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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs3
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs92
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScenePresence.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs48
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs12
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs2
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs30
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs29
11 files changed, 125 insertions, 123 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
index d76927b..119a677 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
@@ -44,9 +44,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
44 } 44 }
45 protected int m_objectNameCallsReceived; 45 protected int m_objectNameCallsReceived;
46 46
47 public MockScene() 47 public MockScene() : base(new RegionInfo(1000, 1000, null, null))
48 { 48 {
49 m_regInfo = new RegionInfo(1000, 1000, null, null);
50 m_regStatus = RegionStatus.Up; 49 m_regStatus = RegionStatus.Up;
51 } 50 }
52 51
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index fcf682b..1fa5ec0 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -366,10 +366,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
366 // At the moment we can only deal with a single attachment 366 // At the moment we can only deal with a single attachment
367 if (attachments.Count != 0) 367 if (attachments.Count != 0)
368 { 368 {
369 UUID oldAttachmentItemID = attachments[0].FromItemID; 369 if (attachments[0].FromItemID != UUID.Zero)
370 370 DetachSingleAttachmentToInvInternal(sp, attachments[0]);
371 if (oldAttachmentItemID != UUID.Zero)
372 DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
373 else 371 else
374 m_log.WarnFormat( 372 m_log.WarnFormat(
375 "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", 373 "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
@@ -434,12 +432,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
434 return null; 432 return null;
435 } 433 }
436 434
437 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc); 435 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
438
439 if (att == null)
440 DetachSingleAttachmentToInv(sp, itemID);
441
442 return att;
443 } 436 }
444 437
445 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist) 438 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@@ -516,18 +509,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
516 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); 509 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
517 } 510 }
518 511
519 public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID) 512 public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
520 { 513 {
521 lock (sp.AttachmentsSyncLock) 514 lock (sp.AttachmentsSyncLock)
522 { 515 {
523 // Save avatar attachment information 516 // Save avatar attachment information
524// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); 517// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
525 518
526 bool changed = sp.Appearance.DetachAttachment(itemID); 519 if (so.AttachedAvatar != sp.UUID)
520 {
521 m_log.WarnFormat(
522 "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
523 so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
524
525 return;
526 }
527
528 bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
527 if (changed && m_scene.AvatarFactory != null) 529 if (changed && m_scene.AvatarFactory != null)
528 m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); 530 m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
529 531
530 DetachSingleAttachmentToInvInternal(sp, itemID); 532 DetachSingleAttachmentToInvInternal(sp, so);
531 } 533 }
532 } 534 }
533 535
@@ -794,46 +796,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
794 return item; 796 return item;
795 } 797 }
796 798
797 // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. 799 private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
798 // To LocalId or UUID, *THAT* is the question. How now Brown UUID??
799 private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
800 { 800 {
801 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); 801 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
802 802
803 if (itemID == UUID.Zero) // If this happened, someone made a mistake.... 803 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
804 return; 804 sp.RemoveAttachment(so);
805 805 m_scene.DeleteSceneObject(so, false);
806 // We can NOT use the dictionries here, as we are looking
807 // for an entity by the fromAssetID, which is NOT the prim UUID
808 EntityBase[] detachEntities = m_scene.GetEntities();
809 SceneObjectGroup group;
810
811 lock (sp.AttachmentsSyncLock)
812 {
813 foreach (EntityBase entity in detachEntities)
814 {
815 if (entity is SceneObjectGroup)
816 {
817 group = (SceneObjectGroup)entity;
818 if (group.FromItemID == itemID)
819 {
820 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
821 sp.RemoveAttachment(group);
822 m_scene.DeleteSceneObject(group, false);
823
824 // Prepare sog for storage
825 group.AttachedAvatar = UUID.Zero;
826 group.RootPart.SetParentLocalId(0);
827 group.IsAttachment = false;
828 group.AbsolutePosition = group.RootPart.AttachedPos;
829 806
830 UpdateKnownItem(sp, group, true); 807 // Prepare sog for storage
808 so.AttachedAvatar = UUID.Zero;
809 so.RootPart.SetParentLocalId(0);
810 so.IsAttachment = false;
811 so.AbsolutePosition = so.RootPart.AttachedPos;
831 812
832 return; 813 UpdateKnownItem(sp, so, true);
833 }
834 }
835 }
836 }
837 } 814 }
838 815
839 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 816 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
@@ -1047,8 +1024,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
1047 1024
1048 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); 1025 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
1049 SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); 1026 SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
1027
1050 if (sp != null && group != null) 1028 if (sp != null && group != null)
1051 DetachSingleAttachmentToInv(sp, group.FromItemID); 1029 DetachSingleAttachmentToInv(sp, group);
1052 } 1030 }
1053 1031
1054 private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient) 1032 private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
@@ -1058,7 +1036,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
1058 1036
1059 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); 1037 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
1060 if (sp != null) 1038 if (sp != null)
1061 DetachSingleAttachmentToInv(sp, itemID); 1039 {
1040 lock (sp.AttachmentsSyncLock)
1041 {
1042 List<SceneObjectGroup> attachments = sp.GetAttachments();
1043
1044 foreach (SceneObjectGroup group in attachments)
1045 {
1046 if (group.FromItemID == itemID)
1047 {
1048 DetachSingleAttachmentToInv(sp, group);
1049 return;
1050 }
1051 }
1052 }
1053 }
1062 } 1054 }
1063 1055
1064 private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient) 1056 private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 1c10422..df99d0c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -227,9 +227,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
227 227
228 InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); 228 InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
229 229
230 scene.AttachmentsModule.RezSingleAttachmentFromInventory( 230 SceneObjectGroup so
231 sp, attItem.ID, (uint)AttachmentPoint.Chest); 231 = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
232 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID); 232 sp, attItem.ID, (uint)AttachmentPoint.Chest);
233 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
233 234
234 // Check status on scene presence 235 // Check status on scene presence
235 Assert.That(sp.HasAttachments(), Is.False); 236 Assert.That(sp.HasAttachments(), Is.False);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 7446530..e7b9ba5 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -114,11 +114,11 @@ namespace OpenSim.Region.Framework.Interfaces
114 void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID); 114 void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
115 115
116 /// <summary> 116 /// <summary>
117 /// Detach the given item so that it remains in the user's inventory. 117 /// Detach the given attachment so that it remains in the user's inventory.
118 /// </summary> 118 /// </summary>
119 /// <param name="sp">/param> 119 /// <param name="sp">/param>
120 /// <param name="itemID"></param> 120 /// <param name="grp">The attachment to detach.</param>
121 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 121 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
122 122
123 /// Update the position of an attachment. 123 /// Update the position of an attachment.
124 /// </summary> 124 /// </summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
index 19a8236..e6b926c 100644
--- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
@@ -72,6 +72,10 @@ namespace OpenSim.Region.Framework.Interfaces
72 /// <returns></returns> 72 /// <returns></returns>
73 List<SceneObjectGroup> GetAttachments(uint attachmentPoint); 73 List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
74 74
75 /// <summary>
76 /// Does this avatar have any attachments?
77 /// </summary>
78 /// <returns></returns>
75 bool HasAttachments(); 79 bool HasAttachments();
76 80
77 // Don't use these methods directly. Instead, use the AttachmentsModule 81 // Don't use these methods directly. Instead, use the AttachmentsModule
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8591b09..8c76b82 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -637,7 +637,6 @@ namespace OpenSim.Region.Framework.Scenes
637 m_SimulationDataService = simDataService; 637 m_SimulationDataService = simDataService;
638 m_EstateDataService = estateDataService; 638 m_EstateDataService = estateDataService;
639 m_regionHandle = m_regInfo.RegionHandle; 639 m_regionHandle = m_regInfo.RegionHandle;
640 m_regionName = m_regInfo.RegionName;
641 m_lastIncoming = 0; 640 m_lastIncoming = 0;
642 m_lastOutgoing = 0; 641 m_lastOutgoing = 0;
643 642
@@ -654,7 +653,7 @@ namespace OpenSim.Region.Framework.Scenes
654 // resave. 653 // resave.
655 // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new 654 // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
656 // region is set up and avoid these gyrations. 655 // region is set up and avoid these gyrations.
657 RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID); 656 RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
658 bool updatedTerrainTextures = false; 657 bool updatedTerrainTextures = false;
659 if (rs.TerrainTexture1 == UUID.Zero) 658 if (rs.TerrainTexture1 == UUID.Zero)
660 { 659 {
@@ -683,10 +682,10 @@ namespace OpenSim.Region.Framework.Scenes
683 if (updatedTerrainTextures) 682 if (updatedTerrainTextures)
684 rs.Save(); 683 rs.Save();
685 684
686 m_regInfo.RegionSettings = rs; 685 RegionInfo.RegionSettings = rs;
687 686
688 if (estateDataService != null) 687 if (estateDataService != null)
689 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 688 RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
690 689
691 #endregion Region Settings 690 #endregion Region Settings
692 691
@@ -861,7 +860,7 @@ namespace OpenSim.Region.Framework.Scenes
861 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 860 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
862 } 861 }
863 862
864 public Scene(RegionInfo regInfo) 863 public Scene(RegionInfo regInfo) : base(regInfo)
865 { 864 {
866 PhysicalPrims = true; 865 PhysicalPrims = true;
867 CollidablePrims = true; 866 CollidablePrims = true;
@@ -888,7 +887,6 @@ namespace OpenSim.Region.Framework.Scenes
888 WestBorders.Add(westBorder); 887 WestBorders.Add(westBorder);
889 BordersLocked = false; 888 BordersLocked = false;
890 889
891 m_regInfo = regInfo;
892 m_eventManager = new EventManager(); 890 m_eventManager = new EventManager();
893 891
894 m_permissions = new ScenePermissions(this); 892 m_permissions = new ScenePermissions(this);
@@ -1232,8 +1230,8 @@ namespace OpenSim.Region.Framework.Scenes
1232 1230
1233 m_sceneGraph.Close(); 1231 m_sceneGraph.Close();
1234 1232
1235 if (!GridService.DeregisterRegion(m_regInfo.RegionID)) 1233 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1236 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName); 1234 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1237 1235
1238 // call the base class Close method. 1236 // call the base class Close method.
1239 base.Close(); 1237 base.Close();
@@ -1770,14 +1768,14 @@ namespace OpenSim.Region.Framework.Scenes
1770 1768
1771 public void StoreWindlightProfile(RegionLightShareData wl) 1769 public void StoreWindlightProfile(RegionLightShareData wl)
1772 { 1770 {
1773 m_regInfo.WindlightSettings = wl; 1771 RegionInfo.WindlightSettings = wl;
1774 SimulationDataService.StoreRegionWindlightSettings(wl); 1772 SimulationDataService.StoreRegionWindlightSettings(wl);
1775 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1773 m_eventManager.TriggerOnSaveNewWindlightProfile();
1776 } 1774 }
1777 1775
1778 public void LoadWindlightProfile() 1776 public void LoadWindlightProfile()
1779 { 1777 {
1780 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); 1778 RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
1781 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1779 m_eventManager.TriggerOnSaveNewWindlightProfile();
1782 } 1780 }
1783 1781
@@ -2318,7 +2316,7 @@ namespace OpenSim.Region.Framework.Scenes
2318 ForceSceneObjectBackup(so); 2316 ForceSceneObjectBackup(so);
2319 2317
2320 so.DetachFromBackup(); 2318 so.DetachFromBackup();
2321 SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID); 2319 SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
2322 } 2320 }
2323 2321
2324 // We need to keep track of this state in case this group is still queued for further backup. 2322 // We need to keep track of this state in case this group is still queued for further backup.
@@ -2662,7 +2660,7 @@ namespace OpenSim.Region.Framework.Scenes
2662 // enter. Period. 2660 // enter. Period.
2663 // 2661 //
2664 int flags = GetUserFlags(sceneObject.OwnerID); 2662 int flags = GetUserFlags(sceneObject.OwnerID);
2665 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags)) 2663 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2666 { 2664 {
2667 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2665 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2668 2666
@@ -3908,9 +3906,9 @@ namespace OpenSim.Region.Framework.Scenes
3908 } 3906 }
3909 } 3907 }
3910 3908
3911 if (m_regInfo.EstateSettings != null) 3909 if (RegionInfo.EstateSettings != null)
3912 { 3910 {
3913 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0)) 3911 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3914 { 3912 {
3915 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3913 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3916 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3914 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3942,7 +3940,7 @@ namespace OpenSim.Region.Framework.Scenes
3942 } 3940 }
3943 3941
3944 bool groupAccess = false; 3942 bool groupAccess = false;
3945 UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups; 3943 UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
3946 3944
3947 if (estateGroups != null) 3945 if (estateGroups != null)
3948 { 3946 {
@@ -3960,8 +3958,8 @@ namespace OpenSim.Region.Framework.Scenes
3960 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 3958 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
3961 } 3959 }
3962 3960
3963 if (!m_regInfo.EstateSettings.PublicAccess && 3961 if (!RegionInfo.EstateSettings.PublicAccess &&
3964 !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && 3962 !RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
3965 !groupAccess) 3963 !groupAccess)
3966 { 3964 {
3967 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 3965 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
@@ -4034,7 +4032,7 @@ namespace OpenSim.Region.Framework.Scenes
4034// if (loggingOffUser != null) 4032// if (loggingOffUser != null)
4035// { 4033// {
4036// UUID localRegionSecret = UUID.Zero; 4034// UUID localRegionSecret = UUID.Zero;
4037// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret); 4035// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
4038// 4036//
4039// // Region Secret is used here in case a new sessionid overwrites an old one on the user server. 4037// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
4040// // Will update the user server in a few revisions to use it. 4038// // Will update the user server in a few revisions to use it.
@@ -4272,13 +4270,13 @@ namespace OpenSim.Region.Framework.Scenes
4272 ScenePresence sp = GetScenePresence(remoteClient.AgentId); 4270 ScenePresence sp = GetScenePresence(remoteClient.AgentId);
4273 if (sp != null) 4271 if (sp != null)
4274 { 4272 {
4275 uint regionX = m_regInfo.RegionLocX; 4273 uint regionX = RegionInfo.RegionLocX;
4276 uint regionY = m_regInfo.RegionLocY; 4274 uint regionY = RegionInfo.RegionLocY;
4277 4275
4278 Utils.LongToUInts(regionHandle, out regionX, out regionY); 4276 Utils.LongToUInts(regionHandle, out regionX, out regionY);
4279 4277
4280 int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize; 4278 int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize;
4281 int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize; 4279 int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize;
4282 4280
4283 position.X += shiftx; 4281 position.X += shiftx;
4284 position.Y += shifty; 4282 position.Y += shifty;
@@ -4301,7 +4299,7 @@ namespace OpenSim.Region.Framework.Scenes
4301 4299
4302 if (!result) 4300 if (!result)
4303 { 4301 {
4304 regionHandle = m_regInfo.RegionHandle; 4302 regionHandle = RegionInfo.RegionHandle;
4305 } 4303 }
4306 else 4304 else
4307 { 4305 {
@@ -4807,7 +4805,7 @@ namespace OpenSim.Region.Framework.Scenes
4807 4805
4808 public void DeleteFromStorage(UUID uuid) 4806 public void DeleteFromStorage(UUID uuid)
4809 { 4807 {
4810 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4808 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4811 } 4809 }
4812 4810
4813 public int GetHealth(out int flags, out string message) 4811 public int GetHealth(out int flags, out string message)
@@ -5288,7 +5286,7 @@ Environment.Exit(1);
5288 IEstateDataService estateDataService = EstateDataService; 5286 IEstateDataService estateDataService = EstateDataService;
5289 if (estateDataService != null) 5287 if (estateDataService != null)
5290 { 5288 {
5291 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 5289 RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
5292 TriggerEstateSunUpdate(); 5290 TriggerEstateSunUpdate();
5293 } 5291 }
5294 } 5292 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9b8a3ae..e8134cd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -51,6 +51,8 @@ namespace OpenSim.Region.Framework.Scenes
51 #endregion 51 #endregion
52 52
53 #region Fields 53 #region Fields
54
55 public string Name { get { return RegionInfo.RegionName; } }
54 56
55 public IConfigSource Config 57 public IConfigSource Config
56 { 58 {
@@ -148,6 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
148 150
149 #endregion 151 #endregion
150 152
153 public SceneBase(RegionInfo regInfo)
154 {
155 RegionInfo = regInfo;
156 }
157
151 #region Update Methods 158 #region Update Methods
152 159
153 /// <summary> 160 /// <summary>
@@ -211,10 +218,7 @@ namespace OpenSim.Region.Framework.Scenes
211 /// 218 ///
212 /// </summary> 219 /// </summary>
213 /// <returns></returns> 220 /// <returns></returns>
214 public virtual RegionInfo RegionInfo 221 public virtual RegionInfo RegionInfo { get; private set; }
215 {
216 get { return m_regInfo; }
217 }
218 222
219 #region admin stuff 223 #region admin stuff
220 224
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 54b69a2..f3b0630 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1270,7 +1270,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1270 1270
1271 public override void UnSubscribeEvents() 1271 public override void UnSubscribeEvents()
1272 { 1272 {
1273 CollisionEventsThisFrame.Clear(); 1273 _parent_scene.RemoveCollisionEventReporting(this);
1274 1274
1275 // Don't clear collision event reporting here. This is called directly from scene code and so can lead 1275 // Don't clear collision event reporting here. This is called directly from scene code and so can lead
1276 // to a race condition with the simulate loop 1276 // to a race condition with the simulate loop
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index c6ecc68..32e81e2 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -387,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin
387 /// <summary> 387 /// <summary>
388 /// A dictionary of actors that should receive collision events. 388 /// A dictionary of actors that should receive collision events.
389 /// </summary> 389 /// </summary>
390 private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>(); 390 private readonly Dictionary<uint, PhysicsActor> m_collisionEventActors = new Dictionary<uint, PhysicsActor>();
391 391
392 /// <summary> 392 /// <summary>
393 /// A dictionary of collision event changes that are waiting to be processed. 393 /// A dictionary of collision event changes that are waiting to be processed.
394 /// </summary> 394 /// </summary>
395 private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>(); 395 private readonly Dictionary<uint, PhysicsActor> m_collisionEventActorsChanges = new Dictionary<uint, PhysicsActor>();
396 396
397 /// <summary> 397 /// <summary>
398 /// Maps a unique geometry id (a memory location) to a physics actor name. 398 /// Maps a unique geometry id (a memory location) to a physics actor name.
@@ -1908,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1908 { 1908 {
1909// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); 1909// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
1910 1910
1911 lock (_collisionEventPrimChanges) 1911 lock (m_collisionEventActorsChanges)
1912 _collisionEventPrimChanges[obj.LocalID] = obj; 1912 m_collisionEventActorsChanges[obj.LocalID] = obj;
1913 } 1913 }
1914 1914
1915 /// <summary> 1915 /// <summary>
@@ -1920,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1920 { 1920 {
1921// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); 1921// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
1922 1922
1923 lock (_collisionEventPrimChanges) 1923 lock (m_collisionEventActorsChanges)
1924 _collisionEventPrimChanges[obj.LocalID] = null; 1924 m_collisionEventActorsChanges[obj.LocalID] = null;
1925 } 1925 }
1926 1926
1927 #region Add/Remove Entities 1927 #region Add/Remove Entities
@@ -2930,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin
2930 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential 2930 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
2931 // deadlock if the collision event tries to lock something else later on which is already locked by a 2931 // deadlock if the collision event tries to lock something else later on which is already locked by a
2932 // caller that is adding or removing the collision event. 2932 // caller that is adding or removing the collision event.
2933 lock (_collisionEventPrimChanges) 2933 lock (m_collisionEventActorsChanges)
2934 { 2934 {
2935 foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges) 2935 foreach (KeyValuePair<uint, PhysicsActor> kvp in m_collisionEventActorsChanges)
2936 { 2936 {
2937 if (kvp.Value == null) 2937 if (kvp.Value == null)
2938 _collisionEventPrim.Remove(kvp.Key); 2938 m_collisionEventActors.Remove(kvp.Key);
2939 else 2939 else
2940 _collisionEventPrim[kvp.Key] = kvp.Value; 2940 m_collisionEventActors[kvp.Key] = kvp.Value;
2941 } 2941 }
2942 2942
2943 _collisionEventPrimChanges.Clear(); 2943 m_collisionEventActorsChanges.Clear();
2944 } 2944 }
2945 2945
2946 if (SupportsNINJAJoints) 2946 if (SupportsNINJAJoints)
@@ -3092,7 +3092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
3092 tempTick = tempTick2; 3092 tempTick = tempTick2;
3093 } 3093 }
3094 3094
3095 foreach (PhysicsActor obj in _collisionEventPrim.Values) 3095 foreach (PhysicsActor obj in m_collisionEventActors.Values)
3096 { 3096 {
3097// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); 3097// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
3098 3098
@@ -3227,10 +3227,10 @@ namespace OpenSim.Region.Physics.OdePlugin
3227 } 3227 }
3228 3228
3229 tickCountFrameRun = Util.EnvironmentTickCount(); 3229 tickCountFrameRun = Util.EnvironmentTickCount();
3230 }
3231 3230
3232 if (CollectStats) 3231 if (CollectStats)
3233 m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); 3232 m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
3233 }
3234 3234
3235 return fps; 3235 return fps;
3236 } 3236 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 389980e..04c4c00 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -3267,15 +3267,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3267 3267
3268 private void DetachWrapper(object o) 3268 private void DetachWrapper(object o)
3269 { 3269 {
3270 SceneObjectPart host = (SceneObjectPart)o; 3270 if (World.AttachmentsModule != null)
3271 3271 {
3272 SceneObjectGroup grp = host.ParentGroup; 3272 SceneObjectPart host = (SceneObjectPart)o;
3273 UUID itemID = grp.FromItemID; 3273 ScenePresence presence = World.GetScenePresence(host.OwnerID);
3274 ScenePresence presence = World.GetScenePresence(host.OwnerID); 3274 World.AttachmentsModule.DetachSingleAttachmentToInv(presence, host.ParentGroup);
3275 3275 }
3276 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
3277 if (attachmentsModule != null)
3278 attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
3279 } 3276 }
3280 3277
3281 public void llAttachToAvatar(int attachmentPoint) 3278 public void llAttachToAvatar(int attachmentPoint)
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 79d1944..7364b19 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -847,27 +847,34 @@ namespace OpenSim.Region.ScriptEngine.XEngine
847 if (engine == ScriptEngineName) 847 if (engine == ScriptEngineName)
848 { 848 {
849 // If we are falling back on XEngine as the default engine, then only complain to the user 849 // If we are falling back on XEngine as the default engine, then only complain to the user
850 // if a script language has been explicitly set and it's one that we recognize. If it's 850 // if a script language has been explicitly set and it's one that we recognize or there are
851 // no non-whitespace characters after the colon.
852 //
853 // If the script is
851 // explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message. 854 // explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
852 // 855 //
856 // If the colon ends the line then we'll risk the false positive as this is more likely
857 // to signal a real scriptengine line where the user wants to use the default compile language.
858 //
853 // This avoids the overwhelming number of false positives where we're in this code because 859 // This avoids the overwhelming number of false positives where we're in this code because
854 // there's a colon in a comment in the first line of a script for entirely 860 // there's a colon in a comment in the first line of a script for entirely
855 // unrelated reasons (e.g. vim settings). 861 // unrelated reasons (e.g. vim settings).
856 // 862 //
857 // TODO: A better fix would be to deprecate simple : detection and look for some less likely 863 // TODO: A better fix would be to deprecate simple : detection and look for some less likely
858 // string to begin the comment (like #! in unix shell scripts). 864 // string to begin the comment (like #! in unix shell scripts).
859 bool scriptExplicitlyInXEngineLanguage = false; 865 bool warnRunningInXEngine = false;
860 string restOfScript = script.Substring(colon + 1); 866 string restOfFirstLine = firstline.Substring(colon + 1);
861 867
862 // FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs 868 // FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
863 if (restOfScript.StartsWith("c#") 869 if (restOfFirstLine.StartsWith("c#")
864 || restOfScript.StartsWith("vb") 870 || restOfFirstLine.StartsWith("vb")
865 || restOfScript.StartsWith("lsl") 871 || restOfFirstLine.StartsWith("lsl")
866 || restOfScript.StartsWith("js") 872 || restOfFirstLine.StartsWith("js")
867 || restOfScript.StartsWith("yp")) 873 || restOfFirstLine.StartsWith("yp")
868 scriptExplicitlyInXEngineLanguage = true; 874 || restOfFirstLine.Length == 0)
869 875 warnRunningInXEngine = true;
870 if (scriptExplicitlyInXEngineLanguage) 876
877 if (warnRunningInXEngine)
871 { 878 {
872 SceneObjectPart part = 879 SceneObjectPart part =
873 m_Scene.GetSceneObjectPart( 880 m_Scene.GetSceneObjectPart(