364 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2365 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2366
2367 q1 = q1 * q2;
2368 Vector3 v3;
2369 float angle;
2370 q1.GetAxisAngle(out v3, out angle);
2371
2372 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2373 d.GeomSetRotation(WaterGeom, ref R);
2374 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2375
2376 }
2377
2378 }
2379
2380 public override void Dispose()
2381 {
2382 m_rayCastManager.Dispose();
2383 m_rayCastManager = null;
2384
2385 lock (OdeLock)
2386 {
2387 lock (_prims)
2388 {
2389 foreach (OdePrim prm in _prims)
2390 {
2391 RemovePrim(prm);
2392 }
2393 }
2394
2395 if (ContactgeomsArray != IntPtr.Zero)
2396 Marshal.FreeHGlobal(ContactgeomsArray);
2397 if (GlobalContactsArray != IntPtr.Zero)
2398 Marshal.FreeHGlobal(GlobalContactsArray);
2399
2400 d.WorldDestroy(world);
2401 //d.CloseODE();
2402 }
2403 }
2404
2405 public override Dictionary<uint, float> GetTopColliders()
2406 {
2407 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2408 int cnt = 0;
2409 lock (_prims)
2410 {
2411 foreach (OdePrim prm in _prims)
2412 {
2413 if (prm.CollisionScore > 0)
2414 {
2415 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2416 cnt++;
2417 prm.CollisionScore = 0f;
2418 if (cnt > 25)
2419 {
2420 break;
2421 }
2422 }
2423 }
2424 }
2425 return returncolliders;
2426 }
2427
2428 public override bool SupportsRayCast()
2429 {
2430 return true;
2431 }
2432
2433 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2434 {
2435 if (retMethod != null)
2436 {
2437 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2438 }
2439 }
2440
2441 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2442 {
2443 if (retMethod != null)
2444 {
2445 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2446 }
2447 }
2448
2449 // don't like this
2450 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2451 {
2452 ContactResult[] ourResults = null;
2453 RayCallback retMethod = delegate(List<ContactResult> results)
2454 {
2455 ourResults = new ContactResult[results.Count];
2456 results.CopyTo(ourResults, 0);
2457 };
2458 int waitTime = 0;
2459 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2460 while (ourResults == null && waitTime < 1000)
2461 {
2462 Thread.Sleep(1);
2463 waitTime++;
2464 }
2465 if (ourResults == null)
2466 return new List<ContactResult>();
2467 return new List<ContactResult>(ourResults);
2468 }
2469
2470 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2471 {
2472 if (retMethod != null && actor !=null)
2473 {
2474 IntPtr geom;
2475 if (actor is OdePrim)
2476 geom = ((OdePrim)actor).prim_geom;
2477 else if (actor is OdeCharacter)
2478 geom = ((OdePrim)actor).prim_geom;
2479 else
2480 return;
2481 if (geom == IntPtr.Zero)
2482 return;
2483 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2484 }
2485 }
2486
2487 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2488 {
2489 if (retMethod != null && actor != null)
2490 {
2491 IntPtr geom;
2492 if (actor is OdePrim)
2493 geom = ((OdePrim)actor).prim_geom;
2494 else if (actor is OdeCharacter)
2495 geom = ((OdePrim)actor).prim_geom;
2496 else
2497 return;
2498 if (geom == IntPtr.Zero)
2499 return;
2500
2501 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2502 }
2503 }
2504
2505 // don't like this
2506 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2507 {
2508 if (actor != null)
2509 {
2510 IntPtr geom;
2511 if (actor is OdePrim)
2512 geom = ((OdePrim)actor).prim_geom;
2513 else if (actor is OdeCharacter)
2514 geom = ((OdePrim)actor).prim_geom;
2515 else
2516 return new List<ContactResult>();
2517 if (geom == IntPtr.Zero)
2518 return new List<ContactResult>();
2519
2520 ContactResult[] ourResults = null;
2521 RayCallback retMethod = delegate(List<ContactResult> results)
2522 {
2523 ourResults = new ContactResult[results.Count];
2524 results.CopyTo(ourResults, 0);
2525 };
2526 int waitTime = 0;
2527 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2528 while (ourResults == null && waitTime < 1000)
2529 {
2530 Thread.Sleep(1);
2531 waitTime++;
2532 }
2533 if (ourResults == null)
2534 return new List<ContactResult>();
2535 return new List<ContactResult>(ourResults);
2536 }
2537 return new List<ContactResult>();
2538 }
2539 }
2540}
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 09da97a..3c36943 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 14edde4..57794f9 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -250,6 +250,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
250 250
251 } 251 }
252 252
253 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
254 {
255 // Remove a specific script
256
257 // Remove dataserver events
258 m_Dataserver[engine].RemoveEvents(localID, itemID);
259
260 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
261 if (comms != null)
262 comms.DeleteListener(itemID);
263
264 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
265 xmlrpc.DeleteChannels(itemID);
266 xmlrpc.CancelSRDRequests(itemID);
267
268 // Remove Sensors
269 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
270
271 }
272
253 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 273 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
254 { 274 {
255 List<Object> data = new List<Object>(); 275 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
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.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 2eba2b1..ba02a78 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
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;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -156,6 +170,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
156 get { return m_ScriptEngine.World; } 170 get { return m_ScriptEngine.World; }
157 } 171 }
158 172
173 [DebuggerNonUserCode]
159 public void state(string newState) 174 public void state(string newState)
160 { 175 {
161 m_ScriptEngine.SetState(m_itemID, newState); 176 m_ScriptEngine.SetState(m_itemID, newState);
@@ -165,6 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
165 /// Reset the named script. The script must be present 180 /// Reset the named script. The script must be present
166 /// in the same prim. 181 /// in the same prim.
167 /// </summary> 182 /// </summary>
183 [DebuggerNonUserCode]
168 public void llResetScript() 184 public void llResetScript()
169 { 185 {
170 m_host.AddScriptLPS(1); 186 m_host.AddScriptLPS(1);
@@ -221,9 +237,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
221 } 237 }
222 } 238 }
223 239
240 public List<ScenePresence> GetLinkAvatars(int linkType)
241 {
242 List<ScenePresence> ret = new List<ScenePresence>();
243 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
244 return ret;
245
246 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
247
248 switch (linkType)
249 {
250 case ScriptBaseClass.LINK_SET:
251 return avs;
252
253 case ScriptBaseClass.LINK_ROOT:
254 return ret;
255
256 case ScriptBaseClass.LINK_ALL_OTHERS:
257 return avs;
258
259 case ScriptBaseClass.LINK_ALL_CHILDREN:
260 return avs;
261
262 case ScriptBaseClass.LINK_THIS:
263 return ret;
264
265 default:
266 if (linkType < 0)
267 return ret;
268
269 int partCount = m_host.ParentGroup.GetPartCount();
270
271 if (linkType <= partCount)
272 {
273 return ret;
274 }
275 else
276 {
277 linkType = linkType - partCount;
278 if (linkType > avs.Count)
279 {
280 return ret;
281 }
282 else
283 {
284 ret.Add(avs[linkType-1]);
285 return ret;
286 }
287 }
288 }
289 }
290
224 public List<SceneObjectPart> GetLinkParts(int linkType) 291 public List<SceneObjectPart> GetLinkParts(int linkType)
225 { 292 {
226 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 293 List<SceneObjectPart> ret = new List<SceneObjectPart>();
294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
295 return ret;
227 ret.Add(m_host); 296 ret.Add(m_host);
228 297
229 switch (linkType) 298 switch (linkType)
@@ -270,40 +339,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
270 protected UUID InventorySelf() 339 protected UUID InventorySelf()
271 { 340 {
272 UUID invItemID = new UUID(); 341 UUID invItemID = new UUID();
273 342 bool unlock = false;
274 lock (m_host.TaskInventory) 343 if (!m_host.TaskInventory.IsReadLockedByMe())
275 { 344 {
276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 345 m_host.TaskInventory.LockItemsForRead(true);
346 unlock = true;
347 }
348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
349 {
350 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
277 { 351 {
278 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 352 invItemID = inv.Key;
279 { 353 break;
280 invItemID = inv.Key;
281 break;
282 }
283 } 354 }
284 } 355 }
285 356 if (unlock)
357 {
358 m_host.TaskInventory.LockItemsForRead(false);
359 }
286 return invItemID; 360 return invItemID;
287 } 361 }
288 362
289 protected UUID InventoryKey(string name, int type) 363 protected UUID InventoryKey(string name, int type)
290 { 364 {
291 m_host.AddScriptLPS(1); 365 m_host.AddScriptLPS(1);
292 366 m_host.TaskInventory.LockItemsForRead(true);
293 lock (m_host.TaskInventory) 367
368 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
294 { 369 {
295 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 370 if (inv.Value.Name == name)
296 { 371 {
297 if (inv.Value.Name == name) 372 m_host.TaskInventory.LockItemsForRead(false);
373
374 if (inv.Value.Type != type)
298 { 375 {
299 if (inv.Value.Type != type) 376 return UUID.Zero;
300 return UUID.Zero;
301
302 return inv.Value.AssetID;
303 } 377 }
378
379 return inv.Value.AssetID;
304 } 380 }
305 } 381 }
306 382
383 m_host.TaskInventory.LockItemsForRead(false);
307 return UUID.Zero; 384 return UUID.Zero;
308 } 385 }
309 386
@@ -311,17 +388,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
311 { 388 {
312 m_host.AddScriptLPS(1); 389 m_host.AddScriptLPS(1);
313 390
314 lock (m_host.TaskInventory) 391
392 m_host.TaskInventory.LockItemsForRead(true);
393
394 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 395 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 396 if (inv.Value.Name == name)
317 { 397 {
318 if (inv.Value.Name == name) 398 m_host.TaskInventory.LockItemsForRead(false);
319 { 399 return inv.Value.AssetID;
320 return inv.Value.AssetID;
321 }
322 } 400 }
323 } 401 }
324 402
403 m_host.TaskInventory.LockItemsForRead(false);
404
405
325 return UUID.Zero; 406 return UUID.Zero;
326 } 407 }
327 408
@@ -463,31 +544,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
463 544
464 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 545 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
465 546
466 /// <summary> 547 // Utility function for llRot2Euler
467 /// Convert an LSL rotation to a Euler vector. 548
468 /// </summary> 549 // normalize an angle between -PI and PI (-180 to +180 degrees)
469 /// <remarks> 550 protected double NormalizeAngle(double angle)
470 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
471 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
472 /// </remarks>
473 /// <param name="r"></param>
474 /// <returns></returns>
475 public LSL_Vector llRot2Euler(LSL_Rotation r)
476 { 551 {
477 m_host.AddScriptLPS(1); 552 if (angle > -Math.PI && angle < Math.PI)
553 return angle;
554
555 int numPis = (int)(Math.PI / angle);
556 double remainder = angle - Math.PI * numPis;
557 if (numPis % 2 == 1)
558 return Math.PI - angle;
559 return remainder;
560 }
478 561
479 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 563 {
481 if (m == 0.0) return new LSL_Vector(); 564 m_host.AddScriptLPS(1);
482 double x = Math.Atan2(-v.y, v.z); 565 LSL_Vector eul = new LSL_Vector();
483 double sin = v.x / m;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
485 double y = Math.Asin(sin);
486 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
487 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
488 double z = Math.Atan2(v.y, v.x);
489 566
490 return new LSL_Vector(x, y, z); 567 double sqw = q1.s*q1.s;
568 double sqx = q1.x*q1.x;
569 double sqy = q1.z*q1.z;
570 double sqz = q1.y*q1.y;
571 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
572 double test = q1.x*q1.z + q1.y*q1.s;
573 if (test > 0.4999*unit) { // singularity at north pole
574 eul.z = 2 * Math.Atan2(q1.x,q1.s);
575 eul.y = Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 if (test < -0.4999*unit) { // singularity at south pole
580 eul.z = -2 * Math.Atan2(q1.x,q1.s);
581 eul.y = -Math.PI/2;
582 eul.x = 0;
583 return eul;
584 }
585 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
586 eul.y = Math.Asin(2*test/unit);
587 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
588 return eul;
491 } 589 }
492 590
493 /* From wiki: 591 /* From wiki:
@@ -689,77 +787,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 787 {
690 //A and B should both be normalized 788 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 789 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 790 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 791 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 792
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 793 double dotProduct = LSL_Vector.Dot(a, b);
794 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
795 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
796 double angle = Math.Acos(dotProduct / magProduct);
797 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
798 double s = Math.Sin(angle / 2);
799
800 double x = axis.x * s;
801 double y = axis.y * s;
802 double z = axis.z * s;
803 double w = Math.Cos(angle / 2);
804
805 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
806 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
807
808 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
809 */
810
811 // This method mimics the 180 errors found in SL
812 // See www.euclideanspace.com... angleBetween
813 LSL_Vector vec_a = a;
814 LSL_Vector vec_b = b;
815
816 // Eliminate zero length
817 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
818 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
819 if (vec_a_mag < 0.00001 ||
820 vec_b_mag < 0.00001)
696 { 821 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 822 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 823 }
699 else 824
825 // Normalize
826 vec_a = llVecNorm(vec_a);
827 vec_b = llVecNorm(vec_b);
828
829 // Calculate axis and rotation angle
830 LSL_Vector axis = vec_a % vec_b;
831 LSL_Float cos_theta = vec_a * vec_b;
832
833 // Check if parallel
834 if (cos_theta > 0.99999)
700 { 835 {
701 a = LSL_Vector.Norm(a); 836 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 837 }
703 double dotProduct = LSL_Vector.Dot(a, b); 838
704 // There are two degenerate cases possible. These are for vectors 180 or 839 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 840 else if (cos_theta < -0.99999)
706 // 841 {
707 // Check for vectors 180 degrees apart. 842 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 843 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 844 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 845 }
711 // First assume X axis is orthogonal to the vectors. 846 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 847 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 848 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 849 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 850 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 851 s = Math.Cos(theta);
717 { 852 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 853 x = axis.x * t;
719 } 854 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 855 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 856 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 857 }
760 return rotBetween;
761 } 858 }
762 859
763 public void llWhisper(int channelID, string text) 860 public void llWhisper(int channelID, string text)
764 { 861 {
765 m_host.AddScriptLPS(1); 862 m_host.AddScriptLPS(1);
@@ -779,6 +876,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 876 {
780 m_host.AddScriptLPS(1); 877 m_host.AddScriptLPS(1);
781 878
879 if (channelID == 0)
880 m_SayShoutCount++;
881
882 if (m_SayShoutCount >= 11)
883 ScriptSleep(2000);
884
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 885 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 886 {
784 Console.WriteLine(text); 887 Console.WriteLine(text);
@@ -801,6 +904,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 904 {
802 m_host.AddScriptLPS(1); 905 m_host.AddScriptLPS(1);
803 906
907 if (channelID == 0)
908 m_SayShoutCount++;
909
910 if (m_SayShoutCount >= 11)
911 ScriptSleep(2000);
912
804 if (text.Length > 1023) 913 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 914 text = text.Substring(0, 1023);
806 915
@@ -1101,10 +1210,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1210 return detectedParams.TouchUV;
1102 } 1211 }
1103 1212
1213 [DebuggerNonUserCode]
1104 public virtual void llDie() 1214 public virtual void llDie()
1105 { 1215 {
1106 m_host.AddScriptLPS(1); 1216 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1217 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1218 }
1109 1219
1110 public LSL_Float llGround(LSL_Vector offset) 1220 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1287,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1287
1178 public void llSetStatus(int status, int value) 1288 public void llSetStatus(int status, int value)
1179 { 1289 {
1290 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1291 return;
1180 m_host.AddScriptLPS(1); 1292 m_host.AddScriptLPS(1);
1181 1293
1182 int statusrotationaxis = 0; 1294 int statusrotationaxis = 0;
@@ -1406,6 +1518,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1518 {
1407 m_host.AddScriptLPS(1); 1519 m_host.AddScriptLPS(1);
1408 1520
1521 SetColor(m_host, color, face);
1522 }
1523
1524 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1525 {
1526 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1527 return;
1528
1529 Primitive.TextureEntry tex = part.Shape.Textures;
1530 Color4 texcolor;
1531 if (face >= 0 && face < GetNumberOfSides(part))
1532 {
1533 texcolor = tex.CreateFace((uint)face).RGBA;
1534 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1535 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1536 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1537 tex.FaceTextures[face].RGBA = texcolor;
1538 part.UpdateTextureEntry(tex.GetBytes());
1539 return;
1540 }
1541 else if (face == ScriptBaseClass.ALL_SIDES)
1542 {
1543 for (uint i = 0; i < GetNumberOfSides(part); i++)
1544 {
1545 if (tex.FaceTextures[i] != null)
1546 {
1547 texcolor = tex.FaceTextures[i].RGBA;
1548 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1549 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1550 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1551 tex.FaceTextures[i].RGBA = texcolor;
1552 }
1553 texcolor = tex.DefaultTexture.RGBA;
1554 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1555 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1556 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1557 tex.DefaultTexture.RGBA = texcolor;
1558 }
1559 part.UpdateTextureEntry(tex.GetBytes());
1560 return;
1561 }
1562
1409 if (face == ScriptBaseClass.ALL_SIDES) 1563 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1564 face = SceneObjectPart.ALL_SIDES;
1411 1565
@@ -1414,6 +1568,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1568
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1569 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1570 {
1571 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1572 return;
1573
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1574 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1575 MappingType textype;
1419 textype = MappingType.Default; 1576 textype = MappingType.Default;
@@ -1444,6 +1601,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1601
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1602 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1603 {
1604 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1605 return;
1606
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1607 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1608 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1609 {
@@ -1469,6 +1629,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1629
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1630 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1631 {
1632 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1633 return;
1472 1634
1473 Shininess sval = new Shininess(); 1635 Shininess sval = new Shininess();
1474 1636
@@ -1519,6 +1681,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1681
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1682 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1683 {
1684 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1685 return;
1686
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1687 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1688 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1689 {
@@ -1579,13 +1744,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1744 m_host.AddScriptLPS(1);
1580 1745
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1746 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1747 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1748 {
1584 SetAlpha(part, alpha, face); 1749 try
1750 {
1751 parts[0].ParentGroup.areUpdatesSuspended = true;
1752 foreach (SceneObjectPart part in parts)
1753 SetAlpha(part, alpha, face);
1754 }
1755 finally
1756 {
1757 parts[0].ParentGroup.areUpdatesSuspended = false;
1758 }
1759 }
1585 } 1760 }
1586 1761
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1762 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1763 {
1764 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1765 return;
1766
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1767 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1768 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1769 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1816 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1639 float wind, float tension, LSL_Vector Force) 1817 float wind, float tension, LSL_Vector Force)
1640 { 1818 {
1641 if (part == null) 1819 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1820 return;
1643 1821
1644 if (flexi) 1822 if (flexi)
@@ -1672,7 +1850,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1672 /// <param name="falloff"></param> 1850 /// <param name="falloff"></param>
1673 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1851 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1674 { 1852 {
1675 if (part == null) 1853 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1676 return; 1854 return;
1677 1855
1678 if (light) 1856 if (light)
@@ -1749,15 +1927,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1749 m_host.AddScriptLPS(1); 1927 m_host.AddScriptLPS(1);
1750 1928
1751 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1752 1930 if (parts.Count > 0)
1753 foreach (SceneObjectPart part in parts) 1931 {
1754 SetTexture(part, texture, face); 1932 try
1755 1933 {
1934 parts[0].ParentGroup.areUpdatesSuspended = true;
1935 foreach (SceneObjectPart part in parts)
1936 SetTexture(part, texture, face);
1937 }
1938 finally
1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = false;
1941 }
1942 }
1756 ScriptSleep(200); 1943 ScriptSleep(200);
1757 } 1944 }
1758 1945
1759 protected void SetTexture(SceneObjectPart part, string texture, int face) 1946 protected void SetTexture(SceneObjectPart part, string texture, int face)
1760 { 1947 {
1948 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1949 return;
1950
1761 UUID textureID = new UUID(); 1951 UUID textureID = new UUID();
1762 1952
1763 textureID = InventoryKey(texture, (int)AssetType.Texture); 1953 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1802,6 +1992,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1802 1992
1803 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1993 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1804 { 1994 {
1995 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1996 return;
1997
1805 Primitive.TextureEntry tex = part.Shape.Textures; 1998 Primitive.TextureEntry tex = part.Shape.Textures;
1806 if (face >= 0 && face < GetNumberOfSides(part)) 1999 if (face >= 0 && face < GetNumberOfSides(part))
1807 { 2000 {
@@ -1838,6 +2031,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1838 2031
1839 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2032 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1840 { 2033 {
2034 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2035 return;
2036
1841 Primitive.TextureEntry tex = part.Shape.Textures; 2037 Primitive.TextureEntry tex = part.Shape.Textures;
1842 if (face >= 0 && face < GetNumberOfSides(part)) 2038 if (face >= 0 && face < GetNumberOfSides(part))
1843 { 2039 {
@@ -1874,6 +2070,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1874 2070
1875 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2071 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1876 { 2072 {
2073 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2074 return;
2075
1877 Primitive.TextureEntry tex = part.Shape.Textures; 2076 Primitive.TextureEntry tex = part.Shape.Textures;
1878 if (face >= 0 && face < GetNumberOfSides(part)) 2077 if (face >= 0 && face < GetNumberOfSides(part))
1879 { 2078 {
@@ -1978,26 +2177,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1978 return real_vec; 2177 return real_vec;
1979 } 2178 }
1980 2179
2180 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2181 {
2182 return new LSL_Integer(SetRegionPos(m_host, pos));
2183 }
2184
2185 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2186 {
2187 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2188 return 0;
2189
2190 SceneObjectGroup grp = part.ParentGroup;
2191
2192 if (grp.IsAttachment)
2193 return 0;
2194
2195 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2196 return 0;
2197
2198 if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
2199 return 0;
2200
2201 float constrainedX = (float)targetPos.x;
2202 float constrainedY = (float)targetPos.y;
2203
2204 if (constrainedX < 0.0f)
2205 constrainedX = 0.0f;
2206 if (constrainedY < 0.0f)
2207 constrainedY = 0.0f;
2208 if (constrainedX >= (float)Constants.RegionSize)
2209 constrainedX = (float)Constants.RegionSize - 0.1f;
2210 if (constrainedY >= (float)Constants.RegionSize)
2211 constrainedY = (float)Constants.RegionSize -0.1f;
2212
2213 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2214
2215 if (targetPos.z < ground)
2216 targetPos.z = ground;
2217
2218 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2219
2220 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2221 return 0;
2222
2223 grp.UpdateGroupPosition(dest);
2224
2225 return 1;
2226 }
2227
1981 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2228 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1982 { 2229 {
1983 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2230 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2231 return;
2232
1984 LSL_Vector currentPos = GetPartLocalPos(part); 2233 LSL_Vector currentPos = GetPartLocalPos(part);
2234 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1985 2235
1986 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1987 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1988 2236
1989 if (part.ParentGroup.RootPart == part) 2237 if (part.ParentGroup.RootPart == part)
1990 { 2238 {
1991 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1992 targetPos.z = ground;
1993 SceneObjectGroup parent = part.ParentGroup; 2239 SceneObjectGroup parent = part.ParentGroup;
1994 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2240 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1995 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2241 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2242 return;
2243 Util.FireAndForget(delegate(object x) {
2244 parent.UpdateGroupPosition(dest);
2245 });
1996 } 2246 }
1997 else 2247 else
1998 { 2248 {
1999 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2249 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2000 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2001 SceneObjectGroup parent = part.ParentGroup; 2250 SceneObjectGroup parent = part.ParentGroup;
2002 parent.HasGroupChanged = true; 2251 parent.HasGroupChanged = true;
2003 parent.ScheduleGroupForTerseUpdate(); 2252 parent.ScheduleGroupForTerseUpdate();
@@ -2028,11 +2277,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2028 } 2277 }
2029 else 2278 else
2030 { 2279 {
2031 if (m_host.IsRoot) 2280 if (part.IsRoot)
2032 { 2281 {
2033 return new LSL_Vector(m_host.AttachedPos.X, 2282 return new LSL_Vector(part.AttachedPos.X,
2034 m_host.AttachedPos.Y, 2283 part.AttachedPos.Y,
2035 m_host.AttachedPos.Z); 2284 part.AttachedPos.Z);
2036 } 2285 }
2037 else 2286 else
2038 { 2287 {
@@ -2048,9 +2297,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2048 m_host.AddScriptLPS(1); 2297 m_host.AddScriptLPS(1);
2049 2298
2050 // try to let this work as in SL... 2299 // try to let this work as in SL...
2051 if (m_host.ParentID == 0) 2300 if (m_host.LinkNum < 2)
2052 { 2301 {
2053 // special case: If we are root, rotate complete SOG to new rotation 2302 // Special case: If we are root, rotate complete SOG to new
2303 // rotation.
2304 // We are root if the link number is 0 (single prim) or 1
2305 // (root prim). ParentID may be nonzero in attachments and
2306 // using it would cause attachments and HUDs to rotate
2307 // to the wrong positions.
2054 SetRot(m_host, Rot2Quaternion(rot)); 2308 SetRot(m_host, Rot2Quaternion(rot));
2055 } 2309 }
2056 else 2310 else
@@ -2075,6 +2329,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2075 2329
2076 protected void SetRot(SceneObjectPart part, Quaternion rot) 2330 protected void SetRot(SceneObjectPart part, Quaternion rot)
2077 { 2331 {
2332 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2333 return;
2334
2078 part.UpdateRotation(rot); 2335 part.UpdateRotation(rot);
2079 // Update rotation does not move the object in the physics scene if it's a linkset. 2336 // Update rotation does not move the object in the physics scene if it's a linkset.
2080 2337
@@ -2698,12 +2955,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2698 2955
2699 m_host.AddScriptLPS(1); 2956 m_host.AddScriptLPS(1);
2700 2957
2958 m_host.TaskInventory.LockItemsForRead(true);
2701 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2959 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2702 2960 m_host.TaskInventory.LockItemsForRead(false);
2703 lock (m_host.TaskInventory)
2704 {
2705 item = m_host.TaskInventory[invItemID];
2706 }
2707 2961
2708 if (item.PermsGranter == UUID.Zero) 2962 if (item.PermsGranter == UUID.Zero)
2709 return 0; 2963 return 0;
@@ -2771,64 +3025,69 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2771 { 3025 {
2772 m_host.AddScriptLPS(1); 3026 m_host.AddScriptLPS(1);
2773 3027
2774 if (Double.IsNaN(rot.x) || Double.IsNaN(rot.y) || Double.IsNaN(rot.z) || Double.IsNaN(rot.s)) 3028 Util.FireAndForget(delegate (object x)
2775 return; 3029 {
2776 float dist = (float)llVecDist(llGetPos(), pos); 3030 if (Double.IsNaN(rot.x) || Double.IsNaN(rot.y) || Double.IsNaN(rot.z) || Double.IsNaN(rot.s))
3031 return;
3032 float dist = (float)llVecDist(llGetPos(), pos);
2777 3033
2778 if (dist > m_ScriptDistanceFactor * 10.0f) 3034 if (dist > m_ScriptDistanceFactor * 10.0f)
2779 return; 3035 return;
2780 3036
2781 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 3037 //Clone is thread-safe
3038 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2782 3039
2783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 3040 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
2784 {
2785 if (inv.Value.Name == inventory)
2786 { 3041 {
2787 // make sure we're an object. 3042 if (inv.Value.Name == inventory)
2788 if (inv.Value.InvType != (int)InventoryType.Object)
2789 { 3043 {
2790 llSay(0, "Unable to create requested object. Object is missing from database."); 3044 // make sure we're an object.
2791 return; 3045 if (inv.Value.InvType != (int)InventoryType.Object)
2792 } 3046 {
3047 llSay(0, "Unable to create requested object. Object is missing from database.");
3048 return;
3049 }
2793 3050
2794 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z); 3051 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
2795 Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z); 3052 Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);
2796 3053
2797 // need the magnitude later 3054 // need the magnitude later
2798 float velmag = (float)Util.GetMagnitude(llvel); 3055 // float velmag = (float)Util.GetMagnitude(llvel);
2799 3056
2800 SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param); 3057 SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param);
2801 3058
2802 // If either of these are null, then there was an unknown error. 3059 // If either of these are null, then there was an unknown error.
2803 if (new_group == null) 3060 if (new_group == null)
2804 continue; 3061 continue;
2805 3062
2806 // objects rezzed with this method are die_at_edge by default. 3063 // objects rezzed with this method are die_at_edge by default.
2807 new_group.RootPart.SetDieAtEdge(true); 3064 new_group.RootPart.SetDieAtEdge(true);
2808 3065
2809 new_group.ResumeScripts(); 3066 new_group.ResumeScripts();
2810 3067
2811 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams( 3068 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
2812 "object_rez", new Object[] { 3069 "object_rez", new Object[] {
2813 new LSL_String( 3070 new LSL_String(
2814 new_group.RootPart.UUID.ToString()) }, 3071 new_group.RootPart.UUID.ToString()) },
2815 new DetectParams[0])); 3072 new DetectParams[0]));
2816 3073
2817 float groupmass = new_group.GetMass(); 3074 float groupmass = new_group.GetMass();
2818 3075
2819 if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero) 3076 if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero)
2820 { 3077 {
2821 //Recoil. 3078 //Recoil.
2822 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3079 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
3080 }
3081 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3082 return;
2823 } 3083 }
2824 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
2825 ScriptSleep((int)((groupmass * velmag) / 10));
2826 ScriptSleep(100);
2827 return;
2828 } 3084 }
2829 }
2830 3085
2831 llSay(0, "Could not find object " + inventory); 3086 llSay(0, "Could not find object " + inventory);
3087 });
3088
3089 //ScriptSleep((int)((groupmass * velmag) / 10));
3090 ScriptSleep(100);
2832 } 3091 }
2833 3092
2834 public void llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param) 3093 public void llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
@@ -2839,34 +3098,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2839 public void llLookAt(LSL_Vector target, double strength, double damping) 3098 public void llLookAt(LSL_Vector target, double strength, double damping)
2840 { 3099 {
2841 m_host.AddScriptLPS(1); 3100 m_host.AddScriptLPS(1);
2842 // Determine where we are looking from
2843 LSL_Vector from = llGetPos();
2844 3101
2845 // Work out the normalised vector from the source to the target 3102 // Get the normalized vector to the target
2846 LSL_Vector delta = llVecNorm(target - from); 3103 LSL_Vector d1 = llVecNorm(target - llGetPos());
2847 LSL_Vector angle = new LSL_Vector(0,0,0);
2848 3104
2849 // Calculate the yaw 3105 // Get the bearing (yaw)
2850 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3106 LSL_Vector a1 = new LSL_Vector(0,0,0);
2851 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3107 a1.z = llAtan2(d1.y, d1.x);
2852 3108
2853 // Calculate pitch 3109 // Get the elevation (pitch)
2854 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3110 LSL_Vector a2 = new LSL_Vector(0,0,0);
3111 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2855 3112
2856 // we need to convert from a vector describing 3113 LSL_Rotation r1 = llEuler2Rot(a1);
2857 // the angles of rotation in radians into rotation value 3114 LSL_Rotation r2 = llEuler2Rot(a2);
3115 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2858 3116
2859 LSL_Rotation rot = llEuler2Rot(angle); 3117 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2860
2861 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2862 // set the rotation of the object, copy that behavior
2863 if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2864 { 3118 {
2865 llSetRot(rot); 3119 // Do nothing if either value is 0 (this has been checked in SL)
3120 if (strength <= 0.0 || damping <= 0.0)
3121 return;
3122
3123 llSetRot(r3 * r2 * r1);
2866 } 3124 }
2867 else 3125 else
2868 { 3126 {
2869 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3127 if (strength == 0)
3128 {
3129 llSetRot(r3 * r2 * r1);
3130 return;
3131 }
3132
3133 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2870 } 3134 }
2871 } 3135 }
2872 3136
@@ -2916,13 +3180,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2916 { 3180 {
2917 TaskInventoryItem item; 3181 TaskInventoryItem item;
2918 3182
2919 lock (m_host.TaskInventory) 3183 m_host.TaskInventory.LockItemsForRead(true);
3184 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2920 { 3185 {
2921 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3186 m_host.TaskInventory.LockItemsForRead(false);
2922 return; 3187 return;
2923 else
2924 item = m_host.TaskInventory[InventorySelf()];
2925 } 3188 }
3189 else
3190 {
3191 item = m_host.TaskInventory[InventorySelf()];
3192 }
3193 m_host.TaskInventory.LockItemsForRead(false);
2926 3194
2927 if (item.PermsGranter != UUID.Zero) 3195 if (item.PermsGranter != UUID.Zero)
2928 { 3196 {
@@ -2944,13 +3212,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2944 { 3212 {
2945 TaskInventoryItem item; 3213 TaskInventoryItem item;
2946 3214
3215 m_host.TaskInventory.LockItemsForRead(true);
2947 lock (m_host.TaskInventory) 3216 lock (m_host.TaskInventory)
2948 { 3217 {
3218
2949 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3219 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3220 {
3221 m_host.TaskInventory.LockItemsForRead(false);
2950 return; 3222 return;
3223 }
2951 else 3224 else
3225 {
2952 item = m_host.TaskInventory[InventorySelf()]; 3226 item = m_host.TaskInventory[InventorySelf()];
3227 }
2953 } 3228 }
3229 m_host.TaskInventory.LockItemsForRead(false);
2954 3230
2955 m_host.AddScriptLPS(1); 3231 m_host.AddScriptLPS(1);
2956 3232
@@ -2982,18 +3258,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2982 { 3258 {
2983 m_host.AddScriptLPS(1); 3259 m_host.AddScriptLPS(1);
2984 3260
2985// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2986// return;
2987
2988 TaskInventoryItem item; 3261 TaskInventoryItem item;
2989 3262
2990 lock (m_host.TaskInventory) 3263 m_host.TaskInventory.LockItemsForRead(true);
3264
3265 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2991 { 3266 {
2992 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3267 m_host.TaskInventory.LockItemsForRead(false);
2993 return; 3268 return;
2994 else
2995 item = m_host.TaskInventory[InventorySelf()];
2996 } 3269 }
3270 else
3271 {
3272 item = m_host.TaskInventory[InventorySelf()];
3273 }
3274
3275 m_host.TaskInventory.LockItemsForRead(false);
2997 3276
2998 if (item.PermsGranter != m_host.OwnerID) 3277 if (item.PermsGranter != m_host.OwnerID)
2999 return; 3278 return;
@@ -3019,13 +3298,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3019 3298
3020 TaskInventoryItem item; 3299 TaskInventoryItem item;
3021 3300
3022 lock (m_host.TaskInventory) 3301 m_host.TaskInventory.LockItemsForRead(true);
3302
3303 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3023 { 3304 {
3024 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3305 m_host.TaskInventory.LockItemsForRead(false);
3025 return; 3306 return;
3026 else
3027 item = m_host.TaskInventory[InventorySelf()];
3028 } 3307 }
3308 else
3309 {
3310 item = m_host.TaskInventory[InventorySelf()];
3311 }
3312 m_host.TaskInventory.LockItemsForRead(false);
3313
3029 3314
3030 if (item.PermsGranter != m_host.OwnerID) 3315 if (item.PermsGranter != m_host.OwnerID)
3031 return; 3316 return;
@@ -3072,6 +3357,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3072 3357
3073 public void llInstantMessage(string user, string message) 3358 public void llInstantMessage(string user, string message)
3074 { 3359 {
3360 UUID result;
3361 if (!UUID.TryParse(user, out result))
3362 {
3363 ShoutError("An invalid key was passed to llInstantMessage");
3364 ScriptSleep(2000);
3365 return;
3366 }
3367
3368
3075 m_host.AddScriptLPS(1); 3369 m_host.AddScriptLPS(1);
3076 3370
3077 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3371 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3086,14 +3380,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3086 UUID friendTransactionID = UUID.Random(); 3380 UUID friendTransactionID = UUID.Random();
3087 3381
3088 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3382 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3089 3383
3090 GridInstantMessage msg = new GridInstantMessage(); 3384 GridInstantMessage msg = new GridInstantMessage();
3091 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3385 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3092 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3386 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3093 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3387 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3094// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3388// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3095// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3389// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3096 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3390// DateTime dt = DateTime.UtcNow;
3391//
3392// // Ticks from UtcNow, but make it look like local. Evil, huh?
3393// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3394//
3395// try
3396// {
3397// // Convert that to the PST timezone
3398// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3399// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3400// }
3401// catch
3402// {
3403// // No logging here, as it could be VERY spammy
3404// }
3405//
3406// // And make it look local again to fool the unix time util
3407// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3408
3409 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3410
3097 //if (client != null) 3411 //if (client != null)
3098 //{ 3412 //{
3099 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3413 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3107,12 +3421,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3107 msg.message = message.Substring(0, 1024); 3421 msg.message = message.Substring(0, 1024);
3108 else 3422 else
3109 msg.message = message; 3423 msg.message = message;
3110 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3424 msg.dialog = (byte)19; // MessageFromObject
3111 msg.fromGroup = false;// fromGroup; 3425 msg.fromGroup = false;// fromGroup;
3112 msg.offline = (byte)0; //offline; 3426 msg.offline = (byte)0; //offline;
3113 msg.ParentEstateID = 0; //ParentEstateID; 3427 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3114 msg.Position = new Vector3(m_host.AbsolutePosition); 3428 msg.Position = new Vector3(m_host.AbsolutePosition);
3115 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3429 msg.RegionID = World.RegionInfo.RegionID.Guid;
3116 msg.binaryBucket 3430 msg.binaryBucket
3117 = Util.StringToBytes256( 3431 = Util.StringToBytes256(
3118 "{0}/{1}/{2}/{3}", 3432 "{0}/{1}/{2}/{3}",
@@ -3140,7 +3454,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3140 } 3454 }
3141 3455
3142 emailModule.SendEmail(m_host.UUID, address, subject, message); 3456 emailModule.SendEmail(m_host.UUID, address, subject, message);
3143 ScriptSleep(20000); 3457 ScriptSleep(15000);
3144 } 3458 }
3145 3459
3146 public void llGetNextEmail(string address, string subject) 3460 public void llGetNextEmail(string address, string subject)
@@ -3279,14 +3593,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3279 3593
3280 TaskInventoryItem item; 3594 TaskInventoryItem item;
3281 3595
3282 lock (m_host.TaskInventory) 3596 m_host.TaskInventory.LockItemsForRead(true);
3597 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3283 { 3598 {
3284 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3599 m_host.TaskInventory.LockItemsForRead(false);
3285 return; 3600 return;
3286 else
3287 item = m_host.TaskInventory[InventorySelf()];
3288 } 3601 }
3289 3602 else
3603 {
3604 item = m_host.TaskInventory[InventorySelf()];
3605 }
3606 m_host.TaskInventory.LockItemsForRead(false);
3290 if (item.PermsGranter == UUID.Zero) 3607 if (item.PermsGranter == UUID.Zero)
3291 return; 3608 return;
3292 3609
@@ -3316,13 +3633,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3316 3633
3317 TaskInventoryItem item; 3634 TaskInventoryItem item;
3318 3635
3319 lock (m_host.TaskInventory) 3636 m_host.TaskInventory.LockItemsForRead(true);
3637 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3320 { 3638 {
3321 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3639 m_host.TaskInventory.LockItemsForRead(false);
3322 return; 3640 return;
3323 else 3641 }
3324 item = m_host.TaskInventory[InventorySelf()]; 3642 else
3643 {
3644 item = m_host.TaskInventory[InventorySelf()];
3325 } 3645 }
3646 m_host.TaskInventory.LockItemsForRead(false);
3647
3326 3648
3327 if (item.PermsGranter == UUID.Zero) 3649 if (item.PermsGranter == UUID.Zero)
3328 return; 3650 return;
@@ -3389,10 +3711,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3389 3711
3390 TaskInventoryItem item; 3712 TaskInventoryItem item;
3391 3713
3392 lock (m_host.TaskInventory) 3714
3715 m_host.TaskInventory.LockItemsForRead(true);
3716 if (!m_host.TaskInventory.ContainsKey(invItemID))
3717 {
3718 m_host.TaskInventory.LockItemsForRead(false);
3719 return;
3720 }
3721 else
3393 { 3722 {
3394 item = m_host.TaskInventory[invItemID]; 3723 item = m_host.TaskInventory[invItemID];
3395 } 3724 }
3725 m_host.TaskInventory.LockItemsForRead(false);
3396 3726
3397 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3727 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3398 { 3728 {
@@ -3420,15 +3750,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3420 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3750 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3421 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3751 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3422 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3752 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3753 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3423 ScriptBaseClass.PERMISSION_ATTACH; 3754 ScriptBaseClass.PERMISSION_ATTACH;
3424 3755
3425 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3756 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3426 { 3757 {
3427 lock (m_host.TaskInventory) 3758 m_host.TaskInventory.LockItemsForWrite(true);
3428 { 3759 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3429 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3760 m_host.TaskInventory[invItemID].PermsMask = perm;
3430 m_host.TaskInventory[invItemID].PermsMask = perm; 3761 m_host.TaskInventory.LockItemsForWrite(false);
3431 }
3432 3762
3433 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3763 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3434 "run_time_permissions", new Object[] { 3764 "run_time_permissions", new Object[] {
@@ -3438,28 +3768,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3438 return; 3768 return;
3439 } 3769 }
3440 } 3770 }
3441 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3771 else
3442 { 3772 {
3443 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3773 bool sitting = false;
3444 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3774 if (m_host.SitTargetAvatar == agentID)
3445 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3775 {
3446 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3776 sitting = true;
3447 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3777 }
3778 else
3779 {
3780 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3781 {
3782 if (p.SitTargetAvatar == agentID)
3783 sitting = true;
3784 }
3785 }
3448 3786
3449 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3787 if (sitting)
3450 { 3788 {
3451 lock (m_host.TaskInventory) 3789 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3790 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3791 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3792 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3793 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3794
3795 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3452 { 3796 {
3797 m_host.TaskInventory.LockItemsForWrite(true);
3453 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3798 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3454 m_host.TaskInventory[invItemID].PermsMask = perm; 3799 m_host.TaskInventory[invItemID].PermsMask = perm;
3455 } 3800 m_host.TaskInventory.LockItemsForWrite(false);
3456 3801
3457 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3802 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3458 "run_time_permissions", new Object[] { 3803 "run_time_permissions", new Object[] {
3459 new LSL_Integer(perm) }, 3804 new LSL_Integer(perm) },
3460 new DetectParams[0])); 3805 new DetectParams[0]));
3461 3806
3462 return; 3807 return;
3808 }
3463 } 3809 }
3464 } 3810 }
3465 3811
@@ -3473,11 +3819,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3473 3819
3474 if (!m_waitingForScriptAnswer) 3820 if (!m_waitingForScriptAnswer)
3475 { 3821 {
3476 lock (m_host.TaskInventory) 3822 m_host.TaskInventory.LockItemsForWrite(true);
3477 { 3823 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3478 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3824 m_host.TaskInventory[invItemID].PermsMask = 0;
3479 m_host.TaskInventory[invItemID].PermsMask = 0; 3825 m_host.TaskInventory.LockItemsForWrite(false);
3480 }
3481 3826
3482 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3827 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3483 m_waitingForScriptAnswer=true; 3828 m_waitingForScriptAnswer=true;
@@ -3512,10 +3857,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3512 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3857 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3513 llReleaseControls(); 3858 llReleaseControls();
3514 3859
3515 lock (m_host.TaskInventory) 3860
3516 { 3861 m_host.TaskInventory.LockItemsForWrite(true);
3517 m_host.TaskInventory[invItemID].PermsMask = answer; 3862 m_host.TaskInventory[invItemID].PermsMask = answer;
3518 } 3863 m_host.TaskInventory.LockItemsForWrite(false);
3864
3519 3865
3520 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3866 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3521 "run_time_permissions", new Object[] { 3867 "run_time_permissions", new Object[] {
@@ -3527,16 +3873,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3527 { 3873 {
3528 m_host.AddScriptLPS(1); 3874 m_host.AddScriptLPS(1);
3529 3875
3530 lock (m_host.TaskInventory) 3876 m_host.TaskInventory.LockItemsForRead(true);
3877
3878 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3531 { 3879 {
3532 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3880 if (item.Type == 10 && item.ItemID == m_itemID)
3533 { 3881 {
3534 if (item.Type == 10 && item.ItemID == m_itemID) 3882 m_host.TaskInventory.LockItemsForRead(false);
3535 { 3883 return item.PermsGranter.ToString();
3536 return item.PermsGranter.ToString();
3537 }
3538 } 3884 }
3539 } 3885 }
3886 m_host.TaskInventory.LockItemsForRead(false);
3540 3887
3541 return UUID.Zero.ToString(); 3888 return UUID.Zero.ToString();
3542 } 3889 }
@@ -3545,19 +3892,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3545 { 3892 {
3546 m_host.AddScriptLPS(1); 3893 m_host.AddScriptLPS(1);
3547 3894
3548 lock (m_host.TaskInventory) 3895 m_host.TaskInventory.LockItemsForRead(true);
3896
3897 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3549 { 3898 {
3550 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3899 if (item.Type == 10 && item.ItemID == m_itemID)
3551 { 3900 {
3552 if (item.Type == 10 && item.ItemID == m_itemID) 3901 int perms = item.PermsMask;
3553 { 3902 if (m_automaticLinkPermission)
3554 int perms = item.PermsMask; 3903 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3555 if (m_automaticLinkPermission) 3904 m_host.TaskInventory.LockItemsForRead(false);
3556 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3905 return perms;
3557 return perms;
3558 }
3559 } 3906 }
3560 } 3907 }
3908 m_host.TaskInventory.LockItemsForRead(false);
3561 3909
3562 return 0; 3910 return 0;
3563 } 3911 }
@@ -3579,9 +3927,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3579 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3927 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3580 { 3928 {
3581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3582 3930 if (parts.Count > 0)
3583 foreach (SceneObjectPart part in parts) 3931 {
3584 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3932 try
3933 {
3934 parts[0].ParentGroup.areUpdatesSuspended = true;
3935 foreach (SceneObjectPart part in parts)
3936 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3937 }
3938 finally
3939 {
3940 parts[0].ParentGroup.areUpdatesSuspended = false;
3941 }
3942 }
3585 } 3943 }
3586 3944
3587 public void llCreateLink(string target, int parent) 3945 public void llCreateLink(string target, int parent)
@@ -3594,11 +3952,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3594 return; 3952 return;
3595 3953
3596 TaskInventoryItem item; 3954 TaskInventoryItem item;
3597 lock (m_host.TaskInventory) 3955 m_host.TaskInventory.LockItemsForRead(true);
3598 { 3956 item = m_host.TaskInventory[invItemID];
3599 item = m_host.TaskInventory[invItemID]; 3957 m_host.TaskInventory.LockItemsForRead(false);
3600 } 3958
3601
3602 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3959 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3603 && !m_automaticLinkPermission) 3960 && !m_automaticLinkPermission)
3604 { 3961 {
@@ -3615,11 +3972,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3615 3972
3616 if (targetPart.ParentGroup.AttachmentPoint != 0) 3973 if (targetPart.ParentGroup.AttachmentPoint != 0)
3617 return; // Fail silently if attached 3974 return; // Fail silently if attached
3975
3976 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3977 return;
3978
3618 SceneObjectGroup parentPrim = null, childPrim = null; 3979 SceneObjectGroup parentPrim = null, childPrim = null;
3619 3980
3620 if (targetPart != null) 3981 if (targetPart != null)
3621 { 3982 {
3622 if (parent != 0) { 3983 if (parent != 0)
3984 {
3623 parentPrim = m_host.ParentGroup; 3985 parentPrim = m_host.ParentGroup;
3624 childPrim = targetPart.ParentGroup; 3986 childPrim = targetPart.ParentGroup;
3625 } 3987 }
@@ -3631,7 +3993,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3631 3993
3632 // Required for linking 3994 // Required for linking
3633 childPrim.RootPart.ClearUpdateSchedule(); 3995 childPrim.RootPart.ClearUpdateSchedule();
3634 parentPrim.LinkToGroup(childPrim); 3996 parentPrim.LinkToGroup(childPrim, true);
3635 } 3997 }
3636 3998
3637 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3999 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3650,16 +4012,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3650 m_host.AddScriptLPS(1); 4012 m_host.AddScriptLPS(1);
3651 UUID invItemID = InventorySelf(); 4013 UUID invItemID = InventorySelf();
3652 4014
3653 lock (m_host.TaskInventory) 4015 m_host.TaskInventory.LockItemsForRead(true);
3654 {
3655 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 4016 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3656 && !m_automaticLinkPermission) 4017 && !m_automaticLinkPermission)
3657 { 4018 {
3658 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 4019 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4020 m_host.TaskInventory.LockItemsForRead(false);
3659 return; 4021 return;
3660 } 4022 }
3661 } 4023 m_host.TaskInventory.LockItemsForRead(false);
3662 4024
3663 if (linknum < ScriptBaseClass.LINK_THIS) 4025 if (linknum < ScriptBaseClass.LINK_THIS)
3664 return; 4026 return;
3665 4027
@@ -3698,10 +4060,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3698 // Restructuring Multiple Prims. 4060 // Restructuring Multiple Prims.
3699 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4061 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3700 parts.Remove(parentPrim.RootPart); 4062 parts.Remove(parentPrim.RootPart);
3701 foreach (SceneObjectPart part in parts) 4063 if (parts.Count > 0)
3702 { 4064 {
3703 parentPrim.DelinkFromGroup(part.LocalId, true); 4065 try
4066 {
4067 parts[0].ParentGroup.areUpdatesSuspended = true;
4068 foreach (SceneObjectPart part in parts)
4069 {
4070 parentPrim.DelinkFromGroup(part.LocalId, true);
4071 }
4072 }
4073 finally
4074 {
4075 parts[0].ParentGroup.areUpdatesSuspended = false;
4076 }
3704 } 4077 }
4078
3705 parentPrim.HasGroupChanged = true; 4079 parentPrim.HasGroupChanged = true;
3706 parentPrim.ScheduleGroupForFullUpdate(); 4080 parentPrim.ScheduleGroupForFullUpdate();
3707 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4081 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3710,12 +4084,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3710 { 4084 {
3711 SceneObjectPart newRoot = parts[0]; 4085 SceneObjectPart newRoot = parts[0];
3712 parts.Remove(newRoot); 4086 parts.Remove(newRoot);
3713 foreach (SceneObjectPart part in parts) 4087
4088 try
3714 { 4089 {
3715 // Required for linking 4090 parts[0].ParentGroup.areUpdatesSuspended = true;
3716 part.ClearUpdateSchedule(); 4091 foreach (SceneObjectPart part in parts)
3717 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4092 {
4093 part.ClearUpdateSchedule();
4094 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4095 }
3718 } 4096 }
4097 finally
4098 {
4099 parts[0].ParentGroup.areUpdatesSuspended = false;
4100 }
4101
4102
3719 newRoot.ParentGroup.HasGroupChanged = true; 4103 newRoot.ParentGroup.HasGroupChanged = true;
3720 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4104 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3721 } 4105 }
@@ -3735,6 +4119,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3735 public void llBreakAllLinks() 4119 public void llBreakAllLinks()
3736 { 4120 {
3737 m_host.AddScriptLPS(1); 4121 m_host.AddScriptLPS(1);
4122
4123 UUID invItemID = InventorySelf();
4124
4125 TaskInventoryItem item;
4126 m_host.TaskInventory.LockItemsForRead(true);
4127 item = m_host.TaskInventory[invItemID];
4128 m_host.TaskInventory.LockItemsForRead(false);
4129
4130 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4131 && !m_automaticLinkPermission)
4132 {
4133 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4134 return;
4135 }
4136
3738 SceneObjectGroup parentPrim = m_host.ParentGroup; 4137 SceneObjectGroup parentPrim = m_host.ParentGroup;
3739 if (parentPrim.AttachmentPoint != 0) 4138 if (parentPrim.AttachmentPoint != 0)
3740 return; // Fail silently if attached 4139 return; // Fail silently if attached
@@ -3754,25 +4153,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3754 public LSL_String llGetLinkKey(int linknum) 4153 public LSL_String llGetLinkKey(int linknum)
3755 { 4154 {
3756 m_host.AddScriptLPS(1); 4155 m_host.AddScriptLPS(1);
3757 List<UUID> keytable = new List<UUID>();
3758 // parse for sitting avatare-uuids
3759 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3760 {
3761 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
3762 keytable.Add(presence.UUID);
3763 });
3764
3765 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3766 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3767 {
3768 return keytable[totalprims - linknum].ToString();
3769 }
3770
3771 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3772 {
3773 return m_host.UUID.ToString();
3774 }
3775
3776 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4156 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3777 if (part != null) 4157 if (part != null)
3778 { 4158 {
@@ -3780,6 +4160,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3780 } 4160 }
3781 else 4161 else
3782 { 4162 {
4163 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4164 {
4165 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4166
4167 if (linknum < 0)
4168 return UUID.Zero.ToString();
4169
4170 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4171 if (avatars.Count > linknum)
4172 {
4173 return avatars[linknum].UUID.ToString();
4174 }
4175 }
3783 return UUID.Zero.ToString(); 4176 return UUID.Zero.ToString();
3784 } 4177 }
3785 } 4178 }
@@ -3878,17 +4271,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3878 m_host.AddScriptLPS(1); 4271 m_host.AddScriptLPS(1);
3879 int count = 0; 4272 int count = 0;
3880 4273
3881 lock (m_host.TaskInventory) 4274 m_host.TaskInventory.LockItemsForRead(true);
4275 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3882 { 4276 {
3883 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4277 if (inv.Value.Type == type || type == -1)
3884 { 4278 {
3885 if (inv.Value.Type == type || type == -1) 4279 count = count + 1;
3886 {
3887 count = count + 1;
3888 }
3889 } 4280 }
3890 } 4281 }
3891 4282
4283 m_host.TaskInventory.LockItemsForRead(false);
3892 return count; 4284 return count;
3893 } 4285 }
3894 4286
@@ -3897,16 +4289,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3897 m_host.AddScriptLPS(1); 4289 m_host.AddScriptLPS(1);
3898 ArrayList keys = new ArrayList(); 4290 ArrayList keys = new ArrayList();
3899 4291
3900 lock (m_host.TaskInventory) 4292 m_host.TaskInventory.LockItemsForRead(true);
4293 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3901 { 4294 {
3902 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4295 if (inv.Value.Type == type || type == -1)
3903 { 4296 {
3904 if (inv.Value.Type == type || type == -1) 4297 keys.Add(inv.Value.Name);
3905 {
3906 keys.Add(inv.Value.Name);
3907 }
3908 } 4298 }
3909 } 4299 }
4300 m_host.TaskInventory.LockItemsForRead(false);
3910 4301
3911 if (keys.Count == 0) 4302 if (keys.Count == 0)
3912 { 4303 {
@@ -3943,25 +4334,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3943 } 4334 }
3944 4335
3945 // move the first object found with this inventory name 4336 // move the first object found with this inventory name
3946 lock (m_host.TaskInventory) 4337 m_host.TaskInventory.LockItemsForRead(true);
4338 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3947 { 4339 {
3948 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4340 if (inv.Value.Name == inventory)
3949 { 4341 {
3950 if (inv.Value.Name == inventory) 4342 found = true;
3951 { 4343 objId = inv.Key;
3952 found = true; 4344 assetType = inv.Value.Type;
3953 objId = inv.Key; 4345 objName = inv.Value.Name;
3954 assetType = inv.Value.Type; 4346 break;
3955 objName = inv.Value.Name;
3956 break;
3957 }
3958 } 4347 }
3959 } 4348 }
4349 m_host.TaskInventory.LockItemsForRead(false);
3960 4350
3961 if (!found) 4351 if (!found)
3962 { 4352 {
3963 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4353 llSay(0, String.Format("Could not find object '{0}'", inventory));
3964 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4354 return;
4355// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3965 } 4356 }
3966 4357
3967 // check if destination is an object 4358 // check if destination is an object
@@ -3987,48 +4378,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3987 return; 4378 return;
3988 } 4379 }
3989 } 4380 }
4381
3990 // destination is an avatar 4382 // destination is an avatar
3991 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4383 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3992 4384
3993 if (agentItem == null) 4385 if (agentItem == null)
3994 return; 4386 return;
3995 4387
3996 byte[] bucket = new byte[17]; 4388 byte[] bucket = new byte[1];
3997 bucket[0] = (byte)assetType; 4389 bucket[0] = (byte)assetType;
3998 byte[] objBytes = agentItem.ID.GetBytes(); 4390 //byte[] objBytes = agentItem.ID.GetBytes();
3999 Array.Copy(objBytes, 0, bucket, 1, 16); 4391 //Array.Copy(objBytes, 0, bucket, 1, 16);
4000 4392
4001 GridInstantMessage msg = new GridInstantMessage(World, 4393 GridInstantMessage msg = new GridInstantMessage(World,
4002 m_host.UUID, m_host.Name+", an object owned by "+ 4394 m_host.OwnerID, m_host.Name, destId,
4003 resolveName(m_host.OwnerID)+",", destId,
4004 (byte)InstantMessageDialog.TaskInventoryOffered, 4395 (byte)InstantMessageDialog.TaskInventoryOffered,
4005 false, objName+"\n"+m_host.Name+" is located at "+ 4396 false, objName+". "+m_host.Name+" is located at "+
4006 World.RegionInfo.RegionName+" "+ 4397 World.RegionInfo.RegionName+" "+
4007 m_host.AbsolutePosition.ToString(), 4398 m_host.AbsolutePosition.ToString(),
4008 agentItem.ID, true, m_host.AbsolutePosition, 4399 agentItem.ID, true, m_host.AbsolutePosition,
4009 bucket); 4400 bucket);
4010 if (m_TransferModule != null) 4401
4011 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4402 ScenePresence sp;
4403
4404 if (World.TryGetScenePresence(destId, out sp))
4405 {
4406 sp.ControllingClient.SendInstantMessage(msg);
4407 }
4408 else
4409 {
4410 if (m_TransferModule != null)
4411 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4412 }
4413
4414 //This delay should only occur when giving inventory to avatars.
4012 ScriptSleep(3000); 4415 ScriptSleep(3000);
4013 } 4416 }
4014 } 4417 }
4015 4418
4419 [DebuggerNonUserCode]
4016 public void llRemoveInventory(string name) 4420 public void llRemoveInventory(string name)
4017 { 4421 {
4018 m_host.AddScriptLPS(1); 4422 m_host.AddScriptLPS(1);
4019 4423
4020 lock (m_host.TaskInventory) 4424 List<TaskInventoryItem> inv;
4425 try
4021 { 4426 {
4022 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4427 m_host.TaskInventory.LockItemsForRead(true);
4428 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4429 }
4430 finally
4431 {
4432 m_host.TaskInventory.LockItemsForRead(false);
4433 }
4434 foreach (TaskInventoryItem item in inv)
4435 {
4436 if (item.Name == name)
4023 { 4437 {
4024 if (item.Name == name) 4438 if (item.ItemID == m_itemID)
4025 { 4439 throw new ScriptDeleteException();
4026 if (item.ItemID == m_itemID) 4440 else
4027 throw new ScriptDeleteException(); 4441 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4028 else 4442 return;
4029 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4030 return;
4031 }
4032 } 4443 }
4033 } 4444 }
4034 } 4445 }
@@ -4063,112 +4474,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4063 { 4474 {
4064 m_host.AddScriptLPS(1); 4475 m_host.AddScriptLPS(1);
4065 4476
4066 UUID uuid = (UUID)id; 4477 UUID uuid;
4067 PresenceInfo pinfo = null; 4478 if (UUID.TryParse(id, out uuid))
4068 UserAccount account;
4069
4070 UserInfoCacheEntry ce;
4071 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4072 { 4479 {
4073 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4480 PresenceInfo pinfo = null;
4074 if (account == null) 4481 UserAccount account;
4482
4483 UserInfoCacheEntry ce;
4484 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4075 { 4485 {
4076 m_userInfoCache[uuid] = null; // Cache negative 4486 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4077 return UUID.Zero.ToString(); 4487 if (account == null)
4078 } 4488 {
4489 m_userInfoCache[uuid] = null; // Cache negative
4490 return UUID.Zero.ToString();
4491 }
4079 4492
4080 4493
4081 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4494 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4082 if (pinfos != null && pinfos.Length > 0) 4495 if (pinfos != null && pinfos.Length > 0)
4083 {
4084 foreach (PresenceInfo p in pinfos)
4085 { 4496 {
4086 if (p.RegionID != UUID.Zero) 4497 foreach (PresenceInfo p in pinfos)
4087 { 4498 {
4088 pinfo = p; 4499 if (p.RegionID != UUID.Zero)
4500 {
4501 pinfo = p;
4502 }
4089 } 4503 }
4090 } 4504 }
4091 }
4092 4505
4093 ce = new UserInfoCacheEntry(); 4506 ce = new UserInfoCacheEntry();
4094 ce.time = Util.EnvironmentTickCount(); 4507 ce.time = Util.EnvironmentTickCount();
4095 ce.account = account; 4508 ce.account = account;
4096 ce.pinfo = pinfo; 4509 ce.pinfo = pinfo;
4097 } 4510 m_userInfoCache[uuid] = ce;
4098 else 4511 }
4099 { 4512 else
4100 if (ce == null) 4513 {
4101 return UUID.Zero.ToString(); 4514 if (ce == null)
4515 return UUID.Zero.ToString();
4102 4516
4103 account = ce.account; 4517 account = ce.account;
4104 pinfo = ce.pinfo; 4518 pinfo = ce.pinfo;
4105 } 4519 }
4106 4520
4107 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4521 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4108 {
4109 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4110 if (pinfos != null && pinfos.Length > 0)
4111 { 4522 {
4112 foreach (PresenceInfo p in pinfos) 4523 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4524 if (pinfos != null && pinfos.Length > 0)
4113 { 4525 {
4114 if (p.RegionID != UUID.Zero) 4526 foreach (PresenceInfo p in pinfos)
4115 { 4527 {
4116 pinfo = p; 4528 if (p.RegionID != UUID.Zero)
4529 {
4530 pinfo = p;
4531 }
4117 } 4532 }
4118 } 4533 }
4119 } 4534 else
4120 else 4535 pinfo = null;
4121 pinfo = null;
4122 4536
4123 ce.time = Util.EnvironmentTickCount(); 4537 ce.time = Util.EnvironmentTickCount();
4124 ce.pinfo = pinfo; 4538 ce.pinfo = pinfo;
4125 } 4539 }
4126 4540
4127 string reply = String.Empty; 4541 string reply = String.Empty;
4128 4542
4129 switch (data) 4543 switch (data)
4130 { 4544 {
4131 case 1: // DATA_ONLINE (0|1) 4545 case 1: // DATA_ONLINE (0|1)
4132 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4546 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4133 reply = "1"; 4547 reply = "1";
4134 else 4548 else
4135 reply = "0"; 4549 reply = "0";
4136 break; 4550 break;
4137 case 2: // DATA_NAME (First Last) 4551 case 2: // DATA_NAME (First Last)
4138 reply = account.FirstName + " " + account.LastName; 4552 reply = account.FirstName + " " + account.LastName;
4139 break; 4553 break;
4140 case 3: // DATA_BORN (YYYY-MM-DD) 4554 case 3: // DATA_BORN (YYYY-MM-DD)
4141 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4555 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4142 born = born.AddSeconds(account.Created); 4556 born = born.AddSeconds(account.Created);
4143 reply = born.ToString("yyyy-MM-dd"); 4557 reply = born.ToString("yyyy-MM-dd");
4144 break; 4558 break;
4145 case 4: // DATA_RATING (0,0,0,0,0,0) 4559 case 4: // DATA_RATING (0,0,0,0,0,0)
4146 reply = "0,0,0,0,0,0"; 4560 reply = "0,0,0,0,0,0";
4147 break; 4561 break;
4148 case 8: // DATA_PAYINFO (0|1|2|3) 4562 case 8: // DATA_PAYINFO (0|1|2|3)
4149 reply = "0"; 4563 reply = "0";
4150 break; 4564 break;
4151 default: 4565 default:
4152 return UUID.Zero.ToString(); // Raise no event 4566 return UUID.Zero.ToString(); // Raise no event
4153 } 4567 }
4154 4568
4155 UUID rq = UUID.Random(); 4569 UUID rq = UUID.Random();
4156 4570
4157 UUID tid = AsyncCommands. 4571 UUID tid = AsyncCommands.
4158 DataserverPlugin.RegisterRequest(m_localID, 4572 DataserverPlugin.RegisterRequest(m_localID,
4159 m_itemID, rq.ToString()); 4573 m_itemID, rq.ToString());
4160 4574
4161 AsyncCommands. 4575 AsyncCommands.
4162 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4576 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4163 4577
4164 ScriptSleep(100); 4578 ScriptSleep(100);
4165 return tid.ToString(); 4579 return tid.ToString();
4580 }
4581 else
4582 {
4583 ShoutError("Invalid UUID passed to llRequestAgentData.");
4584 }
4585 return "";
4166 } 4586 }
4167 4587
4168 public LSL_String llRequestInventoryData(string name) 4588 public LSL_String llRequestInventoryData(string name)
4169 { 4589 {
4170 m_host.AddScriptLPS(1); 4590 m_host.AddScriptLPS(1);
4171 4591
4592 //Clone is thread safe
4172 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4593 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4173 4594
4174 foreach (TaskInventoryItem item in itemDictionary.Values) 4595 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4222,6 +4643,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4222 ScenePresence presence = World.GetScenePresence(agentId); 4643 ScenePresence presence = World.GetScenePresence(agentId);
4223 if (presence != null) 4644 if (presence != null)
4224 { 4645 {
4646 // agent must not be a god
4647 if (presence.UserLevel >= 200) return;
4648
4225 // agent must be over the owners land 4649 // agent must be over the owners land
4226 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4650 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4227 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4651 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4244,7 +4668,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4244 UUID av = new UUID(); 4668 UUID av = new UUID();
4245 if (!UUID.TryParse(agent,out av)) 4669 if (!UUID.TryParse(agent,out av))
4246 { 4670 {
4247 LSLError("First parameter to llDialog needs to be a key"); 4671 //LSLError("First parameter to llDialog needs to be a key");
4248 return; 4672 return;
4249 } 4673 }
4250 4674
@@ -4281,17 +4705,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4281 UUID soundId = UUID.Zero; 4705 UUID soundId = UUID.Zero;
4282 if (!UUID.TryParse(impact_sound, out soundId)) 4706 if (!UUID.TryParse(impact_sound, out soundId))
4283 { 4707 {
4284 lock (m_host.TaskInventory) 4708 m_host.TaskInventory.LockItemsForRead(true);
4709 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4285 { 4710 {
4286 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4711 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4287 { 4712 {
4288 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4713 soundId = item.AssetID;
4289 { 4714 break;
4290 soundId = item.AssetID;
4291 break;
4292 }
4293 } 4715 }
4294 } 4716 }
4717 m_host.TaskInventory.LockItemsForRead(false);
4295 } 4718 }
4296 m_host.CollisionSound = soundId; 4719 m_host.CollisionSound = soundId;
4297 m_host.CollisionSoundVolume = (float)impact_volume; 4720 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4331,6 +4754,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4331 UUID partItemID; 4754 UUID partItemID;
4332 foreach (SceneObjectPart part in parts) 4755 foreach (SceneObjectPart part in parts)
4333 { 4756 {
4757 //Clone is thread safe
4334 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4758 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4335 4759
4336 foreach (TaskInventoryItem item in itemsDictionary.Values) 4760 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4545,17 +4969,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4545 4969
4546 m_host.AddScriptLPS(1); 4970 m_host.AddScriptLPS(1);
4547 4971
4548 lock (m_host.TaskInventory) 4972 m_host.TaskInventory.LockItemsForRead(true);
4973 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4549 { 4974 {
4550 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4975 if (item.Type == 10 && item.ItemID == m_itemID)
4551 { 4976 {
4552 if (item.Type == 10 && item.ItemID == m_itemID) 4977 result = item.Name!=null?item.Name:String.Empty;
4553 { 4978 break;
4554 result = item.Name != null ? item.Name : String.Empty;
4555 break;
4556 }
4557 } 4979 }
4558 } 4980 }
4981 m_host.TaskInventory.LockItemsForRead(false);
4559 4982
4560 return result; 4983 return result;
4561 } 4984 }
@@ -4728,23 +5151,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4728 { 5151 {
4729 m_host.AddScriptLPS(1); 5152 m_host.AddScriptLPS(1);
4730 5153
4731 lock (m_host.TaskInventory) 5154 m_host.TaskInventory.LockItemsForRead(true);
5155 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4732 { 5156 {
4733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5157 if (inv.Value.Name == name)
4734 { 5158 {
4735 if (inv.Value.Name == name) 5159 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4736 { 5160 {
4737 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5161 m_host.TaskInventory.LockItemsForRead(false);
4738 { 5162 return inv.Value.AssetID.ToString();
4739 return inv.Value.AssetID.ToString(); 5163 }
4740 } 5164 else
4741 else 5165 {
4742 { 5166 m_host.TaskInventory.LockItemsForRead(false);
4743 return UUID.Zero.ToString(); 5167 return UUID.Zero.ToString();
4744 }
4745 } 5168 }
4746 } 5169 }
4747 } 5170 }
5171 m_host.TaskInventory.LockItemsForRead(false);
4748 5172
4749 return UUID.Zero.ToString(); 5173 return UUID.Zero.ToString();
4750 } 5174 }
@@ -4897,14 +5321,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4897 { 5321 {
4898 m_host.AddScriptLPS(1); 5322 m_host.AddScriptLPS(1);
4899 5323
4900 if (src == null) 5324 return src.Length;
4901 {
4902 return 0;
4903 }
4904 else
4905 {
4906 return src.Length;
4907 }
4908 } 5325 }
4909 5326
4910 public LSL_Integer llList2Integer(LSL_List src, int index) 5327 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4950,7 +5367,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4950 else if (src.Data[index] is LSL_Float) 5367 else if (src.Data[index] is LSL_Float)
4951 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5368 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4952 else if (src.Data[index] is LSL_String) 5369 else if (src.Data[index] is LSL_String)
4953 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5370 {
5371 string str = ((LSL_String) src.Data[index]).m_string;
5372 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5373 if (m != Match.Empty)
5374 {
5375 str = m.Value;
5376 double d = 0.0;
5377 if (!Double.TryParse(str, out d))
5378 return 0.0;
5379
5380 return d;
5381 }
5382 return 0.0;
5383 }
4954 return Convert.ToDouble(src.Data[index]); 5384 return Convert.ToDouble(src.Data[index]);
4955 } 5385 }
4956 catch (FormatException) 5386 catch (FormatException)
@@ -5223,7 +5653,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5223 } 5653 }
5224 } 5654 }
5225 } 5655 }
5226 else { 5656 else
5657 {
5227 object[] array = new object[src.Length]; 5658 object[] array = new object[src.Length];
5228 Array.Copy(src.Data, 0, array, 0, src.Length); 5659 Array.Copy(src.Data, 0, array, 0, src.Length);
5229 result = new LSL_List(array); 5660 result = new LSL_List(array);
@@ -5330,7 +5761,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5330 public LSL_Integer llGetRegionAgentCount() 5761 public LSL_Integer llGetRegionAgentCount()
5331 { 5762 {
5332 m_host.AddScriptLPS(1); 5763 m_host.AddScriptLPS(1);
5333 return new LSL_Integer(World.GetRootAgentCount()); 5764
5765 int count = 0;
5766 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5767 count++;
5768 });
5769
5770 return new LSL_Integer(count);
5334 } 5771 }
5335 5772
5336 public LSL_Vector llGetRegionCorner() 5773 public LSL_Vector llGetRegionCorner()
@@ -5672,10 +6109,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5672 m_host.AddScriptLPS(1); 6109 m_host.AddScriptLPS(1);
5673 6110
5674 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6111 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5675 6112 if (parts.Count > 0)
5676 foreach (var part in parts)
5677 { 6113 {
5678 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6114 try
6115 {
6116 parts[0].ParentGroup.areUpdatesSuspended = true;
6117 foreach (var part in parts)
6118 {
6119 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6120 }
6121 }
6122 finally
6123 {
6124 parts[0].ParentGroup.areUpdatesSuspended = false;
6125 }
5679 } 6126 }
5680 } 6127 }
5681 6128
@@ -5727,13 +6174,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5727 6174
5728 if (m_host.OwnerID == land.LandData.OwnerID) 6175 if (m_host.OwnerID == land.LandData.OwnerID)
5729 { 6176 {
5730 World.TeleportClientHome(agentID, presence.ControllingClient); 6177 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6178 presence.TeleportWithMomentum(pos);
6179 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5731 } 6180 }
5732 } 6181 }
5733 } 6182 }
5734 ScriptSleep(5000); 6183 ScriptSleep(5000);
5735 } 6184 }
5736 6185
6186 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6187 {
6188 return ParseString2List(str, separators, in_spacers, false);
6189 }
6190
5737 public LSL_Integer llOverMyLand(string id) 6191 public LSL_Integer llOverMyLand(string id)
5738 { 6192 {
5739 m_host.AddScriptLPS(1); 6193 m_host.AddScriptLPS(1);
@@ -5798,8 +6252,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5798 UUID agentId = new UUID(); 6252 UUID agentId = new UUID();
5799 if (!UUID.TryParse(agent, out agentId)) 6253 if (!UUID.TryParse(agent, out agentId))
5800 return new LSL_Integer(0); 6254 return new LSL_Integer(0);
6255 if (agentId == m_host.GroupID)
6256 return new LSL_Integer(1);
5801 ScenePresence presence = World.GetScenePresence(agentId); 6257 ScenePresence presence = World.GetScenePresence(agentId);
5802 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6258 if (presence == null || presence.IsChildAgent) // Return false for child agents
5803 return new LSL_Integer(0); 6259 return new LSL_Integer(0);
5804 IClientAPI client = presence.ControllingClient; 6260 IClientAPI client = presence.ControllingClient;
5805 if (m_host.GroupID == client.ActiveGroupId) 6261 if (m_host.GroupID == client.ActiveGroupId)
@@ -5934,7 +6390,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5934 return m_host.ParentGroup.AttachmentPoint; 6390 return m_host.ParentGroup.AttachmentPoint;
5935 } 6391 }
5936 6392
5937 public LSL_Integer llGetFreeMemory() 6393 public virtual LSL_Integer llGetFreeMemory()
5938 { 6394 {
5939 m_host.AddScriptLPS(1); 6395 m_host.AddScriptLPS(1);
5940 // Make scripts designed for LSO happy 6396 // Make scripts designed for LSO happy
@@ -6051,7 +6507,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6051 SetParticleSystem(m_host, rules); 6507 SetParticleSystem(m_host, rules);
6052 } 6508 }
6053 6509
6054 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6510 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6511 {
6055 6512
6056 6513
6057 if (rules.Length == 0) 6514 if (rules.Length == 0)
@@ -6245,14 +6702,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6245 6702
6246 protected UUID GetTaskInventoryItem(string name) 6703 protected UUID GetTaskInventoryItem(string name)
6247 { 6704 {
6248 lock (m_host.TaskInventory) 6705 m_host.TaskInventory.LockItemsForRead(true);
6706 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6249 { 6707 {
6250 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6708 if (inv.Value.Name == name)
6251 { 6709 {
6252 if (inv.Value.Name == name) 6710 m_host.TaskInventory.LockItemsForRead(false);
6253 return inv.Key; 6711 return inv.Key;
6254 } 6712 }
6255 } 6713 }
6714 m_host.TaskInventory.LockItemsForRead(false);
6256 6715
6257 return UUID.Zero; 6716 return UUID.Zero;
6258 } 6717 }
@@ -6290,16 +6749,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6290 if (folderID == UUID.Zero) 6749 if (folderID == UUID.Zero)
6291 return; 6750 return;
6292 6751
6293 byte[] bucket = new byte[17]; 6752 byte[] bucket = new byte[1];
6294 bucket[0] = (byte)AssetType.Folder; 6753 bucket[0] = (byte)AssetType.Folder;
6295 byte[] objBytes = folderID.GetBytes(); 6754 //byte[] objBytes = folderID.GetBytes();
6296 Array.Copy(objBytes, 0, bucket, 1, 16); 6755 //Array.Copy(objBytes, 0, bucket, 1, 16);
6297 6756
6298 GridInstantMessage msg = new GridInstantMessage(World, 6757 GridInstantMessage msg = new GridInstantMessage(World,
6299 m_host.UUID, m_host.Name+", an object owned by "+ 6758 m_host.OwnerID, m_host.Name, destID,
6300 resolveName(m_host.OwnerID)+",", destID, 6759 (byte)InstantMessageDialog.TaskInventoryOffered,
6301 (byte)InstantMessageDialog.InventoryOffered, 6760 false, category+". "+m_host.Name+" is located at "+
6302 false, category+"\n"+m_host.Name+" is located at "+
6303 World.RegionInfo.RegionName+" "+ 6761 World.RegionInfo.RegionName+" "+
6304 m_host.AbsolutePosition.ToString(), 6762 m_host.AbsolutePosition.ToString(),
6305 folderID, true, m_host.AbsolutePosition, 6763 folderID, true, m_host.AbsolutePosition,
@@ -6537,13 +6995,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6537 UUID av = new UUID(); 6995 UUID av = new UUID();
6538 if (!UUID.TryParse(avatar,out av)) 6996 if (!UUID.TryParse(avatar,out av))
6539 { 6997 {
6540 LSLError("First parameter to llDialog needs to be a key"); 6998 //LSLError("First parameter to llDialog needs to be a key");
6541 return; 6999 return;
6542 } 7000 }
6543 if (buttons.Length < 1) 7001 if (buttons.Length < 1)
6544 { 7002 {
6545 LSLError("No less than 1 button can be shown"); 7003 buttons.Add("OK");
6546 return;
6547 } 7004 }
6548 if (buttons.Length > 12) 7005 if (buttons.Length > 12)
6549 { 7006 {
@@ -6560,7 +7017,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6560 } 7017 }
6561 if (buttons.Data[i].ToString().Length > 24) 7018 if (buttons.Data[i].ToString().Length > 24)
6562 { 7019 {
6563 LSLError("button label cannot be longer than 24 characters"); 7020 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6564 return; 7021 return;
6565 } 7022 }
6566 buts[i] = buttons.Data[i].ToString(); 7023 buts[i] = buttons.Data[i].ToString();
@@ -6619,22 +7076,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6619 } 7076 }
6620 7077
6621 // copy the first script found with this inventory name 7078 // copy the first script found with this inventory name
6622 lock (m_host.TaskInventory) 7079 TaskInventoryItem scriptItem = null;
7080 m_host.TaskInventory.LockItemsForRead(true);
7081 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6623 { 7082 {
6624 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7083 if (inv.Value.Name == name)
6625 { 7084 {
6626 if (inv.Value.Name == name) 7085 // make sure the object is a script
7086 if (10 == inv.Value.Type)
6627 { 7087 {
6628 // make sure the object is a script 7088 found = true;
6629 if (10 == inv.Value.Type) 7089 srcId = inv.Key;
6630 { 7090 scriptItem = inv.Value;
6631 found = true; 7091 break;
6632 srcId = inv.Key;
6633 break;
6634 }
6635 } 7092 }
6636 } 7093 }
6637 } 7094 }
7095 m_host.TaskInventory.LockItemsForRead(false);
6638 7096
6639 if (!found) 7097 if (!found)
6640 { 7098 {
@@ -6642,9 +7100,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6642 return; 7100 return;
6643 } 7101 }
6644 7102
6645 // the rest of the permission checks are done in RezScript, so check the pin there as well 7103 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6646 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7104 if (dest != null)
7105 {
7106 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7107 {
7108 // the rest of the permission checks are done in RezScript, so check the pin there as well
7109 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6647 7110
7111 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7112 m_host.Inventory.RemoveInventoryItem(srcId);
7113 }
7114 }
6648 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7115 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6649 ScriptSleep(3000); 7116 ScriptSleep(3000);
6650 } 7117 }
@@ -6707,19 +7174,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6707 public LSL_String llMD5String(string src, int nonce) 7174 public LSL_String llMD5String(string src, int nonce)
6708 { 7175 {
6709 m_host.AddScriptLPS(1); 7176 m_host.AddScriptLPS(1);
6710 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7177 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6711 } 7178 }
6712 7179
6713 public LSL_String llSHA1String(string src) 7180 public LSL_String llSHA1String(string src)
6714 { 7181 {
6715 m_host.AddScriptLPS(1); 7182 m_host.AddScriptLPS(1);
6716 return Util.SHA1Hash(src).ToLower(); 7183 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6717 } 7184 }
6718 7185
6719 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7186 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6720 { 7187 {
6721 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7188 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6722 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7189 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7190 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7191 return shapeBlock;
6723 7192
6724 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7193 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6725 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7194 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6824,6 +7293,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6824 // Prim type box, cylinder and prism. 7293 // Prim type box, cylinder and prism.
6825 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7294 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6826 { 7295 {
7296 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7297 return;
7298
6827 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7299 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6828 ObjectShapePacket.ObjectDataBlock shapeBlock; 7300 ObjectShapePacket.ObjectDataBlock shapeBlock;
6829 7301
@@ -6877,6 +7349,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6877 // Prim type sphere. 7349 // Prim type sphere.
6878 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7350 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6879 { 7351 {
7352 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7353 return;
7354
6880 ObjectShapePacket.ObjectDataBlock shapeBlock; 7355 ObjectShapePacket.ObjectDataBlock shapeBlock;
6881 7356
6882 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7357 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6918,6 +7393,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6918 // Prim type torus, tube and ring. 7393 // Prim type torus, tube and ring.
6919 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 profileshape, byte pathcurve) 7394 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 profileshape, byte pathcurve)
6920 { 7395 {
7396 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7397 return;
7398
6921 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7399 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6922 ObjectShapePacket.ObjectDataBlock shapeBlock; 7400 ObjectShapePacket.ObjectDataBlock shapeBlock;
6923 7401
@@ -7053,6 +7531,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7053 // Prim type sculpt. 7531 // Prim type sculpt.
7054 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7532 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7055 { 7533 {
7534 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7535 return;
7536
7056 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7537 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7057 UUID sculptId; 7538 UUID sculptId;
7058 7539
@@ -7069,13 +7550,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7069 shapeBlock.PathScaleX = 100; 7550 shapeBlock.PathScaleX = 100;
7070 shapeBlock.PathScaleY = 150; 7551 shapeBlock.PathScaleY = 150;
7071 7552
7072 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7553 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
7073 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7554 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
7074 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7555 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
7075 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7556 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
7076 { 7557 {
7077 // default 7558 // default
7078 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7559 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7079 } 7560 }
7080 7561
7081 part.Shape.SetSculptProperties((byte)type, sculptId); 7562 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7091,32 +7572,119 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7091 ScriptSleep(200); 7572 ScriptSleep(200);
7092 } 7573 }
7093 7574
7094 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7575 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7095 { 7576 {
7096 m_host.AddScriptLPS(1); 7577 m_host.AddScriptLPS(1);
7097 7578
7098 setLinkPrimParams(linknumber, rules); 7579 setLinkPrimParams(linknumber, rules);
7099
7100 ScriptSleep(200);
7101 } 7580 }
7102 7581
7103 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7582 private void setLinkPrimParams(int linknumber, LSL_List rules)
7104 { 7583 {
7105 m_host.AddScriptLPS(1); 7584 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7585 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7586 if (parts.Count>0)
7587 {
7588 try
7589 {
7590 parts[0].ParentGroup.areUpdatesSuspended = true;
7591 foreach (SceneObjectPart part in parts)
7592 SetPrimParams(part, rules);
7593 }
7594 finally
7595 {
7596 parts[0].ParentGroup.areUpdatesSuspended = false;
7597 }
7598 }
7599 if (avatars.Count > 0)
7600 {
7601 foreach (ScenePresence avatar in avatars)
7602 SetPrimParams(avatar, rules);
7603 }
7604 }
7106 7605
7107 setLinkPrimParams(linknumber, rules); 7606 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7607 {
7608 llSetLinkPrimitiveParamsFast(linknumber, rules);
7609 ScriptSleep(200);
7108 } 7610 }
7109 7611
7110 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7612 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7111 { 7613 {
7112 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7614 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7615 //We only support PRIM_POSITION and PRIM_ROTATION
7113 7616
7114 foreach (SceneObjectPart part in parts) 7617 int idx = 0;
7115 SetPrimParams(part, rules); 7618
7619 while (idx < rules.Length)
7620 {
7621 int code = rules.GetLSLIntegerItem(idx++);
7622
7623 int remain = rules.Length - idx;
7624
7625 switch (code)
7626 {
7627 case (int)ScriptBaseClass.PRIM_POSITION:
7628 {
7629 if (remain < 1)
7630 return;
7631 LSL_Vector v;
7632 v = rules.GetVector3Item(idx++);
7633
7634 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7635 if (part == null)
7636 break;
7637
7638 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7639 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7640 if (llGetLinkNumber() > 1)
7641 {
7642 localRot = llGetLocalRot();
7643 localPos = llGetLocalPos();
7644 }
7645
7646 v -= localPos;
7647 v /= localRot;
7648
7649 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7650
7651 v = v + 2 * sitOffset;
7652
7653 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7654 av.SendAvatarDataToAllAgents();
7655
7656 }
7657 break;
7658
7659 case (int)ScriptBaseClass.PRIM_ROTATION:
7660 {
7661 if (remain < 1)
7662 return;
7663
7664 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7665 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7666 if (llGetLinkNumber() > 1)
7667 {
7668 localRot = llGetLocalRot();
7669 localPos = llGetLocalPos();
7670 }
7671
7672 LSL_Rotation r;
7673 r = rules.GetQuaternionItem(idx++);
7674 r = r * llGetRootRotation() / localRot;
7675 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7676 av.SendAvatarDataToAllAgents();
7677 }
7678 break;
7679 }
7680 }
7116 } 7681 }
7117 7682
7118 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7683 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7119 { 7684 {
7685 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7686 return;
7687
7120 int idx = 0; 7688 int idx = 0;
7121 7689
7122 bool positionChanged = false; 7690 bool positionChanged = false;
@@ -7144,6 +7712,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7144 currentPosition = GetSetPosTarget(part, v, currentPosition); 7712 currentPosition = GetSetPosTarget(part, v, currentPosition);
7145 7713
7146 break; 7714 break;
7715 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7716 if (remain < 1)
7717 return;
7718
7719 v=rules.GetVector3Item(idx++);
7720 positionChanged = true;
7721 currentPosition = GetSetPosTarget(part, v, currentPosition);
7722
7723 break;
7147 case (int)ScriptBaseClass.PRIM_SIZE: 7724 case (int)ScriptBaseClass.PRIM_SIZE:
7148 if (remain < 1) 7725 if (remain < 1)
7149 return; 7726 return;
@@ -7510,7 +8087,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7510 if (part.ParentGroup.RootPart == part) 8087 if (part.ParentGroup.RootPart == part)
7511 { 8088 {
7512 SceneObjectGroup parent = part.ParentGroup; 8089 SceneObjectGroup parent = part.ParentGroup;
7513 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8090 Util.FireAndForget(delegate(object x) {
8091 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8092 });
7514 } 8093 }
7515 else 8094 else
7516 { 8095 {
@@ -7521,6 +8100,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7521 } 8100 }
7522 } 8101 }
7523 } 8102 }
8103
8104 if (positionChanged)
8105 {
8106 if (part.ParentGroup.RootPart == part)
8107 {
8108 SceneObjectGroup parent = part.ParentGroup;
8109 Util.FireAndForget(delegate(object x) {
8110 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8111 });
8112 }
8113 else
8114 {
8115 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8116 SceneObjectGroup parent = part.ParentGroup;
8117 parent.HasGroupChanged = true;
8118 parent.ScheduleGroupForTerseUpdate();
8119 }
8120 }
7524 } 8121 }
7525 8122
7526 public LSL_String llStringToBase64(string str) 8123 public LSL_String llStringToBase64(string str)
@@ -7681,13 +8278,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7681 public LSL_Integer llGetNumberOfPrims() 8278 public LSL_Integer llGetNumberOfPrims()
7682 { 8279 {
7683 m_host.AddScriptLPS(1); 8280 m_host.AddScriptLPS(1);
7684 int avatarCount = 0; 8281 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7685 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8282
7686 {
7687 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7688 avatarCount++;
7689 });
7690
7691 return m_host.ParentGroup.PrimCount + avatarCount; 8283 return m_host.ParentGroup.PrimCount + avatarCount;
7692 } 8284 }
7693 8285
@@ -7703,55 +8295,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7703 m_host.AddScriptLPS(1); 8295 m_host.AddScriptLPS(1);
7704 UUID objID = UUID.Zero; 8296 UUID objID = UUID.Zero;
7705 LSL_List result = new LSL_List(); 8297 LSL_List result = new LSL_List();
8298
8299 // If the ID is not valid, return null result
7706 if (!UUID.TryParse(obj, out objID)) 8300 if (!UUID.TryParse(obj, out objID))
7707 { 8301 {
7708 result.Add(new LSL_Vector()); 8302 result.Add(new LSL_Vector());
7709 result.Add(new LSL_Vector()); 8303 result.Add(new LSL_Vector());
7710 return result; 8304 return result;
7711 } 8305 }
8306
8307 // Check if this is an attached prim. If so, replace
8308 // the UUID with the avatar UUID and report it's bounding box
8309 SceneObjectPart part = World.GetSceneObjectPart(objID);
8310 if (part != null && part.ParentGroup.IsAttachment)
8311 objID = part.ParentGroup.AttachedAvatar;
8312
8313 // Find out if this is an avatar ID. If so, return it's box
7712 ScenePresence presence = World.GetScenePresence(objID); 8314 ScenePresence presence = World.GetScenePresence(objID);
7713 if (presence != null) 8315 if (presence != null)
7714 { 8316 {
7715 if (presence.ParentID == 0) // not sat on an object 8317 // As per LSL Wiki, there is no difference between sitting
8318 // and standing avatar since server 1.36
8319 LSL_Vector lower;
8320 LSL_Vector upper;
8321 if (presence.Animator.Animations.DefaultAnimation.AnimID
8322 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7716 { 8323 {
7717 LSL_Vector lower; 8324 // This is for ground sitting avatars
7718 LSL_Vector upper; 8325 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7719 if (presence.Animator.Animations.DefaultAnimation.AnimID 8326 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7720 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8327 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7721 {
7722 // This is for ground sitting avatars
7723 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7724 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7725 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7726 }
7727 else
7728 {
7729 // This is for standing/flying avatars
7730 float height = presence.Appearance.AvatarHeight / 2.0f;
7731 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7732 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7733 }
7734 result.Add(lower);
7735 result.Add(upper);
7736 return result;
7737 } 8328 }
7738 else 8329 else
7739 { 8330 {
7740 // sitting on an object so we need the bounding box of that 8331 // This is for standing/flying avatars
7741 // which should include the avatar so set the UUID to the 8332 float height = presence.Appearance.AvatarHeight / 2.0f;
7742 // UUID of the object the avatar is sat on and allow it to fall through 8333 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7743 // to processing an object 8334 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7744 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7745 objID = p.UUID;
7746 } 8335 }
8336
8337 // Adjust to the documented error offsets (see LSL Wiki)
8338 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8339 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8340
8341 if (lower.x > upper.x)
8342 lower.x = upper.x;
8343 if (lower.y > upper.y)
8344 lower.y = upper.y;
8345 if (lower.z > upper.z)
8346 lower.z = upper.z;
8347
8348 result.Add(lower);
8349 result.Add(upper);
8350 return result;
7747 } 8351 }
7748 SceneObjectPart part = World.GetSceneObjectPart(objID); 8352
8353 part = World.GetSceneObjectPart(objID);
7749 // Currently only works for single prims without a sitting avatar 8354 // Currently only works for single prims without a sitting avatar
7750 if (part != null) 8355 if (part != null)
7751 { 8356 {
7752 Vector3 halfSize = part.Scale / 2.0f; 8357 float minX;
7753 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8358 float maxX;
7754 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8359 float minY;
8360 float maxY;
8361 float minZ;
8362 float maxZ;
8363
8364 // This BBox is in sim coordinates, with the offset being
8365 // a contained point.
8366 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8367 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8368
8369 minX -= offsets[0].X;
8370 maxX -= offsets[0].X;
8371 minY -= offsets[0].Y;
8372 maxY -= offsets[0].Y;
8373 minZ -= offsets[0].Z;
8374 maxZ -= offsets[0].Z;
8375
8376 LSL_Vector lower;
8377 LSL_Vector upper;
8378
8379 // Adjust to the documented error offsets (see LSL Wiki)
8380 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8381 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8382
8383 if (lower.x > upper.x)
8384 lower.x = upper.x;
8385 if (lower.y > upper.y)
8386 lower.y = upper.y;
8387 if (lower.z > upper.z)
8388 lower.z = upper.z;
8389
7755 result.Add(lower); 8390 result.Add(lower);
7756 result.Add(upper); 8391 result.Add(upper);
7757 return result; 8392 return result;
@@ -7831,13 +8466,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7831 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8466 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7832 part.AbsolutePosition.Y, 8467 part.AbsolutePosition.Y,
7833 part.AbsolutePosition.Z); 8468 part.AbsolutePosition.Z);
7834 // For some reason, the part.AbsolutePosition.* values do not change if the
7835 // linkset is rotated; they always reflect the child prim's world position
7836 // as though the linkset is unrotated. This is incompatible behavior with SL's
7837 // implementation, so will break scripts imported from there (not to mention it
7838 // makes it more difficult to determine a child prim's actual inworld position).
7839 if (part.ParentID != 0)
7840 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7841 res.Add(v); 8469 res.Add(v);
7842 break; 8470 break;
7843 8471
@@ -8008,56 +8636,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8008 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8636 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8009 if (remain < 1) 8637 if (remain < 1)
8010 return res; 8638 return res;
8011 8639 face = (int)rules.GetLSLIntegerItem(idx++);
8012 face=(int)rules.GetLSLIntegerItem(idx++);
8013 8640
8014 tex = part.Shape.Textures; 8641 tex = part.Shape.Textures;
8642 int shiny;
8015 if (face == ScriptBaseClass.ALL_SIDES) 8643 if (face == ScriptBaseClass.ALL_SIDES)
8016 { 8644 {
8017 for (face = 0; face < GetNumberOfSides(part); face++) 8645 for (face = 0; face < GetNumberOfSides(part); face++)
8018 { 8646 {
8019 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8647 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8020 // Convert Shininess to PRIM_SHINY_* 8648 if (shinyness == Shininess.High)
8021 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8649 {
8022 // PRIM_BUMP_* 8650 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8023 res.Add(new LSL_Integer((int)texface.Bump)); 8651 }
8652 else if (shinyness == Shininess.Medium)
8653 {
8654 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8655 }
8656 else if (shinyness == Shininess.Low)
8657 {
8658 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8659 }
8660 else
8661 {
8662 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8663 }
8664 res.Add(new LSL_Integer(shiny));
8665 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8024 } 8666 }
8025 } 8667 }
8026 else 8668 else
8027 { 8669 {
8028 if (face >= 0 && face < GetNumberOfSides(part)) 8670 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8671 if (shinyness == Shininess.High)
8029 { 8672 {
8030 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8673 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8031 // Convert Shininess to PRIM_SHINY_*
8032 res.Add(new LSL_Integer((uint)texface.Shiny >> 6));
8033 // PRIM_BUMP_*
8034 res.Add(new LSL_Integer((int)texface.Bump));
8035 } 8674 }
8675 else if (shinyness == Shininess.Medium)
8676 {
8677 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8678 }
8679 else if (shinyness == Shininess.Low)
8680 {
8681 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8682 }
8683 else
8684 {
8685 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8686 }
8687 res.Add(new LSL_Integer(shiny));
8688 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8036 } 8689 }
8037 break; 8690 break;
8038 8691
8039 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8692 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8040 if (remain < 1) 8693 if (remain < 1)
8041 return res; 8694 return res;
8042 8695 face = (int)rules.GetLSLIntegerItem(idx++);
8043 face=(int)rules.GetLSLIntegerItem(idx++);
8044 8696
8045 tex = part.Shape.Textures; 8697 tex = part.Shape.Textures;
8698 int fullbright;
8046 if (face == ScriptBaseClass.ALL_SIDES) 8699 if (face == ScriptBaseClass.ALL_SIDES)
8047 { 8700 {
8048 for (face = 0; face < GetNumberOfSides(part); face++) 8701 for (face = 0; face < GetNumberOfSides(part); face++)
8049 { 8702 {
8050 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8703 if (tex.GetFace((uint)face).Fullbright == true)
8051 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8704 {
8705 fullbright = ScriptBaseClass.TRUE;
8706 }
8707 else
8708 {
8709 fullbright = ScriptBaseClass.FALSE;
8710 }
8711 res.Add(new LSL_Integer(fullbright));
8052 } 8712 }
8053 } 8713 }
8054 else 8714 else
8055 { 8715 {
8056 if (face >= 0 && face < GetNumberOfSides(part)) 8716 if (tex.GetFace((uint)face).Fullbright == true)
8057 { 8717 {
8058 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8718 fullbright = ScriptBaseClass.TRUE;
8059 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8719 }
8720 else
8721 {
8722 fullbright = ScriptBaseClass.FALSE;
8060 } 8723 }
8724 res.Add(new LSL_Integer(fullbright));
8061 } 8725 }
8062 break; 8726 break;
8063 8727
@@ -8079,27 +8743,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8079 break; 8743 break;
8080 8744
8081 case (int)ScriptBaseClass.PRIM_TEXGEN: 8745 case (int)ScriptBaseClass.PRIM_TEXGEN:
8746 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8082 if (remain < 1) 8747 if (remain < 1)
8083 return res; 8748 return res;
8084 8749 face = (int)rules.GetLSLIntegerItem(idx++);
8085 face=(int)rules.GetLSLIntegerItem(idx++);
8086 8750
8087 tex = part.Shape.Textures; 8751 tex = part.Shape.Textures;
8088 if (face == ScriptBaseClass.ALL_SIDES) 8752 if (face == ScriptBaseClass.ALL_SIDES)
8089 { 8753 {
8090 for (face = 0; face < GetNumberOfSides(part); face++) 8754 for (face = 0; face < GetNumberOfSides(part); face++)
8091 { 8755 {
8092 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8756 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8093 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8757 {
8094 res.Add(new LSL_Integer((uint)texgen >> 1)); 8758 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8759 }
8760 else
8761 {
8762 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8763 }
8095 } 8764 }
8096 } 8765 }
8097 else 8766 else
8098 { 8767 {
8099 if (face >= 0 && face < GetNumberOfSides(part)) 8768 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8100 { 8769 {
8101 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8770 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8102 res.Add(new LSL_Integer((uint)texgen >> 1)); 8771 }
8772 else
8773 {
8774 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8103 } 8775 }
8104 } 8776 }
8105 break; 8777 break;
@@ -8122,28 +8794,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8122 case (int)ScriptBaseClass.PRIM_GLOW: 8794 case (int)ScriptBaseClass.PRIM_GLOW:
8123 if (remain < 1) 8795 if (remain < 1)
8124 return res; 8796 return res;
8125 8797 face = (int)rules.GetLSLIntegerItem(idx++);
8126 face=(int)rules.GetLSLIntegerItem(idx++);
8127 8798
8128 tex = part.Shape.Textures; 8799 tex = part.Shape.Textures;
8800 float primglow;
8129 if (face == ScriptBaseClass.ALL_SIDES) 8801 if (face == ScriptBaseClass.ALL_SIDES)
8130 { 8802 {
8131 for (face = 0; face < GetNumberOfSides(part); face++) 8803 for (face = 0; face < GetNumberOfSides(part); face++)
8132 { 8804 {
8133 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8805 primglow = tex.GetFace((uint)face).Glow;
8134 res.Add(new LSL_Float(texface.Glow)); 8806 res.Add(new LSL_Float(primglow));
8135 } 8807 }
8136 } 8808 }
8137 else 8809 else
8138 { 8810 {
8139 if (face >= 0 && face < GetNumberOfSides(part)) 8811 primglow = tex.GetFace((uint)face).Glow;
8140 { 8812 res.Add(new LSL_Float(primglow));
8141 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8142 res.Add(new LSL_Float(texface.Glow));
8143 }
8144 } 8813 }
8145 break; 8814 break;
8146
8147 case (int)ScriptBaseClass.PRIM_TEXT: 8815 case (int)ScriptBaseClass.PRIM_TEXT:
8148 Color4 textColor = part.GetTextColor(); 8816 Color4 textColor = part.GetTextColor();
8149 res.Add(new LSL_String(part.Text)); 8817 res.Add(new LSL_String(part.Text));
@@ -8695,8 +9363,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8695 // The function returns an ordered list 9363 // The function returns an ordered list
8696 // representing the tokens found in the supplied 9364 // representing the tokens found in the supplied
8697 // sources string. If two successive tokenizers 9365 // sources string. If two successive tokenizers
8698 // are encountered, then a NULL entry is added 9366 // are encountered, then a null-string entry is
8699 // to the list. 9367 // added to the list.
8700 // 9368 //
8701 // It is a precondition that the source and 9369 // It is a precondition that the source and
8702 // toekizer lisst are non-null. If they are null, 9370 // toekizer lisst are non-null. If they are null,
@@ -8704,7 +9372,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8704 // while their lengths are being determined. 9372 // while their lengths are being determined.
8705 // 9373 //
8706 // A small amount of working memoryis required 9374 // A small amount of working memoryis required
8707 // of approximately 8*#tokenizers. 9375 // of approximately 8*#tokenizers + 8*srcstrlen.
8708 // 9376 //
8709 // There are many ways in which this function 9377 // There are many ways in which this function
8710 // can be implemented, this implementation is 9378 // can be implemented, this implementation is
@@ -8720,155 +9388,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8720 // and eliminates redundant tokenizers as soon 9388 // and eliminates redundant tokenizers as soon
8721 // as is possible. 9389 // as is possible.
8722 // 9390 //
8723 // The implementation tries to avoid any copying 9391 // The implementation tries to minimize temporary
8724 // of arrays or other objects. 9392 // garbage generation.
8725 // </remarks> 9393 // </remarks>
8726 9394
8727 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9395 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8728 { 9396 {
8729 int beginning = 0; 9397 return ParseString2List(src, separators, spacers, true);
8730 int srclen = src.Length; 9398 }
8731 int seplen = separators.Length;
8732 object[] separray = separators.Data;
8733 int spclen = spacers.Length;
8734 object[] spcarray = spacers.Data;
8735 int mlen = seplen+spclen;
8736
8737 int[] offset = new int[mlen+1];
8738 bool[] active = new bool[mlen];
8739
8740 int best;
8741 int j;
8742
8743 // Initial capacity reduces resize cost
8744 9399
8745 LSL_List tokens = new LSL_List(); 9400 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9401 {
9402 int srclen = src.Length;
9403 int seplen = separators.Length;
9404 object[] separray = separators.Data;
9405 int spclen = spacers.Length;
9406 object[] spcarray = spacers.Data;
9407 int dellen = 0;
9408 string[] delarray = new string[seplen+spclen];
8746 9409
8747 // All entries are initially valid 9410 int outlen = 0;
9411 string[] outarray = new string[srclen*2+1];
8748 9412
8749 for (int i = 0; i < mlen; i++) 9413 int i, j;
8750 active[i] = true; 9414 string d;
8751 9415
8752 offset[mlen] = srclen; 9416 m_host.AddScriptLPS(1);
8753 9417
8754 while (beginning < srclen) 9418 /*
9419 * Convert separator and spacer lists to C# strings.
9420 * Also filter out null strings so we don't hang.
9421 */
9422 for (i = 0; i < seplen; i ++)
8755 { 9423 {
9424 d = separray[i].ToString();
9425 if (d.Length > 0)
9426 {
9427 delarray[dellen++] = d;
9428 }
9429 }
9430 seplen = dellen;
8756 9431
8757 best = mlen; // as bad as it gets 9432 for (i = 0; i < spclen; i ++)
9433 {
9434 d = spcarray[i].ToString();
9435 if (d.Length > 0)
9436 {
9437 delarray[dellen++] = d;
9438 }
9439 }
8758 9440
8759 // Scan for separators 9441 /*
9442 * Scan through source string from beginning to end.
9443 */
9444 for (i = 0;;)
9445 {
8760 9446
8761 for (j = 0; j < seplen; j++) 9447 /*
9448 * Find earliest delimeter in src starting at i (if any).
9449 */
9450 int earliestDel = -1;
9451 int earliestSrc = srclen;
9452 string earliestStr = null;
9453 for (j = 0; j < dellen; j ++)
8762 { 9454 {
8763 if (separray[j].ToString() == String.Empty) 9455 d = delarray[j];
8764 active[j] = false; 9456 if (d != null)
8765
8766 if (active[j])
8767 { 9457 {
8768 // scan all of the markers 9458 int index = src.IndexOf(d, i);
8769 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9459 if (index < 0)
8770 { 9460 {
8771 // not present at all 9461 delarray[j] = null; // delim nowhere in src, don't check it anymore
8772 active[j] = false;
8773 } 9462 }
8774 else 9463 else if (index < earliestSrc)
8775 { 9464 {
8776 // present and correct 9465 earliestSrc = index; // where delimeter starts in source string
8777 if (offset[j] < offset[best]) 9466 earliestDel = j; // where delimeter is in delarray[]
8778 { 9467 earliestStr = d; // the delimeter string from delarray[]
8779 // closest so far 9468 if (index == i) break; // can't do any better than found at beg of string
8780 best = j;
8781 if (offset[best] == beginning)
8782 break;
8783 }
8784 } 9469 }
8785 } 9470 }
8786 } 9471 }
8787 9472
8788 // Scan for spacers 9473 /*
8789 9474 * Output source string starting at i through start of earliest delimeter.
8790 if (offset[best] != beginning) 9475 */
9476 if (keepNulls || (earliestSrc > i))
8791 { 9477 {
8792 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9478 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8793 {
8794 if (spcarray[j-seplen].ToString() == String.Empty)
8795 active[j] = false;
8796
8797 if (active[j])
8798 {
8799 // scan all of the markers
8800 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8801 {
8802 // not present at all
8803 active[j] = false;
8804 }
8805 else
8806 {
8807 // present and correct
8808 if (offset[j] < offset[best])
8809 {
8810 // closest so far
8811 best = j;
8812 }
8813 }
8814 }
8815 }
8816 } 9479 }
8817 9480
8818 // This is the normal exit from the scanning loop 9481 /*
9482 * If no delimeter found at or after i, we're done scanning.
9483 */
9484 if (earliestDel < 0) break;
8819 9485
8820 if (best == mlen) 9486 /*
9487 * If delimeter was a spacer, output the spacer.
9488 */
9489 if (earliestDel >= seplen)
8821 { 9490 {
8822 // no markers were found on this pass 9491 outarray[outlen++] = earliestStr;
8823 // so we're pretty much done
8824 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8825 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8826 break;
8827 } 9492 }
8828 9493
8829 // Otherwise we just add the newly delimited token 9494 /*
8830 // and recalculate where the search should continue. 9495 * Look at rest of src string following delimeter.
8831 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9496 */
8832 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9497 i = earliestSrc + earliestStr.Length;
8833
8834 if (best < seplen)
8835 {
8836 beginning = offset[best] + (separray[best].ToString()).Length;
8837 }
8838 else
8839 {
8840 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8841 string str = spcarray[best - seplen].ToString();
8842 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8843 tokens.Add(new LSL_String(str));
8844 }
8845 } 9498 }
8846 9499
8847 // This an awkward an not very intuitive boundary case. If the 9500 /*
8848 // last substring is a tokenizer, then there is an implied trailing 9501 * Make up an exact-sized output array suitable for an LSL_List object.
8849 // null list entry. Hopefully the single comparison will not be too 9502 */
8850 // arduous. Alternatively the 'break' could be replced with a return 9503 object[] outlist = new object[outlen];
8851 // but that's shabby programming. 9504 for (i = 0; i < outlen; i ++)
8852
8853 if ((beginning == srclen) && (keepNulls))
8854 { 9505 {
8855 if (srclen != 0) 9506 outlist[i] = new LSL_String(outarray[i]);
8856 tokens.Add(new LSL_String(""));
8857 } 9507 }
8858 9508 return new LSL_List(outlist);
8859 return tokens;
8860 }
8861
8862 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8863 {
8864 m_host.AddScriptLPS(1);
8865 return this.ParseString(src, separators, spacers, false);
8866 }
8867
8868 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8869 {
8870 m_host.AddScriptLPS(1);
8871 return this.ParseString(src, separators, spacers, true);
8872 } 9509 }
8873 9510
8874 public LSL_Integer llGetObjectPermMask(int mask) 9511 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8945,28 +9582,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8945 { 9582 {
8946 m_host.AddScriptLPS(1); 9583 m_host.AddScriptLPS(1);
8947 9584
8948 lock (m_host.TaskInventory) 9585 m_host.TaskInventory.LockItemsForRead(true);
9586 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8949 { 9587 {
8950 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9588 if (inv.Value.Name == item)
8951 { 9589 {
8952 if (inv.Value.Name == item) 9590 m_host.TaskInventory.LockItemsForRead(false);
9591 switch (mask)
8953 { 9592 {
8954 switch (mask) 9593 case 0:
8955 { 9594 return (int)inv.Value.BasePermissions;
8956 case 0: 9595 case 1:
8957 return (int)inv.Value.BasePermissions; 9596 return (int)inv.Value.CurrentPermissions;
8958 case 1: 9597 case 2:
8959 return (int)inv.Value.CurrentPermissions; 9598 return (int)inv.Value.GroupPermissions;
8960 case 2: 9599 case 3:
8961 return (int)inv.Value.GroupPermissions; 9600 return (int)inv.Value.EveryonePermissions;
8962 case 3: 9601 case 4:
8963 return (int)inv.Value.EveryonePermissions; 9602 return (int)inv.Value.NextPermissions;
8964 case 4:
8965 return (int)inv.Value.NextPermissions;
8966 }
8967 } 9603 }
8968 } 9604 }
8969 } 9605 }
9606 m_host.TaskInventory.LockItemsForRead(false);
8970 9607
8971 return -1; 9608 return -1;
8972 } 9609 }
@@ -9013,16 +9650,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9013 { 9650 {
9014 m_host.AddScriptLPS(1); 9651 m_host.AddScriptLPS(1);
9015 9652
9016 lock (m_host.TaskInventory) 9653 m_host.TaskInventory.LockItemsForRead(true);
9654 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9017 { 9655 {
9018 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9656 if (inv.Value.Name == item)
9019 { 9657 {
9020 if (inv.Value.Name == item) 9658 m_host.TaskInventory.LockItemsForRead(false);
9021 { 9659 return inv.Value.CreatorID.ToString();
9022 return inv.Value.CreatorID.ToString();
9023 }
9024 } 9660 }
9025 } 9661 }
9662 m_host.TaskInventory.LockItemsForRead(false);
9026 9663
9027 llSay(0, "No item name '" + item + "'"); 9664 llSay(0, "No item name '" + item + "'");
9028 9665
@@ -9170,7 +9807,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9170 } 9807 }
9171 9808
9172 /// <summary> 9809 /// <summary>
9173 /// illListReplaceList removes the sub-list defined by the inclusive indices 9810 /// llListReplaceList removes the sub-list defined by the inclusive indices
9174 /// start and end and inserts the src list in its place. The inclusive 9811 /// start and end and inserts the src list in its place. The inclusive
9175 /// nature of the indices means that at least one element must be deleted 9812 /// nature of the indices means that at least one element must be deleted
9176 /// if the indices are within the bounds of the existing list. I.e. 2,2 9813 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9227,16 +9864,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9227 // based upon end. Note that if end exceeds the upper 9864 // based upon end. Note that if end exceeds the upper
9228 // bound in this case, the entire destination list 9865 // bound in this case, the entire destination list
9229 // is removed. 9866 // is removed.
9230 else 9867 else if (start == 0)
9231 { 9868 {
9232 if (end + 1 < dest.Length) 9869 if (end + 1 < dest.Length)
9233 {
9234 return src + dest.GetSublist(end + 1, -1); 9870 return src + dest.GetSublist(end + 1, -1);
9235 }
9236 else 9871 else
9237 {
9238 return src; 9872 return src;
9239 } 9873 }
9874 else // Start < 0
9875 {
9876 if (end + 1 < dest.Length)
9877 return dest.GetSublist(end + 1, -1);
9878 else
9879 return new LSL_List();
9240 } 9880 }
9241 } 9881 }
9242 // Finally, if start > end, we strip away a prefix and 9882 // Finally, if start > end, we strip away a prefix and
@@ -9287,17 +9927,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9287 int width = 0; 9927 int width = 0;
9288 int height = 0; 9928 int height = 0;
9289 9929
9290 ParcelMediaCommandEnum? commandToSend = null; 9930 uint commandToSend = 0;
9291 float time = 0.0f; // default is from start 9931 float time = 0.0f; // default is from start
9292 9932
9293 ScenePresence presence = null; 9933 ScenePresence presence = null;
9294 9934
9295 for (int i = 0; i < commandList.Data.Length; i++) 9935 for (int i = 0; i < commandList.Data.Length; i++)
9296 { 9936 {
9297 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9937 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9298 switch (command) 9938 switch (command)
9299 { 9939 {
9300 case ParcelMediaCommandEnum.Agent: 9940 case (uint)ParcelMediaCommandEnum.Agent:
9301 // we send only to one agent 9941 // we send only to one agent
9302 if ((i + 1) < commandList.Length) 9942 if ((i + 1) < commandList.Length)
9303 { 9943 {
@@ -9314,25 +9954,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9314 } 9954 }
9315 break; 9955 break;
9316 9956
9317 case ParcelMediaCommandEnum.Loop: 9957 case (uint)ParcelMediaCommandEnum.Loop:
9318 loop = 1; 9958 loop = 1;
9319 commandToSend = command; 9959 commandToSend = command;
9320 update = true; //need to send the media update packet to set looping 9960 update = true; //need to send the media update packet to set looping
9321 break; 9961 break;
9322 9962
9323 case ParcelMediaCommandEnum.Play: 9963 case (uint)ParcelMediaCommandEnum.Play:
9324 loop = 0; 9964 loop = 0;
9325 commandToSend = command; 9965 commandToSend = command;
9326 update = true; //need to send the media update packet to make sure it doesn't loop 9966 update = true; //need to send the media update packet to make sure it doesn't loop
9327 break; 9967 break;
9328 9968
9329 case ParcelMediaCommandEnum.Pause: 9969 case (uint)ParcelMediaCommandEnum.Pause:
9330 case ParcelMediaCommandEnum.Stop: 9970 case (uint)ParcelMediaCommandEnum.Stop:
9331 case ParcelMediaCommandEnum.Unload: 9971 case (uint)ParcelMediaCommandEnum.Unload:
9332 commandToSend = command; 9972 commandToSend = command;
9333 break; 9973 break;
9334 9974
9335 case ParcelMediaCommandEnum.Url: 9975 case (uint)ParcelMediaCommandEnum.Url:
9336 if ((i + 1) < commandList.Length) 9976 if ((i + 1) < commandList.Length)
9337 { 9977 {
9338 if (commandList.Data[i + 1] is LSL_String) 9978 if (commandList.Data[i + 1] is LSL_String)
@@ -9345,7 +9985,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9345 } 9985 }
9346 break; 9986 break;
9347 9987
9348 case ParcelMediaCommandEnum.Texture: 9988 case (uint)ParcelMediaCommandEnum.Texture:
9349 if ((i + 1) < commandList.Length) 9989 if ((i + 1) < commandList.Length)
9350 { 9990 {
9351 if (commandList.Data[i + 1] is LSL_String) 9991 if (commandList.Data[i + 1] is LSL_String)
@@ -9358,7 +9998,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9358 } 9998 }
9359 break; 9999 break;
9360 10000
9361 case ParcelMediaCommandEnum.Time: 10001 case (uint)ParcelMediaCommandEnum.Time:
9362 if ((i + 1) < commandList.Length) 10002 if ((i + 1) < commandList.Length)
9363 { 10003 {
9364 if (commandList.Data[i + 1] is LSL_Float) 10004 if (commandList.Data[i + 1] is LSL_Float)
@@ -9370,7 +10010,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9370 } 10010 }
9371 break; 10011 break;
9372 10012
9373 case ParcelMediaCommandEnum.AutoAlign: 10013 case (uint)ParcelMediaCommandEnum.AutoAlign:
9374 if ((i + 1) < commandList.Length) 10014 if ((i + 1) < commandList.Length)
9375 { 10015 {
9376 if (commandList.Data[i + 1] is LSL_Integer) 10016 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9384,7 +10024,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9384 } 10024 }
9385 break; 10025 break;
9386 10026
9387 case ParcelMediaCommandEnum.Type: 10027 case (uint)ParcelMediaCommandEnum.Type:
9388 if ((i + 1) < commandList.Length) 10028 if ((i + 1) < commandList.Length)
9389 { 10029 {
9390 if (commandList.Data[i + 1] is LSL_String) 10030 if (commandList.Data[i + 1] is LSL_String)
@@ -9397,7 +10037,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9397 } 10037 }
9398 break; 10038 break;
9399 10039
9400 case ParcelMediaCommandEnum.Desc: 10040 case (uint)ParcelMediaCommandEnum.Desc:
9401 if ((i + 1) < commandList.Length) 10041 if ((i + 1) < commandList.Length)
9402 { 10042 {
9403 if (commandList.Data[i + 1] is LSL_String) 10043 if (commandList.Data[i + 1] is LSL_String)
@@ -9410,7 +10050,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9410 } 10050 }
9411 break; 10051 break;
9412 10052
9413 case ParcelMediaCommandEnum.Size: 10053 case (uint)ParcelMediaCommandEnum.Size:
9414 if ((i + 2) < commandList.Length) 10054 if ((i + 2) < commandList.Length)
9415 { 10055 {
9416 if (commandList.Data[i + 1] is LSL_Integer) 10056 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9480,7 +10120,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9480 } 10120 }
9481 } 10121 }
9482 10122
9483 if (commandToSend != null) 10123 if (commandToSend != 0)
9484 { 10124 {
9485 // the commandList contained a start/stop/... command, too 10125 // the commandList contained a start/stop/... command, too
9486 if (presence == null) 10126 if (presence == null)
@@ -9517,7 +10157,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9517 10157
9518 if (aList.Data[i] != null) 10158 if (aList.Data[i] != null)
9519 { 10159 {
9520 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10160 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9521 { 10161 {
9522 case ParcelMediaCommandEnum.Url: 10162 case ParcelMediaCommandEnum.Url:
9523 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10163 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9560,16 +10200,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9560 { 10200 {
9561 m_host.AddScriptLPS(1); 10201 m_host.AddScriptLPS(1);
9562 10202
9563 lock (m_host.TaskInventory) 10203 m_host.TaskInventory.LockItemsForRead(true);
10204 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9564 { 10205 {
9565 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10206 if (inv.Value.Name == name)
9566 { 10207 {
9567 if (inv.Value.Name == name) 10208 m_host.TaskInventory.LockItemsForRead(false);
9568 { 10209 return inv.Value.Type;
9569 return inv.Value.Type;
9570 }
9571 } 10210 }
9572 } 10211 }
10212 m_host.TaskInventory.LockItemsForRead(false);
9573 10213
9574 return -1; 10214 return -1;
9575 } 10215 }
@@ -9580,15 +10220,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9580 10220
9581 if (quick_pay_buttons.Data.Length < 4) 10221 if (quick_pay_buttons.Data.Length < 4)
9582 { 10222 {
9583 LSLError("List must have at least 4 elements"); 10223 int x;
9584 return; 10224 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10225 {
10226 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10227 }
9585 } 10228 }
9586 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10229 int[] nPrice = new int[5];
9587 10230 nPrice[0] = price;
9588 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10231 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9589 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10232 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9590 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10233 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9591 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10234 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10235 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9592 m_host.ParentGroup.HasGroupChanged = true; 10236 m_host.ParentGroup.HasGroupChanged = true;
9593 } 10237 }
9594 10238
@@ -9600,17 +10244,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9600 if (invItemID == UUID.Zero) 10244 if (invItemID == UUID.Zero)
9601 return new LSL_Vector(); 10245 return new LSL_Vector();
9602 10246
9603 lock (m_host.TaskInventory) 10247 m_host.TaskInventory.LockItemsForRead(true);
10248 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9604 { 10249 {
9605 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10250 m_host.TaskInventory.LockItemsForRead(false);
9606 return new LSL_Vector(); 10251 return new LSL_Vector();
10252 }
9607 10253
9608 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10254 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9609 { 10255 {
9610 ShoutError("No permissions to track the camera"); 10256 ShoutError("No permissions to track the camera");
9611 return new LSL_Vector(); 10257 m_host.TaskInventory.LockItemsForRead(false);
9612 } 10258 return new LSL_Vector();
9613 } 10259 }
10260 m_host.TaskInventory.LockItemsForRead(false);
9614 10261
9615 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10262 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9616 if (presence != null) 10263 if (presence != null)
@@ -9628,17 +10275,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9628 if (invItemID == UUID.Zero) 10275 if (invItemID == UUID.Zero)
9629 return new LSL_Rotation(); 10276 return new LSL_Rotation();
9630 10277
9631 lock (m_host.TaskInventory) 10278 m_host.TaskInventory.LockItemsForRead(true);
10279 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9632 { 10280 {
9633 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10281 m_host.TaskInventory.LockItemsForRead(false);
9634 return new LSL_Rotation(); 10282 return new LSL_Rotation();
9635 10283 }
9636 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10284 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9637 { 10285 {
9638 ShoutError("No permissions to track the camera"); 10286 ShoutError("No permissions to track the camera");
9639 return new LSL_Rotation(); 10287 m_host.TaskInventory.LockItemsForRead(false);
9640 } 10288 return new LSL_Rotation();
9641 } 10289 }
10290 m_host.TaskInventory.LockItemsForRead(false);
9642 10291
9643 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10292 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9644 if (presence != null) 10293 if (presence != null)
@@ -9700,8 +10349,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9700 { 10349 {
9701 m_host.AddScriptLPS(1); 10350 m_host.AddScriptLPS(1);
9702 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10351 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9703 if (detectedParams == null) return; // only works on the first detected avatar 10352 if (detectedParams == null)
9704 10353 {
10354 if (m_host.ParentGroup.IsAttachment == true)
10355 {
10356 detectedParams = new DetectParams();
10357 detectedParams.Key = m_host.OwnerID;
10358 }
10359 else
10360 {
10361 return;
10362 }
10363 }
10364
9705 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10365 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9706 if (avatar != null) 10366 if (avatar != null)
9707 { 10367 {
@@ -9709,6 +10369,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9709 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10369 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9710 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10370 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9711 } 10371 }
10372
9712 ScriptSleep(1000); 10373 ScriptSleep(1000);
9713 } 10374 }
9714 10375
@@ -9820,14 +10481,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9820 if (objectID == UUID.Zero) return; 10481 if (objectID == UUID.Zero) return;
9821 10482
9822 UUID agentID; 10483 UUID agentID;
9823 lock (m_host.TaskInventory) 10484 m_host.TaskInventory.LockItemsForRead(true);
9824 { 10485 // we need the permission first, to know which avatar we want to set the camera for
9825 // we need the permission first, to know which avatar we want to set the camera for 10486 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9826 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9827 10487
9828 if (agentID == UUID.Zero) return; 10488 if (agentID == UUID.Zero)
9829 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10489 {
10490 m_host.TaskInventory.LockItemsForRead(false);
10491 return;
9830 } 10492 }
10493 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10494 {
10495 m_host.TaskInventory.LockItemsForRead(false);
10496 return;
10497 }
10498 m_host.TaskInventory.LockItemsForRead(false);
9831 10499
9832 ScenePresence presence = World.GetScenePresence(agentID); 10500 ScenePresence presence = World.GetScenePresence(agentID);
9833 10501
@@ -9836,12 +10504,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9836 10504
9837 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10505 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9838 object[] data = rules.Data; 10506 object[] data = rules.Data;
9839 for (int i = 0; i < data.Length; ++i) { 10507 for (int i = 0; i < data.Length; ++i)
10508 {
9840 int type = Convert.ToInt32(data[i++].ToString()); 10509 int type = Convert.ToInt32(data[i++].ToString());
9841 if (i >= data.Length) break; // odd number of entries => ignore the last 10510 if (i >= data.Length) break; // odd number of entries => ignore the last
9842 10511
9843 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10512 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9844 switch (type) { 10513 switch (type)
10514 {
9845 case ScriptBaseClass.CAMERA_FOCUS: 10515 case ScriptBaseClass.CAMERA_FOCUS:
9846 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10516 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9847 case ScriptBaseClass.CAMERA_POSITION: 10517 case ScriptBaseClass.CAMERA_POSITION:
@@ -9877,12 +10547,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9877 10547
9878 // we need the permission first, to know which avatar we want to clear the camera for 10548 // we need the permission first, to know which avatar we want to clear the camera for
9879 UUID agentID; 10549 UUID agentID;
9880 lock (m_host.TaskInventory) 10550 m_host.TaskInventory.LockItemsForRead(true);
10551 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10552 if (agentID == UUID.Zero)
9881 { 10553 {
9882 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10554 m_host.TaskInventory.LockItemsForRead(false);
9883 if (agentID == UUID.Zero) return; 10555 return;
9884 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10556 }
10557 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10558 {
10559 m_host.TaskInventory.LockItemsForRead(false);
10560 return;
9885 } 10561 }
10562 m_host.TaskInventory.LockItemsForRead(false);
9886 10563
9887 ScenePresence presence = World.GetScenePresence(agentID); 10564 ScenePresence presence = World.GetScenePresence(agentID);
9888 10565
@@ -9949,19 +10626,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9949 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10626 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9950 { 10627 {
9951 m_host.AddScriptLPS(1); 10628 m_host.AddScriptLPS(1);
9952 string ret = String.Empty; 10629
9953 string src1 = llBase64ToString(str1); 10630 if (str1 == String.Empty)
9954 string src2 = llBase64ToString(str2); 10631 return String.Empty;
9955 int c = 0; 10632 if (str2 == String.Empty)
9956 for (int i = 0; i < src1.Length; i++) 10633 return str1;
10634
10635 int len = str2.Length;
10636 if ((len % 4) != 0) // LL is EVIL!!!!
10637 {
10638 while (str2.EndsWith("="))
10639 str2 = str2.Substring(0, str2.Length - 1);
10640
10641 len = str2.Length;
10642 int mod = len % 4;
10643
10644 if (mod == 1)
10645 str2 = str2.Substring(0, str2.Length - 1);
10646 else if (mod == 2)
10647 str2 += "==";
10648 else if (mod == 3)
10649 str2 += "=";
10650 }
10651
10652 byte[] data1;
10653 byte[] data2;
10654 try
10655 {
10656 data1 = Convert.FromBase64String(str1);
10657 data2 = Convert.FromBase64String(str2);
10658 }
10659 catch (Exception)
9957 { 10660 {
9958 ret += (char) (src1[i] ^ src2[c]); 10661 return new LSL_String(String.Empty);
10662 }
9959 10663
9960 c++; 10664 byte[] d2 = new Byte[data1.Length];
9961 if (c >= src2.Length) 10665 int pos = 0;
9962 c = 0; 10666
10667 if (data1.Length <= data2.Length)
10668 {
10669 Array.Copy(data2, 0, d2, 0, data1.Length);
9963 } 10670 }
9964 return llStringToBase64(ret); 10671 else
10672 {
10673 while (pos < data1.Length)
10674 {
10675 len = data1.Length - pos;
10676 if (len > data2.Length)
10677 len = data2.Length;
10678
10679 Array.Copy(data2, 0, d2, pos, len);
10680 pos += len;
10681 }
10682 }
10683
10684 for (pos = 0 ; pos < data1.Length ; pos++ )
10685 data1[pos] ^= d2[pos];
10686
10687 return Convert.ToBase64String(data1);
9965 } 10688 }
9966 10689
9967 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10690 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10018,12 +10741,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10018 Regex r = new Regex(authregex); 10741 Regex r = new Regex(authregex);
10019 int[] gnums = r.GetGroupNumbers(); 10742 int[] gnums = r.GetGroupNumbers();
10020 Match m = r.Match(url); 10743 Match m = r.Match(url);
10021 if (m.Success) { 10744 if (m.Success)
10022 for (int i = 1; i < gnums.Length; i++) { 10745 {
10746 for (int i = 1; i < gnums.Length; i++)
10747 {
10023 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10748 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10024 //CaptureCollection cc = g.Captures; 10749 //CaptureCollection cc = g.Captures;
10025 } 10750 }
10026 if (m.Groups.Count == 5) { 10751 if (m.Groups.Count == 5)
10752 {
10027 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10753 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10028 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10754 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10029 } 10755 }
@@ -10309,15 +11035,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10309 11035
10310 internal UUID ScriptByName(string name) 11036 internal UUID ScriptByName(string name)
10311 { 11037 {
10312 lock (m_host.TaskInventory) 11038 m_host.TaskInventory.LockItemsForRead(true);
11039
11040 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10313 { 11041 {
10314 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11042 if (item.Type == 10 && item.Name == name)
10315 { 11043 {
10316 if (item.Type == 10 && item.Name == name) 11044 m_host.TaskInventory.LockItemsForRead(false);
10317 return item.ItemID; 11045 return item.ItemID;
10318 } 11046 }
10319 } 11047 }
10320 11048
11049 m_host.TaskInventory.LockItemsForRead(false);
11050
10321 return UUID.Zero; 11051 return UUID.Zero;
10322 } 11052 }
10323 11053
@@ -10358,6 +11088,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10358 { 11088 {
10359 m_host.AddScriptLPS(1); 11089 m_host.AddScriptLPS(1);
10360 11090
11091 //Clone is thread safe
10361 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11092 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10362 11093
10363 UUID assetID = UUID.Zero; 11094 UUID assetID = UUID.Zero;
@@ -10420,6 +11151,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10420 { 11151 {
10421 m_host.AddScriptLPS(1); 11152 m_host.AddScriptLPS(1);
10422 11153
11154 //Clone is thread safe
10423 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11155 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10424 11156
10425 UUID assetID = UUID.Zero; 11157 UUID assetID = UUID.Zero;
@@ -10500,15 +11232,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10500 return GetLinkPrimitiveParams(obj, rules); 11232 return GetLinkPrimitiveParams(obj, rules);
10501 } 11233 }
10502 11234
10503 public void print(string str) 11235 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10504 { 11236 {
10505 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11237 List<SceneObjectPart> parts = GetLinkParts(link);
10506 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11238 if (parts.Count < 1)
10507 if (ossl != null) 11239 return 0;
10508 { 11240
10509 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11241 return GetNumberOfSides(parts[0]);
10510 m_log.Info("LSL print():" + str);
10511 }
10512 } 11242 }
10513 11243
10514 private string Name2Username(string name) 11244 private string Name2Username(string name)
@@ -10554,153 +11284,392 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10554 return rq.ToString(); 11284 return rq.ToString();
10555 } 11285 }
10556 11286
11287 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11288 {
11289 m_SayShoutCount = 0;
11290 }
11291
11292 private struct Tri
11293 {
11294 public Vector3 p1;
11295 public Vector3 p2;
11296 public Vector3 p3;
11297 }
11298
11299 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11300 {
11301 float height = avatar.Appearance.AvatarHeight;
11302 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11303 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11304
11305 if (point.X > b1.X && point.X < b2.X &&
11306 point.Y > b1.Y && point.Y < b2.Y &&
11307 point.Z > b1.Z && point.Z < b2.Z)
11308 return true;
11309 return false;
11310 }
11311
11312 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11313 {
11314 List<ContactResult> contacts = new List<ContactResult>();
11315
11316 Vector3 ab = rayEnd - rayStart;
11317
11318 World.ForEachScenePresence(delegate(ScenePresence sp)
11319 {
11320 Vector3 ac = sp.AbsolutePosition - rayStart;
11321 Vector3 bc = sp.AbsolutePosition - rayEnd;
11322
11323 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11324
11325 if (d > 1.5)
11326 return;
11327
11328 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11329
11330 if (d2 > 0)
11331 return;
11332
11333 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11334 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11335
11336 if (!InBoundingBox(sp, p))
11337 return;
11338
11339 ContactResult result = new ContactResult ();
11340 result.ConsumerID = sp.LocalId;
11341 result.Depth = Vector3.Distance(rayStart, p);
11342 result.Normal = Vector3.Zero;
11343 result.Pos = p;
11344
11345 contacts.Add(result);
11346 });
11347
11348 return contacts.ToArray();
11349 }
11350
11351 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11352 {
11353 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11354 List<ContactResult> contacts = new List<ContactResult>();
11355
11356 Vector3 ab = rayEnd - rayStart;
11357
11358 World.ForEachSOG(delegate(SceneObjectGroup group)
11359 {
11360 if (m_host.ParentGroup == group)
11361 return;
11362
11363 if (group.IsAttachment)
11364 return;
11365
11366 if (group.RootPart.PhysActor == null)
11367 {
11368 if (!includePhantom)
11369 return;
11370 }
11371 else
11372 {
11373 if (group.RootPart.PhysActor.IsPhysical)
11374 {
11375 if (!includePhysical)
11376 return;
11377 }
11378 else
11379 {
11380 if (!includeNonPhysical)
11381 return;
11382 }
11383 }
11384
11385 // Find the radius ouside of which we don't even need to hit test
11386 float minX;
11387 float maxX;
11388 float minY;
11389 float maxY;
11390 float minZ;
11391 float maxZ;
11392
11393 float radius = 0.0f;
11394
11395 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11396
11397 if (Math.Abs(minX) > radius)
11398 radius = Math.Abs(minX);
11399 if (Math.Abs(minY) > radius)
11400 radius = Math.Abs(minY);
11401 if (Math.Abs(minZ) > radius)
11402 radius = Math.Abs(minZ);
11403 if (Math.Abs(maxX) > radius)
11404 radius = Math.Abs(maxX);
11405 if (Math.Abs(maxY) > radius)
11406 radius = Math.Abs(maxY);
11407 if (Math.Abs(maxZ) > radius)
11408 radius = Math.Abs(maxZ);
11409
11410 Vector3 ac = group.AbsolutePosition - rayStart;
11411 Vector3 bc = group.AbsolutePosition - rayEnd;
11412
11413 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11414
11415 // Too far off ray, don't bother
11416 if (d > radius)
11417 return;
11418
11419 // Behind ray, drop
11420 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11421 if (d2 > 0)
11422 return;
11423
11424 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11425 // Miss.
11426 if (!intersection.HitTF)
11427 return;
11428
11429 ContactResult result = new ContactResult ();
11430 result.ConsumerID = group.LocalId;
11431 result.Depth = intersection.distance;
11432 result.Normal = intersection.normal;
11433 result.Pos = intersection.ipoint;
11434
11435 contacts.Add(result);
11436 });
11437
11438 return contacts.ToArray();
11439 }
11440
11441 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11442 {
11443 double[,] heightfield = World.Heightmap.GetDoubles();
11444 List<ContactResult> contacts = new List<ContactResult>();
11445
11446 double min = 2048.0;
11447 double max = 0.0;
11448
11449 // Find the min and max of the heightfield
11450 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11451 {
11452 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11453 {
11454 if (heightfield[x, y] > max)
11455 max = heightfield[x, y];
11456 if (heightfield[x, y] < min)
11457 min = heightfield[x, y];
11458 }
11459 }
11460
11461
11462 // A ray extends past rayEnd, but doesn't go back before
11463 // rayStart. If the start is above the highest point of the ground
11464 // and the ray goes up, we can't hit the ground. Ever.
11465 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11466 return null;
11467
11468 // Same for going down
11469 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11470 return null;
11471
11472 List<Tri> trilist = new List<Tri>();
11473
11474 // Create our triangle list
11475 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11476 {
11477 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11478 {
11479 Tri t1 = new Tri();
11480 Tri t2 = new Tri();
11481
11482 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11483 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11484 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11485 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11486
11487 t1.p1 = p1;
11488 t1.p2 = p2;
11489 t1.p3 = p3;
11490
11491 t2.p1 = p3;
11492 t2.p2 = p4;
11493 t2.p3 = p1;
11494
11495 trilist.Add(t1);
11496 trilist.Add(t2);
11497 }
11498 }
11499
11500 // Ray direction
11501 Vector3 rayDirection = rayEnd - rayStart;
11502
11503 foreach (Tri t in trilist)
11504 {
11505 // Compute triangle plane normal and edges
11506 Vector3 u = t.p2 - t.p1;
11507 Vector3 v = t.p3 - t.p1;
11508 Vector3 n = Vector3.Cross(u, v);
11509
11510 if (n == Vector3.Zero)
11511 continue;
11512
11513 Vector3 w0 = rayStart - t.p1;
11514 double a = -Vector3.Dot(n, w0);
11515 double b = Vector3.Dot(n, rayDirection);
11516
11517 // Not intersecting the plane, or in plane (same thing)
11518 // Ignoring this MAY cause the ground to not be detected
11519 // sometimes
11520 if (Math.Abs(b) < 0.000001)
11521 continue;
11522
11523 double r = a / b;
11524
11525 // ray points away from plane
11526 if (r < 0.0)
11527 continue;
11528
11529 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11530
11531 float uu = Vector3.Dot(u, u);
11532 float uv = Vector3.Dot(u, v);
11533 float vv = Vector3.Dot(v, v);
11534 Vector3 w = ip - t.p1;
11535 float wu = Vector3.Dot(w, u);
11536 float wv = Vector3.Dot(w, v);
11537 float d = uv * uv - uu * vv;
11538
11539 float cs = (uv * wv - vv * wu) / d;
11540 if (cs < 0 || cs > 1.0)
11541 continue;
11542 float ct = (uv * wu - uu * wv) / d;
11543 if (ct < 0 || (cs + ct) > 1.0)
11544 continue;
11545
11546 // Add contact point
11547 ContactResult result = new ContactResult ();
11548 result.ConsumerID = 0;
11549 result.Depth = Vector3.Distance(rayStart, ip);
11550 result.Normal = n;
11551 result.Pos = ip;
11552
11553 contacts.Add(result);
11554 }
11555
11556 if (contacts.Count == 0)
11557 return null;
11558
11559 contacts.Sort(delegate(ContactResult a, ContactResult b)
11560 {
11561 return (int)(a.Depth - b.Depth);
11562 });
11563
11564 return contacts[0];
11565 }
11566
10557 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11567 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10558 { 11568 {
11569 LSL_List list = new LSL_List();
11570
10559 m_host.AddScriptLPS(1); 11571 m_host.AddScriptLPS(1);
10560 11572
10561 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11573 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10562 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11574 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10563 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11575 Vector3 dir = rayEnd - rayStart;
10564 11576
10565 int count = 0; 11577 int count = 1;
10566// int detectPhantom = 0; 11578 bool detectPhantom = false;
10567 int dataFlags = 0; 11579 int dataFlags = 0;
10568 int rejectTypes = 0; 11580 int rejectTypes = 0;
10569 11581
10570 for (int i = 0; i < options.Length; i += 2) 11582 for (int i = 0; i < options.Length; i += 2)
10571 { 11583 {
10572 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11584 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10573 {
10574 count = options.GetLSLIntegerItem(i + 1); 11585 count = options.GetLSLIntegerItem(i + 1);
10575 } 11586 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10576// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11587 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10577// {
10578// detectPhantom = options.GetLSLIntegerItem(i + 1);
10579// }
10580 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11588 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10581 {
10582 dataFlags = options.GetLSLIntegerItem(i + 1); 11589 dataFlags = options.GetLSLIntegerItem(i + 1);
10583 }
10584 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11590 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10585 {
10586 rejectTypes = options.GetLSLIntegerItem(i + 1); 11591 rejectTypes = options.GetLSLIntegerItem(i + 1);
10587 }
10588 } 11592 }
10589 11593
10590 LSL_List list = new LSL_List(); 11594 if (count > 16)
10591 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11595 count = 16;
10592
10593 double distance = Util.GetDistanceTo(startvector, endvector);
10594 11596
10595 if (distance == 0) 11597 List<ContactResult> results = new List<ContactResult>();
10596 distance = 0.001;
10597
10598 Vector3 posToCheck = startvector;
10599 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10600 11598
10601 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11599 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10602 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11600 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10603 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11601 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10604 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11602 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10605 11603
10606 for (float i = 0; i <= distance; i += 0.1f) 11604 if (checkTerrain)
10607 { 11605 {
10608 posToCheck = startvector + (dir * (i / (float)distance)); 11606 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11607 if (groundContact != null)
11608 results.Add((ContactResult)groundContact);
11609 }
10609 11610
10610 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11611 if (checkAgents)
10611 { 11612 {
10612 ContactResult result = new ContactResult(); 11613 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
10613 result.ConsumerID = 0; 11614 foreach (ContactResult r in agentHits)
10614 result.Depth = 0; 11615 results.Add(r);
10615 result.Normal = Vector3.Zero; 11616 }
10616 result.Pos = posToCheck;
10617 results.Add(result);
10618 checkTerrain = false;
10619 }
10620 11617
10621 if (checkAgents) 11618 if (checkPhysical || checkNonPhysical)
10622 { 11619 {
10623 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11620 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
10624 { 11621 foreach (ContactResult r in objectHits)
10625 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X)) 11622 results.Add(r);
10626 {
10627 ContactResult result = new ContactResult ();
10628 result.ConsumerID = sp.LocalId;
10629 result.Depth = 0;
10630 result.Normal = Vector3.Zero;
10631 result.Pos = posToCheck;
10632 results.Add(result);
10633 }
10634 });
10635 }
10636 } 11623 }
10637 11624
10638 int refcount = 0; 11625 results.Sort(delegate(ContactResult a, ContactResult b)
11626 {
11627 return (int)(a.Depth - b.Depth);
11628 });
11629
11630 int values = 0;
10639 foreach (ContactResult result in results) 11631 foreach (ContactResult result in results)
10640 { 11632 {
10641 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) 11633 UUID itemID = UUID.Zero;
10642 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0) 11634 int linkNum = 0;
10643 continue;
10644
10645 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID);
10646
10647 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS)
10648 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents
10649 11635
10650 if (entity == null) 11636 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
11637 // It's a prim!
11638 if (part != null)
10651 { 11639 {
10652 list.Add(UUID.Zero); 11640 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10653 11641 itemID = part.ParentGroup.UUID;
10654 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11642 else
10655 list.Add(0); 11643 itemID = part.UUID;
10656
10657 list.Add(result.Pos);
10658
10659 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10660 list.Add(result.Normal);
10661 11644
10662 continue; //Can't find it, so add UUID.Zero 11645 linkNum = part.LinkNum;
10663 } 11646 }
10664 11647 else
10665 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity &&
10666 ((ISceneChildEntity)intersection.obj).PhysActor == null)
10667 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10668
10669 if (entity is SceneObjectPart)
10670 { 11648 {
10671 if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical) 11649 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10672 { 11650 /// It it a boy? a girl?
10673 if (!checkPhysical) 11651 if (sp != null)
10674 continue; 11652 itemID = sp.UUID;
10675 }
10676 else
10677 {
10678 if (!checkNonPhysical)
10679 continue;
10680 }
10681 } 11653 }
10682 11654
10683 refcount++; 11655 list.Add(new LSL_String(itemID.ToString()));
10684 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11656 list.Add(new LSL_String(result.Pos.ToString()));
10685 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10686 else
10687 list.Add(entity.UUID);
10688 11657
10689 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11658 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10690 { 11659 list.Add(new LSL_Integer(linkNum));
10691 if (entity is SceneObjectPart)
10692 list.Add(((SceneObjectPart)entity).LinkNum);
10693 else
10694 list.Add(0);
10695 }
10696 11660
10697 list.Add(result.Pos);
10698 11661
10699 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11662 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10700 list.Add(result.Normal); 11663 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11664
11665 values++;
11666 count--;
11667
11668 if (count == 0)
11669 break;
10701 } 11670 }
10702 11671
10703 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11672 list.Add(new LSL_Integer(values));
10704 11673
10705 return list; 11674 return list;
10706 } 11675 }
@@ -10740,7 +11709,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10740 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11709 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10741 if (!isAccount) return 0; 11710 if (!isAccount) return 0;
10742 if (estate.HasAccess(id)) return 1; 11711 if (estate.HasAccess(id)) return 1;
10743 if (estate.IsBanned(id)) 11712 if (estate.IsBanned(id, World.GetUserFlags(id)))
10744 estate.RemoveBan(id); 11713 estate.RemoveBan(id);
10745 estate.AddEstateUser(id); 11714 estate.AddEstateUser(id);
10746 break; 11715 break;
@@ -10759,14 +11728,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10759 break; 11728 break;
10760 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11729 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10761 if (!isAccount) return 0; 11730 if (!isAccount) return 0;
10762 if (estate.IsBanned(id)) return 1; 11731 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10763 EstateBan ban = new EstateBan(); 11732 EstateBan ban = new EstateBan();
10764 ban.EstateID = estate.EstateID; 11733 ban.EstateID = estate.EstateID;
10765 ban.BannedUserID = id; 11734 ban.BannedUserID = id;
10766 estate.AddBan(ban); 11735 estate.AddBan(ban);
10767 break; 11736 break;
10768 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11737 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10769 if (!isAccount || !estate.IsBanned(id)) return 0; 11738 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10770 estate.RemoveBan(id); 11739 estate.RemoveBan(id);
10771 break; 11740 break;
10772 default: return 0; 11741 default: return 0;
@@ -10792,22 +11761,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10792 NotImplemented("llGetSPMaxMemory"); 11761 NotImplemented("llGetSPMaxMemory");
10793 } 11762 }
10794 11763
10795 public void llGetUsedMemory() 11764 public virtual LSL_Integer llGetUsedMemory()
10796 { 11765 {
10797 m_host.AddScriptLPS(1); 11766 m_host.AddScriptLPS(1);
10798 NotImplemented("llGetUsedMemory"); 11767 NotImplemented("llGetUsedMemory");
11768 return 0;
10799 } 11769 }
10800 11770
10801 public void llScriptProfiler(LSL_Integer flags) 11771 public void llScriptProfiler(LSL_Integer flags)
10802 { 11772 {
10803 m_host.AddScriptLPS(1); 11773 m_host.AddScriptLPS(1);
10804 NotImplemented("llScriptProfiler"); 11774 //NotImplemented("llScriptProfiler");
10805 } 11775 }
10806 11776
10807 public void llSetSoundQueueing(int queue) 11777 public void llSetSoundQueueing(int queue)
10808 { 11778 {
10809 m_host.AddScriptLPS(1); 11779 m_host.AddScriptLPS(1);
10810 NotImplemented("llSetSoundQueueing");
10811 } 11780 }
10812 11781
10813 public void llCollisionSprite(string impact_sprite) 11782 public void llCollisionSprite(string impact_sprite)
@@ -10819,7 +11788,133 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10819 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11788 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10820 { 11789 {
10821 m_host.AddScriptLPS(1); 11790 m_host.AddScriptLPS(1);
10822 NotImplemented("llGodLikeRezObject"); 11791
11792 if (!World.Permissions.IsGod(m_host.OwnerID))
11793 NotImplemented("llGodLikeRezObject");
11794
11795 AssetBase rezAsset = World.AssetService.Get(inventory);
11796 if (rezAsset == null)
11797 {
11798 llSay(0, "Asset not found");
11799 return;
11800 }
11801
11802 SceneObjectGroup group = null;
11803
11804 try
11805 {
11806 string xmlData = Utils.BytesToString(rezAsset.Data);
11807 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11808 }
11809 catch
11810 {
11811 llSay(0, "Asset not found");
11812 return;
11813 }
11814
11815 if (group == null)
11816 {
11817 llSay(0, "Asset not found");
11818 return;
11819 }
11820
11821 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11822 group.RootPart.AttachOffset = group.AbsolutePosition;
11823
11824 group.ResetIDs();
11825
11826 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11827 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11828 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11829 group.ScheduleGroupForFullUpdate();
11830
11831 // objects rezzed with this method are die_at_edge by default.
11832 group.RootPart.SetDieAtEdge(true);
11833
11834 group.ResumeScripts();
11835
11836 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11837 "object_rez", new Object[] {
11838 new LSL_String(
11839 group.RootPart.UUID.ToString()) },
11840 new DetectParams[0]));
11841 }
11842
11843 public LSL_String llTransferLindenDollars(string destination, int amount)
11844 {
11845 UUID txn = UUID.Random();
11846
11847 Util.FireAndForget(delegate(object x)
11848 {
11849 int replycode = 0;
11850 string replydata = destination + "," + amount.ToString();
11851
11852 try
11853 {
11854 UUID invItemID=InventorySelf();
11855 if (invItemID == UUID.Zero)
11856 {
11857 replydata = "SERVICE_ERROR";
11858 return;
11859 }
11860
11861 m_host.AddScriptLPS(1);
11862
11863 m_host.TaskInventory.LockItemsForRead(true);
11864 TaskInventoryItem item = m_host.TaskInventory[invItemID];
11865 m_host.TaskInventory.LockItemsForRead(false);
11866
11867 if (item.PermsGranter == UUID.Zero)
11868 {
11869 replydata = "MISSING_PERMISSION_DEBIT";
11870 return;
11871 }
11872
11873 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
11874 {
11875 replydata = "MISSING_PERMISSION_DEBIT";
11876 return;
11877 }
11878
11879 UUID toID = new UUID();
11880
11881 if (!UUID.TryParse(destination, out toID))
11882 {
11883 replydata = "INVALID_AGENT";
11884 return;
11885 }
11886
11887 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
11888
11889 if (money == null)
11890 {
11891 replydata = "TRANSFERS_DISABLED";
11892 return;
11893 }
11894
11895 bool result = money.ObjectGiveMoney(
11896 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
11897
11898 if (result)
11899 {
11900 replycode = 1;
11901 return;
11902 }
11903
11904 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
11905 }
11906 finally
11907 {
11908 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
11909 "transaction_result", new Object[] {
11910 new LSL_String(txn.ToString()),
11911 new LSL_Integer(replycode),
11912 new LSL_String(replydata) },
11913 new DetectParams[0]));
11914 }
11915 });
11916
11917 return txn.ToString();
10823 } 11918 }
10824 11919
10825 #endregion 11920 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index ff1f5fd..e29ab95 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
138 internal float m_ScriptDelayFactor = 1.0f; 138 internal float m_ScriptDelayFactor = 1.0f;
139 internal float m_ScriptDistanceFactor = 1.0f; 139 internal float m_ScriptDistanceFactor = 1.0f;
140 internal bool m_debuggerSafe = false;
140 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
141 142
142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_host = host; 146 m_host = host;
146 m_localID = localID; 147 m_localID = localID;
147 m_itemID = itemID; 148 m_itemID = itemID;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 private void InitLSL() 221 private void InitLSL()
@@ -917,18 +926,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
917 if (target != null) 926 if (target != null)
918 { 927 {
919 UUID animID=UUID.Zero; 928 UUID animID=UUID.Zero;
920 lock (m_host.TaskInventory) 929 m_host.TaskInventory.LockItemsForRead(true);
930 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
921 { 931 {
922 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 932 if (inv.Value.Name == animation)
923 { 933 {
924 if (inv.Value.Name == animation) 934 if (inv.Value.Type == (int)AssetType.Animation)
925 { 935 animID = inv.Value.AssetID;
926 if (inv.Value.Type == (int)AssetType.Animation) 936 continue;
927 animID = inv.Value.AssetID;
928 continue;
929 }
930 } 937 }
931 } 938 }
939 m_host.TaskInventory.LockItemsForRead(false);
932 if (animID == UUID.Zero) 940 if (animID == UUID.Zero)
933 target.Animator.AddAnimation(animation, m_host.UUID); 941 target.Animator.AddAnimation(animation, m_host.UUID);
934 else 942 else
@@ -955,18 +963,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
955 if (target != null) 963 if (target != null)
956 { 964 {
957 UUID animID = UUID.Zero; 965 UUID animID = UUID.Zero;
958 lock (m_host.TaskInventory) 966 m_host.TaskInventory.LockItemsForRead(true);
967 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
959 { 968 {
960 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 969 if (inv.Value.Name == animation)
961 { 970 {
962 if (inv.Value.Name == animation) 971 if (inv.Value.Type == (int)AssetType.Animation)
963 { 972 animID = inv.Value.AssetID;
964 if (inv.Value.Type == (int)AssetType.Animation) 973 continue;
965 animID = inv.Value.AssetID;
966 continue;
967 }
968 } 974 }
969 } 975 }
976 m_host.TaskInventory.LockItemsForRead(false);
970 977
971 if (animID == UUID.Zero) 978 if (animID == UUID.Zero)
972 target.Animator.RemoveAnimation(animation); 979 target.Animator.RemoveAnimation(animation);
@@ -1798,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1798 1805
1799 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1806 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1800 { 1807 {
1808 m_host.TaskInventory.LockItemsForRead(true);
1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1809 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1802 { 1810 {
1803 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1811 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1805,6 +1813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1805 assetID = item.AssetID; 1813 assetID = item.AssetID;
1806 } 1814 }
1807 } 1815 }
1816 m_host.TaskInventory.LockItemsForRead(false);
1808 } 1817 }
1809 1818
1810 if (assetID == UUID.Zero) 1819 if (assetID == UUID.Zero)
@@ -2233,7 +2242,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2233 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2242 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2234 m_host.AddScriptLPS(1); 2243 m_host.AddScriptLPS(1);
2235 2244
2236 return NpcCreate(firstname, lastname, position, notecard, false, false); 2245 return NpcCreate(firstname, lastname, position, notecard, true, false);
2237 } 2246 }
2238 2247
2239 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2248 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2244,24 +2253,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2244 return NpcCreate( 2253 return NpcCreate(
2245 firstname, lastname, position, notecard, 2254 firstname, lastname, position, notecard,
2246 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2255 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2247 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2256 false);
2257// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2248 } 2258 }
2249 2259
2250 private LSL_Key NpcCreate( 2260 private LSL_Key NpcCreate(
2251 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2261 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2252 { 2262 {
2263 if (!owned)
2264 OSSLError("Unowned NPCs are unsupported");
2265
2266 string groupTitle = String.Empty;
2267
2268 if (firstname != String.Empty || lastname != String.Empty)
2269 {
2270 if (firstname != "Shown outfit:")
2271 groupTitle = "- NPC -";
2272 }
2273
2253 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2274 INPCModule module = World.RequestModuleInterface<INPCModule>();
2254 if (module != null) 2275 if (module != null)
2255 { 2276 {
2256 AvatarAppearance appearance = null; 2277 AvatarAppearance appearance = null;
2257 2278
2258 UUID id; 2279// UUID id;
2259 if (UUID.TryParse(notecard, out id)) 2280// if (UUID.TryParse(notecard, out id))
2260 { 2281// {
2261 ScenePresence clonePresence = World.GetScenePresence(id); 2282// ScenePresence clonePresence = World.GetScenePresence(id);
2262 if (clonePresence != null) 2283// if (clonePresence != null)
2263 appearance = clonePresence.Appearance; 2284// appearance = clonePresence.Appearance;
2264 } 2285// }
2265 2286
2266 if (appearance == null) 2287 if (appearance == null)
2267 { 2288 {
@@ -2289,6 +2310,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2289 World, 2310 World,
2290 appearance); 2311 appearance);
2291 2312
2313 ScenePresence sp;
2314 if (World.TryGetScenePresence(x, out sp))
2315 {
2316 sp.Grouptitle = groupTitle;
2317 sp.SendAvatarDataToAllAgents();
2318 }
2292 return new LSL_Key(x.ToString()); 2319 return new LSL_Key(x.ToString());
2293 } 2320 }
2294 2321
@@ -2557,16 +2584,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2557 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2584 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2558 m_host.AddScriptLPS(1); 2585 m_host.AddScriptLPS(1);
2559 2586
2560 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2587 ManualResetEvent ev = new ManualResetEvent(false);
2561 if (module != null)
2562 {
2563 UUID npcId = new UUID(npc.m_string);
2564 2588
2565 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2589 Util.FireAndForget(delegate(object x) {
2566 return; 2590 try
2591 {
2592 INPCModule module = World.RequestModuleInterface<INPCModule>();
2593 if (module != null)
2594 {
2595 UUID npcId = new UUID(npc.m_string);
2567 2596
2568 module.DeleteNPC(npcId, World); 2597 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2569 } 2598 return;
2599
2600 module.DeleteNPC(npcId, World);
2601 }
2602 }
2603 finally
2604 {
2605 ev.Set();
2606 }
2607 });
2608 ev.WaitOne();
2570 } 2609 }
2571 2610
2572 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2611 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -2919,4 +2958,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2919 return date.ToString("yyyy-MM-ddTHH:mm:ss.fffffffZ"); 2958 return date.ToString("yyyy-MM-ddTHH:mm:ss.fffffffZ");
2920 } 2959 }
2921 } 2960 }
2922} \ No newline at end of file 2961}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c1bdff..83da204 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -210,7 +210,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
210 // Is the sensor type is AGENT and not SCRIPTED then include agents 210 // Is the sensor type is AGENT and not SCRIPTED then include agents
211 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 211 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
212 { 212 {
213 sensedEntities.AddRange(doAgentSensor(ts)); 213 sensedEntities.AddRange(doAgentSensor(ts));
214 } 214 }
215 215
216 // If SCRIPTED or PASSIVE or ACTIVE check objects 216 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -307,13 +307,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
307 float dy; 307 float dy;
308 float dz; 308 float dz;
309 309
310 Quaternion q = SensePoint.RotationOffset; 310// Quaternion q = SensePoint.RotationOffset;
311 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
311 if (SensePoint.ParentGroup.IsAttachment) 312 if (SensePoint.ParentGroup.IsAttachment)
312 { 313 {
313 // In attachments, the sensor cone always orients with the 314 // In attachments, the sensor cone always orients with the
314 // avatar rotation. This may include a nonzero elevation if 315 // avatar rotation. This may include a nonzero elevation if
315 // in mouselook. 316 // in mouselook.
316 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 317 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
318 fromRegionPos = avatar.AbsolutePosition;
317 q = avatar.Rotation; 319 q = avatar.Rotation;
318 } 320 }
319 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 321 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -436,6 +438,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
436 // avatar rotation. This may include a nonzero elevation if 438 // avatar rotation. This may include a nonzero elevation if
437 // in mouselook. 439 // in mouselook.
438 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 440 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
441 if (avatar == null)
442 return sensedEntities;
443 fromRegionPos = avatar.AbsolutePosition;
439 q = avatar.Rotation; 444 q = avatar.Rotation;
440 } 445 }
441 446
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/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
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.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 7d39ccc..bf7e7b5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -123,6 +123,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
123 LSL_Float llGetEnergy(); 123 LSL_Float llGetEnergy();
124 LSL_Vector llGetForce(); 124 LSL_Vector llGetForce();
125 LSL_Integer llGetFreeMemory(); 125 LSL_Integer llGetFreeMemory();
126 LSL_Integer llGetUsedMemory();
126 LSL_Integer llGetFreeURLs(); 127 LSL_Integer llGetFreeURLs();
127 LSL_Vector llGetGeometricCenter(); 128 LSL_Vector llGetGeometricCenter();
128 LSL_Float llGetGMTclock(); 129 LSL_Float llGetGMTclock();
@@ -201,6 +202,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
201 void llGiveInventory(string destination, string inventory); 202 void llGiveInventory(string destination, string inventory);
202 void llGiveInventoryList(string destination, string category, LSL_List inventory); 203 void llGiveInventoryList(string destination, string category, LSL_List inventory);
203 LSL_Integer llGiveMoney(string destination, int amount); 204 LSL_Integer llGiveMoney(string destination, int amount);
205 LSL_String llTransferLindenDollars(string destination, int amount);
204 void llGodLikeRezObject(string inventory, LSL_Vector pos); 206 void llGodLikeRezObject(string inventory, LSL_Vector pos);
205 LSL_Float llGround(LSL_Vector offset); 207 LSL_Float llGround(LSL_Vector offset);
206 LSL_Vector llGroundContour(LSL_Vector offset); 208 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -345,6 +347,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
345 void llSetParcelMusicURL(string url); 347 void llSetParcelMusicURL(string url);
346 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 348 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
347 void llSetPos(LSL_Vector pos); 349 void llSetPos(LSL_Vector pos);
350 LSL_Integer llSetRegionPos(LSL_Vector pos);
348 LSL_Integer llSetPrimMediaParams(int face, LSL_List rules); 351 LSL_Integer llSetPrimMediaParams(int face, LSL_List rules);
349 void llSetPrimitiveParams(LSL_List rules); 352 void llSetPrimitiveParams(LSL_List rules);
350 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 353 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -409,7 +412,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
409 LSL_Vector llWind(LSL_Vector offset); 412 LSL_Vector llWind(LSL_Vector offset);
410 LSL_String llXorBase64Strings(string str1, string str2); 413 LSL_String llXorBase64Strings(string str1, string str2);
411 LSL_String llXorBase64StringsCorrect(string str1, string str2); 414 LSL_String llXorBase64StringsCorrect(string str1, string str2);
412 void print(string str); 415 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
413 416
414 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 417 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
415 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 418 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index dbc1dfc..ca24051 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 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/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
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.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
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 bb498b5..3d0e5cb 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -282,6 +282,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 283 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 284 public const int CHANGED_ANIMATION = 16384;
285 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 286 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 287 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 288 public const int TYPE_FLOAT = 2;
@@ -378,6 +379,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
378 public const int PRIM_SCULPT_TYPE_TORUS = 2; 379 public const int PRIM_SCULPT_TYPE_TORUS = 2;
379 public const int PRIM_SCULPT_TYPE_PLANE = 3; 380 public const int PRIM_SCULPT_TYPE_PLANE = 3;
380 public const int PRIM_SCULPT_TYPE_CYLINDER = 4; 381 public const int PRIM_SCULPT_TYPE_CYLINDER = 4;
382 public const int PRIM_SCULPT_FLAG_INVERT = 64;
383 public const int PRIM_SCULPT_FLAG_MIRROR = 128;
381 384
382 public const int MASK_BASE = 0; 385 public const int MASK_BASE = 0;
383 public const int MASK_OWNER = 1; 386 public const int MASK_OWNER = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 24c3d95..21d8432 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;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -464,6 +471,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 471 return m_LSL_Functions.llGetFreeMemory();
465 } 472 }
466 473
474 public LSL_Integer llGetUsedMemory()
475 {
476 return m_LSL_Functions.llGetUsedMemory();
477 }
478
467 public LSL_Integer llGetFreeURLs() 479 public LSL_Integer llGetFreeURLs()
468 { 480 {
469 return m_LSL_Functions.llGetFreeURLs(); 481 return m_LSL_Functions.llGetFreeURLs();
@@ -849,6 +861,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
849 return m_LSL_Functions.llGiveMoney(destination, amount); 861 return m_LSL_Functions.llGiveMoney(destination, amount);
850 } 862 }
851 863
864 public LSL_String llTransferLindenDollars(string destination, int amount)
865 {
866 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
867 }
868
852 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 869 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
853 { 870 {
854 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 871 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1563,6 +1580,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1563 m_LSL_Functions.llSetPos(pos); 1580 m_LSL_Functions.llSetPos(pos);
1564 } 1581 }
1565 1582
1583 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1584 {
1585 return m_LSL_Functions.llSetRegionPos(pos);
1586 }
1587
1566 public void llSetPrimitiveParams(LSL_List rules) 1588 public void llSetPrimitiveParams(LSL_List rules)
1567 { 1589 {
1568 m_LSL_Functions.llSetPrimitiveParams(rules); 1590 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1898,9 +1920,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1898 return m_LSL_Functions.llClearPrimMedia(face); 1920 return m_LSL_Functions.llClearPrimMedia(face);
1899 } 1921 }
1900 1922
1901 public void print(string str) 1923 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1902 { 1924 {
1903 m_LSL_Functions.print(str); 1925 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1904 } 1926 }
1905 } 1927 }
1906} 1928}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ 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
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
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/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index bc1902b..da2ef7b 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;
@@ -264,13 +265,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
264 265
265 if (part != null) 266 if (part != null)
266 { 267 {
267 lock (part.TaskInventory) 268 part.TaskInventory.LockItemsForRead(true);
269 if (part.TaskInventory.ContainsKey(m_ItemID))
268 { 270 {
269 if (part.TaskInventory.ContainsKey(m_ItemID)) 271 m_thisScriptTask = part.TaskInventory[m_ItemID];
270 {
271 m_thisScriptTask = part.TaskInventory[m_ItemID];
272 }
273 } 272 }
273 part.TaskInventory.LockItemsForRead(false);
274 } 274 }
275 275
276 ApiManager am = new ApiManager(); 276 ApiManager am = new ApiManager();
@@ -469,14 +469,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
469 { 469 {
470 int permsMask; 470 int permsMask;
471 UUID permsGranter; 471 UUID permsGranter;
472 lock (part.TaskInventory) 472 part.TaskInventory.LockItemsForRead(true);
473 if (!part.TaskInventory.ContainsKey(m_ItemID))
473 { 474 {
474 if (!part.TaskInventory.ContainsKey(m_ItemID)) 475 part.TaskInventory.LockItemsForRead(false);
475 return; 476 return;
476
477 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
478 permsMask = part.TaskInventory[m_ItemID].PermsMask;
479 } 477 }
478 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
479 permsMask = part.TaskInventory[m_ItemID].PermsMask;
480 part.TaskInventory.LockItemsForRead(false);
480 481
481 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 482 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
482 { 483 {
@@ -588,6 +589,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
588 return true; 589 return true;
589 } 590 }
590 591
592 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
591 public void SetState(string state) 593 public void SetState(string state)
592 { 594 {
593 if (state == State) 595 if (state == State)
@@ -599,7 +601,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
599 new DetectParams[0])); 601 new DetectParams[0]));
600 PostEvent(new EventParams("state_entry", new Object[0], 602 PostEvent(new EventParams("state_entry", new Object[0],
601 new DetectParams[0])); 603 new DetectParams[0]));
602 604
603 throw new EventAbortException(); 605 throw new EventAbortException();
604 } 606 }
605 607
@@ -682,41 +684,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
682 /// <returns></returns> 684 /// <returns></returns>
683 public object EventProcessor() 685 public object EventProcessor()
684 { 686 {
685 lock (m_Script) 687 EventParams data = null;
686 {
687// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
688 688
689 if (Suspended) 689// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
690 return 0;
691 690
692 EventParams data = null; 691 if (Suspended)
692 return 0;
693 693
694 lock (m_EventQueue) 694 lock (m_EventQueue)
695 {
696 data = (EventParams) m_EventQueue.Dequeue();
697 if (data == null) // Shouldn't happen
695 { 698 {
696 data = (EventParams) m_EventQueue.Dequeue(); 699 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
697 if (data == null) // Shouldn't happen
698 { 700 {
699 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 701 m_CurrentResult = m_Engine.QueueEventHandler(this);
700 {
701 m_CurrentResult = m_Engine.QueueEventHandler(this);
702 }
703 else
704 {
705 m_CurrentResult = null;
706 }
707 return 0;
708 } 702 }
709 703 else
710 if (data.EventName == "timer")
711 m_TimerQueued = false;
712 if (data.EventName == "control")
713 { 704 {
714 if (m_ControlEventsInQueue > 0) 705 m_CurrentResult = null;
715 m_ControlEventsInQueue--;
716 } 706 }
717 if (data.EventName == "collision") 707 return 0;
718 m_CollisionInQueue = false; 708 }
709
710 if (data.EventName == "timer")
711 m_TimerQueued = false;
712 if (data.EventName == "control")
713 {
714 if (m_ControlEventsInQueue > 0)
715 m_ControlEventsInQueue--;
719 } 716 }
717 if (data.EventName == "collision")
718 m_CollisionInQueue = false;
719 }
720
721 lock(m_Script)
722 {
720 723
721// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 724// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
722 725
@@ -876,6 +879,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
876 new Object[0], new DetectParams[0])); 879 new Object[0], new DetectParams[0]));
877 } 880 }
878 881
882 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
879 public void ApiResetScript() 883 public void ApiResetScript()
880 { 884 {
881 // bool running = Running; 885 // bool running = Running;
@@ -907,10 +911,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
907 911
908 public Dictionary<string, object> GetVars() 912 public Dictionary<string, object> GetVars()
909 { 913 {
910 if (m_Script != null) 914 return m_Script.GetVars();
911 return m_Script.GetVars();
912 else
913 return new Dictionary<string, object>();
914 } 915 }
915 916
916 public void SetVars(Dictionary<string, object> vars) 917 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..9e6752c 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
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -1064,7 +1058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1058 {
1065 list ret = new list(); 1059 list ret = new list();
1066 double entry; 1060 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1061 for (int i = 0; i < src.Data.Length; i++)
1068 { 1062 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1063 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1064 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index c68f03f..02d47bd 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.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.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -109,6 +110,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
109 private Dictionary<UUID, IScriptInstance> m_Scripts = 110 private Dictionary<UUID, IScriptInstance> m_Scripts =
110 new Dictionary<UUID, IScriptInstance>(); 111 new Dictionary<UUID, IScriptInstance>();
111 112
113 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
114
112 // Maps the asset ID to the assembly 115 // Maps the asset ID to the assembly
113 116
114 private Dictionary<UUID, string> m_Assemblies = 117 private Dictionary<UUID, string> m_Assemblies =
@@ -131,6 +134,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
131 IWorkItemResult m_CurrentCompile = null; 134 IWorkItemResult m_CurrentCompile = null;
132 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 135 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
133 136
137 private void lockScriptsForRead(bool locked)
138 {
139 if (locked)
140 {
141 if (m_scriptsLock.RecursiveReadCount > 0)
142 {
143 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.");
144 m_scriptsLock.ExitReadLock();
145 }
146 if (m_scriptsLock.RecursiveWriteCount > 0)
147 {
148 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
149 m_scriptsLock.ExitWriteLock();
150 }
151
152 while (!m_scriptsLock.TryEnterReadLock(60000))
153 {
154 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.");
155 if (m_scriptsLock.IsWriteLockHeld)
156 {
157 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
158 }
159 }
160 }
161 else
162 {
163 if (m_scriptsLock.RecursiveReadCount > 0)
164 {
165 m_scriptsLock.ExitReadLock();
166 }
167 }
168 }
169 private void lockScriptsForWrite(bool locked)
170 {
171 if (locked)
172 {
173 if (m_scriptsLock.RecursiveReadCount > 0)
174 {
175 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.");
176 m_scriptsLock.ExitReadLock();
177 }
178 if (m_scriptsLock.RecursiveWriteCount > 0)
179 {
180 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
181 m_scriptsLock.ExitWriteLock();
182 }
183
184 while (!m_scriptsLock.TryEnterWriteLock(60000))
185 {
186 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.");
187 if (m_scriptsLock.IsWriteLockHeld)
188 {
189 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
190 }
191 }
192 }
193 else
194 {
195 if (m_scriptsLock.RecursiveWriteCount > 0)
196 {
197 m_scriptsLock.ExitWriteLock();
198 }
199 }
200 }
201
134 public string ScriptEngineName 202 public string ScriptEngineName
135 { 203 {
136 get { return "XEngine"; } 204 get { return "XEngine"; }
@@ -501,44 +569,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
501 { 569 {
502 if (!m_Enabled) 570 if (!m_Enabled)
503 return; 571 return;
504 572 lockScriptsForRead(true);
505 lock (m_Scripts) 573 foreach (IScriptInstance instance in m_Scripts.Values)
506 { 574 {
507 m_log.InfoFormat( 575 // Force a final state save
508 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 576 //
509 577 if (m_Assemblies.ContainsKey(instance.AssetID))
510 foreach (IScriptInstance instance in m_Scripts.Values)
511 { 578 {
512 // Force a final state save 579 string assembly = m_Assemblies[instance.AssetID];
513 // 580 instance.SaveState(assembly);
514 if (m_Assemblies.ContainsKey(instance.AssetID)) 581 }
515 {
516 string assembly = m_Assemblies[instance.AssetID];
517 instance.SaveState(assembly);
518 }
519 582
520 // Clear the event queue and abort the instance thread 583 // Clear the event queue and abort the instance thread
521 // 584 //
522 instance.ClearQueue(); 585 instance.ClearQueue();
523 instance.Stop(0); 586 instance.Stop(0);
524 587
525 // Release events, timer, etc 588 // Release events, timer, etc
526 // 589 //
527 instance.DestroyScriptInstance(); 590 instance.DestroyScriptInstance();
528 591
529 // Unload scripts and app domains. 592 // Unload scripts and app domains
530 // Must be done explicitly because they have infinite 593 // Must be done explicitly because they have infinite
531 // lifetime. 594 // lifetime
532 // However, don't bother to do this if the simulator is shutting 595 //
533 // down since it takes a long time with many scripts. 596 if (!m_SimulatorShuttingDown)
534 if (!m_SimulatorShuttingDown) 597 {
598 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
599 if (m_DomainScripts[instance.AppDomain].Count == 0)
535 { 600 {
536 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 601 m_DomainScripts.Remove(instance.AppDomain);
537 if (m_DomainScripts[instance.AppDomain].Count == 0) 602 UnloadAppDomain(instance.AppDomain);
538 {
539 m_DomainScripts.Remove(instance.AppDomain);
540 UnloadAppDomain(instance.AppDomain);
541 }
542 } 603 }
543 } 604 }
544 605
@@ -547,6 +608,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
547 m_Assemblies.Clear(); 608 m_Assemblies.Clear();
548 m_DomainScripts.Clear(); 609 m_DomainScripts.Clear();
549 } 610 }
611 lockScriptsForRead(false);
612 lockScriptsForWrite(true);
613 m_Scripts.Clear();
614 lockScriptsForWrite(false);
615 m_PrimObjects.Clear();
616 m_Assemblies.Clear();
617 m_DomainScripts.Clear();
618
550 lock (m_ScriptEngines) 619 lock (m_ScriptEngines)
551 { 620 {
552 m_ScriptEngines.Remove(this); 621 m_ScriptEngines.Remove(this);
@@ -611,22 +680,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
611 680
612 List<IScriptInstance> instances = new List<IScriptInstance>(); 681 List<IScriptInstance> instances = new List<IScriptInstance>();
613 682
614 lock (m_Scripts) 683 lockScriptsForRead(true);
615 { 684 foreach (IScriptInstance instance in m_Scripts.Values)
616 foreach (IScriptInstance instance in m_Scripts.Values)
617 instances.Add(instance); 685 instances.Add(instance);
618 } 686 lockScriptsForRead(false);
619 687
620 foreach (IScriptInstance i in instances) 688 foreach (IScriptInstance i in instances)
621 { 689 {
622 string assembly = String.Empty; 690 string assembly = String.Empty;
623 691
624 lock (m_Scripts) 692
625 {
626 if (!m_Assemblies.ContainsKey(i.AssetID)) 693 if (!m_Assemblies.ContainsKey(i.AssetID))
627 continue; 694 continue;
628 assembly = m_Assemblies[i.AssetID]; 695 assembly = m_Assemblies[i.AssetID];
629 } 696
630 697
631 i.SaveState(assembly); 698 i.SaveState(assembly);
632 } 699 }
@@ -970,92 +1037,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
970 } 1037 }
971 1038
972 ScriptInstance instance = null; 1039 ScriptInstance instance = null;
973 lock (m_Scripts) 1040 // Create the object record
1041 lockScriptsForRead(true);
1042 if ((!m_Scripts.ContainsKey(itemID)) ||
1043 (m_Scripts[itemID].AssetID != assetID))
974 { 1044 {
975 // Create the object record 1045 lockScriptsForRead(false);
976 1046
977 if ((!m_Scripts.ContainsKey(itemID)) || 1047 UUID appDomain = assetID;
978 (m_Scripts[itemID].AssetID != assetID))
979 {
980 UUID appDomain = assetID;
981 1048
982 if (part.ParentGroup.IsAttachment) 1049 if (part.ParentGroup.IsAttachment)
983 appDomain = part.ParentGroup.RootPart.UUID; 1050 appDomain = part.ParentGroup.RootPart.UUID;
984 1051
985 if (!m_AppDomains.ContainsKey(appDomain)) 1052 if (!m_AppDomains.ContainsKey(appDomain))
1053 {
1054 try
986 { 1055 {
987 try 1056 AppDomainSetup appSetup = new AppDomainSetup();
988 { 1057 appSetup.PrivateBinPath = Path.Combine(
989 AppDomainSetup appSetup = new AppDomainSetup(); 1058 m_ScriptEnginesPath,
990 appSetup.PrivateBinPath = Path.Combine( 1059 m_Scene.RegionInfo.RegionID.ToString());
991 m_ScriptEnginesPath, 1060
992 m_Scene.RegionInfo.RegionID.ToString()); 1061 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
993 1062 Evidence evidence = new Evidence(baseEvidence);
994 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1063
995 Evidence evidence = new Evidence(baseEvidence); 1064 AppDomain sandbox;
996 1065 if (m_AppDomainLoading)
997 AppDomain sandbox; 1066 sandbox = AppDomain.CreateDomain(
998 if (m_AppDomainLoading) 1067 m_Scene.RegionInfo.RegionID.ToString(),
999 sandbox = AppDomain.CreateDomain( 1068 evidence, appSetup);
1000 m_Scene.RegionInfo.RegionID.ToString(), 1069 else
1001 evidence, appSetup); 1070 sandbox = AppDomain.CurrentDomain;
1002 else 1071
1003 sandbox = AppDomain.CurrentDomain; 1072 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1004 1073 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1005 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 1074 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1006 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 1075 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1007 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 1076 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1008 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 1077 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1009 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 1078 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1010 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 1079
1011 //sandbox.SetAppDomainPolicy(sandboxPolicy); 1080 m_AppDomains[appDomain] = sandbox;
1012 1081
1013 m_AppDomains[appDomain] = sandbox; 1082 m_AppDomains[appDomain].AssemblyResolve +=
1014 1083 new ResolveEventHandler(
1015 m_AppDomains[appDomain].AssemblyResolve += 1084 AssemblyResolver.OnAssemblyResolve);
1016 new ResolveEventHandler( 1085 m_DomainScripts[appDomain] = new List<UUID>();
1017 AssemblyResolver.OnAssemblyResolve); 1086 }
1018 m_DomainScripts[appDomain] = new List<UUID>(); 1087 catch (Exception e)
1019 } 1088 {
1020 catch (Exception e) 1089 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1090 m_ScriptErrorMessage += "Exception creating app domain:\n";
1091 m_ScriptFailCount++;
1092 lock (m_AddingAssemblies)
1021 { 1093 {
1022 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1094 m_AddingAssemblies[assembly]--;
1023 m_ScriptErrorMessage += "Exception creating app domain:\n";
1024 m_ScriptFailCount++;
1025 lock (m_AddingAssemblies)
1026 {
1027 m_AddingAssemblies[assembly]--;
1028 }
1029 return false;
1030 } 1095 }
1096 return false;
1031 } 1097 }
1032 m_DomainScripts[appDomain].Add(itemID); 1098 }
1033 1099 m_DomainScripts[appDomain].Add(itemID);
1034 instance = new ScriptInstance(this, part, 1100
1035 itemID, assetID, assembly, 1101 instance = new ScriptInstance(this, part,
1036 m_AppDomains[appDomain], 1102 itemID, assetID, assembly,
1037 part.ParentGroup.RootPart.Name, 1103 m_AppDomains[appDomain],
1038 item.Name, startParam, postOnRez, 1104 part.ParentGroup.RootPart.Name,
1039 stateSource, m_MaxScriptQueue); 1105 item.Name, startParam, postOnRez,
1040 1106 stateSource, m_MaxScriptQueue);
1041 m_log.DebugFormat( 1107
1042 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1108 m_log.DebugFormat(
1043 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1109 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1110 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1044 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1111 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1045 1112
1046 if (presence != null) 1113 if (presence != null)
1047 { 1114 {
1048 ShowScriptSaveResponse(item.OwnerID, 1115 ShowScriptSaveResponse(item.OwnerID,
1049 assetID, "Compile successful", true); 1116 assetID, "Compile successful", true);
1050 }
1051
1052 instance.AppDomain = appDomain;
1053 instance.LineMap = linemap;
1054
1055 m_Scripts[itemID] = instance;
1056 } 1117 }
1057 }
1058 1118
1119 instance.AppDomain = appDomain;
1120 instance.LineMap = linemap;
1121 lockScriptsForWrite(true);
1122 m_Scripts[itemID] = instance;
1123 lockScriptsForWrite(false);
1124 }
1125 else
1126 {
1127 lockScriptsForRead(false);
1128 }
1059 lock (m_PrimObjects) 1129 lock (m_PrimObjects)
1060 { 1130 {
1061 if (!m_PrimObjects.ContainsKey(localID)) 1131 if (!m_PrimObjects.ContainsKey(localID))
@@ -1074,9 +1144,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1074 m_AddingAssemblies[assembly]--; 1144 m_AddingAssemblies[assembly]--;
1075 } 1145 }
1076 1146
1077 if (instance != null) 1147 if (instance!=null)
1078 instance.Init(); 1148 instance.Init();
1079 1149
1080 return true; 1150 return true;
1081 } 1151 }
1082 1152
@@ -1089,20 +1159,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1089 m_CompileDict.Remove(itemID); 1159 m_CompileDict.Remove(itemID);
1090 } 1160 }
1091 1161
1092 IScriptInstance instance = null; 1162 lockScriptsForRead(true);
1093 1163 // Do we even have it?
1094 lock (m_Scripts) 1164 if (!m_Scripts.ContainsKey(itemID))
1095 { 1165 {
1096 // Do we even have it? 1166 // Do we even have it?
1097 if (!m_Scripts.ContainsKey(itemID)) 1167 if (!m_Scripts.ContainsKey(itemID))
1098 return; 1168 return;
1099 1169
1100 instance = m_Scripts[itemID]; 1170 lockScriptsForRead(false);
1171 lockScriptsForWrite(true);
1101 m_Scripts.Remove(itemID); 1172 m_Scripts.Remove(itemID);
1173 lockScriptsForWrite(false);
1174
1175 return;
1102 } 1176 }
1177
1103 1178
1179 IScriptInstance instance=m_Scripts[itemID];
1180 lockScriptsForRead(false);
1181 lockScriptsForWrite(true);
1182 m_Scripts.Remove(itemID);
1183 lockScriptsForWrite(false);
1104 instance.ClearQueue(); 1184 instance.ClearQueue();
1105 instance.Stop(0); 1185 instance.Stop(0);
1186
1106// bool objectRemoved = false; 1187// bool objectRemoved = false;
1107 1188
1108 lock (m_PrimObjects) 1189 lock (m_PrimObjects)
@@ -1138,10 +1219,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1138 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1219 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1139 if (handlerObjectRemoved != null) 1220 if (handlerObjectRemoved != null)
1140 { 1221 {
1141 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 1222 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1142 handlerObjectRemoved(part.UUID); 1223 handlerObjectRemoved(part.UUID);
1143 } 1224 }
1144 1225
1226 CleanAssemblies();
1227
1145 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1228 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1146 if (handlerScriptRemoved != null) 1229 if (handlerScriptRemoved != null)
1147 handlerScriptRemoved(itemID); 1230 handlerScriptRemoved(itemID);
@@ -1283,7 +1366,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1283 return false; 1366 return false;
1284 1367
1285 uuids = m_PrimObjects[localID]; 1368 uuids = m_PrimObjects[localID];
1286 } 1369
1287 1370
1288 foreach (UUID itemID in uuids) 1371 foreach (UUID itemID in uuids)
1289 { 1372 {
@@ -1301,6 +1384,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1301 result = true; 1384 result = true;
1302 } 1385 }
1303 } 1386 }
1387 }
1304 1388
1305 return result; 1389 return result;
1306 } 1390 }
@@ -1402,12 +1486,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1402 private IScriptInstance GetInstance(UUID itemID) 1486 private IScriptInstance GetInstance(UUID itemID)
1403 { 1487 {
1404 IScriptInstance instance; 1488 IScriptInstance instance;
1405 lock (m_Scripts) 1489 lockScriptsForRead(true);
1490 if (!m_Scripts.ContainsKey(itemID))
1406 { 1491 {
1407 if (!m_Scripts.ContainsKey(itemID)) 1492 lockScriptsForRead(false);
1408 return null; 1493 return null;
1409 instance = m_Scripts[itemID];
1410 } 1494 }
1495 instance = m_Scripts[itemID];
1496 lockScriptsForRead(false);
1411 return instance; 1497 return instance;
1412 } 1498 }
1413 1499
@@ -1431,6 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1431 return false; 1517 return false;
1432 } 1518 }
1433 1519
1520 [DebuggerNonUserCode]
1434 public void ApiResetScript(UUID itemID) 1521 public void ApiResetScript(UUID itemID)
1435 { 1522 {
1436 IScriptInstance instance = GetInstance(itemID); 1523 IScriptInstance instance = GetInstance(itemID);
@@ -1482,6 +1569,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1482 return UUID.Zero; 1569 return UUID.Zero;
1483 } 1570 }
1484 1571
1572 [DebuggerNonUserCode]
1485 public void SetState(UUID itemID, string newState) 1573 public void SetState(UUID itemID, string newState)
1486 { 1574 {
1487 IScriptInstance instance = GetInstance(itemID); 1575 IScriptInstance instance = GetInstance(itemID);
@@ -1504,11 +1592,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1504 1592
1505 List<IScriptInstance> instances = new List<IScriptInstance>(); 1593 List<IScriptInstance> instances = new List<IScriptInstance>();
1506 1594
1507 lock (m_Scripts) 1595 lockScriptsForRead(true);
1508 { 1596 foreach (IScriptInstance instance in m_Scripts.Values)
1509 foreach (IScriptInstance instance in m_Scripts.Values)
1510 instances.Add(instance); 1597 instances.Add(instance);
1511 } 1598 lockScriptsForRead(false);
1512 1599
1513 foreach (IScriptInstance i in instances) 1600 foreach (IScriptInstance i in instances)
1514 { 1601 {
@@ -1893,5 +1980,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1893// else 1980// else
1894// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 1981// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1895 } 1982 }
1983
1984 public bool HasScript(UUID itemID, out bool running)
1985 {
1986 running = true;
1987
1988 IScriptInstance instance = GetInstance(itemID);
1989 if (instance == null)
1990 return false;
1991
1992 running = instance.Running;
1993 return true;
1994 }
1896 } 1995 }
1897} \ No newline at end of file 1996}