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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs92
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs698
-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.cs46
-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.cs26
-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.cs38
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs124
-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.cs152
-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.cs73
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs456
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs79
-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.cs35
-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.cs2
-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.cs4
-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/Scene.Inventory.cs323
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs492
-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.cs224
-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.cs567
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs201
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs176
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-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.cs12
-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.cs3875
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3841
-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/PhysicsScene.cs3
-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/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.cs2815
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs57
-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.cs4
-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.cs21
-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.cs92
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
110 files changed, 16976 insertions, 2790 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 832d93c..515567d 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -480,7 +480,7 @@ namespace OpenSim
480 if (alert != null) 480 if (alert != null)
481 presence.ControllingClient.Kick(alert); 481 presence.ControllingClient.Kick(alert);
482 else 482 else
483 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 483 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
484 484
485 // ...and close on our side 485 // ...and close on our side
486 presence.Scene.IncomingCloseAgent(presence.UUID); 486 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1224,7 +1224,7 @@ namespace OpenSim
1224 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1224 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1225 } 1225 }
1226 } 1226 }
1227 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1227 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1228 } 1228 }
1229 else 1229 else
1230 { 1230 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 9f9b4f0..9fdba92 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);
@@ -383,6 +432,10 @@ namespace OpenSim
383 // TODO : Try setting resource for region xstats here on scene 432 // TODO : Try setting resource for region xstats here on scene
384 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 433 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
385 434
435 if (scene.SnmpService != null)
436 {
437 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
438 }
386 try 439 try
387 { 440 {
388 scene.RegisterRegionWithGrid(); 441 scene.RegisterRegionWithGrid();
@@ -393,11 +446,20 @@ namespace OpenSim
393 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 446 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
394 e.Message, e.StackTrace); 447 e.Message, e.StackTrace);
395 448
449 if (scene.SnmpService != null)
450 {
451 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
452 }
396 // Carrying on now causes a lot of confusion down the 453 // Carrying on now causes a lot of confusion down the
397 // line - we need to get the user's attention 454 // line - we need to get the user's attention
398 Environment.Exit(1); 455 Environment.Exit(1);
399 } 456 }
400 457
458 if (scene.SnmpService != null)
459 {
460 scene.SnmpService.BootInfo("Grid Registration done", scene);
461 }
462
401 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 463 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
402 scene.EventManager.TriggerParcelPrimCountUpdate(); 464 scene.EventManager.TriggerParcelPrimCountUpdate();
403 465
@@ -405,6 +467,11 @@ namespace OpenSim
405 // scripting engines. 467 // scripting engines.
406 scene.CreateScriptInstances(); 468 scene.CreateScriptInstances();
407 469
470 if (scene.SnmpService != null)
471 {
472 scene.SnmpService.BootInfo("ScriptEngine started", scene);
473 }
474
408 m_sceneManager.Add(scene); 475 m_sceneManager.Add(scene);
409 476
410 if (m_autoCreateClientStack) 477 if (m_autoCreateClientStack)
@@ -413,6 +480,10 @@ namespace OpenSim
413 clientServer.Start(); 480 clientServer.Start();
414 } 481 }
415 482
483 if (scene.SnmpService != null)
484 {
485 scene.SnmpService.BootInfo("Initializing region modules", scene);
486 }
416 if (do_post_init) 487 if (do_post_init)
417 { 488 {
418 foreach (IRegionModule module in modules) 489 foreach (IRegionModule module in modules)
@@ -424,7 +495,14 @@ namespace OpenSim
424 495
425 mscene = scene; 496 mscene = scene;
426 497
498 if (scene.SnmpService != null)
499 {
500 scene.SnmpService.BootInfo("The region is operational", scene);
501 scene.SnmpService.LinkUp(scene);
502 }
503
427 scene.StartTimer(); 504 scene.StartTimer();
505 scene.StartTimerWatchdog();
428 506
429 scene.StartScripts(); 507 scene.StartScripts();
430 508
@@ -501,6 +579,11 @@ namespace OpenSim
501 private void ShutdownRegion(Scene scene) 579 private void ShutdownRegion(Scene scene)
502 { 580 {
503 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 581 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
582 if (scene.SnmpService != null)
583 {
584 scene.SnmpService.BootInfo("The region is shutting down", scene);
585 scene.SnmpService.LinkDown(scene);
586 }
504 IRegionModulesController controller; 587 IRegionModulesController controller;
505 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 588 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
506 { 589 {
@@ -944,7 +1027,7 @@ namespace OpenSim
944 = MainConsole.Instance.CmdPrompt( 1027 = MainConsole.Instance.CmdPrompt(
945 string.Format( 1028 string.Format(
946 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1029 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
947 "yes", 1030 "no",
948 new List<string>() { "yes", "no" }); 1031 new List<string>() { "yes", "no" });
949 1032
950 if (response == "no") 1033 if (response == "no")
@@ -960,12 +1043,15 @@ namespace OpenSim
960 = MainConsole.Instance.CmdPrompt( 1043 = MainConsole.Instance.CmdPrompt(
961 string.Format( 1044 string.Format(
962 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1045 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
963 estateNames[0]); 1046 "None");
1047
1048 if (response == "None")
1049 continue;
964 1050
965 List<int> estateIDs = EstateDataService.GetEstates(response); 1051 List<int> estateIDs = EstateDataService.GetEstates(response);
966 if (estateIDs.Count < 1) 1052 if (estateIDs.Count < 1)
967 { 1053 {
968 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1054 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
969 continue; 1055 continue;
970 } 1056 }
971 1057
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index 185a909..8aa2ff3 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -206,6 +206,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
206 m_stopPacket = TexturePacketCount(); 206 m_stopPacket = TexturePacketCount();
207 } 207 }
208 208
209 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
210 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
211
209 m_currentPacket = StartPacket; 212 m_currentPacket = StartPacket;
210 } 213 }
211 } 214 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 1e72aa2..a097ec9 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;
@@ -255,7 +256,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
255 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 256 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
257 public event ClassifiedDelete OnClassifiedDelete; 258 public event ClassifiedDelete OnClassifiedDelete;
258 public event ClassifiedDelete OnClassifiedGodDelete; 259 public event ClassifiedGodDelete OnClassifiedGodDelete;
259 public event EventNotificationAddRequest OnEventNotificationAddRequest; 260 public event EventNotificationAddRequest OnEventNotificationAddRequest;
260 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
261 public event EventGodDelete OnEventGodDelete; 262 public event EventGodDelete OnEventGodDelete;
@@ -286,6 +287,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
286 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
287 public event SimWideDeletesDelegate OnSimWideDeletes; 288 public event SimWideDeletesDelegate OnSimWideDeletes;
288 public event SendPostcard OnSendPostcard; 289 public event SendPostcard OnSendPostcard;
290 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
289 public event MuteListEntryUpdate OnUpdateMuteListEntry; 291 public event MuteListEntryUpdate OnUpdateMuteListEntry;
290 public event MuteListEntryRemove OnRemoveMuteListEntry; 292 public event MuteListEntryRemove OnRemoveMuteListEntry;
291 public event GodlikeMessage onGodlikeMessage; 293 public event GodlikeMessage onGodlikeMessage;
@@ -336,7 +338,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 338 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 339 /// ownerless phantom.
338 /// 340 ///
339 /// All manipulation of this set has to occur under a lock 341 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 342 ///
341 /// </value> 343 /// </value>
342 protected HashSet<uint> m_killRecord; 344 protected HashSet<uint> m_killRecord;
@@ -344,6 +346,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
344// protected HashSet<uint> m_attachmentsSent; 346// protected HashSet<uint> m_attachmentsSent;
345 347
346 private int m_moneyBalance; 348 private int m_moneyBalance;
349 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 350 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 351 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 352 private AgentUpdateArgs lastarg;
@@ -383,6 +386,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 386 get { return m_startpos; }
384 set { m_startpos = value; } 387 set { m_startpos = value; }
385 } 388 }
389 public bool DeliverPackets
390 {
391 get { return m_deliverPackets; }
392 set {
393 m_deliverPackets = value;
394 m_udpClient.m_deliverPackets = value;
395 }
396 }
386 public UUID AgentId { get { return m_agentId; } } 397 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; private set; } 398 public ISceneAgent SceneAgent { get; private set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 399 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -487,18 +498,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
487 498
488 #region Client Methods 499 #region Client Methods
489 500
501
490 /// <summary> 502 /// <summary>
491 /// Shut down the client view 503 /// Shut down the client view
492 /// </summary> 504 /// </summary>
493 public void Close() 505 public void Close()
494 { 506 {
507 Close(true);
508 }
509
510 /// <summary>
511 /// Shut down the client view
512 /// </summary>
513 public void Close(bool sendStop)
514 {
495 m_log.DebugFormat( 515 m_log.DebugFormat(
496 "[CLIENT]: Close has been called for {0} attached to scene {1}", 516 "[CLIENT]: Close has been called for {0} attached to scene {1}",
497 Name, m_scene.RegionInfo.RegionName); 517 Name, m_scene.RegionInfo.RegionName);
498 518
499 // Send the STOP packet 519 if (sendStop)
500 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 520 {
501 OutPacket(disable, ThrottleOutPacketType.Unknown); 521 // Send the STOP packet
522 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
523 OutPacket(disable, ThrottleOutPacketType.Unknown);
524 }
502 525
503 IsActive = false; 526 IsActive = false;
504 527
@@ -801,7 +824,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
801 reply.ChatData.OwnerID = fromAgentID; 824 reply.ChatData.OwnerID = fromAgentID;
802 reply.ChatData.SourceID = fromAgentID; 825 reply.ChatData.SourceID = fromAgentID;
803 826
804 OutPacket(reply, ThrottleOutPacketType.Task); 827 OutPacket(reply, ThrottleOutPacketType.Unknown);
805 } 828 }
806 829
807 /// <summary> 830 /// <summary>
@@ -1087,6 +1110,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1087 public virtual void SendLayerData(float[] map) 1110 public virtual void SendLayerData(float[] map)
1088 { 1111 {
1089 Util.FireAndForget(DoSendLayerData, map); 1112 Util.FireAndForget(DoSendLayerData, map);
1113
1114 // Send it sync, and async. It's not that much data
1115 // and it improves user experience just so much!
1116 DoSendLayerData(map);
1090 } 1117 }
1091 1118
1092 /// <summary> 1119 /// <summary>
@@ -1099,16 +1126,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1099 1126
1100 try 1127 try
1101 { 1128 {
1102 //for (int y = 0; y < 16; y++) 1129 for (int y = 0; y < 16; y++)
1103 //{ 1130 {
1104 // for (int x = 0; x < 16; x++) 1131 for (int x = 0; x < 16; x+=4)
1105 // { 1132 {
1106 // SendLayerData(x, y, map); 1133 SendLayerPacket(x, y, map);
1107 // } 1134 }
1108 //} 1135 }
1109
1110 // Send LayerData in a spiral pattern. Fun!
1111 SendLayerTopRight(map, 0, 0, 15, 15);
1112 } 1136 }
1113 catch (Exception e) 1137 catch (Exception e)
1114 { 1138 {
@@ -1116,51 +1140,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1116 } 1140 }
1117 } 1141 }
1118 1142
1119 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1120 {
1121 // Row
1122 for (int i = x1; i <= x2; i++)
1123 SendLayerData(i, y1, map);
1124
1125 // Column
1126 for (int j = y1 + 1; j <= y2; j++)
1127 SendLayerData(x2, j, map);
1128
1129 if (x2 - x1 > 0)
1130 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1131 }
1132
1133 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1134 {
1135 // Row in reverse
1136 for (int i = x2; i >= x1; i--)
1137 SendLayerData(i, y2, map);
1138
1139 // Column in reverse
1140 for (int j = y2 - 1; j >= y1; j--)
1141 SendLayerData(x1, j, map);
1142
1143 if (x2 - x1 > 0)
1144 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1145 }
1146
1147 /// <summary> 1143 /// <summary>
1148 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1144 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1149 /// </summary> 1145 /// </summary>
1150 /// <param name="map">heightmap</param> 1146 /// <param name="map">heightmap</param>
1151 /// <param name="px">X coordinate for patches 0..12</param> 1147 /// <param name="px">X coordinate for patches 0..12</param>
1152 /// <param name="py">Y coordinate for patches 0..15</param> 1148 /// <param name="py">Y coordinate for patches 0..15</param>
1153 // private void SendLayerPacket(float[] map, int y, int x) 1149 private void SendLayerPacket(int x, int y, float[] map)
1154 // { 1150 {
1155 // int[] patches = new int[4]; 1151 int[] patches = new int[4];
1156 // patches[0] = x + 0 + y * 16; 1152 patches[0] = x + 0 + y * 16;
1157 // patches[1] = x + 1 + y * 16; 1153 patches[1] = x + 1 + y * 16;
1158 // patches[2] = x + 2 + y * 16; 1154 patches[2] = x + 2 + y * 16;
1159 // patches[3] = x + 3 + y * 16; 1155 patches[3] = x + 3 + y * 16;
1160 1156
1161 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1157 float[] heightmap = (map.Length == 65536) ?
1162 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1158 map :
1163 // } 1159 LLHeightFieldMoronize(map);
1160
1161 try
1162 {
1163 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1164 OutPacket(layerpack, ThrottleOutPacketType.Land);
1165 }
1166 catch
1167 {
1168 for (int px = x ; px < x + 4 ; px++)
1169 SendLayerData(px, y, map);
1170 }
1171 }
1164 1172
1165 /// <summary> 1173 /// <summary>
1166 /// Sends a specified patch to a client 1174 /// Sends a specified patch to a client
@@ -1180,7 +1188,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1180 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1188 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1181 layerpack.Header.Reliable = true; 1189 layerpack.Header.Reliable = true;
1182 1190
1183 OutPacket(layerpack, ThrottleOutPacketType.Land); 1191 OutPacket(layerpack, ThrottleOutPacketType.Task);
1184 } 1192 }
1185 catch (Exception e) 1193 catch (Exception e)
1186 { 1194 {
@@ -2304,6 +2312,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2304 OutPacket(sound, ThrottleOutPacketType.Task); 2312 OutPacket(sound, ThrottleOutPacketType.Task);
2305 } 2313 }
2306 2314
2315 public void SendTransferAbort(TransferRequestPacket transferRequest)
2316 {
2317 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2318 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2319 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2320 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2321 OutPacket(abort, ThrottleOutPacketType.Task);
2322 }
2323
2307 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2324 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2308 { 2325 {
2309 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2326 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3606,7 +3623,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3606 /// </summary> 3623 /// </summary>
3607 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3624 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3608 { 3625 {
3609 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3626 if (entity is SceneObjectPart)
3627 {
3628 SceneObjectPart e = (SceneObjectPart)entity;
3629 SceneObjectGroup g = e.ParentGroup;
3630 if (g.RootPart.Shape.State > 30) // HUD
3631 if (g.OwnerID != AgentId)
3632 return; // Don't send updates for other people's HUDs
3633 }
3634
3610 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3635 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3611 3636
3612 lock (m_entityUpdates.SyncRoot) 3637 lock (m_entityUpdates.SyncRoot)
@@ -3673,211 +3698,230 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3673 3698
3674 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3699 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3675 // condition where a kill can be processed before an out-of-date update for the same object. 3700 // condition where a kill can be processed before an out-of-date update for the same object.
3676 lock (m_killRecord) 3701 float avgTimeDilation = 1.0f;
3702 IEntityUpdate iupdate;
3703 Int32 timeinqueue; // this is just debugging code & can be dropped later
3704
3705 while (updatesThisCall < maxUpdates)
3677 { 3706 {
3678 float avgTimeDilation = 1.0f; 3707 lock (m_entityUpdates.SyncRoot)
3679 IEntityUpdate iupdate; 3708 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3680 Int32 timeinqueue; // this is just debugging code & can be dropped later 3709 break;
3681
3682 while (updatesThisCall < maxUpdates)
3683 {
3684 lock (m_entityUpdates.SyncRoot)
3685 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3686 break;
3687 3710
3688 EntityUpdate update = (EntityUpdate)iupdate; 3711 EntityUpdate update = (EntityUpdate)iupdate;
3689 3712
3690 avgTimeDilation += update.TimeDilation; 3713 avgTimeDilation += update.TimeDilation;
3691 avgTimeDilation *= 0.5f; 3714 avgTimeDilation *= 0.5f;
3692 3715
3693 if (update.Entity is SceneObjectPart) 3716 if (update.Entity is SceneObjectPart)
3717 {
3718 SceneObjectPart part = (SceneObjectPart)update.Entity;
3719
3720 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3721 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3722 // safety measure.
3723 //
3724 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3725 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3726 // updates and kills on different threads with different scheduling strategies, hence this protection.
3727 //
3728 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3729 // after the root prim has been deleted.
3730 lock (m_killRecord)
3694 { 3731 {
3695 SceneObjectPart part = (SceneObjectPart)update.Entity;
3696
3697 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3698 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3699 // safety measure.
3700 //
3701 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3702 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3703 // updates and kills on different threads with different scheduling strategies, hence this protection.
3704 //
3705 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3706 // after the root prim has been deleted.
3707 if (m_killRecord.Contains(part.LocalId)) 3732 if (m_killRecord.Contains(part.LocalId))
3708 {
3709 // m_log.WarnFormat(
3710 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3711 // part.LocalId, Name);
3712 continue; 3733 continue;
3713 } 3734 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3714 3735 continue;
3715 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3736 }
3737
3738 if (part.ParentGroup.IsDeleted)
3739 continue;
3740
3741 if (part.ParentGroup.IsAttachment)
3742 { // Someone else's HUD, why are we getting these?
3743 if (part.ParentGroup.OwnerID != AgentId &&
3744 part.ParentGroup.RootPart.Shape.State >= 30)
3745 continue;
3746 ScenePresence sp;
3747 // Owner is not in the sim, don't update it to
3748 // anyone
3749 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3750 continue;
3751
3752 List<SceneObjectGroup> atts = sp.GetAttachments();
3753 bool found = false;
3754 foreach (SceneObjectGroup att in atts)
3716 { 3755 {
3717 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3756 if (att == part.ParentGroup)
3718 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3719 { 3757 {
3720 part.Shape.LightEntry = false; 3758 found = true;
3759 break;
3721 } 3760 }
3722 } 3761 }
3762
3763 // It's an attachment of a valid avatar, but
3764 // doesn't seem to be attached, skip
3765 if (!found)
3766 continue;
3723 } 3767 }
3724 3768 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3725 ++updatesThisCall;
3726
3727 #region UpdateFlags to packet type conversion
3728
3729 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3730
3731 bool canUseCompressed = true;
3732 bool canUseImproved = true;
3733
3734 // Compressed object updates only make sense for LL primitives
3735 if (!(update.Entity is SceneObjectPart))
3736 {
3737 canUseCompressed = false;
3738 }
3739
3740 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3741 {
3742 canUseCompressed = false;
3743 canUseImproved = false;
3744 }
3745 else
3746 { 3769 {
3747 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3770 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3748 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3771 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3749 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3750 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3751 {
3752 canUseCompressed = false;
3753 }
3754
3755 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3757 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3758 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3759 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3769 { 3772 {
3770 canUseImproved = false; 3773 part.Shape.LightEntry = false;
3771 } 3774 }
3772 } 3775 }
3773 3776 }
3774 #endregion UpdateFlags to packet type conversion 3777
3775 3778 ++updatesThisCall;
3776 #region Block Construction 3779
3777 3780 #region UpdateFlags to packet type conversion
3778 // TODO: Remove this once we can build compressed updates 3781
3782 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3783
3784 bool canUseCompressed = true;
3785 bool canUseImproved = true;
3786
3787 // Compressed object updates only make sense for LL primitives
3788 if (!(update.Entity is SceneObjectPart))
3789 {
3779 canUseCompressed = false; 3790 canUseCompressed = false;
3780 3791 }
3781 if (!canUseImproved && !canUseCompressed) 3792
3782 { 3793 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3783 if (update.Entity is ScenePresence) 3794 {
3784 { 3795 canUseCompressed = false;
3785 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3796 canUseImproved = false;
3786 objectUpdates.Value.Add(update); 3797 }
3787 } 3798 else
3788 else 3799 {
3789 { 3800 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3790 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3801 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3791 objectUpdates.Value.Add(update); 3802 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3792 } 3803 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3793 }
3794 else if (!canUseImproved)
3795 { 3804 {
3796 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3805 canUseCompressed = false;
3797 compressedUpdates.Value.Add(update);
3798 } 3806 }
3799 else 3807
3808 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3809 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3810 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3811 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3812 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3813 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3814 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3815 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3816 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3817 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3818 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3819 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3820 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3821 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3800 { 3822 {
3801 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3823 canUseImproved = false;
3802 {
3803 // Self updates go into a special list
3804 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3805 terseAgentUpdates.Value.Add(update);
3806 }
3807 else
3808 {
3809 // Everything else goes here
3810 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3811 terseUpdates.Value.Add(update);
3812 }
3813 } 3824 }
3814
3815 #endregion Block Construction
3816 } 3825 }
3817
3818
3819 #region Packet Sending
3820 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3821 3826
3822 if (terseAgentUpdateBlocks.IsValueCreated) 3827 #endregion UpdateFlags to packet type conversion
3823 {
3824 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3825 3828
3826 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3829 #region Block Construction
3827 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3828 packet.RegionData.TimeDilation = timeDilation;
3829 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3830 3830
3831 for (int i = 0; i < blocks.Count; i++) 3831 // TODO: Remove this once we can build compressed updates
3832 packet.ObjectData[i] = blocks[i]; 3832 canUseCompressed = false;
3833 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3834 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3835 }
3836 3833
3837 if (objectUpdateBlocks.IsValueCreated) 3834 if (!canUseImproved && !canUseCompressed)
3838 { 3835 {
3839 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3836 if (update.Entity is ScenePresence)
3840 3837 {
3841 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3838 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3842 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3839 }
3843 packet.RegionData.TimeDilation = timeDilation; 3840 else
3844 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3841 {
3845 3842 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3846 for (int i = 0; i < blocks.Count; i++) 3843 }
3847 packet.ObjectData[i] = blocks[i];
3848 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3849 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3850 } 3844 }
3851 3845 else if (!canUseImproved)
3852 if (compressedUpdateBlocks.IsValueCreated)
3853 { 3846 {
3854 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3847 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3855
3856 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3857 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3858 packet.RegionData.TimeDilation = timeDilation;
3859 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3860
3861 for (int i = 0; i < blocks.Count; i++)
3862 packet.ObjectData[i] = blocks[i];
3863 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3864 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3865 } 3848 }
3866 3849 else
3867 if (terseUpdateBlocks.IsValueCreated)
3868 { 3850 {
3869 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3851 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3870 3852 // Self updates go into a special list
3871 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3853 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3872 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3854 else
3873 packet.RegionData.TimeDilation = timeDilation; 3855 // Everything else goes here
3874 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3856 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3875
3876 for (int i = 0; i < blocks.Count; i++)
3877 packet.ObjectData[i] = blocks[i];
3878 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3879 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3880 } 3857 }
3858
3859 #endregion Block Construction
3860 }
3861
3862 #region Packet Sending
3863
3864 const float TIME_DILATION = 1.0f;
3865 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3866
3867 if (terseAgentUpdateBlocks.IsValueCreated)
3868 {
3869 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3870
3871 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3872 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3873 packet.RegionData.TimeDilation = timeDilation;
3874 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3875
3876 for (int i = 0; i < blocks.Count; i++)
3877 packet.ObjectData[i] = blocks[i];
3878
3879 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3880 }
3881
3882 if (objectUpdateBlocks.IsValueCreated)
3883 {
3884 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3885
3886 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3887 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3888 packet.RegionData.TimeDilation = timeDilation;
3889 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3890
3891 for (int i = 0; i < blocks.Count; i++)
3892 packet.ObjectData[i] = blocks[i];
3893
3894 OutPacket(packet, ThrottleOutPacketType.Task, true);
3895 }
3896
3897 if (compressedUpdateBlocks.IsValueCreated)
3898 {
3899 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3900
3901 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3902 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3903 packet.RegionData.TimeDilation = timeDilation;
3904 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3905
3906 for (int i = 0; i < blocks.Count; i++)
3907 packet.ObjectData[i] = blocks[i];
3908
3909 OutPacket(packet, ThrottleOutPacketType.Task, true);
3910 }
3911
3912 if (terseUpdateBlocks.IsValueCreated)
3913 {
3914 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3915
3916 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3917 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3918 packet.RegionData.TimeDilation = timeDilation;
3919 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3920
3921 for (int i = 0; i < blocks.Count; i++)
3922 packet.ObjectData[i] = blocks[i];
3923
3924 OutPacket(packet, ThrottleOutPacketType.Task, true);
3881 } 3925 }
3882 3926
3883 #endregion Packet Sending 3927 #endregion Packet Sending
@@ -4170,11 +4214,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4170 4214
4171 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4215 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4172 // of the object rather than the properties when the packet was created 4216 // of the object rather than the properties when the packet was created
4173 OutPacket(packet, ThrottleOutPacketType.Task, true, 4217 // HACK : Remove intelligent resending until it's fixed in core
4174 delegate(OutgoingPacket oPacket) 4218 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4175 { 4219 // delegate(OutgoingPacket oPacket)
4176 ResendPropertyUpdates(updates, oPacket); 4220 // {
4177 }); 4221 // ResendPropertyUpdates(updates, oPacket);
4222 // });
4223 OutPacket(packet, ThrottleOutPacketType.Task, true);
4178 4224
4179 // pbcnt += blocks.Count; 4225 // pbcnt += blocks.Count;
4180 // ppcnt++; 4226 // ppcnt++;
@@ -4200,11 +4246,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4200 // of the object rather than the properties when the packet was created 4246 // of the object rather than the properties when the packet was created
4201 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4247 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4202 updates.Add(familyUpdates.Value[i]); 4248 updates.Add(familyUpdates.Value[i]);
4203 OutPacket(packet, ThrottleOutPacketType.Task, true, 4249 // HACK : Remove intelligent resending until it's fixed in core
4204 delegate(OutgoingPacket oPacket) 4250 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4205 { 4251 // delegate(OutgoingPacket oPacket)
4206 ResendPropertyUpdates(updates, oPacket); 4252 // {
4207 }); 4253 // ResendPropertyUpdates(updates, oPacket);
4254 // });
4255 OutPacket(packet, ThrottleOutPacketType.Task, true);
4208 4256
4209 // fpcnt++; 4257 // fpcnt++;
4210 // fbcnt++; 4258 // fbcnt++;
@@ -4353,37 +4401,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4353 if (bl[i].BannedUserID == UUID.Zero) 4401 if (bl[i].BannedUserID == UUID.Zero)
4354 continue; 4402 continue;
4355 BannedUsers.Add(bl[i].BannedUserID); 4403 BannedUsers.Add(bl[i].BannedUserID);
4356 }
4357 4404
4358 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4405 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4359 packet.AgentData.TransactionID = UUID.Random(); 4406 {
4360 packet.AgentData.AgentID = AgentId; 4407 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4361 packet.AgentData.SessionID = SessionId; 4408 packet.AgentData.TransactionID = UUID.Random();
4362 packet.MethodData.Invoice = invoice; 4409 packet.AgentData.AgentID = AgentId;
4363 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4410 packet.AgentData.SessionID = SessionId;
4411 packet.MethodData.Invoice = invoice;
4412 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4364 4413
4365 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4414 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4366 4415
4367 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4416 int j;
4368 { 4417 for (j = 0; j < (6 + BannedUsers.Count); j++)
4369 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4418 {
4370 } 4419 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4371 int j = 0; 4420 }
4421 j = 0;
4372 4422
4373 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4423 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4374 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4424 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4375 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4425 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4376 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4426 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4377 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4427 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4428 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4379 4429
4380 foreach (UUID banned in BannedUsers) 4430 foreach (UUID banned in BannedUsers)
4381 { 4431 {
4382 returnblock[j].Parameter = banned.GetBytes(); j++; 4432 returnblock[j].Parameter = banned.GetBytes(); j++;
4433 }
4434 packet.ParamList = returnblock;
4435 packet.Header.Reliable = true;
4436 OutPacket(packet, ThrottleOutPacketType.Task);
4437
4438 BannedUsers.Clear();
4439 }
4383 } 4440 }
4384 packet.ParamList = returnblock; 4441
4385 packet.Header.Reliable = false;
4386 OutPacket(packet, ThrottleOutPacketType.Task);
4387 } 4442 }
4388 4443
4389 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4444 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4552,7 +4607,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4552 4607
4553 if (landData.SimwideArea > 0) 4608 if (landData.SimwideArea > 0)
4554 { 4609 {
4555 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4610 int simulatorCapacity = (int)((double)(landData.SimwideArea * m_scene.RegionInfo.ObjectCapacity) * m_scene.RegionInfo.RegionSettings.ObjectBonus) / 65536;
4611 // Never report more than sim total capacity
4612 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4613 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4556 updateMessage.SimWideMaxPrims = simulatorCapacity; 4614 updateMessage.SimWideMaxPrims = simulatorCapacity;
4557 } 4615 }
4558 else 4616 else
@@ -4681,14 +4739,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4681 4739
4682 if (notifyCount > 0) 4740 if (notifyCount > 0)
4683 { 4741 {
4684 if (notifyCount > 32) 4742// if (notifyCount > 32)
4685 { 4743// {
4686 m_log.InfoFormat( 4744// m_log.InfoFormat(
4687 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4745// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4688 + " - a developer might want to investigate whether this is a hard limit", 32); 4746// + " - a developer might want to investigate whether this is a hard limit", 32);
4689 4747//
4690 notifyCount = 32; 4748// notifyCount = 32;
4691 } 4749// }
4692 4750
4693 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4751 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4694 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4752 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -5221,6 +5279,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5221 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5279 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5222 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5280 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5223 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5281 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5282 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5224 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5283 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5225 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5284 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5226 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5285 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5287,6 +5346,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5287 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5346 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5288 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5347 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5289 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5348 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5349 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5290 5350
5291 AddGenericPacketHandler("autopilot", HandleAutopilot); 5351 AddGenericPacketHandler("autopilot", HandleAutopilot);
5292 } 5352 }
@@ -5322,6 +5382,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5322 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5382 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5323 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5383 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5324 (x.ControlFlags != lastarg.ControlFlags) || 5384 (x.ControlFlags != lastarg.ControlFlags) ||
5385 (x.ControlFlags != 0) ||
5325 (x.Far != lastarg.Far) || 5386 (x.Far != lastarg.Far) ||
5326 (x.Flags != lastarg.Flags) || 5387 (x.Flags != lastarg.Flags) ||
5327 (x.State != lastarg.State) || 5388 (x.State != lastarg.State) ||
@@ -5699,7 +5760,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5699 args.Channel = ch; 5760 args.Channel = ch;
5700 args.From = String.Empty; 5761 args.From = String.Empty;
5701 args.Message = Utils.BytesToString(msg); 5762 args.Message = Utils.BytesToString(msg);
5702 args.Type = ChatTypeEnum.Shout; 5763 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5703 args.Position = new Vector3(); 5764 args.Position = new Vector3();
5704 args.Scene = Scene; 5765 args.Scene = Scene;
5705 args.Sender = this; 5766 args.Sender = this;
@@ -9711,7 +9772,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9711 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9772 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9712 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9773 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9713 UpdateMuteListEntry.MuteData.MuteType, 9774 UpdateMuteListEntry.MuteData.MuteType,
9714 UpdateMuteListEntry.AgentData.AgentID); 9775 UpdateMuteListEntry.MuteData.MuteFlags);
9715 return true; 9776 return true;
9716 } 9777 }
9717 return false; 9778 return false;
@@ -9726,8 +9787,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9726 { 9787 {
9727 handlerRemoveMuteListEntry(this, 9788 handlerRemoveMuteListEntry(this,
9728 RemoveMuteListEntry.MuteData.MuteID, 9789 RemoveMuteListEntry.MuteData.MuteID,
9729 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9790 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9730 RemoveMuteListEntry.AgentData.AgentID);
9731 return true; 9791 return true;
9732 } 9792 }
9733 return false; 9793 return false;
@@ -9771,10 +9831,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9771 return false; 9831 return false;
9772 } 9832 }
9773 9833
9834 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9835 {
9836 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9837 (ChangeInventoryItemFlagsPacket)packet;
9838 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9839 if (handlerChangeInventoryItemFlags != null)
9840 {
9841 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9842 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9843 return true;
9844 }
9845 return false;
9846 }
9847
9774 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9848 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9775 { 9849 {
9776 return true; 9850 return true;
9777 } 9851 }
9852
9853 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9854 {
9855 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9856
9857 #region Packet Session and User Check
9858 if (m_checkPackets)
9859 {
9860 if (packet.AgentData.SessionID != SessionId ||
9861 packet.AgentData.AgentID != AgentId)
9862 return true;
9863 }
9864 #endregion
9865 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9866 List<InventoryItemBase> items = new List<InventoryItemBase>();
9867 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9868 {
9869 InventoryItemBase b = new InventoryItemBase();
9870 b.ID = n.OldItemID;
9871 b.Folder = n.OldFolderID;
9872 items.Add(b);
9873 }
9874
9875 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9876 if (handlerMoveItemsAndLeaveCopy != null)
9877 {
9878 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9879 }
9880
9881 return true;
9882 }
9778 9883
9779 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9884 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9780 { 9885 {
@@ -10201,6 +10306,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10201 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10306 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10202 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10307 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10203 10308
10309 Scene scene = (Scene)m_scene;
10310 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10311 {
10312 ScenePresence p;
10313 if (scene.TryGetScenePresence(sender.AgentId, out p))
10314 {
10315 if (p.GodLevel >= 200)
10316 {
10317 groupProfileReply.GroupData.OpenEnrollment = true;
10318 groupProfileReply.GroupData.MembershipFee = 0;
10319 }
10320 }
10321 }
10322
10204 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10323 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10205 } 10324 }
10206 return true; 10325 return true;
@@ -10774,11 +10893,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10774 10893
10775 StartLure handlerStartLure = OnStartLure; 10894 StartLure handlerStartLure = OnStartLure;
10776 if (handlerStartLure != null) 10895 if (handlerStartLure != null)
10777 handlerStartLure(startLureRequest.Info.LureType, 10896 {
10778 Utils.BytesToString( 10897 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10779 startLureRequest.Info.Message), 10898 {
10780 startLureRequest.TargetData[0].TargetID, 10899 handlerStartLure(startLureRequest.Info.LureType,
10781 this); 10900 Utils.BytesToString(
10901 startLureRequest.Info.Message),
10902 startLureRequest.TargetData[i].TargetID,
10903 this);
10904 }
10905 }
10782 return true; 10906 return true;
10783 } 10907 }
10784 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10908 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10892,10 +11016,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10892 } 11016 }
10893 #endregion 11017 #endregion
10894 11018
10895 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11019 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10896 if (handlerClassifiedGodDelete != null) 11020 if (handlerClassifiedGodDelete != null)
10897 handlerClassifiedGodDelete( 11021 handlerClassifiedGodDelete(
10898 classifiedGodDelete.Data.ClassifiedID, 11022 classifiedGodDelete.Data.ClassifiedID,
11023 classifiedGodDelete.Data.QueryID,
10899 this); 11024 this);
10900 return true; 11025 return true;
10901 } 11026 }
@@ -11939,7 +12064,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11939 12064
11940// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12065// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11941 12066
12067
12068 //Note, the bool returned from the below function is useless since it is always false.
11942 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12069 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12070
11943 } 12071 }
11944 12072
11945 /// <summary> 12073 /// <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 5610c09..bf5b85a 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1030,7 +1030,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1030 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1030 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1031 { 1031 {
1032 client.IsLoggingOut = true; 1032 client.IsLoggingOut = true;
1033 client.Close(); 1033 client.Close(false);
1034 } 1034 }
1035 } 1035 }
1036 1036
@@ -1042,6 +1042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1042 1042
1043 while (base.IsRunning) 1043 while (base.IsRunning)
1044 { 1044 {
1045 m_scene.ThreadAlive(1);
1045 try 1046 try
1046 { 1047 {
1047 IncomingPacket incomingPacket = null; 1048 IncomingPacket incomingPacket = null;
@@ -1084,6 +1085,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1084 1085
1085 while (base.IsRunning) 1086 while (base.IsRunning)
1086 { 1087 {
1088 m_scene.ThreadAlive(2);
1087 try 1089 try
1088 { 1090 {
1089 m_packetSent = false; 1091 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 2142d02..83beff4 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;
@@ -137,7 +138,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 138 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 139 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 140 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 141 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 142 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 143 RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
143 } 144 }
@@ -267,6 +268,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
267 } 268 }
268 269
269 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 270 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
271 {
272 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
273 }
274
275 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
270 { 276 {
271 if (!Enabled) 277 if (!Enabled)
272 return null; 278 return null;
@@ -305,7 +311,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
305 return null; 311 return null;
306 } 312 }
307 313
308 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 314 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
309 315
310 if (att == null) 316 if (att == null)
311 DetachSingleAttachmentToInv(sp, itemID); 317 DetachSingleAttachmentToInv(sp, itemID);
@@ -584,11 +590,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
584 590
585 Vector3 inventoryStoredPosition = new Vector3 591 Vector3 inventoryStoredPosition = new Vector3
586 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 592 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
587 ? Constants.RegionSize - 6 593 ? (float)Constants.RegionSize - 6
588 : grp.AbsolutePosition.X) 594 : grp.AbsolutePosition.X)
589 , 595 ,
590 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 596 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
591 ? Constants.RegionSize - 6 597 ? (float)Constants.RegionSize - 6
592 : grp.AbsolutePosition.Y, 598 : grp.AbsolutePosition.Y,
593 grp.AbsolutePosition.Z); 599 grp.AbsolutePosition.Z);
594 600
@@ -706,8 +712,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
706 } 712 }
707 } 713 }
708 714
709 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 715 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
710 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 716 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
711 { 717 {
712 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 718 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
713 if (invAccess != null) 719 if (invAccess != null)
@@ -715,7 +721,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
715 lock (sp.AttachmentsSyncLock) 721 lock (sp.AttachmentsSyncLock)
716 { 722 {
717 SceneObjectGroup objatt; 723 SceneObjectGroup objatt;
718 724
719 if (itemID != UUID.Zero) 725 if (itemID != UUID.Zero)
720 objatt = invAccess.RezObject(sp.ControllingClient, 726 objatt = invAccess.RezObject(sp.ControllingClient,
721 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 727 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -724,11 +730,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
724 objatt = invAccess.RezObject(sp.ControllingClient, 730 objatt = invAccess.RezObject(sp.ControllingClient,
725 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 731 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
726 false, false, sp.UUID, true); 732 false, false, sp.UUID, true);
727 733
728 // m_log.DebugFormat( 734 // m_log.DebugFormat(
729 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 735 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
730 // objatt.Name, remoteClient.Name, AttachmentPt); 736 // objatt.Name, remoteClient.Name, AttachmentPt);
731 737
732 if (objatt != null) 738 if (objatt != null)
733 { 739 {
734 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 740 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -736,7 +742,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
736 bool tainted = false; 742 bool tainted = false;
737 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 743 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
738 tainted = true; 744 tainted = true;
739 745
740 // This will throw if the attachment fails 746 // This will throw if the attachment fails
741 try 747 try
742 { 748 {
@@ -747,21 +753,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
747 m_log.ErrorFormat( 753 m_log.ErrorFormat(
748 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 754 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
749 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 755 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
750 756
751 // Make sure the object doesn't stick around and bail 757 // Make sure the object doesn't stick around and bail
752 sp.RemoveAttachment(objatt); 758 sp.RemoveAttachment(objatt);
753 m_scene.DeleteSceneObject(objatt, false); 759 m_scene.DeleteSceneObject(objatt, false);
754 return null; 760 return null;
755 } 761 }
756 762
757 if (tainted) 763 if (tainted)
758 objatt.HasGroupChanged = true; 764 objatt.HasGroupChanged = true;
765
766 if (doc != null)
767 {
768 objatt.LoadScriptState(doc);
769 objatt.ResetOwnerChangeFlag();
770 }
759 771
760 // Fire after attach, so we don't get messy perms dialogs 772 // Fire after attach, so we don't get messy perms dialogs
761 // 4 == AttachedRez 773 // 4 == AttachedRez
762 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 774 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
763 objatt.ResumeScripts(); 775 objatt.ResumeScripts();
764 776
765 // Do this last so that event listeners have access to all the effects of the attachment 777 // Do this last so that event listeners have access to all the effects of the attachment
766 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 778 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
767 779
@@ -775,7 +787,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
775 } 787 }
776 } 788 }
777 } 789 }
778 790
779 return null; 791 return null;
780 } 792 }
781 793
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..1af4d68 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -157,6 +157,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 157 return;
158 } 158 }
159 159
160 //DateTime dt = DateTime.UtcNow;
161
162 // Ticks from UtcNow, but make it look like local. Evil, huh?
163 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
164
165 //try
166 //{
167 // // Convert that to the PST timezone
168 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
169 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
170 //}
171 //catch
172 //{
173 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
174 //}
175
176 //// And make it look local again to fool the unix time util
177 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
178
179 // If client is null, this message comes from storage and IS offline
180 if (client != null)
181 im.offline = 0;
182
183 if (im.offline == 0)
184 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
185
160 if (m_TransferModule != null) 186 if (m_TransferModule != null)
161 { 187 {
162 if (client != null) 188 if (client != null)
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 36ecb3b..63fde07 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 cbef6ce..80cb623 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())
@@ -320,7 +321,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
320 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 321 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
321 // it's actually doing a lot of work. 322 // it's actually doing a lot of work.
322 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 323 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
323 if (endPoint.Address != null) 324 if (endPoint != null && endPoint.Address != null)
324 { 325 {
325 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 326 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
326 // both regions 327 // both regions
@@ -631,7 +632,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
631 632
632 #region Teleport Home 633 #region Teleport Home
633 634
634 public virtual void TeleportHome(UUID id, IClientAPI client) 635 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
636 {
637 TeleportHome(id, client);
638 }
639
640 public virtual bool TeleportHome(UUID id, IClientAPI client)
635 { 641 {
636 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 642 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
637 643
@@ -640,12 +646,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
640 646
641 if (uinfo != null) 647 if (uinfo != null)
642 { 648 {
649 if (uinfo.HomeRegionID == UUID.Zero)
650 {
651 // can't find the Home region: Tell viewer and abort
652 client.SendTeleportFailed("You don't have a home position set.");
653 return false;
654 }
643 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 655 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
644 if (regionInfo == null) 656 if (regionInfo == null)
645 { 657 {
646 // can't find the Home region: Tell viewer and abort 658 // can't find the Home region: Tell viewer and abort
647 client.SendTeleportFailed("Your home region could not be found."); 659 client.SendTeleportFailed("Your home region could not be found.");
648 return; 660 return false;
649 } 661 }
650 662
651 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 663 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -656,6 +668,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
656 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 668 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
657 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 669 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
658 } 670 }
671 else
672 {
673 // can't find the Home region: Tell viewer and abort
674 client.SendTeleportFailed("Your home region could not be found.");
675 return false;
676 }
677 return true;
659 } 678 }
660 679
661 #endregion 680 #endregion
@@ -1125,10 +1144,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1125 agent.Id0 = currentAgentCircuit.Id0; 1144 agent.Id0 = currentAgentCircuit.Id0;
1126 } 1145 }
1127 1146
1128 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1147 IPEndPoint external = region.ExternalEndPoint;
1129 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1148 if (external != null)
1149 {
1150 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1151 d.BeginInvoke(sp, agent, region, external, true,
1130 InformClientOfNeighbourCompleted, 1152 InformClientOfNeighbourCompleted,
1131 d); 1153 d);
1154 }
1132 } 1155 }
1133 #endregion 1156 #endregion
1134 1157
@@ -1262,6 +1285,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1262 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1285 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1263 try 1286 try
1264 { 1287 {
1288 //neighbour.ExternalEndPoint may return null, which will be caught
1265 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1289 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1266 InformClientOfNeighbourCompleted, 1290 InformClientOfNeighbourCompleted,
1267 d); 1291 d);
@@ -1375,8 +1399,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1375 1399
1376 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1400 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1377 } 1401 }
1378 if (!regionAccepted)
1379 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1380 } 1402 }
1381 1403
1382 /// <summary> 1404 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 8d41728..b16d0d3 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 54b422b..7ebf002 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -476,8 +476,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 476 IClientAPI remoteClient)
477 { 477 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
479 // For the porposes of inventory, an object is modify if the prims
480 // are modify. This allows renaming an object that contains no
481 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 482 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 483 {
484 uint groupPerms = grp.GetEffectivePermissions(true);
485 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
486 groupPerms |= (uint)PermissionMask.Modify;
487
488 effectivePerms &= groupPerms;
489 }
481 effectivePerms |= (uint)PermissionMask.Move; 490 effectivePerms |= (uint)PermissionMask.Move;
482 491
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 492 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -644,7 +653,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
644 if (so.RootPart.FromFolderID != UUID.Zero) 653 if (so.RootPart.FromFolderID != UUID.Zero)
645 { 654 {
646 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); 655 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
647 folder = m_Scene.InventoryService.GetFolder(f); 656 if (f != null)
657 folder = m_Scene.InventoryService.GetFolder(f);
648 } 658 }
649 } 659 }
650 660
@@ -674,15 +684,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
674 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 684 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
675 { 685 {
676// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 686// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
677
678 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 687 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
679 item = m_Scene.InventoryService.GetItem(item); 688 item = m_Scene.InventoryService.GetItem(item);
680 689
681 if (item == null) 690 if (item == null)
682 { 691 {
683 m_log.WarnFormat(
684 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
685 itemID, remoteClient.Name);
686 692
687 return null; 693 return null;
688 } 694 }
@@ -782,12 +788,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
782 } 788 }
783 } 789 }
784 790
791 int primcount = 0;
792 foreach (SceneObjectGroup g in objlist)
793 primcount += g.PrimCount;
794
795 if (!m_Scene.Permissions.CanRezObject(
796 primcount, remoteClient.AgentId, pos)
797 && !attachment)
798 {
799 // The client operates in no fail mode. It will
800 // have already removed the item from the folder
801 // if it's no copy.
802 // Put it back if it's not an attachment
803 //
804 if (item != null)
805 {
806 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
807 remoteClient.SendBulkUpdateInventory(item);
808 }
809
810 return null;
811 }
812
785 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 813 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
786 return null; 814 return null;
787 815
788 for (int i = 0; i < objlist.Count; i++) 816 for (int i = 0; i < objlist.Count; i++)
789 { 817 {
790 group = objlist[i]; 818 group = objlist[i];
819 SceneObjectPart rootPart = group.RootPart;
791 820
792// Vector3 storedPosition = group.AbsolutePosition; 821// Vector3 storedPosition = group.AbsolutePosition;
793 if (group.UUID == UUID.Zero) 822 if (group.UUID == UUID.Zero)
@@ -842,8 +871,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
842 871
843 if (!attachment) 872 if (!attachment)
844 { 873 {
845 SceneObjectPart rootPart = group.RootPart;
846
847 if (rootPart.Shape.PCode == (byte)PCode.Prim) 874 if (rootPart.Shape.PCode == (byte)PCode.Prim)
848 group.ClearPartAttachmentData(); 875 group.ClearPartAttachmentData();
849 876
@@ -853,12 +880,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
853 880
854 rootPart.ScheduleFullUpdate(); 881 rootPart.ScheduleFullUpdate();
855 } 882 }
856
857// m_log.DebugFormat(
858// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}",
859// group.Name, group.LocalId, group.UUID, remoteClient.Name);
860 } 883 }
861 884
885 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
886
862 if (item != null) 887 if (item != null)
863 DoPostRezWhenFromItem(item, attachment); 888 DoPostRezWhenFromItem(item, attachment);
864 889
@@ -898,25 +923,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
898 } 923 }
899 } 924 }
900 925
901 int primcount = 0;
902 foreach (SceneObjectGroup g in objlist)
903 primcount += g.PrimCount;
904
905 if (!m_Scene.Permissions.CanRezObject(
906 primcount, remoteClient.AgentId, pos)
907 && !isAttachment)
908 {
909 // The client operates in no fail mode. It will
910 // have already removed the item from the folder
911 // if it's no copy.
912 // Put it back if it's not an attachment
913 //
914 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
915 remoteClient.SendBulkUpdateInventory(item);
916
917 return false;
918 }
919
920 for (int i = 0; i < objlist.Count; i++) 926 for (int i = 0; i < objlist.Count; i++)
921 { 927 {
922 SceneObjectGroup so = objlist[i]; 928 SceneObjectGroup so = objlist[i];
@@ -932,14 +938,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
932 { 938 {
933 rootPart.Name = item.Name; 939 rootPart.Name = item.Name;
934 rootPart.Description = item.Description; 940 rootPart.Description = item.Description;
935 rootPart.ObjectSaleType = item.SaleType; 941 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
936 rootPart.SalePrice = item.SalePrice; 942 {
943 rootPart.ObjectSaleType = item.SaleType;
944 rootPart.SalePrice = item.SalePrice;
945 }
937 } 946 }
938 947
939 rootPart.FromFolderID = item.Folder; 948 rootPart.FromFolderID = item.Folder;
940 949
941 if ((rootPart.OwnerID != item.Owner) || 950 if ((rootPart.OwnerID != item.Owner) ||
942 (item.CurrentPermissions & 16) != 0) 951 (item.CurrentPermissions & 16) != 0 ||
952 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
943 { 953 {
944 //Need to kill the for sale here 954 //Need to kill the for sale here
945 rootPart.ObjectSaleType = 0; 955 rootPart.ObjectSaleType = 0;
@@ -949,31 +959,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
949 { 959 {
950 foreach (SceneObjectPart part in so.Parts) 960 foreach (SceneObjectPart part in so.Parts)
951 { 961 {
952 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
953 {
954 part.EveryoneMask = item.EveryOnePermissions;
955 part.NextOwnerMask = item.NextPermissions;
956 }
957 part.GroupMask = 0; // DO NOT propagate here 962 part.GroupMask = 0; // DO NOT propagate here
963
964 part.LastOwnerID = part.OwnerID;
965 part.OwnerID = item.Owner;
966 part.Inventory.ChangeInventoryOwner(item.Owner);
958 } 967 }
959 968
960 so.ApplyNextOwnerPermissions(); 969 so.ApplyNextOwnerPermissions();
970
971 // In case the user has changed flags on a received item
972 // we have to apply those changes after the slam. Else we
973 // get a net loss of permissions
974 foreach (SceneObjectPart part in so.Parts)
975 {
976 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
977 {
978 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
979 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
980 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
981 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
982 }
983 }
961 } 984 }
962 } 985 }
963 986 else
964 foreach (SceneObjectPart part in so.Parts)
965 { 987 {
966 part.FromUserInventoryItemID = fromUserInventoryItemId; 988 foreach (SceneObjectPart part in so.Parts)
967
968 if ((part.OwnerID != item.Owner) ||
969 (item.CurrentPermissions & 16) != 0)
970 { 989 {
971 part.Inventory.ChangeInventoryOwner(item.Owner); 990 part.FromUserInventoryItemID = fromUserInventoryItemId;
972 part.GroupMask = 0; // DO NOT propagate here 991
992 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
993 part.EveryoneMask = item.EveryOnePermissions;
994 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
995 part.NextOwnerMask = item.NextPermissions;
996 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
997 part.GroupMask = item.GroupPermissions;
973 } 998 }
974
975 part.EveryoneMask = item.EveryOnePermissions;
976 part.NextOwnerMask = item.NextPermissions;
977 } 999 }
978 1000
979 rootPart.TrimPermissions(); 1001 rootPart.TrimPermissions();
@@ -1111,4 +1133,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1111 1133
1112 #endregion 1134 #endregion
1113 } 1135 }
1114} \ No newline at end of file 1136}
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 8fb5d75..2fe36c1 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -366,6 +366,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
366 try 366 try
367 { 367 {
368 Request = (HttpWebRequest) WebRequest.Create(Url); 368 Request = (HttpWebRequest) WebRequest.Create(Url);
369
370 //This works around some buggy HTTP Servers like Lighttpd
371 Request.ServicePoint.Expect100Continue = false;
372
369 Request.Method = HttpMethod; 373 Request.Method = HttpMethod;
370 Request.ContentType = HttpMIMEType; 374 Request.ContentType = HttpMIMEType;
371 375
@@ -442,15 +446,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
442 446
443 // continue building the string 447 // continue building the string
444 sb.Append(tempString); 448 sb.Append(tempString);
449 if (sb.Length > 2048)
450 break;
445 } 451 }
446 } while (count > 0); // any more data to read? 452 } while (count > 0); // any more data to read?
447 453
448 ResponseBody = sb.ToString(); 454 ResponseBody = sb.ToString().Replace("\r", "");
449 } 455 }
450 catch (Exception e) 456 catch (Exception e)
451 { 457 {
452 Status = (int)OSHttpStatusCode.ClientErrorJoker; 458 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
453 ResponseBody = e.Message; 459 {
460 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
461 Status = (int)webRsp.StatusCode;
462 try
463 {
464 using (Stream responseStream = webRsp.GetResponseStream())
465 {
466 ResponseBody = responseStream.GetStreamString();
467 }
468 }
469 catch
470 {
471 ResponseBody = webRsp.StatusDescription;
472 }
473 }
474 else
475 {
476 Status = (int)OSHttpStatusCode.ClientErrorJoker;
477 ResponseBody = e.Message;
478 }
454 479
455 _finished = true; 480 _finished = true;
456 return; 481 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 67d99e0..f5683f0 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;
@@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
151 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 152 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
152 return urlcode; 153 return urlcode;
153 } 154 }
154 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 155 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
155 156
156 UrlData urlData = new UrlData(); 157 UrlData urlData = new UrlData();
157 urlData.hostID = host.UUID; 158 urlData.hostID = host.UUID;
@@ -161,10 +162,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
161 urlData.urlcode = urlcode; 162 urlData.urlcode = urlcode;
162 urlData.requests = new Dictionary<UUID, RequestData>(); 163 urlData.requests = new Dictionary<UUID, RequestData>();
163 164
164
165 m_UrlMap[url] = urlData; 165 m_UrlMap[url] = urlData;
166 166
167 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 167 string uri = "/lslhttp/" + urlcode.ToString();
168 168
169 m_HttpServer.AddPollServiceHTTPHandler( 169 m_HttpServer.AddPollServiceHTTPHandler(
170 uri, 170 uri,
@@ -229,9 +229,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
229 return; 229 return;
230 } 230 }
231 231
232 foreach (UUID req in data.requests.Keys) 232 lock (m_RequestMap)
233 m_RequestMap.Remove(req); 233 {
234 234 foreach (UUID req in data.requests.Keys)
235 m_RequestMap.Remove(req);
236 }
237
235 RemoveUrl(data); 238 RemoveUrl(data);
236 m_UrlMap.Remove(url); 239 m_UrlMap.Remove(url);
237 } 240 }
@@ -239,32 +242,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
239 242
240 public void HttpResponse(UUID request, int status, string body) 243 public void HttpResponse(UUID request, int status, string body)
241 { 244 {
242 if (m_RequestMap.ContainsKey(request)) 245 lock (m_RequestMap)
243 {
244 UrlData urlData = m_RequestMap[request];
245 urlData.requests[request].responseCode = status;
246 urlData.requests[request].responseBody = body;
247 //urlData.requests[request].ev.Set();
248 urlData.requests[request].requestDone =true;
249 }
250 else
251 { 246 {
252 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 247 if (m_RequestMap.ContainsKey(request))
248 {
249 UrlData urlData = m_RequestMap[request];
250 if (!urlData.requests[request].responseSent)
251 {
252 urlData.requests[request].responseCode = status;
253 urlData.requests[request].responseBody = body;
254 //urlData.requests[request].ev.Set();
255 urlData.requests[request].requestDone = true;
256 urlData.requests[request].responseSent = true;
257 }
258 }
259 else
260 {
261 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
262 }
253 } 263 }
254 } 264 }
255 265
256 public string GetHttpHeader(UUID requestId, string header) 266 public string GetHttpHeader(UUID requestId, string header)
257 { 267 {
258 if (m_RequestMap.ContainsKey(requestId)) 268 lock (m_RequestMap)
259 {
260 UrlData urlData=m_RequestMap[requestId];
261 string value;
262 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
263 return value;
264 }
265 else
266 { 269 {
267 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 270 if (m_RequestMap.ContainsKey(requestId))
271 {
272 UrlData urlData = m_RequestMap[requestId];
273 string value;
274 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
275 return value;
276 }
277 else
278 {
279 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
280 }
268 } 281 }
269 return String.Empty; 282 return String.Empty;
270 } 283 }
@@ -286,8 +299,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
286 { 299 {
287 RemoveUrl(url.Value); 300 RemoveUrl(url.Value);
288 removeURLs.Add(url.Key); 301 removeURLs.Add(url.Key);
289 foreach (UUID req in url.Value.requests.Keys) 302 lock (m_RequestMap)
290 m_RequestMap.Remove(req); 303 {
304 foreach (UUID req in url.Value.requests.Keys)
305 m_RequestMap.Remove(req);
306 }
291 } 307 }
292 } 308 }
293 309
@@ -308,8 +324,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
308 { 324 {
309 RemoveUrl(url.Value); 325 RemoveUrl(url.Value);
310 removeURLs.Add(url.Key); 326 removeURLs.Add(url.Key);
311 foreach (UUID req in url.Value.requests.Keys) 327 lock (m_RequestMap)
312 m_RequestMap.Remove(req); 328 {
329 foreach (UUID req in url.Value.requests.Keys)
330 m_RequestMap.Remove(req);
331 }
313 } 332 }
314 } 333 }
315 334
@@ -328,14 +347,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
328 { 347 {
329 Hashtable response = new Hashtable(); 348 Hashtable response = new Hashtable();
330 UrlData url; 349 UrlData url;
350 int startTime = 0;
331 lock (m_RequestMap) 351 lock (m_RequestMap)
332 { 352 {
333 if (!m_RequestMap.ContainsKey(requestID)) 353 if (!m_RequestMap.ContainsKey(requestID))
334 return response; 354 return response;
335 url = m_RequestMap[requestID]; 355 url = m_RequestMap[requestID];
356 startTime = url.requests[requestID].startTime;
336 } 357 }
337 358
338 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 359 if (System.Environment.TickCount - startTime > 25000)
339 { 360 {
340 response["int_response_code"] = 500; 361 response["int_response_code"] = 500;
341 response["str_response_string"] = "Script timeout"; 362 response["str_response_string"] = "Script timeout";
@@ -344,9 +365,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
344 response["reusecontext"] = false; 365 response["reusecontext"] = false;
345 366
346 //remove from map 367 //remove from map
347 lock (url) 368 lock (url.requests)
348 { 369 {
349 url.requests.Remove(requestID); 370 url.requests.Remove(requestID);
371 }
372 lock (m_RequestMap)
373 {
350 m_RequestMap.Remove(requestID); 374 m_RequestMap.Remove(requestID);
351 } 375 }
352 376
@@ -368,22 +392,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
368 return false; 392 return false;
369 } 393 }
370 url = m_RequestMap[requestID]; 394 url = m_RequestMap[requestID];
395 }
396 lock (url.requests)
397 {
371 if (!url.requests.ContainsKey(requestID)) 398 if (!url.requests.ContainsKey(requestID))
372 { 399 {
373 return false; 400 return false;
374 } 401 }
402 else
403 {
404 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
405 {
406 return true;
407 }
408 if (url.requests[requestID].requestDone)
409 return true;
410 else
411 return false;
412 }
375 } 413 }
376
377 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
378 {
379 return true;
380 }
381
382 if (url.requests[requestID].requestDone)
383 return true;
384 else
385 return false;
386
387 } 414 }
388 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 415 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
389 { 416 {
@@ -395,9 +422,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
395 if (!m_RequestMap.ContainsKey(requestID)) 422 if (!m_RequestMap.ContainsKey(requestID))
396 return NoEvents(requestID,sessionID); 423 return NoEvents(requestID,sessionID);
397 url = m_RequestMap[requestID]; 424 url = m_RequestMap[requestID];
425 }
426 lock (url.requests)
427 {
398 requestData = url.requests[requestID]; 428 requestData = url.requests[requestID];
399 } 429 }
400 430
401 if (!requestData.requestDone) 431 if (!requestData.requestDone)
402 return NoEvents(requestID,sessionID); 432 return NoEvents(requestID,sessionID);
403 433
@@ -420,14 +450,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
420 response["reusecontext"] = false; 450 response["reusecontext"] = false;
421 451
422 //remove from map 452 //remove from map
423 lock (url) 453 lock (url.requests)
424 { 454 {
425 url.requests.Remove(requestID); 455 url.requests.Remove(requestID);
456 }
457 lock (m_RequestMap)
458 {
426 m_RequestMap.Remove(requestID); 459 m_RequestMap.Remove(requestID);
427 } 460 }
428 461
429 return response; 462 return response;
430 } 463 }
464
431 public void HttpRequestHandler(UUID requestID, Hashtable request) 465 public void HttpRequestHandler(UUID requestID, Hashtable request)
432 { 466 {
433 lock (request) 467 lock (request)
@@ -443,8 +477,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
443 477
444 int pos1 = uri.IndexOf("/");// /lslhttp 478 int pos1 = uri.IndexOf("/");// /lslhttp
445 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 479 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
446 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 480 int pos3 = pos2 + 37; // /lslhttp/urlcode
447 string uri_tmp = uri.Substring(0, pos3 + 1); 481 string uri_tmp = uri.Substring(0, pos3);
448 //HTTP server code doesn't provide us with QueryStrings 482 //HTTP server code doesn't provide us with QueryStrings
449 string pathInfo; 483 string pathInfo;
450 string queryString; 484 string queryString;
@@ -453,10 +487,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
453 pathInfo = uri.Substring(pos3); 487 pathInfo = uri.Substring(pos3);
454 488
455 UrlData url = null; 489 UrlData url = null;
490 string urlkey;
456 if (!is_ssl) 491 if (!is_ssl)
457 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 492 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
493 //m_UrlMap[];
458 else 494 else
459 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 495 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
496
497 if (m_UrlMap.ContainsKey(urlkey))
498 {
499 url = m_UrlMap[urlkey];
500 }
501 else
502 {
503 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
504 }
460 505
461 //for llGetHttpHeader support we need to store original URI here 506 //for llGetHttpHeader support we need to store original URI here
462 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 507 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -486,7 +531,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
486 if (request.ContainsKey(key)) 531 if (request.ContainsKey(key))
487 { 532 {
488 string val = (String)request[key]; 533 string val = (String)request[key];
489 queryString = queryString + key + "=" + val + "&"; 534 if (key != "")
535 {
536 queryString = queryString + key + "=" + val + "&";
537 }
538 else
539 {
540 queryString = queryString + val + "&";
541 }
490 } 542 }
491 } 543 }
492 if (queryString.Length > 1) 544 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index a17c6ae..faa1def 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 f8cea71..391b1a1 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 edc5ba4..a22f619 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -292,6 +292,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
292 // being no copy/no mod for everyone 292 // being no copy/no mod for everyone
293 lock (part.TaskInventory) 293 lock (part.TaskInventory)
294 { 294 {
295 if (!ResolveUserUuid(part.CreatorID))
296 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
297
298 if (!ResolveUserUuid(part.OwnerID))
299 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
300
301 if (!ResolveUserUuid(part.LastOwnerID))
302 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 // And zap any troublesome sit target information
305 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
306 part.SitTargetPosition = new Vector3(0, 0, 0);
307
308 // Fix ownership/creator of inventory items
309 // Not doing so results in inventory items
310 // being no copy/no mod for everyone
311 part.TaskInventory.LockItemsForRead(true);
295 TaskInventoryDictionary inv = part.TaskInventory; 312 TaskInventoryDictionary inv = part.TaskInventory;
296 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 313 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
297 { 314 {
@@ -307,6 +324,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
307 if (UserManager != null) 324 if (UserManager != null)
308 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 325 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
309 } 326 }
327 part.TaskInventory.LockItemsForRead(false);
310 } 328 }
311 } 329 }
312 330
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 948aac8..900260d 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 58d9455..30695ff 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
@@ -60,6 +62,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
60 62
61 #region Packet Data Responders 63 #region Packet Data Responders
62 64
65 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
66 {
67 sendDetailedEstateData(remote_client, invoice);
68 sendEstateLists(remote_client, invoice);
69 }
70
63 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 71 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
64 { 72 {
65 uint sun = 0; 73 uint sun = 0;
@@ -81,7 +89,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
81 Scene.RegionInfo.RegionSettings.Covenant, 89 Scene.RegionInfo.RegionSettings.Covenant,
82 Scene.RegionInfo.EstateSettings.AbuseEmail, 90 Scene.RegionInfo.EstateSettings.AbuseEmail,
83 estateOwner); 91 estateOwner);
92 }
84 93
94 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
95 {
85 remote_client.SendEstateList(invoice, 96 remote_client.SendEstateList(invoice,
86 (int)Constants.EstateAccessCodex.EstateManagers, 97 (int)Constants.EstateAccessCodex.EstateManagers,
87 Scene.RegionInfo.EstateSettings.EstateManagers, 98 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -256,7 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
256 timeInSeconds -= 15; 267 timeInSeconds -= 15;
257 } 268 }
258 269
259 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 270 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
260 } 271 }
261 } 272 }
262 273
@@ -463,7 +474,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
463 { 474 {
464 if (!s.IsChildAgent) 475 if (!s.IsChildAgent)
465 { 476 {
466 Scene.TeleportClientHome(user, s.ControllingClient); 477 if (!Scene.TeleportClientHome(user, s.ControllingClient))
478 {
479 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
480 s.ControllingClient.Close();
481 }
467 } 482 }
468 } 483 }
469 484
@@ -472,7 +487,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
472 { 487 {
473 remote_client.SendAlertMessage("User is already on the region ban list"); 488 remote_client.SendAlertMessage("User is already on the region ban list");
474 } 489 }
475 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 490 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
476 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 491 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
477 } 492 }
478 else 493 else
@@ -527,7 +542,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
527 remote_client.SendAlertMessage("User is not on the region ban list"); 542 remote_client.SendAlertMessage("User is not on the region ban list");
528 } 543 }
529 544
530 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 545 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
531 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 546 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
532 } 547 }
533 else 548 else
@@ -648,7 +663,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
648 ScenePresence s = Scene.GetScenePresence(prey); 663 ScenePresence s = Scene.GetScenePresence(prey);
649 if (s != null) 664 if (s != null)
650 { 665 {
651 Scene.TeleportClientHome(prey, s.ControllingClient); 666 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
667 {
668 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
669 s.ControllingClient.Close();
670 }
652 } 671 }
653 } 672 }
654 } 673 }
@@ -666,7 +685,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
666 // Also make sure they are actually in the region 685 // Also make sure they are actually in the region
667 ScenePresence p; 686 ScenePresence p;
668 if(Scene.TryGetScenePresence(client.AgentId, out p)) 687 if(Scene.TryGetScenePresence(client.AgentId, out p))
669 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 688 {
689 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
690 {
691 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
692 p.ControllingClient.Close();
693 }
694 }
670 } 695 }
671 }); 696 });
672 } 697 }
@@ -910,7 +935,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
910 935
911 for (int i = 0; i < uuidarr.Length; i++) 936 for (int i = 0; i < uuidarr.Length; i++)
912 { 937 {
913 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 938 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
914 939
915 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 940 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
916 if (userManager != null) 941 if (userManager != null)
@@ -1051,6 +1076,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1051 1076
1052 public void AddRegion(Scene scene) 1077 public void AddRegion(Scene scene)
1053 { 1078 {
1079 m_regionChangeTimer.AutoReset = false;
1080 m_regionChangeTimer.Interval = 2000;
1081 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1082
1054 Scene = scene; 1083 Scene = scene;
1055 Scene.RegisterModuleInterface<IEstateModule>(this); 1084 Scene.RegisterModuleInterface<IEstateModule>(this);
1056 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1085 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1099,7 +1128,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1099 1128
1100 private void EventManager_OnNewClient(IClientAPI client) 1129 private void EventManager_OnNewClient(IClientAPI client)
1101 { 1130 {
1102 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1131 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1103 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1132 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1104// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1133// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1105 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1134 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1150,6 +1179,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1150 flags |= RegionFlags.AllowParcelChanges; 1179 flags |= RegionFlags.AllowParcelChanges;
1151 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1180 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1152 flags |= RegionFlags.BlockParcelSearch; 1181 flags |= RegionFlags.BlockParcelSearch;
1182 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1183 flags |= (RegionFlags)(1 << 11);
1184 if (Scene.RegionInfo.RegionSettings.Casino)
1185 flags |= (RegionFlags)(1 << 10);
1153 1186
1154 if (Scene.RegionInfo.RegionSettings.FixedSun) 1187 if (Scene.RegionInfo.RegionSettings.FixedSun)
1155 flags |= RegionFlags.SunFixed; 1188 flags |= RegionFlags.SunFixed;
@@ -1157,11 +1190,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1157 flags |= RegionFlags.Sandbox; 1190 flags |= RegionFlags.Sandbox;
1158 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1191 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1159 flags |= RegionFlags.AllowVoice; 1192 flags |= RegionFlags.AllowVoice;
1193 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1194 flags |= RegionFlags.AllowLandmark;
1195 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1196 flags |= RegionFlags.AllowSetHome;
1197 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1198 flags |= RegionFlags.BlockDwell;
1199 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1200 flags |= RegionFlags.ResetHomeOnTeleport;
1160 1201
1161 // Fudge these to always on, so the menu options activate
1162 //
1163 flags |= RegionFlags.AllowLandmark;
1164 flags |= RegionFlags.AllowSetHome;
1165 1202
1166 // TODO: SkipUpdateInterestList 1203 // TODO: SkipUpdateInterestList
1167 1204
@@ -1202,6 +1239,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1202 flags |= RegionFlags.ResetHomeOnTeleport; 1239 flags |= RegionFlags.ResetHomeOnTeleport;
1203 if (Scene.RegionInfo.EstateSettings.TaxFree) 1240 if (Scene.RegionInfo.EstateSettings.TaxFree)
1204 flags |= RegionFlags.TaxFree; 1241 flags |= RegionFlags.TaxFree;
1242 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1243 flags |= RegionFlags.AllowLandmark;
1244 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1245 flags |= RegionFlags.AllowParcelChanges;
1246 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1247 flags |= RegionFlags.AllowSetHome;
1205 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1248 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1206 flags |= (RegionFlags)(1 << 30); 1249 flags |= (RegionFlags)(1 << 30);
1207 1250
@@ -1222,6 +1265,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1222 1265
1223 public void TriggerRegionInfoChange() 1266 public void TriggerRegionInfoChange()
1224 { 1267 {
1268 m_regionChangeTimer.Stop();
1269 m_regionChangeTimer.Start();
1270 }
1271
1272 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1273 {
1225 ChangeDelegate change = OnRegionInfoChange; 1274 ChangeDelegate change = OnRegionInfoChange;
1226 1275
1227 if (change != null) 1276 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 94bba83..7a236bc 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,6 +91,8 @@ 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;
@@ -106,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
106 108
107 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
108 { 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 }
109 } 117 }
110 118
111 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -157,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
157 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
158 } 166 }
159 167
160// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
161// {
162// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
163// reason = "You are not allowed to enter this sim.";
164// return nearestParcel != null;
165// }
166
167 /// <summary> 168 /// <summary>
168 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
169 /// </summary> 170 /// </summary>
@@ -215,36 +216,6 @@ namespace OpenSim.Region.CoreModules.World.Land
215 216
216 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 217 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
217 { 218 {
218 //If we are forcing a position for them to go
219 if (forcedPosition.ContainsKey(remoteClient.AgentId))
220 {
221 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
222
223 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
224 //When the avatar walks into a ban line on the ground, it prevents getting stuck
225 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
226
227
228 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
229 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
230 {
231 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
232 forcedPosition.Remove(remoteClient.AgentId);
233 }
234 //if we are far away, teleport
235 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
236 {
237 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
238 clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
239 forcedPosition.Remove(remoteClient.AgentId);
240 }
241 else
242 {
243 //Forces them toward the forced position we want if they aren't there yet
244 agentData.UseClientAgentPosition = true;
245 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
246 }
247 }
248 } 219 }
249 220
250 public void Close() 221 public void Close()
@@ -363,10 +334,16 @@ namespace OpenSim.Region.CoreModules.World.Land
363 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 334 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
364 { 335 {
365 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 336 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
366 if (position.HasValue) 337
367 { 338 if (!position.HasValue)
368 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 339 return;
369 } 340
341 bool isFlying = avatar.PhysicsActor.Flying;
342 avatar.RemoveFromPhysicalScene();
343
344 avatar.AbsolutePosition = (Vector3)position;
345
346 avatar.AddToPhysicalScene(isFlying);
370 } 347 }
371 348
372 public void SendYouAreRestrictedNotice(ScenePresence avatar) 349 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -386,29 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Land
386 } 363 }
387 364
388 if (parcelAvatarIsEntering != null) 365 if (parcelAvatarIsEntering != null)
389 { 366 EnforceBans(parcelAvatarIsEntering, avatar);
390 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
391 {
392 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
393 {
394 SendYouAreBannedNotice(avatar);
395 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
396 }
397 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
398 {
399 SendYouAreRestrictedNotice(avatar);
400 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
401 }
402 else
403 {
404 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
405 }
406 }
407 else
408 {
409 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
410 }
411 }
412 } 367 }
413 } 368 }
414 369
@@ -512,6 +467,7 @@ namespace OpenSim.Region.CoreModules.World.Land
512 //when we are finally in a safe place, lets release the forced position lock 467 //when we are finally in a safe place, lets release the forced position lock
513 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 468 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
514 } 469 }
470 EnforceBans(parcel, clientAvatar);
515 } 471 }
516 } 472 }
517 473
@@ -720,7 +676,7 @@ namespace OpenSim.Region.CoreModules.World.Land
720 int x; 676 int x;
721 int y; 677 int y;
722 678
723 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 679 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
724 return null; 680 return null;
725 681
726 try 682 try
@@ -770,14 +726,13 @@ namespace OpenSim.Region.CoreModules.World.Land
770 { 726 {
771 try 727 try
772 { 728 {
773 return m_landList[m_landIDList[x / 4, y / 4]]; 729 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
730 return m_landList[m_landIDList[x / 4, y / 4]];
731 //else
732 // return null;
774 } 733 }
775 catch (IndexOutOfRangeException) 734 catch (IndexOutOfRangeException)
776 { 735 {
777// m_log.WarnFormat(
778// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
779// x, y, m_scene.RegionInfo.RegionName);
780
781 return null; 736 return null;
782 } 737 }
783 } 738 }
@@ -1060,6 +1015,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1060 //Owner Flag 1015 //Owner Flag
1061 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1016 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1062 } 1017 }
1018 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1019 {
1020 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1021 }
1063 else if (currentParcelBlock.LandData.SalePrice > 0 && 1022 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1064 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1023 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1065 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1024 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1360,18 +1319,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1360 1319
1361 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1320 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1362 { 1321 {
1363 for (int i = 0; i < data.Count; i++) 1322 lock (m_landList)
1364 { 1323 {
1365 IncomingLandObjectFromStorage(data[i]); 1324 //Remove all the land objects in the sim and then process our new data
1325 foreach (int n in m_landList.Keys)
1326 {
1327 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1328 }
1329 m_landIDList.Initialize();
1330 m_landList.Clear();
1331
1332 for (int i = 0; i < data.Count; i++)
1333 {
1334 IncomingLandObjectFromStorage(data[i]);
1335 }
1366 } 1336 }
1367 } 1337 }
1368 1338
1369 public void IncomingLandObjectFromStorage(LandData data) 1339 public void IncomingLandObjectFromStorage(LandData data)
1370 { 1340 {
1341
1371 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1342 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1372 new_land.LandData = data.Copy(); 1343 new_land.LandData = data.Copy();
1373 new_land.SetLandBitmapFromByteArray(); 1344 new_land.SetLandBitmapFromByteArray();
1374 AddLandObject(new_land); 1345 AddLandObject(new_land);
1346 new_land.SendLandUpdateToAvatarsOverMe();
1375 } 1347 }
1376 1348
1377 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1349 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1649,6 +1621,322 @@ namespace OpenSim.Region.CoreModules.World.Land
1649 1621
1650 UpdateLandObject(localID, land.LandData); 1622 UpdateLandObject(localID, land.LandData);
1651 } 1623 }
1624
1625 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1626 {
1627 ILandObject land = null;
1628 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1629 foreach (ILandObject landObject in Land)
1630 {
1631 if (landObject.LandData.LocalID == landID)
1632 {
1633 land = landObject;
1634 }
1635 }
1636 land.DeedToGroup(DefaultGodParcelGroup);
1637 land.LandData.Name = DefaultGodParcelName;
1638 land.SendLandUpdateToAvatarsOverMe();
1639 }
1640
1641 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1642 {
1643 ScenePresence SP;
1644 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1645 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1646 if (SP.UserLevel != 0)
1647 {
1648 if (flags == 0) //All parcels, scripted or not
1649 {
1650 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1651 {
1652 if (e.OwnerID == targetID)
1653 {
1654 returns.Add(e);
1655 }
1656 }
1657 );
1658 }
1659 if (flags == 4) //All parcels, scripted object
1660 {
1661 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1662 {
1663 if (e.OwnerID == targetID)
1664 {
1665 if (e.scriptScore >= 0.01)
1666 {
1667 returns.Add(e);
1668 }
1669 }
1670 }
1671 );
1672 }
1673 if (flags == 4) //not target parcel, scripted object
1674 {
1675 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1676 {
1677 if (e.OwnerID == targetID)
1678 {
1679 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1680 if (landobject.LandData.OwnerID != e.OwnerID)
1681 {
1682 if (e.scriptScore >= 0.01)
1683 {
1684 returns.Add(e);
1685 }
1686 }
1687 }
1688 }
1689 );
1690 }
1691 foreach (SceneObjectGroup ol in returns)
1692 {
1693 ReturnObject(ol, client);
1694 }
1695 }
1696 }
1697 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1698 {
1699 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1700 objs[0] = obj;
1701 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1702 }
1703
1704 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1705
1706 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1707 {
1708 ScenePresence targetAvatar = null;
1709 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1710 ScenePresence parcelManager = null;
1711 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1712 System.Threading.Timer Timer;
1713
1714 if (targetAvatar.UserLevel == 0)
1715 {
1716 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1717 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1718 return;
1719 if (flags == 0)
1720 {
1721 targetAvatar.AllowMovement = false;
1722 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1723 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1724 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1725 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1726 Timers.Add(targetAvatar.UUID, Timer);
1727 }
1728 else
1729 {
1730 targetAvatar.AllowMovement = true;
1731 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1732 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1733 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1734 Timers.Remove(targetAvatar.UUID);
1735 Timer.Dispose();
1736 }
1737 }
1738 }
1739 private void OnEndParcelFrozen(object avatar)
1740 {
1741 ScenePresence targetAvatar = (ScenePresence)avatar;
1742 targetAvatar.AllowMovement = true;
1743 System.Threading.Timer Timer;
1744 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1745 Timers.Remove(targetAvatar.UUID);
1746 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1747 }
1748
1749
1750 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1751 {
1752 ScenePresence targetAvatar = null;
1753 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1754 ScenePresence parcelManager = null;
1755 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1756 //Just eject
1757 if (flags == 0)
1758 {
1759 if (targetAvatar.UserLevel == 0)
1760 {
1761 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1762 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1763 return;
1764
1765 Vector3 position = new Vector3(0, 0, 0);
1766 List<ILandObject> allParcels = new List<ILandObject>();
1767 allParcels = AllParcels();
1768 if (allParcels.Count != 1)
1769 {
1770 foreach (ILandObject parcel in allParcels)
1771 {
1772 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1773 {
1774 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1775 {
1776 for (int x = 1; x <= Constants.RegionSize; x += 2)
1777 {
1778 for (int y = 1; y <= Constants.RegionSize; y += 2)
1779 {
1780 if (parcel.ContainsPoint(x, y))
1781 {
1782 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1783 targetAvatar.TeleportWithMomentum(position);
1784 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1785 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1786 return;
1787 }
1788 }
1789 }
1790 }
1791 }
1792 }
1793 }
1794 Vector3 targetVector;
1795 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1796 {
1797 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1798 {
1799 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1800 targetAvatar.TeleportWithMomentum(targetVector);
1801 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1802 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1803 return;
1804 }
1805 else
1806 {
1807 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1811 return;
1812 }
1813 }
1814 else
1815 {
1816 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1817 {
1818 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1819 targetAvatar.TeleportWithMomentum(targetVector);
1820 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1821 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1822 return;
1823 }
1824 else
1825 {
1826 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1827 targetAvatar.TeleportWithMomentum(targetVector);
1828 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1829 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1830 return;
1831 }
1832 }
1833 }
1834 }
1835 //Eject and ban
1836 if (flags == 1)
1837 {
1838 if (targetAvatar.UserLevel == 0)
1839 {
1840 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1841 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1842 return;
1843
1844 Vector3 position = new Vector3(0, 0, 0);
1845 List<ILandObject> allParcels = new List<ILandObject>();
1846 allParcels = AllParcels();
1847 if (allParcels.Count != 1)
1848 {
1849 foreach (ILandObject parcel in allParcels)
1850 {
1851 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1852 {
1853 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1854 {
1855 for (int x = 1; x <= Constants.RegionSize; x += 2)
1856 {
1857 for (int y = 1; y <= Constants.RegionSize; y += 2)
1858 {
1859 if (parcel.ContainsPoint(x, y))
1860 {
1861 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1862 targetAvatar.TeleportWithMomentum(position);
1863 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1864 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1865 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1866 entry.AgentID = targetAvatar.UUID;
1867 entry.Flags = AccessList.Ban;
1868 entry.Time = new DateTime();
1869 land.LandData.ParcelAccessList.Add(entry);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875 }
1876 }
1877 }
1878 Vector3 targetVector;
1879 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1880 {
1881 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1882 {
1883 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1884 targetAvatar.TeleportWithMomentum(targetVector);
1885 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1886 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1887 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1888 entry.AgentID = targetAvatar.UUID;
1889 entry.Flags = AccessList.Ban;
1890 entry.Time = new DateTime();
1891 land.LandData.ParcelAccessList.Add(entry);
1892 return;
1893 }
1894 else
1895 {
1896 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1897 targetAvatar.TeleportWithMomentum(targetVector);
1898 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1899 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1900 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1901 entry.AgentID = targetAvatar.UUID;
1902 entry.Flags = AccessList.Ban;
1903 entry.Time = new DateTime();
1904 land.LandData.ParcelAccessList.Add(entry);
1905 return;
1906 }
1907 }
1908 else
1909 {
1910 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1911 {
1912 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1913 targetAvatar.TeleportWithMomentum(targetVector);
1914 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1915 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1916 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1917 entry.AgentID = targetAvatar.UUID;
1918 entry.Flags = AccessList.Ban;
1919 entry.Time = new DateTime();
1920 land.LandData.ParcelAccessList.Add(entry);
1921 return;
1922 }
1923 else
1924 {
1925 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1926 targetAvatar.TeleportWithMomentum(targetVector);
1927 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1928 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1929 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1930 entry.AgentID = targetAvatar.UUID;
1931 entry.Flags = AccessList.Ban;
1932 entry.Time = new DateTime();
1933 land.LandData.ParcelAccessList.Add(entry);
1934 return;
1935 }
1936 }
1937 }
1938 }
1939 }
1652 1940
1653 protected void InstallInterfaces() 1941 protected void InstallInterfaces()
1654 { 1942 {
@@ -1711,5 +1999,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1711 1999
1712 MainConsole.Instance.Output(report.ToString()); 2000 MainConsole.Instance.Output(report.ToString());
1713 } 2001 }
2002
2003 public void EnforceBans(ILandObject land, ScenePresence avatar)
2004 {
2005 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
2006 return;
2007
2008 if (land.IsEitherBannedOrRestricted(avatar.UUID))
2009 {
2010 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
2011 {
2012 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
2013 if (pos == null)
2014 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
2015 else
2016 ForceAvatarToPosition(avatar, (Vector3)pos);
2017 }
2018 else
2019 {
2020 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
2021 }
2022 }
2023 }
1714 } 2024 }
1715} \ No newline at end of file 2025}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0da0de3..4f10fbf 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,26 @@ 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)((double)(LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * m_scene.RegionInfo.ObjectCapacity)
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * 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 / 65536;
197 return parcelMax;
198 }
199 }
200
201 private int GetParcelBasePrimCount()
202 {
203 if (overrideParcelMaxPrimCount != null)
204 {
205 return overrideParcelMaxPrimCount(this);
206 }
207 else
208 {
209 // Normal Calculations
210 int parcelMax = LandData.Area
211 * m_scene.RegionInfo.ObjectCapacity
212 / 65536;
197 return parcelMax; 213 return parcelMax;
198 } 214 }
199 } 215 }
@@ -245,7 +261,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 261 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 262 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 263 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 264 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 265 GetSimulatorMaxPrimCount(), regionFlags);
250 } 266 }
251 267
@@ -304,7 +320,7 @@ namespace OpenSim.Region.CoreModules.World.Land
304 320
305 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 321 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
306 ParcelFlags.AllowPublish | 322 ParcelFlags.AllowPublish |
307 ParcelFlags.MaturePublish); 323 ParcelFlags.MaturePublish) | (uint)(1 << 23);
308 } 324 }
309 325
310 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 326 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -416,9 +432,43 @@ namespace OpenSim.Region.CoreModules.World.Land
416 return false; 432 return false;
417 } 433 }
418 434
435 public bool HasGroupAccess(UUID avatar)
436 {
437 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
438 {
439 ScenePresence sp;
440 if (!m_scene.TryGetScenePresence(avatar, out sp))
441 {
442 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
443 if (groupsModule == null)
444 return false;
445
446 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
447 if (membership == null || membership.Length == 0)
448 return false;
449
450 foreach (GroupMembershipData d in membership)
451 {
452 if (d.GroupID == LandData.GroupID)
453 return true;
454 }
455 return false;
456 }
457
458 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
459 return false;
460
461 return true;
462 }
463 return false;
464 }
465
419 public bool IsBannedFromLand(UUID avatar) 466 public bool IsBannedFromLand(UUID avatar)
420 { 467 {
421 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 468 if (m_scene.Permissions.IsAdministrator(avatar))
469 return false;
470
471 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
422 return false; 472 return false;
423 473
424 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 474 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
@@ -429,7 +479,7 @@ namespace OpenSim.Region.CoreModules.World.Land
429 if (e.AgentID == avatar && e.Flags == AccessList.Ban) 479 if (e.AgentID == avatar && e.Flags == AccessList.Ban)
430 return true; 480 return true;
431 return false; 481 return false;
432 }) != -1) 482 }) != -1 && LandData.OwnerID != avatar)
433 { 483 {
434 return true; 484 return true;
435 } 485 }
@@ -439,7 +489,10 @@ namespace OpenSim.Region.CoreModules.World.Land
439 489
440 public bool IsRestrictedFromLand(UUID avatar) 490 public bool IsRestrictedFromLand(UUID avatar)
441 { 491 {
442 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 492 if (m_scene.Permissions.IsAdministrator(avatar))
493 return false;
494
495 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
443 return false; 496 return false;
444 497
445 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 498 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
@@ -450,11 +503,15 @@ namespace OpenSim.Region.CoreModules.World.Land
450 if (e.AgentID == avatar && e.Flags == AccessList.Access) 503 if (e.AgentID == avatar && e.Flags == AccessList.Access)
451 return true; 504 return true;
452 return false; 505 return false;
453 }) == -1) 506 }) == -1 && LandData.OwnerID != avatar)
454 { 507 {
455 return true; 508 if (!HasGroupAccess(avatar))
509 {
510 return true;
511 }
456 } 512 }
457 } 513 }
514
458 return false; 515 return false;
459 } 516 }
460 517
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 cdecd2f..5e7d37a 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..7f6f4df 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 }
@@ -266,5 +281,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 281
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 282 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 283 }
284
285 protected void CreateMarkerFile()
286 {
287 if (m_MarkerPath == String.Empty)
288 return;
289
290 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
291 try
292 {
293 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
294 FileStream fs = File.Create(path);
295 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
296 Byte[] buf = enc.GetBytes(pidstring);
297 fs.Write(buf, 0, buf.Length);
298 fs.Close();
299 }
300 catch (Exception)
301 {
302 }
303 }
269 } 304 }
270} 305}
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 9b0e2ff..7118f16 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1182,7 +1182,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1182 } 1182 }
1183 else 1183 else
1184 { 1184 {
1185 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1185 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1186 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1186 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1187 { 1187 {
1188 OSDMap responsemapdata = new OSDMap(); 1188 OSDMap responsemapdata = new OSDMap();
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index e668dae..a7770ad 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..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
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 950e4b0..9d68eb4 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -55,6 +55,8 @@ namespace OpenSim.Region.Framework.Interfaces
55 55
56 ArrayList GetScriptErrors(UUID itemID); 56 ArrayList GetScriptErrors(UUID itemID);
57 57
58 bool HasScript(UUID itemID, out bool running);
59
58 void SaveAllState(); 60 void SaveAllState();
59 61
60 /// <summary> 62 /// <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 fd35c62..74d9e60 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;
@@ -791,6 +795,26 @@ namespace OpenSim.Region.Framework.Scenes
791 } 795 }
792 } 796 }
793 } 797 }
798 public void TriggerTerrainUpdate()
799 {
800 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
801 if (handlerTerrainUpdate != null)
802 {
803 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
804 {
805 try
806 {
807 d();
808 }
809 catch (Exception e)
810 {
811 m_log.ErrorFormat(
812 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
813 e.Message, e.StackTrace);
814 }
815 }
816 }
817 }
794 818
795 public void TriggerTerrainTick() 819 public void TriggerTerrainTick()
796 { 820 {
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/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 2444367..e005698 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 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -1121,6 +1124,10 @@ namespace OpenSim.Region.Framework.Scenes
1121 { 1124 {
1122 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1125 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1123 1126
1127 // Can't move a null item
1128 if (itemId == UUID.Zero)
1129 return;
1130
1124 if (null == part) 1131 if (null == part)
1125 { 1132 {
1126 m_log.WarnFormat( 1133 m_log.WarnFormat(
@@ -1231,6 +1238,10 @@ namespace OpenSim.Region.Framework.Scenes
1231 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1238 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1232 return; 1239 return;
1233 1240
1241 bool overrideNoMod = false;
1242 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1243 overrideNoMod = true;
1244
1234 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1245 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1235 { 1246 {
1236 // object cannot copy items to an object owned by a different owner 1247 // object cannot copy items to an object owned by a different owner
@@ -1240,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
1240 } 1251 }
1241 1252
1242 // must have both move and modify permission to put an item in an object 1253 // must have both move and modify permission to put an item in an object
1243 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1254 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1244 { 1255 {
1245 return; 1256 return;
1246 } 1257 }
@@ -1299,6 +1310,14 @@ namespace OpenSim.Region.Framework.Scenes
1299 1310
1300 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1311 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1301 { 1312 {
1313 SceneObjectPart destPart = GetSceneObjectPart(destID);
1314 if (destPart != null) // Move into a prim
1315 {
1316 foreach(UUID itemID in items)
1317 MoveTaskInventoryItem(destID, host, itemID);
1318 return destID; // Prim folder ID == prim ID
1319 }
1320
1302 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1321 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1303 1322
1304 UUID newFolderID = UUID.Random(); 1323 UUID newFolderID = UUID.Random();
@@ -1478,13 +1497,6 @@ namespace OpenSim.Region.Framework.Scenes
1478 { 1497 {
1479 agentTransactions.HandleTaskItemUpdateFromTransaction( 1498 agentTransactions.HandleTaskItemUpdateFromTransaction(
1480 remoteClient, part, transactionID, currentItem); 1499 remoteClient, part, transactionID, currentItem);
1481
1482 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1483 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1484 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1485 remoteClient.SendAgentAlertMessage("Script saved", false);
1486 else
1487 remoteClient.SendAgentAlertMessage("Item saved", false);
1488 } 1500 }
1489 1501
1490 // Base ALWAYS has move 1502 // Base ALWAYS has move
@@ -1625,7 +1637,7 @@ namespace OpenSim.Region.Framework.Scenes
1625 return; 1637 return;
1626 1638
1627 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1639 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1628 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1640 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1629 remoteClient.AgentId); 1641 remoteClient.AgentId);
1630 AssetService.Store(asset); 1642 AssetService.Store(asset);
1631 1643
@@ -1778,23 +1790,32 @@ namespace OpenSim.Region.Framework.Scenes
1778 // build a list of eligible objects 1790 // build a list of eligible objects
1779 List<uint> deleteIDs = new List<uint>(); 1791 List<uint> deleteIDs = new List<uint>();
1780 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1792 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1781 1793 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1782 // Start with true for both, then remove the flags if objects
1783 // that we can't derez are part of the selection
1784 bool permissionToTake = true;
1785 bool permissionToTakeCopy = true;
1786 bool permissionToDelete = true;
1787 1794
1788 foreach (uint localID in localIDs) 1795 foreach (uint localID in localIDs)
1789 { 1796 {
1797 // Start with true for both, then remove the flags if objects
1798 // that we can't derez are part of the selection
1799 bool permissionToTake = true;
1800 bool permissionToTakeCopy = true;
1801 bool permissionToDelete = true;
1802
1790 // Invalid id 1803 // Invalid id
1791 SceneObjectPart part = GetSceneObjectPart(localID); 1804 SceneObjectPart part = GetSceneObjectPart(localID);
1792 if (part == null) 1805 if (part == null)
1806 {
1807 //Client still thinks the object exists, kill it
1808 deleteIDs.Add(localID);
1793 continue; 1809 continue;
1810 }
1794 1811
1795 // Already deleted by someone else 1812 // Already deleted by someone else
1796 if (part.ParentGroup.IsDeleted) 1813 if (part.ParentGroup.IsDeleted)
1814 {
1815 //Client still thinks the object exists, kill it
1816 deleteIDs.Add(localID);
1797 continue; 1817 continue;
1818 }
1798 1819
1799 // Can't delete child prims 1820 // Can't delete child prims
1800 if (part != part.ParentGroup.RootPart) 1821 if (part != part.ParentGroup.RootPart)
@@ -1802,9 +1823,6 @@ namespace OpenSim.Region.Framework.Scenes
1802 1823
1803 SceneObjectGroup grp = part.ParentGroup; 1824 SceneObjectGroup grp = part.ParentGroup;
1804 1825
1805 deleteIDs.Add(localID);
1806 deleteGroups.Add(grp);
1807
1808 if (remoteClient == null) 1826 if (remoteClient == null)
1809 { 1827 {
1810 // Autoreturn has a null client. Nothing else does. So 1828 // Autoreturn has a null client. Nothing else does. So
@@ -1821,83 +1839,195 @@ namespace OpenSim.Region.Framework.Scenes
1821 } 1839 }
1822 else 1840 else
1823 { 1841 {
1824 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1842 if (action == DeRezAction.TakeCopy)
1843 {
1844 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1845 permissionToTakeCopy = false;
1846 }
1847 else
1848 {
1825 permissionToTakeCopy = false; 1849 permissionToTakeCopy = false;
1826 1850 }
1827 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1851 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1828 permissionToTake = false; 1852 permissionToTake = false;
1829 1853
1830 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1854 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1831 permissionToDelete = false; 1855 permissionToDelete = false;
1832 } 1856 }
1833 }
1834 1857
1835 // Handle god perms 1858 // Handle god perms
1836 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1859 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1837 { 1860 {
1838 permissionToTake = true; 1861 permissionToTake = true;
1839 permissionToTakeCopy = true; 1862 permissionToTakeCopy = true;
1840 permissionToDelete = true; 1863 permissionToDelete = true;
1841 } 1864 }
1842 1865
1843 // If we're re-saving, we don't even want to delete 1866 // If we're re-saving, we don't even want to delete
1844 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1867 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1845 permissionToDelete = false; 1868 permissionToDelete = false;
1846 1869
1847 // if we want to take a copy, we also don't want to delete 1870 // if we want to take a copy, we also don't want to delete
1848 // Note: after this point, the permissionToTakeCopy flag 1871 // Note: after this point, the permissionToTakeCopy flag
1849 // becomes irrelevant. It already includes the permissionToTake 1872 // becomes irrelevant. It already includes the permissionToTake
1850 // permission and after excluding no copy items here, we can 1873 // permission and after excluding no copy items here, we can
1851 // just use that. 1874 // just use that.
1852 if (action == DeRezAction.TakeCopy) 1875 if (action == DeRezAction.TakeCopy)
1853 { 1876 {
1854 // If we don't have permission, stop right here 1877 // If we don't have permission, stop right here
1855 if (!permissionToTakeCopy) 1878 if (!permissionToTakeCopy)
1856 return; 1879 return;
1857 1880
1858 permissionToTake = true; 1881 permissionToTake = true;
1859 // Don't delete 1882 // Don't delete
1860 permissionToDelete = false; 1883 permissionToDelete = false;
1861 } 1884 }
1862 1885
1863 if (action == DeRezAction.Return) 1886 if (action == DeRezAction.Return)
1864 {
1865 if (remoteClient != null)
1866 { 1887 {
1867 if (Permissions.CanReturnObjects( 1888 if (remoteClient != null)
1868 null,
1869 remoteClient.AgentId,
1870 deleteGroups))
1871 { 1889 {
1872 permissionToTake = true; 1890 if (Permissions.CanReturnObjects(
1873 permissionToDelete = true; 1891 null,
1874 1892 remoteClient.AgentId,
1875 foreach (SceneObjectGroup g in deleteGroups) 1893 deleteGroups))
1876 { 1894 {
1877 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1895 permissionToTake = true;
1896 permissionToDelete = true;
1897
1898 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1878 } 1899 }
1879 } 1900 }
1901 else // Auto return passes through here with null agent
1902 {
1903 permissionToTake = true;
1904 permissionToDelete = true;
1905 }
1880 } 1906 }
1881 else // Auto return passes through here with null agent 1907
1908 if (permissionToTake && (!permissionToDelete))
1909 takeGroups.Add(grp);
1910
1911 if (permissionToDelete)
1882 { 1912 {
1883 permissionToTake = true; 1913 if (permissionToTake)
1884 permissionToDelete = true; 1914 deleteGroups.Add(grp);
1915 deleteIDs.Add(grp.LocalId);
1885 } 1916 }
1886 } 1917 }
1887 1918
1888 if (permissionToTake) 1919 SendKillObject(deleteIDs);
1920
1921 if (deleteGroups.Count > 0)
1889 { 1922 {
1923 foreach (SceneObjectGroup g in deleteGroups)
1924 deleteIDs.Remove(g.LocalId);
1925
1890 m_asyncSceneObjectDeleter.DeleteToInventory( 1926 m_asyncSceneObjectDeleter.DeleteToInventory(
1891 action, destinationID, deleteGroups, remoteClient, 1927 action, destinationID, deleteGroups, remoteClient,
1892 permissionToDelete); 1928 true);
1893 } 1929 }
1894 else if (permissionToDelete) 1930 if (takeGroups.Count > 0)
1931 {
1932 m_asyncSceneObjectDeleter.DeleteToInventory(
1933 action, destinationID, takeGroups, remoteClient,
1934 false);
1935 }
1936 if (deleteIDs.Count > 0)
1895 { 1937 {
1896 foreach (SceneObjectGroup g in deleteGroups) 1938 foreach (SceneObjectGroup g in deleteGroups)
1897 DeleteSceneObject(g, false); 1939 DeleteSceneObject(g, true);
1898 } 1940 }
1899 } 1941 }
1900 1942
1943 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1944 {
1945 itemID = UUID.Zero;
1946 if (grp != null)
1947 {
1948 Vector3 inventoryStoredPosition = new Vector3
1949 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1950 ? 250
1951 : grp.AbsolutePosition.X)
1952 ,
1953 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1954 ? 250
1955 : grp.AbsolutePosition.X,
1956 grp.AbsolutePosition.Z);
1957
1958 Vector3 originalPosition = grp.AbsolutePosition;
1959
1960 grp.AbsolutePosition = inventoryStoredPosition;
1961
1962 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1963
1964 grp.AbsolutePosition = originalPosition;
1965
1966 AssetBase asset = CreateAsset(
1967 grp.GetPartName(grp.LocalId),
1968 grp.GetPartDescription(grp.LocalId),
1969 (sbyte)AssetType.Object,
1970 Utils.StringToBytes(sceneObjectXml),
1971 remoteClient.AgentId);
1972 AssetService.Store(asset);
1973
1974 InventoryItemBase item = new InventoryItemBase();
1975 item.CreatorId = grp.RootPart.CreatorID.ToString();
1976 item.CreatorData = grp.RootPart.CreatorData;
1977 item.Owner = remoteClient.AgentId;
1978 item.ID = UUID.Random();
1979 item.AssetID = asset.FullID;
1980 item.Description = asset.Description;
1981 item.Name = asset.Name;
1982 item.AssetType = asset.Type;
1983 item.InvType = (int)InventoryType.Object;
1984
1985 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1986 if (folder != null)
1987 item.Folder = folder.ID;
1988 else // oopsies
1989 item.Folder = UUID.Zero;
1990
1991 // Set up base perms properly
1992 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1993 permsBase &= grp.RootPart.BaseMask;
1994 permsBase |= (uint)PermissionMask.Move;
1995
1996 // Make sure we don't lock it
1997 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1998
1999 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2000 {
2001 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2002 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2003 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2004 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2005 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2006 }
2007 else
2008 {
2009 item.BasePermissions = permsBase;
2010 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2011 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2012 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2013 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2014 }
2015 item.CreationDate = Util.UnixTimeSinceEpoch();
2016
2017 // sets itemID so client can show item as 'attached' in inventory
2018 grp.SetFromItemID(item.ID);
2019
2020 if (AddInventoryItem(item))
2021 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2022 else
2023 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2024
2025 itemID = item.ID;
2026 return item.AssetID;
2027 }
2028 return UUID.Zero;
2029 }
2030
1901 /// <summary> 2031 /// <summary>
1902 /// Event Handler Rez an object into a scene 2032 /// Event Handler Rez an object into a scene
1903 /// Calls the non-void event handler 2033 /// Calls the non-void event handler
@@ -2024,6 +2154,9 @@ namespace OpenSim.Region.Framework.Scenes
2024 2154
2025 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2155 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2026 { 2156 {
2157 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2158 return;
2159
2027 SceneObjectPart part = GetSceneObjectPart(objectID); 2160 SceneObjectPart part = GetSceneObjectPart(objectID);
2028 if (part == null) 2161 if (part == null)
2029 return; 2162 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 f03c345..fc1e85a 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;
@@ -663,6 +686,7 @@ namespace OpenSim.Region.Framework.Scenes
663 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 686 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
664 687
665 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 688 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
689
666 if (RegionInfo.NonphysPrimMax > 0) 690 if (RegionInfo.NonphysPrimMax > 0)
667 { 691 {
668 m_maxNonphys = RegionInfo.NonphysPrimMax; 692 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -694,6 +718,7 @@ namespace OpenSim.Region.Framework.Scenes
694 m_persistAfter *= 10000000; 718 m_persistAfter *= 10000000;
695 719
696 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 720 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
721 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
697 722
698 IConfig packetConfig = m_config.Configs["PacketPool"]; 723 IConfig packetConfig = m_config.Configs["PacketPool"];
699 if (packetConfig != null) 724 if (packetConfig != null)
@@ -703,6 +728,8 @@ namespace OpenSim.Region.Framework.Scenes
703 } 728 }
704 729
705 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 730 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
731 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
732 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
706 733
707 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 734 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
708 if (m_generateMaptiles) 735 if (m_generateMaptiles)
@@ -738,9 +765,9 @@ namespace OpenSim.Region.Framework.Scenes
738 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 765 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
739 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 766 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
740 } 767 }
741 catch 768 catch (Exception e)
742 { 769 {
743 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 770 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
744 } 771 }
745 772
746 #endregion Region Config 773 #endregion Region Config
@@ -1151,7 +1178,22 @@ namespace OpenSim.Region.Framework.Scenes
1151 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1152 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1153 { 1180 {
1181 m_hbRestarts++;
1182 if(m_hbRestarts > 10)
1183 Environment.Exit(1);
1184 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1185
1186//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1187//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1188//proc.EnableRaisingEvents=false;
1189//proc.StartInfo.FileName = "/bin/kill";
1190//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1191//proc.Start();
1192//proc.WaitForExit();
1193//Thread.Sleep(1000);
1194//Environment.Exit(1);
1154 HeartbeatThread.Abort(); 1195 HeartbeatThread.Abort();
1196 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1155 HeartbeatThread = null; 1197 HeartbeatThread = null;
1156 } 1198 }
1157 m_lastUpdate = Util.EnvironmentTickCount(); 1199 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1198,9 +1240,6 @@ namespace OpenSim.Region.Framework.Scenes
1198 m_eventManager.TriggerOnRegionStarted(this); 1240 m_eventManager.TriggerOnRegionStarted(this);
1199 while (!shuttingdown) 1241 while (!shuttingdown)
1200 Update(); 1242 Update();
1201
1202 m_lastUpdate = Util.EnvironmentTickCount();
1203 m_firstHeartbeat = false;
1204 } 1243 }
1205 catch (ThreadAbortException) 1244 catch (ThreadAbortException)
1206 { 1245 {
@@ -1298,6 +1337,13 @@ namespace OpenSim.Region.Framework.Scenes
1298 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1337 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1299 } 1338 }
1300 1339
1340 // if (Frame % m_update_land == 0)
1341 // {
1342 // int ldMS = Util.EnvironmentTickCount();
1343 // UpdateLand();
1344 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1345 // }
1346
1301 if (Frame % m_update_backup == 0) 1347 if (Frame % m_update_backup == 0)
1302 { 1348 {
1303 int backMS = Util.EnvironmentTickCount(); 1349 int backMS = Util.EnvironmentTickCount();
@@ -1405,12 +1451,16 @@ namespace OpenSim.Region.Framework.Scenes
1405 maintc = Util.EnvironmentTickCountSubtract(maintc); 1451 maintc = Util.EnvironmentTickCountSubtract(maintc);
1406 maintc = (int)(MinFrameTime * 1000) - maintc; 1452 maintc = (int)(MinFrameTime * 1000) - maintc;
1407 1453
1454
1455 m_lastUpdate = Util.EnvironmentTickCount();
1456 m_firstHeartbeat = false;
1457
1408 if (maintc > 0) 1458 if (maintc > 0)
1409 Thread.Sleep(maintc); 1459 Thread.Sleep(maintc);
1410 1460
1411 // Tell the watchdog that this thread is still alive 1461 // Tell the watchdog that this thread is still alive
1412 Watchdog.UpdateThread(); 1462 Watchdog.UpdateThread();
1413 } 1463 }
1414 1464
1415 public void AddGroupTarget(SceneObjectGroup grp) 1465 public void AddGroupTarget(SceneObjectGroup grp)
1416 { 1466 {
@@ -1426,9 +1476,9 @@ namespace OpenSim.Region.Framework.Scenes
1426 1476
1427 private void CheckAtTargets() 1477 private void CheckAtTargets()
1428 { 1478 {
1429 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1479 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1430 lock (m_groupsWithTargets) 1480 lock (m_groupsWithTargets)
1431 objs = m_groupsWithTargets.Values; 1481 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1432 1482
1433 foreach (SceneObjectGroup entry in objs) 1483 foreach (SceneObjectGroup entry in objs)
1434 entry.checkAtTargets(); 1484 entry.checkAtTargets();
@@ -1510,7 +1560,7 @@ namespace OpenSim.Region.Framework.Scenes
1510 msg.fromAgentName = "Server"; 1560 msg.fromAgentName = "Server";
1511 msg.dialog = (byte)19; // Object msg 1561 msg.dialog = (byte)19; // Object msg
1512 msg.fromGroup = false; 1562 msg.fromGroup = false;
1513 msg.offline = (byte)0; 1563 msg.offline = (byte)1;
1514 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1564 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1515 msg.Position = Vector3.Zero; 1565 msg.Position = Vector3.Zero;
1516 msg.RegionID = RegionInfo.RegionID.Guid; 1566 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1741,14 +1791,24 @@ namespace OpenSim.Region.Framework.Scenes
1741 /// <returns></returns> 1791 /// <returns></returns>
1742 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1792 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1743 { 1793 {
1794
1795 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1796 Vector3 wpos = Vector3.Zero;
1797 // Check for water surface intersection from above
1798 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1799 {
1800 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1801 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1802 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1803 wpos.Z = wheight;
1804 }
1805
1744 Vector3 pos = Vector3.Zero; 1806 Vector3 pos = Vector3.Zero;
1745 if (RayEndIsIntersection == (byte)1) 1807 if (RayEndIsIntersection == (byte)1)
1746 { 1808 {
1747 pos = RayEnd; 1809 pos = RayEnd;
1748 return pos;
1749 } 1810 }
1750 1811 else if (RayTargetID != UUID.Zero)
1751 if (RayTargetID != UUID.Zero)
1752 { 1812 {
1753 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1813 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1754 1814
@@ -1770,7 +1830,7 @@ namespace OpenSim.Region.Framework.Scenes
1770 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1830 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1771 1831
1772 // Un-comment out the following line to Get Raytrace results printed to the console. 1832 // Un-comment out the following line to Get Raytrace results printed to the console.
1773 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1833 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1774 float ScaleOffset = 0.5f; 1834 float ScaleOffset = 0.5f;
1775 1835
1776 // If we hit something 1836 // If we hit something
@@ -1793,13 +1853,10 @@ namespace OpenSim.Region.Framework.Scenes
1793 //pos.Z -= 0.25F; 1853 //pos.Z -= 0.25F;
1794 1854
1795 } 1855 }
1796
1797 return pos;
1798 } 1856 }
1799 else 1857 else
1800 { 1858 {
1801 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1859 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1802
1803 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1860 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1804 1861
1805 // Un-comment the following line to print the raytrace results to the console. 1862 // Un-comment the following line to print the raytrace results to the console.
@@ -1808,13 +1865,12 @@ namespace OpenSim.Region.Framework.Scenes
1808 if (ei.HitTF) 1865 if (ei.HitTF)
1809 { 1866 {
1810 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1867 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1811 } else 1868 }
1869 else
1812 { 1870 {
1813 // fall back to our stupid functionality 1871 // fall back to our stupid functionality
1814 pos = RayEnd; 1872 pos = RayEnd;
1815 } 1873 }
1816
1817 return pos;
1818 } 1874 }
1819 } 1875 }
1820 else 1876 else
@@ -1825,8 +1881,12 @@ namespace OpenSim.Region.Framework.Scenes
1825 //increase height so its above the ground. 1881 //increase height so its above the ground.
1826 //should be getting the normal of the ground at the rez point and using that? 1882 //should be getting the normal of the ground at the rez point and using that?
1827 pos.Z += scale.Z / 2f; 1883 pos.Z += scale.Z / 2f;
1828 return pos; 1884// return pos;
1829 } 1885 }
1886
1887 // check against posible water intercept
1888 if (wpos.Z > pos.Z) pos = wpos;
1889 return pos;
1830 } 1890 }
1831 1891
1832 1892
@@ -1910,7 +1970,10 @@ namespace OpenSim.Region.Framework.Scenes
1910 public bool AddRestoredSceneObject( 1970 public bool AddRestoredSceneObject(
1911 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1971 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1912 { 1972 {
1913 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1973 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1974 if (result)
1975 sceneObject.IsDeleted = false;
1976 return result;
1914 } 1977 }
1915 1978
1916 /// <summary> 1979 /// <summary>
@@ -2000,6 +2063,15 @@ namespace OpenSim.Region.Framework.Scenes
2000 /// </summary> 2063 /// </summary>
2001 public void DeleteAllSceneObjects() 2064 public void DeleteAllSceneObjects()
2002 { 2065 {
2066 DeleteAllSceneObjects(false);
2067 }
2068
2069 /// <summary>
2070 /// Delete every object from the scene. This does not include attachments worn by avatars.
2071 /// </summary>
2072 public void DeleteAllSceneObjects(bool exceptNoCopy)
2073 {
2074 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2003 lock (Entities) 2075 lock (Entities)
2004 { 2076 {
2005 EntityBase[] entities = Entities.GetEntities(); 2077 EntityBase[] entities = Entities.GetEntities();
@@ -2008,11 +2080,24 @@ namespace OpenSim.Region.Framework.Scenes
2008 if (e is SceneObjectGroup) 2080 if (e is SceneObjectGroup)
2009 { 2081 {
2010 SceneObjectGroup sog = (SceneObjectGroup)e; 2082 SceneObjectGroup sog = (SceneObjectGroup)e;
2011 if (!sog.IsAttachment) 2083 if (sog != null && !sog.IsAttachment)
2012 DeleteSceneObject((SceneObjectGroup)e, false); 2084 {
2085 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2086 {
2087 DeleteSceneObject((SceneObjectGroup)e, false);
2088 }
2089 else
2090 {
2091 toReturn.Add((SceneObjectGroup)e);
2092 }
2093 }
2013 } 2094 }
2014 } 2095 }
2015 } 2096 }
2097 if (toReturn.Count > 0)
2098 {
2099 returnObjects(toReturn.ToArray(), UUID.Zero);
2100 }
2016 } 2101 }
2017 2102
2018 /// <summary> 2103 /// <summary>
@@ -2060,6 +2145,8 @@ namespace OpenSim.Region.Framework.Scenes
2060 } 2145 }
2061 2146
2062 group.DeleteGroupFromScene(silent); 2147 group.DeleteGroupFromScene(silent);
2148 if (!silent)
2149 SendKillObject(new List<uint>() { group.LocalId });
2063 2150
2064// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2151// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2065 } 2152 }
@@ -2414,10 +2501,17 @@ namespace OpenSim.Region.Framework.Scenes
2414 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2501 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2415 public bool AddSceneObject(SceneObjectGroup sceneObject) 2502 public bool AddSceneObject(SceneObjectGroup sceneObject)
2416 { 2503 {
2504 if (sceneObject.OwnerID == UUID.Zero)
2505 {
2506 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2507 return false;
2508 }
2509
2417 // If the user is banned, we won't let any of their objects 2510 // If the user is banned, we won't let any of their objects
2418 // enter. Period. 2511 // enter. Period.
2419 // 2512 //
2420 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2513 int flags = GetUserFlags(sceneObject.OwnerID);
2514 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2421 { 2515 {
2422 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2516 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2423 2517
@@ -2463,12 +2557,23 @@ namespace OpenSim.Region.Framework.Scenes
2463 } 2557 }
2464 else 2558 else
2465 { 2559 {
2560 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2466 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2561 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2467 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2562 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2468 } 2563 }
2564 if (sceneObject.OwnerID == UUID.Zero)
2565 {
2566 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2567 return false;
2568 }
2469 } 2569 }
2470 else 2570 else
2471 { 2571 {
2572 if (sceneObject.OwnerID == UUID.Zero)
2573 {
2574 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2575 return false;
2576 }
2472 AddRestoredSceneObject(sceneObject, true, false); 2577 AddRestoredSceneObject(sceneObject, true, false);
2473 2578
2474 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2579 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2497,6 +2602,24 @@ namespace OpenSim.Region.Framework.Scenes
2497 return 2; // StateSource.PrimCrossing 2602 return 2; // StateSource.PrimCrossing
2498 } 2603 }
2499 2604
2605 public int GetUserFlags(UUID user)
2606 {
2607 //Unfortunately the SP approach means that the value is cached until region is restarted
2608 /*
2609 ScenePresence sp;
2610 if (TryGetScenePresence(user, out sp))
2611 {
2612 return sp.UserFlags;
2613 }
2614 else
2615 {
2616 */
2617 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2618 if (uac == null)
2619 return 0;
2620 return uac.UserFlags;
2621 //}
2622 }
2500 #endregion 2623 #endregion
2501 2624
2502 #region Add/Remove Avatar Methods 2625 #region Add/Remove Avatar Methods
@@ -2511,6 +2634,7 @@ namespace OpenSim.Region.Framework.Scenes
2511 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2634 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2512 2635
2513 CheckHeartbeat(); 2636 CheckHeartbeat();
2637 ScenePresence presence;
2514 2638
2515 ScenePresence sp = GetScenePresence(client.AgentId); 2639 ScenePresence sp = GetScenePresence(client.AgentId);
2516 2640
@@ -2559,7 +2683,13 @@ namespace OpenSim.Region.Framework.Scenes
2559 2683
2560 EventManager.TriggerOnNewClient(client); 2684 EventManager.TriggerOnNewClient(client);
2561 if (vialogin) 2685 if (vialogin)
2686 {
2562 EventManager.TriggerOnClientLogin(client); 2687 EventManager.TriggerOnClientLogin(client);
2688 // Send initial parcel data
2689 Vector3 pos = sp.AbsolutePosition;
2690 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2691 land.SendLandUpdateToClient(client);
2692 }
2563 2693
2564 return sp; 2694 return sp;
2565 } 2695 }
@@ -2649,19 +2779,12 @@ namespace OpenSim.Region.Framework.Scenes
2649 // and the scene presence and the client, if they exist 2779 // and the scene presence and the client, if they exist
2650 try 2780 try
2651 { 2781 {
2652 // We need to wait for the client to make UDP contact first. 2782 ScenePresence sp = GetScenePresence(agentID);
2653 // It's the UDP contact that creates the scene presence 2783 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2654 ScenePresence sp = WaitGetScenePresence(agentID); 2784
2655 if (sp != null) 2785 if (sp != null)
2656 {
2657 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2658
2659 sp.ControllingClient.Close(); 2786 sp.ControllingClient.Close();
2660 } 2787
2661 else
2662 {
2663 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2664 }
2665 // BANG! SLASH! 2788 // BANG! SLASH!
2666 m_authenticateHandler.RemoveCircuit(agentID); 2789 m_authenticateHandler.RemoveCircuit(agentID);
2667 2790
@@ -2762,6 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
2762 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2885 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2763 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2886 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2764 client.OnCopyInventoryItem += CopyInventoryItem; 2887 client.OnCopyInventoryItem += CopyInventoryItem;
2888 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2765 client.OnMoveInventoryItem += MoveInventoryItem; 2889 client.OnMoveInventoryItem += MoveInventoryItem;
2766 client.OnRemoveInventoryItem += RemoveInventoryItem; 2890 client.OnRemoveInventoryItem += RemoveInventoryItem;
2767 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2891 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2937,15 +3061,16 @@ namespace OpenSim.Region.Framework.Scenes
2937 /// </summary> 3061 /// </summary>
2938 /// <param name="agentId">The avatar's Unique ID</param> 3062 /// <param name="agentId">The avatar's Unique ID</param>
2939 /// <param name="client">The IClientAPI for the client</param> 3063 /// <param name="client">The IClientAPI for the client</param>
2940 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3064 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2941 { 3065 {
2942 if (m_teleportModule != null) 3066 if (m_teleportModule != null)
2943 m_teleportModule.TeleportHome(agentId, client); 3067 return m_teleportModule.TeleportHome(agentId, client);
2944 else 3068 else
2945 { 3069 {
2946 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3070 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2947 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3071 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2948 } 3072 }
3073 return false;
2949 } 3074 }
2950 3075
2951 /// <summary> 3076 /// <summary>
@@ -3037,6 +3162,16 @@ namespace OpenSim.Region.Framework.Scenes
3037 /// <param name="flags"></param> 3162 /// <param name="flags"></param>
3038 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3163 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3039 { 3164 {
3165 //Add half the avatar's height so that the user doesn't fall through prims
3166 ScenePresence presence;
3167 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3168 {
3169 if (presence.Appearance != null)
3170 {
3171 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3172 }
3173 }
3174
3040 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3175 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3041 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3176 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3042 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3177 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3105,8 +3240,9 @@ namespace OpenSim.Region.Framework.Scenes
3105 regions.Remove(RegionInfo.RegionHandle); 3240 regions.Remove(RegionInfo.RegionHandle);
3106 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3241 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3107 } 3242 }
3108 3243 m_log.Debug("[Scene] Beginning ClientClosed");
3109 m_eventManager.TriggerClientClosed(agentID, this); 3244 m_eventManager.TriggerClientClosed(agentID, this);
3245 m_log.Debug("[Scene] Finished ClientClosed");
3110 } 3246 }
3111 catch (NullReferenceException) 3247 catch (NullReferenceException)
3112 { 3248 {
@@ -3158,9 +3294,10 @@ namespace OpenSim.Region.Framework.Scenes
3158 { 3294 {
3159 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3295 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3160 } 3296 }
3161 3297 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3162 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3298 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3163// CleanDroppedAttachments(); 3299// CleanDroppedAttachments();
3300 m_log.Debug("[Scene] The avatar has left the building");
3164 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3301 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3165 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3302 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3166 } 3303 }
@@ -3279,13 +3416,16 @@ namespace OpenSim.Region.Framework.Scenes
3279 sp = null; 3416 sp = null;
3280 } 3417 }
3281 3418
3282 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3283 3419
3284 //On login test land permisions 3420 //On login test land permisions
3285 if (vialogin) 3421 if (vialogin)
3286 { 3422 {
3287 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3423 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3424 if (cache != null)
3425 cache.Remove(agent.firstname + " " + agent.lastname);
3426 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3288 { 3427 {
3428 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3289 return false; 3429 return false;
3290 } 3430 }
3291 } 3431 }
@@ -3309,8 +3449,13 @@ namespace OpenSim.Region.Framework.Scenes
3309 3449
3310 try 3450 try
3311 { 3451 {
3312 if (!AuthorizeUser(agent, out reason)) 3452 // Always check estate if this is a login. Always
3313 return false; 3453 // check if banned regions are to be blacked out.
3454 if (vialogin || (!m_seeIntoBannedRegion))
3455 {
3456 if (!AuthorizeUser(agent, out reason))
3457 return false;
3458 }
3314 } 3459 }
3315 catch (Exception e) 3460 catch (Exception e)
3316 { 3461 {
@@ -3413,6 +3558,8 @@ namespace OpenSim.Region.Framework.Scenes
3413 } 3558 }
3414 } 3559 }
3415 // Honor parcel landing type and position. 3560 // Honor parcel landing type and position.
3561 /*
3562 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3416 if (land != null) 3563 if (land != null)
3417 { 3564 {
3418 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3565 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3420,26 +3567,34 @@ namespace OpenSim.Region.Framework.Scenes
3420 agent.startpos = land.LandData.UserLocation; 3567 agent.startpos = land.LandData.UserLocation;
3421 } 3568 }
3422 } 3569 }
3570 */// This is now handled properly in ScenePresence.MakeRootAgent
3423 } 3571 }
3424 3572
3425 return true; 3573 return true;
3426 } 3574 }
3427 3575
3428 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3576 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3429 { 3577 {
3430 3578 reason = String.Empty;
3431 bool banned = land.IsBannedFromLand(agent.AgentID); 3579 if (Permissions.IsGod(agentID))
3432 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3580 return true;
3581
3582 ILandObject land = LandChannel.GetLandObject(posX, posY);
3583 if (land == null)
3584 return false;
3585
3586 bool banned = land.IsBannedFromLand(agentID);
3587 bool restricted = land.IsRestrictedFromLand(agentID);
3433 3588
3434 if (banned || restricted) 3589 if (banned || restricted)
3435 { 3590 {
3436 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3591 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3437 if (nearestParcel != null) 3592 if (nearestParcel != null)
3438 { 3593 {
3439 //Move agent to nearest allowed 3594 //Move agent to nearest allowed
3440 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3595 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3441 agent.startpos.X = newPosition.X; 3596 posX = newPosition.X;
3442 agent.startpos.Y = newPosition.Y; 3597 posY = newPosition.Y;
3443 } 3598 }
3444 else 3599 else
3445 { 3600 {
@@ -3501,7 +3656,7 @@ namespace OpenSim.Region.Framework.Scenes
3501 3656
3502 if (!m_strictAccessControl) return true; 3657 if (!m_strictAccessControl) return true;
3503 if (Permissions.IsGod(agent.AgentID)) return true; 3658 if (Permissions.IsGod(agent.AgentID)) return true;
3504 3659
3505 if (AuthorizationService != null) 3660 if (AuthorizationService != null)
3506 { 3661 {
3507 if (!AuthorizationService.IsAuthorizedForRegion( 3662 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3509,14 +3664,14 @@ namespace OpenSim.Region.Framework.Scenes
3509 { 3664 {
3510 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3665 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3511 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3666 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3512 3667
3513 return false; 3668 return false;
3514 } 3669 }
3515 } 3670 }
3516 3671
3517 if (m_regInfo.EstateSettings != null) 3672 if (m_regInfo.EstateSettings != null)
3518 { 3673 {
3519 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3674 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3520 { 3675 {
3521 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3676 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3522 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3677 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3708,6 +3863,13 @@ namespace OpenSim.Region.Framework.Scenes
3708 3863
3709 // We have to wait until the viewer contacts this region after receiving EAC. 3864 // We have to wait until the viewer contacts this region after receiving EAC.
3710 // That calls AddNewClient, which finally creates the ScenePresence 3865 // That calls AddNewClient, which finally creates the ScenePresence
3866 int flags = GetUserFlags(cAgentData.AgentID);
3867 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3868 {
3869 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3870 return false;
3871 }
3872
3711 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3873 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3712 if (nearestParcel == null) 3874 if (nearestParcel == null)
3713 { 3875 {
@@ -3789,12 +3951,22 @@ namespace OpenSim.Region.Framework.Scenes
3789 return false; 3951 return false;
3790 } 3952 }
3791 3953
3954 public bool IncomingCloseAgent(UUID agentID)
3955 {
3956 return IncomingCloseAgent(agentID, false);
3957 }
3958
3959 public bool IncomingCloseChildAgent(UUID agentID)
3960 {
3961 return IncomingCloseAgent(agentID, true);
3962 }
3963
3792 /// <summary> 3964 /// <summary>
3793 /// Tell a single agent to disconnect from the region. 3965 /// Tell a single agent to disconnect from the region.
3794 /// </summary> 3966 /// </summary>
3795 /// <param name="regionHandle"></param>
3796 /// <param name="agentID"></param> 3967 /// <param name="agentID"></param>
3797 public bool IncomingCloseAgent(UUID agentID) 3968 /// <param name="childOnly"></param>
3969 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3798 { 3970 {
3799 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3971 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3800 3972
@@ -3806,7 +3978,7 @@ namespace OpenSim.Region.Framework.Scenes
3806 { 3978 {
3807 m_sceneGraph.removeUserCount(false); 3979 m_sceneGraph.removeUserCount(false);
3808 } 3980 }
3809 else 3981 else if (!childOnly)
3810 { 3982 {
3811 m_sceneGraph.removeUserCount(true); 3983 m_sceneGraph.removeUserCount(true);
3812 } 3984 }
@@ -3822,9 +3994,12 @@ namespace OpenSim.Region.Framework.Scenes
3822 } 3994 }
3823 else 3995 else
3824 presence.ControllingClient.SendShutdownConnectionNotice(); 3996 presence.ControllingClient.SendShutdownConnectionNotice();
3997 presence.ControllingClient.Close(false);
3998 }
3999 else if (!childOnly)
4000 {
4001 presence.ControllingClient.Close(true);
3825 } 4002 }
3826
3827 presence.ControllingClient.Close();
3828 return true; 4003 return true;
3829 } 4004 }
3830 4005
@@ -4407,34 +4582,78 @@ namespace OpenSim.Region.Framework.Scenes
4407 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4582 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4408 } 4583 }
4409 4584
4410 public int GetHealth() 4585 public int GetHealth(out int flags, out string message)
4411 { 4586 {
4412 // Returns: 4587 // Returns:
4413 // 1 = sim is up and accepting http requests. The heartbeat has 4588 // 1 = sim is up and accepting http requests. The heartbeat has
4414 // stopped and the sim is probably locked up, but a remote 4589 // stopped and the sim is probably locked up, but a remote
4415 // admin restart may succeed 4590 // admin restart may succeed
4416 // 4591 //
4417 // 2 = Sim is up and the heartbeat is running. The sim is likely 4592 // 2 = Sim is up and the heartbeat is running. The sim is likely
4418 // usable for people within and logins _may_ work 4593 // usable for people within
4594 //
4595 // 3 = Sim is up and one packet thread is running. Sim is
4596 // unstable and will not accept new logins
4597 //
4598 // 4 = Sim is up and both packet threads are running. Sim is
4599 // likely usable
4419 // 4600 //
4420 // 3 = We have seen a new user enter within the past 4 minutes 4601 // 5 = We have seen a new user enter within the past 4 minutes
4421 // which can be seen as positive confirmation of sim health 4602 // which can be seen as positive confirmation of sim health
4422 // 4603 //
4604
4605 flags = 0;
4606 message = String.Empty;
4607
4608 CheckHeartbeat();
4609
4610 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4611 {
4612 // We're still starting
4613 // 0 means "in startup", it can't happen another way, since
4614 // to get here, we must be able to accept http connections
4615 return 0;
4616 }
4617
4423 int health=1; // Start at 1, means we're up 4618 int health=1; // Start at 1, means we're up
4424 4619
4425 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4620 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4621 {
4622 health+=1;
4623 flags |= 1;
4624 }
4625
4626 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4627 {
4628 health+=1;
4629 flags |= 2;
4630 }
4631
4632 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4633 {
4426 health+=1; 4634 health+=1;
4635 flags |= 4;
4636 }
4427 else 4637 else
4638 {
4639int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4640System.Diagnostics.Process proc = new System.Diagnostics.Process();
4641proc.EnableRaisingEvents=false;
4642proc.StartInfo.FileName = "/bin/kill";
4643proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4644proc.Start();
4645proc.WaitForExit();
4646Thread.Sleep(1000);
4647Environment.Exit(1);
4648 }
4649
4650 if (flags != 7)
4428 return health; 4651 return health;
4429 4652
4430 // A login in the last 4 mins? We can't be doing too badly 4653 // A login in the last 4 mins? We can't be doing too badly
4431 // 4654 //
4432 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4655 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4433 health++; 4656 health++;
4434 else
4435 return health;
4436
4437 CheckHeartbeat();
4438 4657
4439 return health; 4658 return health;
4440 } 4659 }
@@ -4627,7 +4846,7 @@ namespace OpenSim.Region.Framework.Scenes
4627 if (m_firstHeartbeat) 4846 if (m_firstHeartbeat)
4628 return; 4847 return;
4629 4848
4630 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4849 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4631 StartTimer(); 4850 StartTimer();
4632 } 4851 }
4633 4852
@@ -5037,7 +5256,55 @@ namespace OpenSim.Region.Framework.Scenes
5037 mapModule.GenerateMaptile(); 5256 mapModule.GenerateMaptile();
5038 } 5257 }
5039 5258
5040 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5259// public void CleanDroppedAttachments()
5260// {
5261// List<SceneObjectGroup> objectsToDelete =
5262// new List<SceneObjectGroup>();
5263//
5264// lock (m_cleaningAttachments)
5265// {
5266// ForEachSOG(delegate (SceneObjectGroup grp)
5267// {
5268// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5269// {
5270// UUID agentID = grp.OwnerID;
5271// if (agentID == UUID.Zero)
5272// {
5273// objectsToDelete.Add(grp);
5274// return;
5275// }
5276//
5277// ScenePresence sp = GetScenePresence(agentID);
5278// if (sp == null)
5279// {
5280// objectsToDelete.Add(grp);
5281// return;
5282// }
5283// }
5284// });
5285// }
5286//
5287// foreach (SceneObjectGroup grp in objectsToDelete)
5288// {
5289// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5290// DeleteSceneObject(grp, true);
5291// }
5292// }
5293
5294 public void ThreadAlive(int threadCode)
5295 {
5296 switch(threadCode)
5297 {
5298 case 1: // Incoming
5299 m_lastIncoming = Util.EnvironmentTickCount();
5300 break;
5301 case 2: // Incoming
5302 m_lastOutgoing = Util.EnvironmentTickCount();
5303 break;
5304 }
5305 }
5306
5307 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5041 { 5308 {
5042 RegenerateMaptile(); 5309 RegenerateMaptile();
5043 5310
@@ -5056,6 +5323,14 @@ namespace OpenSim.Region.Framework.Scenes
5056 // child agent creation, thereby emulating the SL behavior. 5323 // child agent creation, thereby emulating the SL behavior.
5057 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5324 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5058 { 5325 {
5326 reason = "You are banned from the region";
5327
5328 if (Permissions.IsGod(agentID))
5329 {
5330 reason = String.Empty;
5331 return true;
5332 }
5333
5059 int num = m_sceneGraph.GetNumberOfScenePresences(); 5334 int num = m_sceneGraph.GetNumberOfScenePresences();
5060 5335
5061 if (num >= RegionInfo.RegionSettings.AgentLimit) 5336 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5067,11 +5342,82 @@ namespace OpenSim.Region.Framework.Scenes
5067 } 5342 }
5068 } 5343 }
5069 5344
5345 ScenePresence presence = GetScenePresence(agentID);
5346 IClientAPI client = null;
5347 AgentCircuitData aCircuit = null;
5348
5349 if (presence != null)
5350 {
5351 client = presence.ControllingClient;
5352 if (client != null)
5353 aCircuit = client.RequestClientInfo();
5354 }
5355
5356 // We may be called before there is a presence or a client.
5357 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5358 if (client == null)
5359 {
5360 aCircuit = new AgentCircuitData();
5361 aCircuit.AgentID = agentID;
5362 aCircuit.firstname = String.Empty;
5363 aCircuit.lastname = String.Empty;
5364 }
5365
5366 try
5367 {
5368 if (!AuthorizeUser(aCircuit, out reason))
5369 {
5370 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5371 return false;
5372 }
5373 }
5374 catch (Exception e)
5375 {
5376 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5377 return false;
5378 }
5379
5380 if (position == Vector3.Zero) // Teleport
5381 {
5382 float posX = 128.0f;
5383 float posY = 128.0f;
5384
5385 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5386 {
5387 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5388 return false;
5389 }
5390 }
5391 else // Walking
5392 {
5393 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5394 if (land == null)
5395 return false;
5396
5397 bool banned = land.IsBannedFromLand(agentID);
5398 bool restricted = land.IsRestrictedFromLand(agentID);
5399
5400 if (banned || restricted)
5401 return false;
5402 }
5403
5070 reason = String.Empty; 5404 reason = String.Empty;
5071 return true; 5405 return true;
5072 } 5406 }
5073 5407
5074 /// <summary> 5408 public void StartTimerWatchdog()
5409 {
5410 m_timerWatchdog.Interval = 1000;
5411 m_timerWatchdog.Elapsed += TimerWatchdog;
5412 m_timerWatchdog.AutoReset = true;
5413 m_timerWatchdog.Start();
5414 }
5415
5416 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5417 {
5418 CheckHeartbeat();
5419 }
5420
5075 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5421 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5076 /// autopilot that moves an avatar to a sit target!. 5422 /// autopilot that moves an avatar to a sit target!.
5077 /// </summary> 5423 /// </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 58a7b20..27833e8 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;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,31 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 foreach (ulong handle in regionslst) 205 foreach (ulong handle in regionslst)
208 { 206 {
209 SendCloseChildAgent(agentID, handle); 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
208 d.BeginInvoke(agentID, handle,
209 SendCloseChildAgentCompleted,
210 d);
210 } 211 }
211 } 212 }
212 213
213 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
214 { 215 {
215 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
216 } 217 }
217 } 218 }
218} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1e2901b..6c57d57 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -130,13 +139,18 @@ namespace OpenSim.Region.Framework.Scenes
130 139
131 protected internal void Close() 140 protected internal void Close()
132 { 141 {
133 lock (m_presenceLock) 142 m_scenePresencesLock.EnterWriteLock();
143 try
134 { 144 {
135 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 145 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
136 List<ScenePresence> newlist = new List<ScenePresence>(); 146 List<ScenePresence> newlist = new List<ScenePresence>();
137 m_scenePresenceMap = newmap; 147 m_scenePresenceMap = newmap;
138 m_scenePresenceArray = newlist; 148 m_scenePresenceArray = newlist;
139 } 149 }
150 finally
151 {
152 m_scenePresencesLock.ExitWriteLock();
153 }
140 154
141 lock (SceneObjectGroupsByFullID) 155 lock (SceneObjectGroupsByFullID)
142 SceneObjectGroupsByFullID.Clear(); 156 SceneObjectGroupsByFullID.Clear();
@@ -275,6 +289,33 @@ namespace OpenSim.Region.Framework.Scenes
275 protected internal bool AddRestoredSceneObject( 289 protected internal bool AddRestoredSceneObject(
276 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 290 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
277 { 291 {
292 if (!m_parentScene.CombineRegions)
293 {
294 // KF: Check for out-of-region, move inside and make static.
295 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
296 sceneObject.RootPart.GroupPosition.Y,
297 sceneObject.RootPart.GroupPosition.Z);
298 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 ||
299 npos.X > Constants.RegionSize ||
300 npos.Y > Constants.RegionSize))
301 {
302 if (npos.X < 0.0) npos.X = 1.0f;
303 if (npos.Y < 0.0) npos.Y = 1.0f;
304 if (npos.Z < 0.0) npos.Z = 0.0f;
305 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
306 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
307
308 foreach (SceneObjectPart part in sceneObject.Parts)
309 {
310 part.GroupPosition = npos;
311 }
312 sceneObject.RootPart.Velocity = Vector3.Zero;
313 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
314 sceneObject.RootPart.Acceleration = Vector3.Zero;
315 sceneObject.RootPart.Velocity = Vector3.Zero;
316 }
317 }
318
278 if (attachToBackup && (!alreadyPersisted)) 319 if (attachToBackup && (!alreadyPersisted))
279 { 320 {
280 sceneObject.ForceInventoryPersistence(); 321 sceneObject.ForceInventoryPersistence();
@@ -491,6 +532,30 @@ namespace OpenSim.Region.Framework.Scenes
491 m_updateList[obj.UUID] = obj; 532 m_updateList[obj.UUID] = obj;
492 } 533 }
493 534
535 public void FireAttachToBackup(SceneObjectGroup obj)
536 {
537 if (OnAttachToBackup != null)
538 {
539 OnAttachToBackup(obj);
540 }
541 }
542
543 public void FireDetachFromBackup(SceneObjectGroup obj)
544 {
545 if (OnDetachFromBackup != null)
546 {
547 OnDetachFromBackup(obj);
548 }
549 }
550
551 public void FireChangeBackup(SceneObjectGroup obj)
552 {
553 if (OnChangeBackup != null)
554 {
555 OnChangeBackup(obj);
556 }
557 }
558
494 /// <summary> 559 /// <summary>
495 /// Process all pending updates 560 /// Process all pending updates
496 /// </summary> 561 /// </summary>
@@ -608,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
608 673
609 Entities[presence.UUID] = presence; 674 Entities[presence.UUID] = presence;
610 675
611 lock (m_presenceLock) 676 m_scenePresencesLock.EnterWriteLock();
677 try
612 { 678 {
613 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 679 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
614 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 680 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -632,6 +698,10 @@ namespace OpenSim.Region.Framework.Scenes
632 m_scenePresenceMap = newmap; 698 m_scenePresenceMap = newmap;
633 m_scenePresenceArray = newlist; 699 m_scenePresenceArray = newlist;
634 } 700 }
701 finally
702 {
703 m_scenePresencesLock.ExitWriteLock();
704 }
635 } 705 }
636 706
637 /// <summary> 707 /// <summary>
@@ -646,7 +716,8 @@ namespace OpenSim.Region.Framework.Scenes
646 agentID); 716 agentID);
647 } 717 }
648 718
649 lock (m_presenceLock) 719 m_scenePresencesLock.EnterWriteLock();
720 try
650 { 721 {
651 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 722 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
652 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 723 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -668,6 +739,10 @@ namespace OpenSim.Region.Framework.Scenes
668 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 739 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
669 } 740 }
670 } 741 }
742 finally
743 {
744 m_scenePresencesLock.ExitWriteLock();
745 }
671 } 746 }
672 747
673 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 748 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1381,8 +1456,13 @@ namespace OpenSim.Region.Framework.Scenes
1381 { 1456 {
1382 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1457 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1383 { 1458 {
1384 if (m_parentScene.AttachmentsModule != null) 1459 // Set the new attachment point data in the object
1385 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1460 byte attachmentPoint = group.GetAttachmentPoint();
1461 group.UpdateGroupPosition(pos);
1462 group.IsAttachment = false;
1463 group.AbsolutePosition = group.RootPart.AttachedPos;
1464 group.AttachmentPoint = attachmentPoint;
1465 group.HasGroupChanged = true;
1386 } 1466 }
1387 else 1467 else
1388 { 1468 {
@@ -1654,8 +1734,11 @@ namespace OpenSim.Region.Framework.Scenes
1654 return; 1734 return;
1655 1735
1656 Monitor.Enter(m_updateLock); 1736 Monitor.Enter(m_updateLock);
1737
1657 try 1738 try
1658 { 1739 {
1740 parentGroup.areUpdatesSuspended = true;
1741
1659 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1742 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1660 1743
1661 // We do this in reverse to get the link order of the prims correct 1744 // We do this in reverse to get the link order of the prims correct
@@ -1666,9 +1749,13 @@ namespace OpenSim.Region.Framework.Scenes
1666 // Make sure no child prim is set for sale 1749 // Make sure no child prim is set for sale
1667 // So that, on delink, no prims are unwittingly 1750 // So that, on delink, no prims are unwittingly
1668 // left for sale and sold off 1751 // left for sale and sold off
1669 child.RootPart.ObjectSaleType = 0; 1752
1670 child.RootPart.SalePrice = 10; 1753 if (child != null)
1671 childGroups.Add(child); 1754 {
1755 child.RootPart.ObjectSaleType = 0;
1756 child.RootPart.SalePrice = 10;
1757 childGroups.Add(child);
1758 }
1672 } 1759 }
1673 1760
1674 foreach (SceneObjectGroup child in childGroups) 1761 foreach (SceneObjectGroup child in childGroups)
@@ -1687,12 +1774,19 @@ namespace OpenSim.Region.Framework.Scenes
1687 // occur on link to invoke this elsewhere (such as object selection) 1774 // occur on link to invoke this elsewhere (such as object selection)
1688 parentGroup.RootPart.CreateSelected = true; 1775 parentGroup.RootPart.CreateSelected = true;
1689 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1776 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1690 parentGroup.HasGroupChanged = true;
1691 parentGroup.ScheduleGroupForFullUpdate();
1692
1693 } 1777 }
1694 finally 1778 finally
1695 { 1779 {
1780 lock (SceneObjectGroupsByLocalPartID)
1781 {
1782 foreach (SceneObjectPart part in parentGroup.Parts)
1783 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1784 }
1785
1786 parentGroup.areUpdatesSuspended = false;
1787 parentGroup.HasGroupChanged = true;
1788 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1789 parentGroup.ScheduleGroupForFullUpdate();
1696 Monitor.Exit(m_updateLock); 1790 Monitor.Exit(m_updateLock);
1697 } 1791 }
1698 } 1792 }
@@ -1729,21 +1823,24 @@ namespace OpenSim.Region.Framework.Scenes
1729 1823
1730 SceneObjectGroup group = part.ParentGroup; 1824 SceneObjectGroup group = part.ParentGroup;
1731 if (!affectedGroups.Contains(group)) 1825 if (!affectedGroups.Contains(group))
1826 {
1827 group.areUpdatesSuspended = true;
1732 affectedGroups.Add(group); 1828 affectedGroups.Add(group);
1829 }
1733 } 1830 }
1734 } 1831 }
1735 } 1832 }
1736 1833
1737 foreach (SceneObjectPart child in childParts) 1834 if (childParts.Count > 0)
1738 { 1835 {
1739 // Unlink all child parts from their groups 1836 foreach (SceneObjectPart child in childParts)
1740 // 1837 {
1741 child.ParentGroup.DelinkFromGroup(child, true); 1838 // Unlink all child parts from their groups
1742 1839 //
1743 // These are not in affected groups and will not be 1840 child.ParentGroup.DelinkFromGroup(child, true);
1744 // handled further. Do the honors here. 1841 child.ParentGroup.HasGroupChanged = true;
1745 child.ParentGroup.HasGroupChanged = true; 1842 child.ParentGroup.ScheduleGroupForFullUpdate();
1746 child.ParentGroup.ScheduleGroupForFullUpdate(); 1843 }
1747 } 1844 }
1748 1845
1749 foreach (SceneObjectPart root in rootParts) 1846 foreach (SceneObjectPart root in rootParts)
@@ -1753,56 +1850,68 @@ namespace OpenSim.Region.Framework.Scenes
1753 // However, editing linked parts and unlinking may be different 1850 // However, editing linked parts and unlinking may be different
1754 // 1851 //
1755 SceneObjectGroup group = root.ParentGroup; 1852 SceneObjectGroup group = root.ParentGroup;
1853 group.areUpdatesSuspended = true;
1756 1854
1757 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1855 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1758 int numChildren = newSet.Count; 1856 int numChildren = newSet.Count;
1759 1857
1858 if (numChildren == 1)
1859 break;
1860
1760 // If there are prims left in a link set, but the root is 1861 // If there are prims left in a link set, but the root is
1761 // slated for unlink, we need to do this 1862 // slated for unlink, we need to do this
1863 // Unlink the remaining set
1762 // 1864 //
1763 if (numChildren != 1) 1865 bool sendEventsToRemainder = true;
1764 { 1866 if (numChildren > 1)
1765 // Unlink the remaining set 1867 sendEventsToRemainder = false;
1766 //
1767 bool sendEventsToRemainder = true;
1768 if (numChildren > 1)
1769 sendEventsToRemainder = false;
1770 1868
1771 foreach (SceneObjectPart p in newSet) 1869 foreach (SceneObjectPart p in newSet)
1870 {
1871 if (p != group.RootPart)
1772 { 1872 {
1773 if (p != group.RootPart) 1873 group.DelinkFromGroup(p, sendEventsToRemainder);
1774 group.DelinkFromGroup(p, sendEventsToRemainder); 1874 if (numChildren > 2)
1875 {
1876 p.ParentGroup.areUpdatesSuspended = true;
1877 }
1878 else
1879 {
1880 p.ParentGroup.HasGroupChanged = true;
1881 p.ParentGroup.ScheduleGroupForFullUpdate();
1882 }
1775 } 1883 }
1884 }
1885
1886 // If there is more than one prim remaining, we
1887 // need to re-link
1888 //
1889 if (numChildren > 2)
1890 {
1891 // Remove old root
1892 //
1893 if (newSet.Contains(root))
1894 newSet.Remove(root);
1776 1895
1777 // If there is more than one prim remaining, we 1896 // Preserve link ordering
1778 // need to re-link
1779 // 1897 //
1780 if (numChildren > 2) 1898 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1781 { 1899 {
1782 // Remove old root 1900 return a.LinkNum.CompareTo(b.LinkNum);
1783 // 1901 });
1784 if (newSet.Contains(root))
1785 newSet.Remove(root);
1786
1787 // Preserve link ordering
1788 //
1789 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1790 {
1791 return a.LinkNum.CompareTo(b.LinkNum);
1792 });
1793 1902
1794 // Determine new root 1903 // Determine new root
1795 // 1904 //
1796 SceneObjectPart newRoot = newSet[0]; 1905 SceneObjectPart newRoot = newSet[0];
1797 newSet.RemoveAt(0); 1906 newSet.RemoveAt(0);
1798 1907
1799 foreach (SceneObjectPart newChild in newSet) 1908 foreach (SceneObjectPart newChild in newSet)
1800 newChild.ClearUpdateSchedule(); 1909 newChild.ClearUpdateSchedule();
1801 1910
1802 LinkObjects(newRoot, newSet); 1911 newRoot.ParentGroup.areUpdatesSuspended = true;
1803 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1912 LinkObjects(newRoot, newSet);
1804 affectedGroups.Add(newRoot.ParentGroup); 1913 if (!affectedGroups.Contains(newRoot.ParentGroup))
1805 } 1914 affectedGroups.Add(newRoot.ParentGroup);
1806 } 1915 }
1807 } 1916 }
1808 1917
@@ -1810,8 +1919,14 @@ namespace OpenSim.Region.Framework.Scenes
1810 // 1919 //
1811 foreach (SceneObjectGroup g in affectedGroups) 1920 foreach (SceneObjectGroup g in affectedGroups)
1812 { 1921 {
1922 // Child prims that have been unlinked and deleted will
1923 // return unless the root is deleted. This will remove them
1924 // from the database. They will be rewritten immediately,
1925 // minus the rows for the unlinked child prims.
1926 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1813 g.TriggerScriptChangedEvent(Changed.LINK); 1927 g.TriggerScriptChangedEvent(Changed.LINK);
1814 g.HasGroupChanged = true; // Persist 1928 g.HasGroupChanged = true; // Persist
1929 g.areUpdatesSuspended = false;
1815 g.ScheduleGroupForFullUpdate(); 1930 g.ScheduleGroupForFullUpdate();
1816 } 1931 }
1817 } 1932 }
@@ -1929,9 +2044,6 @@ namespace OpenSim.Region.Framework.Scenes
1929 child.ApplyNextOwnerPermissions(); 2044 child.ApplyNextOwnerPermissions();
1930 } 2045 }
1931 } 2046 }
1932
1933 copy.RootPart.ObjectSaleType = 0;
1934 copy.RootPart.SalePrice = 10;
1935 } 2047 }
1936 2048
1937 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2049 // 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 905ecc9..c7da4f4 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();
@@ -234,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
234 230
235 public uint GetEffectivePermissions() 231 public uint GetEffectivePermissions()
236 { 232 {
233 return GetEffectivePermissions(false);
234 }
235
236 public uint GetEffectivePermissions(bool useBase)
237 {
237 uint perms=(uint)(PermissionMask.Modify | 238 uint perms=(uint)(PermissionMask.Modify |
238 PermissionMask.Copy | 239 PermissionMask.Copy |
239 PermissionMask.Move | 240 PermissionMask.Move |
@@ -245,7 +246,10 @@ namespace OpenSim.Region.Framework.Scenes
245 for (int i = 0; i < parts.Length; i++) 246 for (int i = 0; i < parts.Length; i++)
246 { 247 {
247 SceneObjectPart part = parts[i]; 248 SceneObjectPart part = parts[i];
248 ownerMask &= part.OwnerMask; 249 if (useBase)
250 ownerMask &= part.BaseMask;
251 else
252 ownerMask &= part.OwnerMask;
249 perms &= part.Inventory.MaskEffectivePermissions(); 253 perms &= part.Inventory.MaskEffectivePermissions();
250 } 254 }
251 255
@@ -385,6 +389,9 @@ namespace OpenSim.Region.Framework.Scenes
385 389
386 public void ResumeScripts() 390 public void ResumeScripts()
387 { 391 {
392 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
393 return;
394
388 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 396 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 397 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8860764..3b0d1cd 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;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// 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. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,30 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
409 parts[i].GroupPosition = val; 485 if (m_dupeInProgress)
486 triggerScriptEvent = false;
487 foreach (SceneObjectPart part in parts)
488 {
489 part.GroupPosition = val;
490 if (triggerScriptEvent)
491 part.TriggerScriptChangedEvent(Changed.POSITION);
492 }
493 if (!m_dupeInProgress)
494 {
495 foreach (ScenePresence av in m_linkedAvatars)
496 {
497 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
498 if (m_parts.TryGetValue(p.UUID, out p))
499 {
500 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
501 av.AbsolutePosition += offset;
502 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
503 av.SendAvatarDataToAllAgents();
504 }
505 }
506 }
410 507
411 //if (m_rootPart.PhysActor != null) 508 //if (m_rootPart.PhysActor != null)
412 //{ 509 //{
@@ -565,6 +662,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 662 /// </summary>
566 public SceneObjectGroup() 663 public SceneObjectGroup()
567 { 664 {
665
568 } 666 }
569 667
570 /// <summary> 668 /// <summary>
@@ -581,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 679 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 680 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 681 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 682 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 683 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 684 }
587 685
@@ -629,6 +727,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 727 /// </summary>
630 public virtual void AttachToBackup() 728 public virtual void AttachToBackup()
631 { 729 {
730 if (IsAttachment) return;
731 m_scene.SceneGraph.FireAttachToBackup(this);
732
632 if (InSceneBackup) 733 if (InSceneBackup)
633 { 734 {
634 //m_log.DebugFormat( 735 //m_log.DebugFormat(
@@ -671,6 +772,9 @@ namespace OpenSim.Region.Framework.Scenes
671 772
672 ApplyPhysics(); 773 ApplyPhysics();
673 774
775 if (RootPart.PhysActor != null)
776 RootPart.Buoyancy = RootPart.Buoyancy;
777
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 778 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 779 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 780 //ScheduleGroupForFullUpdate();
@@ -686,6 +790,10 @@ namespace OpenSim.Region.Framework.Scenes
686 EntityIntersection result = new EntityIntersection(); 790 EntityIntersection result = new EntityIntersection();
687 791
688 SceneObjectPart[] parts = m_parts.GetArray(); 792 SceneObjectPart[] parts = m_parts.GetArray();
793
794 // Find closest hit here
795 float idist = float.MaxValue;
796
689 for (int i = 0; i < parts.Length; i++) 797 for (int i = 0; i < parts.Length; i++)
690 { 798 {
691 SceneObjectPart part = parts[i]; 799 SceneObjectPart part = parts[i];
@@ -700,11 +808,6 @@ namespace OpenSim.Region.Framework.Scenes
700 808
701 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 809 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
702 810
703 // This may need to be updated to the maximum draw distance possible..
704 // We might (and probably will) be checking for prim creation from other sims
705 // when the camera crosses the border.
706 float idist = Constants.RegionSize;
707
708 if (inter.HitTF) 811 if (inter.HitTF)
709 { 812 {
710 // We need to find the closest prim to return to the testcaller along the ray 813 // We need to find the closest prim to return to the testcaller along the ray
@@ -715,10 +818,11 @@ namespace OpenSim.Region.Framework.Scenes
715 result.obj = part; 818 result.obj = part;
716 result.normal = inter.normal; 819 result.normal = inter.normal;
717 result.distance = inter.distance; 820 result.distance = inter.distance;
821
822 idist = inter.distance;
718 } 823 }
719 } 824 }
720 } 825 }
721
722 return result; 826 return result;
723 } 827 }
724 828
@@ -738,17 +842,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 842 minZ = 8192f;
739 843
740 SceneObjectPart[] parts = m_parts.GetArray(); 844 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 845 foreach (SceneObjectPart part in parts)
742 { 846 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 847 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 848 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 849 Quaternion worldRot;
748 if (part.ParentID == 0) 850 if (part.ParentID == 0)
851 {
749 worldRot = part.RotationOffset; 852 worldRot = part.RotationOffset;
853 }
750 else 854 else
855 {
751 worldRot = part.GetWorldRotation(); 856 worldRot = part.GetWorldRotation();
857 }
752 858
753 Vector3 frontTopLeft; 859 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 860 Vector3 frontTopRight;
@@ -760,6 +866,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 866 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 867 Vector3 backBottomRight;
762 868
869 // Vector3[] corners = new Vector3[8];
870
763 Vector3 orig = Vector3.Zero; 871 Vector3 orig = Vector3.Zero;
764 872
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 873 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +902,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 902 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 903 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 904
905
906
907 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
908 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
909 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
910 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
911 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
912 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
913 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
914 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
915
916 //for (int i = 0; i < 8; i++)
917 //{
918 // corners[i] = corners[i] * worldRot;
919 // corners[i] += offset;
920
921 // if (corners[i].X > maxX)
922 // maxX = corners[i].X;
923 // if (corners[i].X < minX)
924 // minX = corners[i].X;
925
926 // if (corners[i].Y > maxY)
927 // maxY = corners[i].Y;
928 // if (corners[i].Y < minY)
929 // minY = corners[i].Y;
930
931 // if (corners[i].Z > maxZ)
932 // maxZ = corners[i].Y;
933 // if (corners[i].Z < minZ)
934 // minZ = corners[i].Z;
935 //}
936
797 frontTopLeft = frontTopLeft * worldRot; 937 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 938 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 939 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +955,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 955 backTopLeft += offset;
816 backTopRight += offset; 956 backTopRight += offset;
817 957
958 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
959 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
960 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
961 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
962 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
963 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
964 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
965 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
966
818 if (frontTopRight.X > maxX) 967 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 968 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 969 if (frontTopLeft.X > maxX)
@@ -960,15 +1109,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1109
961 public void SaveScriptedState(XmlTextWriter writer) 1110 public void SaveScriptedState(XmlTextWriter writer)
962 { 1111 {
1112 SaveScriptedState(writer, false);
1113 }
1114
1115 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1116 {
963 XmlDocument doc = new XmlDocument(); 1117 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1118 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1119
966 SceneObjectPart[] parts = m_parts.GetArray(); 1120 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1121 for (int i = 0; i < parts.Length; i++)
968 { 1122 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1123 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1124 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1125 states[kvp.Key] = kvp.Value;
972 } 1126 }
973 1127
974 if (states.Count > 0) 1128 if (states.Count > 0)
@@ -988,6 +1142,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1142 }
989 1143
990 /// <summary> 1144 /// <summary>
1145 /// Add the avatar to this linkset (avatar is sat).
1146 /// </summary>
1147 /// <param name="agentID"></param>
1148 public void AddAvatar(UUID agentID)
1149 {
1150 ScenePresence presence;
1151 if (m_scene.TryGetScenePresence(agentID, out presence))
1152 {
1153 if (!m_linkedAvatars.Contains(presence))
1154 {
1155 m_linkedAvatars.Add(presence);
1156 }
1157 }
1158 }
1159
1160 /// <summary>
1161 /// Delete the avatar from this linkset (avatar is unsat).
1162 /// </summary>
1163 /// <param name="agentID"></param>
1164 public void DeleteAvatar(UUID agentID)
1165 {
1166 ScenePresence presence;
1167 if (m_scene.TryGetScenePresence(agentID, out presence))
1168 {
1169 if (m_linkedAvatars.Contains(presence))
1170 {
1171 m_linkedAvatars.Remove(presence);
1172 }
1173 }
1174 }
1175
1176 /// <summary>
1177 /// Returns the list of linked presences (avatars sat on this group)
1178 /// </summary>
1179 /// <param name="agentID"></param>
1180 public List<ScenePresence> GetLinkedAvatars()
1181 {
1182 return m_linkedAvatars;
1183 }
1184
1185 /// <summary>
1186 /// Attach this scene object to the given avatar.
1187 /// </summary>
1188 /// <param name="agentID"></param>
1189 /// <param name="attachmentpoint"></param>
1190 /// <param name="AttachOffset"></param>
1191 private void AttachToAgent(
1192 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1193 {
1194 if (avatar != null)
1195 {
1196 // don't attach attachments to child agents
1197 if (avatar.IsChildAgent) return;
1198
1199 // Remove from database and parcel prim count
1200 m_scene.DeleteFromStorage(so.UUID);
1201 m_scene.EventManager.TriggerParcelPrimCountTainted();
1202
1203 so.AttachedAvatar = avatar.UUID;
1204
1205 if (so.RootPart.PhysActor != null)
1206 {
1207 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1208 so.RootPart.PhysActor = null;
1209 }
1210
1211 so.AbsolutePosition = attachOffset;
1212 so.RootPart.AttachedPos = attachOffset;
1213 so.IsAttachment = true;
1214 so.RootPart.SetParentLocalId(avatar.LocalId);
1215 so.AttachmentPoint = attachmentpoint;
1216
1217 avatar.AddAttachment(this);
1218
1219 if (!silent)
1220 {
1221 // Killing it here will cause the client to deselect it
1222 // It then reappears on the avatar, deselected
1223 // through the full update below
1224 //
1225 if (IsSelected)
1226 {
1227 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1228 }
1229
1230 IsSelected = false; // fudge....
1231 ScheduleGroupForFullUpdate();
1232 }
1233 }
1234 else
1235 {
1236 m_log.WarnFormat(
1237 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1238 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1239 }
1240 }
1241
1242 public byte GetAttachmentPoint()
1243 {
1244 return m_rootPart.Shape.State;
1245 }
1246
1247 public void DetachToGround()
1248 {
1249 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1250 if (avatar == null)
1251 return;
1252
1253 avatar.RemoveAttachment(this);
1254
1255 Vector3 detachedpos = new Vector3(127f,127f,127f);
1256 if (avatar == null)
1257 return;
1258
1259 detachedpos = avatar.AbsolutePosition;
1260 RootPart.FromItemID = UUID.Zero;
1261
1262 AbsolutePosition = detachedpos;
1263 AttachedAvatar = UUID.Zero;
1264
1265 //SceneObjectPart[] parts = m_parts.GetArray();
1266 //for (int i = 0; i < parts.Length; i++)
1267 // parts[i].AttachedAvatar = UUID.Zero;
1268
1269 m_rootPart.SetParentLocalId(0);
1270 AttachmentPoint = (byte)0;
1271 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1272 HasGroupChanged = true;
1273 RootPart.Rezzed = DateTime.Now;
1274 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1275 AttachToBackup();
1276 m_scene.EventManager.TriggerParcelPrimCountTainted();
1277 m_rootPart.ScheduleFullUpdate();
1278 m_rootPart.ClearUndoState();
1279 }
1280
1281 public void DetachToInventoryPrep()
1282 {
1283 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1284 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1285 if (avatar != null)
1286 {
1287 //detachedpos = avatar.AbsolutePosition;
1288 avatar.RemoveAttachment(this);
1289 }
1290
1291 AttachedAvatar = UUID.Zero;
1292
1293 /*SceneObjectPart[] parts = m_parts.GetArray();
1294 for (int i = 0; i < parts.Length; i++)
1295 parts[i].AttachedAvatar = UUID.Zero;*/
1296
1297 m_rootPart.SetParentLocalId(0);
1298 //m_rootPart.SetAttachmentPoint((byte)0);
1299 IsAttachment = false;
1300 AbsolutePosition = m_rootPart.AttachedPos;
1301 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1302 //AttachToBackup();
1303 //m_rootPart.ScheduleFullUpdate();
1304 }
1305
1306 /// <summary>
991 /// 1307 ///
992 /// </summary> 1308 /// </summary>
993 /// <param name="part"></param> 1309 /// <param name="part"></param>
@@ -1037,7 +1353,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1353 public void AddPart(SceneObjectPart part)
1038 { 1354 {
1039 part.SetParent(this); 1355 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1356 m_parts.Add(part.UUID, part);
1357
1358 part.LinkNum = m_parts.Count;
1359
1041 if (part.LinkNum == 2) 1360 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1361 RootPart.LinkNum = 1;
1043 } 1362 }
@@ -1145,6 +1464,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1464 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1465 public void DeleteGroupFromScene(bool silent)
1147 { 1466 {
1467 // We need to keep track of this state in case this group is still queued for backup.
1468 IsDeleted = true;
1469
1470 DetachFromBackup();
1471
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1472 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1473 for (int i = 0; i < parts.Length; i++)
1150 { 1474 {
@@ -1167,6 +1491,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1491 }
1168 }); 1492 });
1169 } 1493 }
1494
1495
1170 } 1496 }
1171 1497
1172 public void AddScriptLPS(int count) 1498 public void AddScriptLPS(int count)
@@ -1262,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1262 1588
1263 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1264 { 1590 {
1265 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1266 } 1597 }
1267 1598
1268 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1294,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1294 return; 1625 return;
1295 } 1626 }
1296 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1297 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1298 // any exception propogate upwards. 1632 // any exception propogate upwards.
1299 try 1633 try
1300 { 1634 {
1301 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1302 { 1639 {
1303 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1304 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1325,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 } 1662 }
1326 } 1663 }
1327 } 1664 }
1665
1328 } 1666 }
1329 1667
1330 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1332,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1332 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1333 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1334 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1335// m_log.DebugFormat( 1687// m_log.DebugFormat(
1336// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1337// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1415,7 +1767,7 @@ namespace OpenSim.Region.Framework.Scenes
1415 // This is only necessary when userExposed is false! 1767 // This is only necessary when userExposed is false!
1416 1768
1417 bool previousAttachmentStatus = dupe.IsAttachment; 1769 bool previousAttachmentStatus = dupe.IsAttachment;
1418 1770
1419 if (!userExposed) 1771 if (!userExposed)
1420 dupe.IsAttachment = true; 1772 dupe.IsAttachment = true;
1421 1773
@@ -1433,11 +1785,11 @@ namespace OpenSim.Region.Framework.Scenes
1433 dupe.m_rootPart.TrimPermissions(); 1785 dupe.m_rootPart.TrimPermissions();
1434 1786
1435 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1787 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1436 1788
1437 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1789 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1438 { 1790 {
1439 return p1.LinkNum.CompareTo(p2.LinkNum); 1791 return p1.LinkNum.CompareTo(p2.LinkNum);
1440 } 1792 }
1441 ); 1793 );
1442 1794
1443 foreach (SceneObjectPart part in partList) 1795 foreach (SceneObjectPart part in partList)
@@ -1457,7 +1809,7 @@ namespace OpenSim.Region.Framework.Scenes
1457 if (part.PhysActor != null && userExposed) 1809 if (part.PhysActor != null && userExposed)
1458 { 1810 {
1459 PrimitiveBaseShape pbs = newPart.Shape; 1811 PrimitiveBaseShape pbs = newPart.Shape;
1460 1812
1461 newPart.PhysActor 1813 newPart.PhysActor
1462 = m_scene.PhysicsScene.AddPrimShape( 1814 = m_scene.PhysicsScene.AddPrimShape(
1463 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1815 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1467,11 +1819,11 @@ namespace OpenSim.Region.Framework.Scenes
1467 newPart.RotationOffset, 1819 newPart.RotationOffset,
1468 part.PhysActor.IsPhysical, 1820 part.PhysActor.IsPhysical,
1469 newPart.LocalId); 1821 newPart.LocalId);
1470 1822
1471 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1823 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1472 } 1824 }
1473 } 1825 }
1474 1826
1475 if (userExposed) 1827 if (userExposed)
1476 { 1828 {
1477 dupe.UpdateParentIDs(); 1829 dupe.UpdateParentIDs();
@@ -1586,6 +1938,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 return Vector3.Zero; 1938 return Vector3.Zero;
1587 } 1939 }
1588 1940
1941 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1589 public void moveToTarget(Vector3 target, float tau) 1942 public void moveToTarget(Vector3 target, float tau)
1590 { 1943 {
1591 if (IsAttachment) 1944 if (IsAttachment)
@@ -1613,10 +1966,44 @@ namespace OpenSim.Region.Framework.Scenes
1613 RootPart.PhysActor.PIDActive = false; 1966 RootPart.PhysActor.PIDActive = false;
1614 } 1967 }
1615 1968
1969 public void rotLookAt(Quaternion target, float strength, float damping)
1970 {
1971 SceneObjectPart rootpart = m_rootPart;
1972 if (rootpart != null)
1973 {
1974 if (IsAttachment)
1975 {
1976 /*
1977 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1978 if (avatar != null)
1979 {
1980 Rotate the Av?
1981 } */
1982 }
1983 else
1984 {
1985 if (rootpart.PhysActor != null)
1986 { // APID must be implemented in your physics system for this to function.
1987 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1988 rootpart.PhysActor.APIDStrength = strength;
1989 rootpart.PhysActor.APIDDamping = damping;
1990 rootpart.PhysActor.APIDActive = true;
1991 }
1992 }
1993 }
1994 }
1995
1616 public void stopLookAt() 1996 public void stopLookAt()
1617 { 1997 {
1618 if (RootPart.PhysActor != null) 1998 SceneObjectPart rootpart = m_rootPart;
1619 RootPart.PhysActor.APIDActive = false; 1999 if (rootpart != null)
2000 {
2001 if (rootpart.PhysActor != null)
2002 { // APID must be implemented in your physics system for this to function.
2003 rootpart.PhysActor.APIDActive = false;
2004 }
2005 }
2006
1620 } 2007 }
1621 2008
1622 /// <summary> 2009 /// <summary>
@@ -1674,6 +2061,8 @@ namespace OpenSim.Region.Framework.Scenes
1674 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2061 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1675 { 2062 {
1676 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2063 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2064 newPart.SetParent(this);
2065
1677 AddPart(newPart); 2066 AddPart(newPart);
1678 2067
1679 SetPartAsNonRoot(newPart); 2068 SetPartAsNonRoot(newPart);
@@ -1802,11 +2191,11 @@ namespace OpenSim.Region.Framework.Scenes
1802 /// Immediately send a full update for this scene object. 2191 /// Immediately send a full update for this scene object.
1803 /// </summary> 2192 /// </summary>
1804 public void SendGroupFullUpdate() 2193 public void SendGroupFullUpdate()
1805 { 2194 {
1806 if (IsDeleted) 2195 if (IsDeleted)
1807 return; 2196 return;
1808 2197
1809// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2198// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1810 2199
1811 RootPart.SendFullUpdateToAllClients(); 2200 RootPart.SendFullUpdateToAllClients();
1812 2201
@@ -2007,7 +2396,7 @@ namespace OpenSim.Region.Framework.Scenes
2007 objectGroup.IsDeleted = true; 2396 objectGroup.IsDeleted = true;
2008 2397
2009 objectGroup.m_parts.Clear(); 2398 objectGroup.m_parts.Clear();
2010 2399
2011 // Can't do this yet since backup still makes use of the root part without any synchronization 2400 // Can't do this yet since backup still makes use of the root part without any synchronization
2012// objectGroup.m_rootPart = null; 2401// objectGroup.m_rootPart = null;
2013 2402
@@ -2141,6 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes
2141 /// <param name="objectGroup"></param> 2530 /// <param name="objectGroup"></param>
2142 public virtual void DetachFromBackup() 2531 public virtual void DetachFromBackup()
2143 { 2532 {
2533 m_scene.SceneGraph.FireDetachFromBackup(this);
2144 if (m_isBackedUp && Scene != null) 2534 if (m_isBackedUp && Scene != null)
2145 m_scene.EventManager.OnBackup -= ProcessBackup; 2535 m_scene.EventManager.OnBackup -= ProcessBackup;
2146 2536
@@ -2159,7 +2549,8 @@ namespace OpenSim.Region.Framework.Scenes
2159 2549
2160 axPos *= parentRot; 2550 axPos *= parentRot;
2161 part.OffsetPosition = axPos; 2551 part.OffsetPosition = axPos;
2162 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2552 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2553 part.GroupPosition = newPos;
2163 part.OffsetPosition = Vector3.Zero; 2554 part.OffsetPosition = Vector3.Zero;
2164 part.RotationOffset = worldRot; 2555 part.RotationOffset = worldRot;
2165 2556
@@ -2170,7 +2561,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 2561
2171 part.LinkNum = linkNum; 2562 part.LinkNum = linkNum;
2172 2563
2173 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2564 part.OffsetPosition = newPos - AbsolutePosition;
2174 2565
2175 Quaternion rootRotation = m_rootPart.RotationOffset; 2566 Quaternion rootRotation = m_rootPart.RotationOffset;
2176 2567
@@ -2180,7 +2571,7 @@ namespace OpenSim.Region.Framework.Scenes
2180 2571
2181 parentRot = m_rootPart.RotationOffset; 2572 parentRot = m_rootPart.RotationOffset;
2182 oldRot = part.RotationOffset; 2573 oldRot = part.RotationOffset;
2183 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2574 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2184 part.RotationOffset = newRot; 2575 part.RotationOffset = newRot;
2185 } 2576 }
2186 2577
@@ -2427,8 +2818,12 @@ namespace OpenSim.Region.Framework.Scenes
2427 } 2818 }
2428 } 2819 }
2429 2820
2821 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2430 for (int i = 0; i < parts.Length; i++) 2822 for (int i = 0; i < parts.Length; i++)
2431 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2823 {
2824 if (parts[i] != RootPart)
2825 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2826 }
2432 } 2827 }
2433 } 2828 }
2434 2829
@@ -2441,6 +2836,17 @@ namespace OpenSim.Region.Framework.Scenes
2441 } 2836 }
2442 } 2837 }
2443 2838
2839
2840
2841 /// <summary>
2842 /// Gets the number of parts
2843 /// </summary>
2844 /// <returns></returns>
2845 public int GetPartCount()
2846 {
2847 return Parts.Count();
2848 }
2849
2444 /// <summary> 2850 /// <summary>
2445 /// Update the texture entry for this part 2851 /// Update the texture entry for this part
2446 /// </summary> 2852 /// </summary>
@@ -2502,7 +2908,6 @@ namespace OpenSim.Region.Framework.Scenes
2502 { 2908 {
2503// m_log.DebugFormat( 2909// m_log.DebugFormat(
2504// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2910// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2505
2506 RootPart.StoreUndoState(true); 2911 RootPart.StoreUndoState(true);
2507 2912
2508 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2913 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2603,7 +3008,6 @@ namespace OpenSim.Region.Framework.Scenes
2603 prevScale.X *= x; 3008 prevScale.X *= x;
2604 prevScale.Y *= y; 3009 prevScale.Y *= y;
2605 prevScale.Z *= z; 3010 prevScale.Z *= z;
2606
2607// RootPart.IgnoreUndoUpdate = true; 3011// RootPart.IgnoreUndoUpdate = true;
2608 RootPart.Resize(prevScale); 3012 RootPart.Resize(prevScale);
2609// RootPart.IgnoreUndoUpdate = false; 3013// RootPart.IgnoreUndoUpdate = false;
@@ -2634,7 +3038,9 @@ namespace OpenSim.Region.Framework.Scenes
2634 } 3038 }
2635 3039
2636// obPart.IgnoreUndoUpdate = false; 3040// obPart.IgnoreUndoUpdate = false;
2637// obPart.StoreUndoState(); 3041 HasGroupChanged = true;
3042 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3043 ScheduleGroupForTerseUpdate();
2638 } 3044 }
2639 3045
2640// m_log.DebugFormat( 3046// m_log.DebugFormat(
@@ -2694,9 +3100,9 @@ namespace OpenSim.Region.Framework.Scenes
2694 { 3100 {
2695 SceneObjectPart part = GetChildPart(localID); 3101 SceneObjectPart part = GetChildPart(localID);
2696 3102
2697// SceneObjectPart[] parts = m_parts.GetArray(); 3103 SceneObjectPart[] parts = m_parts.GetArray();
2698// for (int i = 0; i < parts.Length; i++) 3104 for (int i = 0; i < parts.Length; i++)
2699// parts[i].StoreUndoState(); 3105 parts[i].StoreUndoState();
2700 3106
2701 if (part != null) 3107 if (part != null)
2702 { 3108 {
@@ -2752,10 +3158,27 @@ namespace OpenSim.Region.Framework.Scenes
2752 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3158 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2753 } 3159 }
2754 3160
2755 AbsolutePosition = newPos; 3161 //We have to set undoing here because otherwise an undo state will be saved
3162 if (!m_rootPart.Undoing)
3163 {
3164 m_rootPart.Undoing = true;
3165 AbsolutePosition = newPos;
3166 m_rootPart.Undoing = false;
3167 }
3168 else
3169 {
3170 AbsolutePosition = newPos;
3171 }
2756 3172
2757 HasGroupChanged = true; 3173 HasGroupChanged = true;
2758 ScheduleGroupForTerseUpdate(); 3174 if (m_rootPart.Undoing)
3175 {
3176 ScheduleGroupForFullUpdate();
3177 }
3178 else
3179 {
3180 ScheduleGroupForTerseUpdate();
3181 }
2759 } 3182 }
2760 3183
2761 #endregion 3184 #endregion
@@ -2832,10 +3255,7 @@ namespace OpenSim.Region.Framework.Scenes
2832 public void UpdateSingleRotation(Quaternion rot, uint localID) 3255 public void UpdateSingleRotation(Quaternion rot, uint localID)
2833 { 3256 {
2834 SceneObjectPart part = GetChildPart(localID); 3257 SceneObjectPart part = GetChildPart(localID);
2835
2836 SceneObjectPart[] parts = m_parts.GetArray(); 3258 SceneObjectPart[] parts = m_parts.GetArray();
2837 for (int i = 0; i < parts.Length; i++)
2838 parts[i].StoreUndoState();
2839 3259
2840 if (part != null) 3260 if (part != null)
2841 { 3261 {
@@ -2873,7 +3293,16 @@ namespace OpenSim.Region.Framework.Scenes
2873 if (part.UUID == m_rootPart.UUID) 3293 if (part.UUID == m_rootPart.UUID)
2874 { 3294 {
2875 UpdateRootRotation(rot); 3295 UpdateRootRotation(rot);
2876 AbsolutePosition = pos; 3296 if (!m_rootPart.Undoing)
3297 {
3298 m_rootPart.Undoing = true;
3299 AbsolutePosition = pos;
3300 m_rootPart.Undoing = false;
3301 }
3302 else
3303 {
3304 AbsolutePosition = pos;
3305 }
2877 } 3306 }
2878 else 3307 else
2879 { 3308 {
@@ -2897,9 +3326,10 @@ namespace OpenSim.Region.Framework.Scenes
2897 3326
2898 Quaternion axRot = rot; 3327 Quaternion axRot = rot;
2899 Quaternion oldParentRot = m_rootPart.RotationOffset; 3328 Quaternion oldParentRot = m_rootPart.RotationOffset;
2900
2901 m_rootPart.StoreUndoState(); 3329 m_rootPart.StoreUndoState();
2902 m_rootPart.UpdateRotation(rot); 3330
3331 //Don't use UpdateRotation because it schedules an update prematurely
3332 m_rootPart.RotationOffset = rot;
2903 if (m_rootPart.PhysActor != null) 3333 if (m_rootPart.PhysActor != null)
2904 { 3334 {
2905 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3335 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2913,15 +3343,17 @@ namespace OpenSim.Region.Framework.Scenes
2913 if (prim.UUID != m_rootPart.UUID) 3343 if (prim.UUID != m_rootPart.UUID)
2914 { 3344 {
2915 prim.IgnoreUndoUpdate = true; 3345 prim.IgnoreUndoUpdate = true;
3346
3347 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3348 NewRot = Quaternion.Inverse(axRot) * NewRot;
3349 prim.RotationOffset = NewRot;
3350
2916 Vector3 axPos = prim.OffsetPosition; 3351 Vector3 axPos = prim.OffsetPosition;
3352
2917 axPos *= oldParentRot; 3353 axPos *= oldParentRot;
2918 axPos *= Quaternion.Inverse(axRot); 3354 axPos *= Quaternion.Inverse(axRot);
2919 prim.OffsetPosition = axPos; 3355 prim.OffsetPosition = axPos;
2920 Quaternion primsRot = prim.RotationOffset; 3356
2921 Quaternion newRot = oldParentRot * primsRot;
2922 newRot = Quaternion.Inverse(axRot) * newRot;
2923 prim.RotationOffset = newRot;
2924 prim.ScheduleTerseUpdate();
2925 prim.IgnoreUndoUpdate = false; 3357 prim.IgnoreUndoUpdate = false;
2926 } 3358 }
2927 } 3359 }
@@ -2935,8 +3367,8 @@ namespace OpenSim.Region.Framework.Scenes
2935//// childpart.StoreUndoState(); 3367//// childpart.StoreUndoState();
2936// } 3368// }
2937// } 3369// }
2938 3370 HasGroupChanged = true;
2939 m_rootPart.ScheduleTerseUpdate(); 3371 ScheduleGroupForFullUpdate();
2940 3372
2941// m_log.DebugFormat( 3373// m_log.DebugFormat(
2942// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3374// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3164,7 +3596,6 @@ namespace OpenSim.Region.Framework.Scenes
3164 public float GetMass() 3596 public float GetMass()
3165 { 3597 {
3166 float retmass = 0f; 3598 float retmass = 0f;
3167
3168 SceneObjectPart[] parts = m_parts.GetArray(); 3599 SceneObjectPart[] parts = m_parts.GetArray();
3169 for (int i = 0; i < parts.Length; i++) 3600 for (int i = 0; i < parts.Length; i++)
3170 retmass += parts[i].GetMass(); 3601 retmass += parts[i].GetMass();
@@ -3260,6 +3691,14 @@ namespace OpenSim.Region.Framework.Scenes
3260 SetFromItemID(uuid); 3691 SetFromItemID(uuid);
3261 } 3692 }
3262 3693
3694 public void ResetOwnerChangeFlag()
3695 {
3696 ForEachPart(delegate(SceneObjectPart part)
3697 {
3698 part.ResetOwnerChangeFlag();
3699 });
3700 }
3701
3263 #endregion 3702 #endregion
3264 } 3703 }
3265} 3704}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e9c33eb..193ef0d 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
@@ -252,6 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
252 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 261 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
253 private Vector3 m_sitTargetPosition; 262 private Vector3 m_sitTargetPosition;
254 private string m_sitAnimation = "SIT"; 263 private string m_sitAnimation = "SIT";
264 private bool m_occupied; // KF if any av is sitting on this prim
255 private string m_text = String.Empty; 265 private string m_text = String.Empty;
256 private string m_touchName = String.Empty; 266 private string m_touchName = String.Empty;
257 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 267 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -284,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
284 protected Vector3 m_lastAcceleration; 294 protected Vector3 m_lastAcceleration;
285 protected Vector3 m_lastAngularVelocity; 295 protected Vector3 m_lastAngularVelocity;
286 protected int m_lastTerseSent; 296 protected int m_lastTerseSent;
297 protected float m_buoyancy = 0.0f;
287 298
288 /// <summary> 299 /// <summary>
289 /// Stores media texture data 300 /// Stores media texture data
@@ -339,7 +350,7 @@ namespace OpenSim.Region.Framework.Scenes
339 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 350 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
340 Quaternion rotationOffset, Vector3 offsetPosition) : this() 351 Quaternion rotationOffset, Vector3 offsetPosition) : this()
341 { 352 {
342 m_name = "Primitive"; 353 m_name = "Object";
343 354
344 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 355 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
345 LastOwnerID = CreatorID = OwnerID = ownerID; 356 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -379,7 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private uint _ownerMask = (uint)PermissionMask.All; 390 private uint _ownerMask = (uint)PermissionMask.All;
380 private uint _groupMask = (uint)PermissionMask.None; 391 private uint _groupMask = (uint)PermissionMask.None;
381 private uint _everyoneMask = (uint)PermissionMask.None; 392 private uint _everyoneMask = (uint)PermissionMask.None;
382 private uint _nextOwnerMask = (uint)PermissionMask.All; 393 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
383 private PrimFlags _flags = PrimFlags.None; 394 private PrimFlags _flags = PrimFlags.None;
384 private DateTime m_expires; 395 private DateTime m_expires;
385 private DateTime m_rezzed; 396 private DateTime m_rezzed;
@@ -473,12 +484,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 484 }
474 485
475 /// <value> 486 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 487 /// Get the inventory list
477 /// </value> 488 /// </value>
478 public TaskInventoryDictionary TaskInventory 489 public TaskInventoryDictionary TaskInventory
479 { 490 {
480 get { return m_inventory.Items; } 491 get {
481 set { m_inventory.Items = value; } 492 return m_inventory.Items;
493 }
494 set {
495 m_inventory.Items = value;
496 }
482 } 497 }
483 498
484 /// <summary> 499 /// <summary>
@@ -623,14 +638,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 638 set { m_LoopSoundSlavePrims = value; }
624 } 639 }
625 640
626
627 public Byte[] TextureAnimation 641 public Byte[] TextureAnimation
628 { 642 {
629 get { return m_TextureAnimation; } 643 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 644 set { m_TextureAnimation = value; }
631 } 645 }
632 646
633
634 public Byte[] ParticleSystem 647 public Byte[] ParticleSystem
635 { 648 {
636 get { return m_particleSystem; } 649 get { return m_particleSystem; }
@@ -667,9 +680,11 @@ namespace OpenSim.Region.Framework.Scenes
667 { 680 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 681 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 682 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 683 if (ParentID == 0)
671 { 684 {
672 m_groupPosition = actor.Position; 685 if (actor != null)
686 m_groupPosition = actor.Position;
687 return m_groupPosition;
673 } 688 }
674 689
675 if (ParentGroup.IsAttachment) 690 if (ParentGroup.IsAttachment)
@@ -679,12 +694,14 @@ namespace OpenSim.Region.Framework.Scenes
679 return sp.AbsolutePosition; 694 return sp.AbsolutePosition;
680 } 695 }
681 696
697 // use root prim's group position. Physics may have updated it
698 if (ParentGroup.RootPart != this)
699 m_groupPosition = ParentGroup.RootPart.GroupPosition;
682 return m_groupPosition; 700 return m_groupPosition;
683 } 701 }
684 set 702 set
685 { 703 {
686 m_groupPosition = value; 704 m_groupPosition = value;
687
688 PhysicsActor actor = PhysActor; 705 PhysicsActor actor = PhysActor;
689 if (actor != null) 706 if (actor != null)
690 { 707 {
@@ -710,16 +727,6 @@ namespace OpenSim.Region.Framework.Scenes
710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 727 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
711 } 728 }
712 } 729 }
713
714 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
715 if (SitTargetAvatar != UUID.Zero)
716 {
717 ScenePresence avatar;
718 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
719 {
720 avatar.ParentPosition = GetWorldPosition();
721 }
722 }
723 } 730 }
724 } 731 }
725 732
@@ -728,7 +735,7 @@ namespace OpenSim.Region.Framework.Scenes
728 get { return m_offsetPosition; } 735 get { return m_offsetPosition; }
729 set 736 set
730 { 737 {
731// StoreUndoState(); 738 Vector3 oldpos = m_offsetPosition;
732 m_offsetPosition = value; 739 m_offsetPosition = value;
733 740
734 if (ParentGroup != null && !ParentGroup.IsDeleted) 741 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -743,7 +750,22 @@ namespace OpenSim.Region.Framework.Scenes
743 if (ParentGroup.Scene != null) 750 if (ParentGroup.Scene != null)
744 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 751 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
745 } 752 }
753
754 if (!m_parentGroup.m_dupeInProgress)
755 {
756 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
757 foreach (ScenePresence av in avs)
758 {
759 if (av.ParentID == m_localId)
760 {
761 Vector3 offset = (m_offsetPosition - oldpos);
762 av.AbsolutePosition += offset;
763 av.SendAvatarDataToAllAgents();
764 }
765 }
766 }
746 } 767 }
768 TriggerScriptChangedEvent(Changed.POSITION);
747 } 769 }
748 } 770 }
749 771
@@ -892,7 +914,16 @@ namespace OpenSim.Region.Framework.Scenes
892 /// <summary></summary> 914 /// <summary></summary>
893 public Vector3 Acceleration 915 public Vector3 Acceleration
894 { 916 {
895 get { return m_acceleration; } 917 get
918 {
919 PhysicsActor actor = PhysActor;
920 if (actor != null)
921 {
922 m_acceleration = actor.Acceleration;
923 }
924 return m_acceleration;
925 }
926
896 set { m_acceleration = value; } 927 set { m_acceleration = value; }
897 } 928 }
898 929
@@ -1043,10 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
1043 { 1074 {
1044 get 1075 get
1045 { 1076 {
1046 if (ParentGroup.IsAttachment) 1077 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1047 return GroupPosition;
1048
1049 return m_offsetPosition + m_groupPosition;
1050 } 1078 }
1051 } 1079 }
1052 1080
@@ -1216,6 +1244,13 @@ namespace OpenSim.Region.Framework.Scenes
1216 _flags = value; 1244 _flags = value;
1217 } 1245 }
1218 } 1246 }
1247
1248 [XmlIgnore]
1249 public bool IsOccupied // KF If an av is sittingon this prim
1250 {
1251 get { return m_occupied; }
1252 set { m_occupied = value; }
1253 }
1219 1254
1220 /// <summary> 1255 /// <summary>
1221 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1256 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1275,6 +1310,19 @@ namespace OpenSim.Region.Framework.Scenes
1275 set { m_collisionSoundVolume = value; } 1310 set { m_collisionSoundVolume = value; }
1276 } 1311 }
1277 1312
1313 public float Buoyancy
1314 {
1315 get { return m_buoyancy; }
1316 set
1317 {
1318 m_buoyancy = value;
1319 if (PhysActor != null)
1320 {
1321 PhysActor.Buoyancy = value;
1322 }
1323 }
1324 }
1325
1278 #endregion Public Properties with only Get 1326 #endregion Public Properties with only Get
1279 1327
1280 private uint ApplyMask(uint val, bool set, uint mask) 1328 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1599,6 +1647,9 @@ namespace OpenSim.Region.Framework.Scenes
1599 1647
1600 // Move afterwards ResetIDs as it clears the localID 1648 // Move afterwards ResetIDs as it clears the localID
1601 dupe.LocalId = localID; 1649 dupe.LocalId = localID;
1650 if(dupe.PhysActor != null)
1651 dupe.PhysActor.LocalID = localID;
1652
1602 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1653 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1603 dupe.LastOwnerID = OwnerID; 1654 dupe.LastOwnerID = OwnerID;
1604 1655
@@ -2604,17 +2655,18 @@ namespace OpenSim.Region.Framework.Scenes
2604 //Trys to fetch sound id from prim's inventory. 2655 //Trys to fetch sound id from prim's inventory.
2605 //Prim's inventory doesn't support non script items yet 2656 //Prim's inventory doesn't support non script items yet
2606 2657
2607 lock (TaskInventory) 2658 TaskInventory.LockItemsForRead(true);
2659
2660 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2608 { 2661 {
2609 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2662 if (item.Value.Name == sound)
2610 { 2663 {
2611 if (item.Value.Name == sound) 2664 soundID = item.Value.ItemID;
2612 { 2665 break;
2613 soundID = item.Value.ItemID;
2614 break;
2615 }
2616 } 2666 }
2617 } 2667 }
2668
2669 TaskInventory.LockItemsForRead(false);
2618 } 2670 }
2619 2671
2620 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2672 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2697,7 +2749,7 @@ namespace OpenSim.Region.Framework.Scenes
2697 2749
2698 public void RotLookAt(Quaternion target, float strength, float damping) 2750 public void RotLookAt(Quaternion target, float strength, float damping)
2699 { 2751 {
2700 rotLookAt(target, strength, damping); 2752 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2701 } 2753 }
2702 2754
2703 public void rotLookAt(Quaternion target, float strength, float damping) 2755 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2923,8 +2975,8 @@ namespace OpenSim.Region.Framework.Scenes
2923 { 2975 {
2924 const float ROTATION_TOLERANCE = 0.01f; 2976 const float ROTATION_TOLERANCE = 0.01f;
2925 const float VELOCITY_TOLERANCE = 0.001f; 2977 const float VELOCITY_TOLERANCE = 0.001f;
2926 const float POSITION_TOLERANCE = 0.05f; 2978 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2927 const int TIME_MS_TOLERANCE = 3000; 2979 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2928 2980
2929 switch (UpdateFlag) 2981 switch (UpdateFlag)
2930 { 2982 {
@@ -2986,17 +3038,16 @@ namespace OpenSim.Region.Framework.Scenes
2986 if (!UUID.TryParse(sound, out soundID)) 3038 if (!UUID.TryParse(sound, out soundID))
2987 { 3039 {
2988 // search sound file from inventory 3040 // search sound file from inventory
2989 lock (TaskInventory) 3041 TaskInventory.LockItemsForRead(true);
3042 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2990 { 3043 {
2991 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3044 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2992 { 3045 {
2993 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3046 soundID = item.Value.ItemID;
2994 { 3047 break;
2995 soundID = item.Value.ItemID;
2996 break;
2997 }
2998 } 3048 }
2999 } 3049 }
3050 TaskInventory.LockItemsForRead(false);
3000 } 3051 }
3001 3052
3002 if (soundID == UUID.Zero) 3053 if (soundID == UUID.Zero)
@@ -3470,10 +3521,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 // TODO: May need to fix for group comparison 3521 // TODO: May need to fix for group comparison
3471 if (last.Compare(this)) 3522 if (last.Compare(this))
3472 { 3523 {
3473 // m_log.DebugFormat( 3524 // m_log.DebugFormat(
3474 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3525 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3475 // Name, LocalId, m_undo.Count); 3526 // Name, LocalId, m_undo.Count);
3476 3527
3477 return; 3528 return;
3478 } 3529 }
3479 } 3530 }
@@ -3486,29 +3537,29 @@ namespace OpenSim.Region.Framework.Scenes
3486 if (ParentGroup.GetSceneMaxUndo() > 0) 3537 if (ParentGroup.GetSceneMaxUndo() > 0)
3487 { 3538 {
3488 UndoState nUndo = new UndoState(this, forGroup); 3539 UndoState nUndo = new UndoState(this, forGroup);
3489 3540
3490 m_undo.Push(nUndo); 3541 m_undo.Push(nUndo);
3491 3542
3492 if (m_redo.Count > 0) 3543 if (m_redo.Count > 0)
3493 m_redo.Clear(); 3544 m_redo.Clear();
3494 3545
3495 // m_log.DebugFormat( 3546 // m_log.DebugFormat(
3496 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3547 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3497 // Name, LocalId, forGroup, m_undo.Count); 3548 // Name, LocalId, forGroup, m_undo.Count);
3498 } 3549 }
3499 } 3550 }
3500 } 3551 }
3501 } 3552 }
3502// else 3553 // else
3503// { 3554 // {
3504// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3555 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3505// } 3556 // }
3506 } 3557 }
3507// else 3558 // else
3508// { 3559 // {
3509// m_log.DebugFormat( 3560 // m_log.DebugFormat(
3510// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3561 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3511// } 3562 // }
3512 } 3563 }
3513 3564
3514 /// <summary> 3565 /// <summary>
@@ -4239,6 +4290,9 @@ namespace OpenSim.Region.Framework.Scenes
4239 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4290 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4240 bool wasVD = VolumeDetectActive; 4291 bool wasVD = VolumeDetectActive;
4241 4292
4293// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4294// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4295
4242 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4296 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4243 return; 4297 return;
4244 4298
@@ -4268,6 +4322,11 @@ namespace OpenSim.Region.Framework.Scenes
4268 SetPhantom = false; 4322 SetPhantom = false;
4269 } 4323 }
4270 } 4324 }
4325 else if (wasVD)
4326 {
4327 // Correspondingly, if VD is turned off, also turn off phantom
4328 SetPhantom = false;
4329 }
4271 4330
4272 if (UsePhysics && IsJoint()) 4331 if (UsePhysics && IsJoint())
4273 { 4332 {
@@ -4762,5 +4821,17 @@ namespace OpenSim.Region.Framework.Scenes
4762 Color color = Color; 4821 Color color = Color;
4763 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4822 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4764 } 4823 }
4824
4825 public void ResetOwnerChangeFlag()
4826 {
4827 List<UUID> inv = Inventory.GetInventoryList();
4828
4829 foreach (UUID itemID in inv)
4830 {
4831 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4832 item.OwnerChanged = false;
4833 Inventory.UpdateInventoryItem(item, false, false);
4834 }
4835 }
4765 } 4836 }
4766} 4837}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index daddb90..2335ad5 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 }
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 }
217 } 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>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +372,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 373 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].PermsMask = 0; 377 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 378 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 379
380 m_items.LockItemsForWrite(false);
317 381
318 string script = Utils.BytesToString(asset.Data); 382 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 383 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 384 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
385 StoreScriptErrors(item.ItemID, null);
386 if (!item.ScriptRunning)
387 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
388 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 389 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 390 m_part.ScheduleFullUpdate();
323 } 391 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
799 1032
800 lock (m_items) 1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
836 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines.Length == 0) // No engine at all 1330 if (engines.Length == 0) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines.Length == 0) 1368 if (engines.Length == 0)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3c9bde8..94989de 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -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 +230,9 @@ 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
232 protected AvatarAppearance m_appearance; 236 protected AvatarAppearance m_appearance;
233 237
234 public AvatarAppearance Appearance 238 public AvatarAppearance Appearance
@@ -1837,6 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes
1837 if (part.SitTargetAvatar == UUID) 1841 if (part.SitTargetAvatar == UUID)
1838 part.SitTargetAvatar = UUID.Zero; 1842 part.SitTargetAvatar = UUID.Zero;
1839 1843
1844 part.ParentGroup.DeleteAvatar(UUID);
1840 ParentPosition = part.GetWorldPosition(); 1845 ParentPosition = part.GetWorldPosition();
1841 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1846 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1842 } 1847 }
@@ -1975,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 forceMouselook = part.GetForceMouselook(); 1980 forceMouselook = part.GetForceMouselook();
1976 1981
1977 ControllingClient.SendSitResponse( 1982 ControllingClient.SendSitResponse(
1978 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1983 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1979 1984
1980 m_requestedSitTargetUUID = targetID; 1985 m_requestedSitTargetUUID = targetID;
1981 1986
@@ -2260,11 +2265,13 @@ namespace OpenSim.Region.Framework.Scenes
2260 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2265 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2261 Rotation = sitTargetOrient; 2266 Rotation = sitTargetOrient;
2262 ParentPosition = part.AbsolutePosition; 2267 ParentPosition = part.AbsolutePosition;
2268 part.ParentGroup.AddAvatar(UUID);
2263 } 2269 }
2264 else 2270 else
2265 { 2271 {
2266 m_pos -= part.AbsolutePosition; 2272 m_pos -= part.AbsolutePosition;
2267 ParentPosition = part.AbsolutePosition; 2273 ParentPosition = part.AbsolutePosition;
2274 part.ParentGroup.AddAvatar(UUID);
2268 2275
2269// m_log.DebugFormat( 2276// m_log.DebugFormat(
2270// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2277// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3370,6 +3377,8 @@ namespace OpenSim.Region.Framework.Scenes
3370 } 3377 }
3371 } 3378 }
3372 3379
3380 RaiseCollisionScriptEvents(coldata);
3381
3373 if (Invulnerable) 3382 if (Invulnerable)
3374 return; 3383 return;
3375 3384
@@ -3867,11 +3876,173 @@ namespace OpenSim.Region.Framework.Scenes
3867 pos = land.LandData.UserLocation; 3876 pos = land.LandData.UserLocation;
3868 } 3877 }
3869 } 3878 }
3870 3879
3871 land.SendLandUpdateToClient(ControllingClient); 3880 land.SendLandUpdateToClient(ControllingClient);
3872 } 3881 }
3873 } 3882 }
3874 3883
3884 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3885 {
3886 lock(m_collisionEventLock)
3887 {
3888 if (m_collisionEventFlag)
3889 return;
3890 m_collisionEventFlag = true;
3891 }
3892
3893 Util.FireAndForget(delegate(object x)
3894 {
3895 try
3896 {
3897 List<uint> thisHitColliders = new List<uint>();
3898 List<uint> endedColliders = new List<uint>();
3899 List<uint> startedColliders = new List<uint>();
3900
3901 foreach (uint localid in coldata.Keys)
3902 {
3903 thisHitColliders.Add(localid);
3904 if (!m_lastColliders.Contains(localid))
3905 {
3906 startedColliders.Add(localid);
3907 }
3908 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3909 }
3910
3911 // calculate things that ended colliding
3912 foreach (uint localID in m_lastColliders)
3913 {
3914 if (!thisHitColliders.Contains(localID))
3915 {
3916 endedColliders.Add(localID);
3917 }
3918 }
3919 //add the items that started colliding this time to the last colliders list.
3920 foreach (uint localID in startedColliders)
3921 {
3922 m_lastColliders.Add(localID);
3923 }
3924 // remove things that ended colliding from the last colliders list
3925 foreach (uint localID in endedColliders)
3926 {
3927 m_lastColliders.Remove(localID);
3928 }
3929
3930 // do event notification
3931 if (startedColliders.Count > 0)
3932 {
3933 ColliderArgs StartCollidingMessage = new ColliderArgs();
3934 List<DetectedObject> colliding = new List<DetectedObject>();
3935 foreach (uint localId in startedColliders)
3936 {
3937 if (localId == 0)
3938 continue;
3939
3940 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3941 string data = "";
3942 if (obj != null)
3943 {
3944 DetectedObject detobj = new DetectedObject();
3945 detobj.keyUUID = obj.UUID;
3946 detobj.nameStr = obj.Name;
3947 detobj.ownerUUID = obj.OwnerID;
3948 detobj.posVector = obj.AbsolutePosition;
3949 detobj.rotQuat = obj.GetWorldRotation();
3950 detobj.velVector = obj.Velocity;
3951 detobj.colliderType = 0;
3952 detobj.groupUUID = obj.GroupID;
3953 colliding.Add(detobj);
3954 }
3955 }
3956
3957 if (colliding.Count > 0)
3958 {
3959 StartCollidingMessage.Colliders = colliding;
3960
3961 foreach (SceneObjectGroup att in GetAttachments())
3962 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3963 }
3964 }
3965
3966 if (endedColliders.Count > 0)
3967 {
3968 ColliderArgs EndCollidingMessage = new ColliderArgs();
3969 List<DetectedObject> colliding = new List<DetectedObject>();
3970 foreach (uint localId in endedColliders)
3971 {
3972 if (localId == 0)
3973 continue;
3974
3975 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3976 string data = "";
3977 if (obj != null)
3978 {
3979 DetectedObject detobj = new DetectedObject();
3980 detobj.keyUUID = obj.UUID;
3981 detobj.nameStr = obj.Name;
3982 detobj.ownerUUID = obj.OwnerID;
3983 detobj.posVector = obj.AbsolutePosition;
3984 detobj.rotQuat = obj.GetWorldRotation();
3985 detobj.velVector = obj.Velocity;
3986 detobj.colliderType = 0;
3987 detobj.groupUUID = obj.GroupID;
3988 colliding.Add(detobj);
3989 }
3990 }
3991
3992 if (colliding.Count > 0)
3993 {
3994 EndCollidingMessage.Colliders = colliding;
3995
3996 foreach (SceneObjectGroup att in GetAttachments())
3997 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3998 }
3999 }
4000
4001 if (thisHitColliders.Count > 0)
4002 {
4003 ColliderArgs CollidingMessage = new ColliderArgs();
4004 List<DetectedObject> colliding = new List<DetectedObject>();
4005 foreach (uint localId in thisHitColliders)
4006 {
4007 if (localId == 0)
4008 continue;
4009
4010 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4011 string data = "";
4012 if (obj != null)
4013 {
4014 DetectedObject detobj = new DetectedObject();
4015 detobj.keyUUID = obj.UUID;
4016 detobj.nameStr = obj.Name;
4017 detobj.ownerUUID = obj.OwnerID;
4018 detobj.posVector = obj.AbsolutePosition;
4019 detobj.rotQuat = obj.GetWorldRotation();
4020 detobj.velVector = obj.Velocity;
4021 detobj.colliderType = 0;
4022 detobj.groupUUID = obj.GroupID;
4023 colliding.Add(detobj);
4024 }
4025 }
4026
4027 if (colliding.Count > 0)
4028 {
4029 CollidingMessage.Colliders = colliding;
4030
4031 lock (m_attachments)
4032 {
4033 foreach (SceneObjectGroup att in m_attachments)
4034 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4035 }
4036 }
4037 }
4038 }
4039 finally
4040 {
4041 m_collisionEventFlag = false;
4042 }
4043 });
4044 }
4045
3875 private void TeleportFlagsDebug() { 4046 private void TeleportFlagsDebug() {
3876 4047
3877 // Some temporary debugging help to show all the TeleportFlags we have... 4048 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3896,6 +4067,5 @@ namespace OpenSim.Region.Framework.Scenes
3896 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4067 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3897 4068
3898 } 4069 }
3899
3900 } 4070 }
3901} 4071}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 7c60ddd..c776fa5 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1212,6 +1225,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1227
1228 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1229 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1230
1215 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1216 } 1232 }
1217 1233
@@ -1496,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1512 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1514
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1506 1516
1507 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1554
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1556
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1554 1558
1555 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
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 32de85f..3164969 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -817,6 +817,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
817 public event ObjectOwner OnObjectOwner; 817 public event ObjectOwner OnObjectOwner;
818 public event DirPlacesQuery OnDirPlacesQuery; 818 public event DirPlacesQuery OnDirPlacesQuery;
819 public event DirFindQuery OnDirFindQuery; 819 public event DirFindQuery OnDirFindQuery;
820 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
820 public event DirLandQuery OnDirLandQuery; 821 public event DirLandQuery OnDirLandQuery;
821 public event DirPopularQuery OnDirPopularQuery; 822 public event DirPopularQuery OnDirPopularQuery;
822 public event DirClassifiedQuery OnDirClassifiedQuery; 823 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -833,7 +834,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
833 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 834 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
834 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
835 public event ClassifiedDelete OnClassifiedDelete; 836 public event ClassifiedDelete OnClassifiedDelete;
836 public event ClassifiedDelete OnClassifiedGodDelete; 837 public event ClassifiedGodDelete OnClassifiedGodDelete;
837 public event EventNotificationAddRequest OnEventNotificationAddRequest; 838 public event EventNotificationAddRequest OnEventNotificationAddRequest;
838 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
839 public event EventGodDelete OnEventGodDelete; 840 public event EventGodDelete OnEventGodDelete;
@@ -863,6 +864,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
863 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
864 public event SimWideDeletesDelegate OnSimWideDeletes; 865 public event SimWideDeletesDelegate OnSimWideDeletes;
865 public event SendPostcard OnSendPostcard; 866 public event SendPostcard OnSendPostcard;
867 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
866 public event MuteListEntryUpdate OnUpdateMuteListEntry; 868 public event MuteListEntryUpdate OnUpdateMuteListEntry;
867 public event MuteListEntryRemove OnRemoveMuteListEntry; 869 public event MuteListEntryRemove OnRemoveMuteListEntry;
868 public event GodlikeMessage onGodlikeMessage; 870 public event GodlikeMessage onGodlikeMessage;
@@ -884,6 +886,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
884 886
885 public void Close() 887 public void Close()
886 { 888 {
889 Close(true);
890 }
891
892 public void Close(bool sendStop)
893 {
887 Disconnect(); 894 Disconnect();
888 } 895 }
889 896
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 5323a95..1b675a6 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 740dbdd..4e214d9 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 8fc50ff..54d4e92 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 5f4f937..b4181a4 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -165,7 +165,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
165#pragma warning disable 67 165#pragma warning disable 67
166 public event Action<IClientAPI> OnLogout; 166 public event Action<IClientAPI> OnLogout;
167 public event ObjectPermissions OnObjectPermissions; 167 public event ObjectPermissions OnObjectPermissions;
168 168 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
169 public event MoneyTransferRequest OnMoneyTransferRequest; 169 public event MoneyTransferRequest OnMoneyTransferRequest;
170 public event ParcelBuy OnParcelBuy; 170 public event ParcelBuy OnParcelBuy;
171 public event Action<IClientAPI> OnConnectionClosed; 171 public event Action<IClientAPI> OnConnectionClosed;
@@ -370,7 +370,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
370 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 370 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
371 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 371 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
372 public event ClassifiedDelete OnClassifiedDelete; 372 public event ClassifiedDelete OnClassifiedDelete;
373 public event ClassifiedDelete OnClassifiedGodDelete; 373 public event ClassifiedGodDelete OnClassifiedGodDelete;
374 374
375 public event EventNotificationAddRequest OnEventNotificationAddRequest; 375 public event EventNotificationAddRequest OnEventNotificationAddRequest;
376 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 376 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -409,6 +409,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
409 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 409 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
410 public event SimWideDeletesDelegate OnSimWideDeletes; 410 public event SimWideDeletesDelegate OnSimWideDeletes;
411 public event SendPostcard OnSendPostcard; 411 public event SendPostcard OnSendPostcard;
412 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
412 public event MuteListEntryUpdate OnUpdateMuteListEntry; 413 public event MuteListEntryUpdate OnUpdateMuteListEntry;
413 public event MuteListEntryRemove OnRemoveMuteListEntry; 414 public event MuteListEntryRemove OnRemoveMuteListEntry;
414 public event GodlikeMessage onGodlikeMessage; 415 public event GodlikeMessage onGodlikeMessage;
@@ -844,8 +845,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
844 845
845 public void Close() 846 public void Close()
846 { 847 {
847 // Remove ourselves from the scene 848 Close(true);
848 m_scene.RemoveClient(AgentId, false); 849 }
850
851 public void Close(bool sendStop)
852 {
849 } 853 }
850 854
851 public void Start() 855 public void Start()
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..42e22ff
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3875 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88 private float m_APIDdamper = 1.0f;
89
90 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
91 // do not confuse with VEHICLE HOVER
92
93 private float m_PIDHoverHeight;
94 private float m_PIDHoverTau;
95 private bool m_useHoverPID;
96 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
97 private float m_targetHoverHeight;
98 private float m_groundHeight;
99 private float m_waterHeight;
100 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
101
102 // private float m_tensor = 5f;
103 private int body_autodisable_frames = 20;
104
105
106 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
107 | CollisionCategories.Space
108 | CollisionCategories.Body
109 | CollisionCategories.Character
110 );
111 private bool m_taintshape;
112 private bool m_taintPhysics;
113 private bool m_collidesLand = true;
114 private bool m_collidesWater;
115 public bool m_returnCollisions;
116
117 // Default we're a Geometry
118 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
119
120 // Default, Collide with Other Geometries, spaces and Bodies
121 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
122
123 public bool m_taintremove;
124 public bool m_taintdisable;
125 public bool m_disabled;
126 public bool m_taintadd;
127 public bool m_taintselected;
128 public bool m_taintCollidesWater;
129
130 public uint m_localID;
131
132 //public GCHandle gc;
133 private CollisionLocker ode;
134
135 private bool m_meshfailed = false;
136 private bool m_taintforce = false;
137 private bool m_taintaddangularforce = false;
138 private Vector3 m_force;
139 private List<Vector3> m_forcelist = new List<Vector3>();
140 private List<Vector3> m_angularforcelist = new List<Vector3>();
141
142 private IMesh _mesh;
143 private PrimitiveBaseShape _pbs;
144 private OdeScene _parent_scene;
145 public IntPtr m_targetSpace = IntPtr.Zero;
146 public IntPtr prim_geom;
147// public IntPtr prev_geom;
148 public IntPtr _triMeshData;
149
150 private IntPtr _linkJointGroup = IntPtr.Zero;
151 private PhysicsActor _parent;
152 private PhysicsActor m_taintparent;
153
154 private List<OdePrim> childrenPrim = new List<OdePrim>();
155
156 private bool iscolliding;
157 private bool m_isphysical;
158 private bool m_isSelected;
159
160 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
161
162 private bool m_throttleUpdates;
163 private int throttleCounter;
164 public int m_interpenetrationcount;
165 public float m_collisionscore;
166 public int m_roundsUnderMotionThreshold;
167 private int m_crossingfailures;
168
169 public bool outofBounds;
170 private float m_density = 10.000006836f; // Aluminum g/cm3;
171
172 public bool _zeroFlag; // if body has been stopped
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body = IntPtr.Zero;
176 public String m_primName;
177 private Vector3 _target_velocity;
178 public d.Mass pMass;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame;
182
183 private IntPtr m_linkJoint = IntPtr.Zero;
184
185 public volatile bool childPrim;
186
187 internal int m_material = (int)Material.Wood;
188
189 private int frcount = 0; // Used to limit dynamics debug output to
190 private int revcount = 0; // Reverse motion while > 0
191
192 private IntPtr m_body = IntPtr.Zero;
193
194 // Vehicle properties ============================================================================================
195 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
196 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
197 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
198 // HOVER_TERRAIN_ONLY
199 // HOVER_GLOBAL_HEIGHT
200 // NO_DEFLECTION_UP
201 // HOVER_WATER_ONLY
202 // HOVER_UP_ONLY
203 // LIMIT_MOTOR_UP
204 // LIMIT_ROLL_ONLY
205
206 // Linear properties
207 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
208 //requested by LSL
209 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
210 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
211 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
212
213 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
214 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
215 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
216
217 //Angular properties
218 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
219
220 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
221 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
222 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
223
224 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
225// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
226 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
227
228 //Deflection properties
229 // private float m_angularDeflectionEfficiency = 0;
230 // private float m_angularDeflectionTimescale = 0;
231 // private float m_linearDeflectionEfficiency = 0;
232 // private float m_linearDeflectionTimescale = 0;
233
234 //Banking properties
235 // private float m_bankingEfficiency = 0;
236 // private float m_bankingMix = 0;
237 // private float m_bankingTimescale = 0;
238
239 //Hover and Buoyancy properties
240 private float m_VhoverHeight = 0f;
241// private float m_VhoverEfficiency = 0f;
242 private float m_VhoverTimescale = 0f;
243 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
244 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
245 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
246 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
247 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
248
249 //Attractor properties
250 private float m_verticalAttractionEfficiency = 1.0f; // damped
251 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
252
253
254
255
256
257
258 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
259 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
260 {
261 m_localID = localid;
262 ode = dode;
263 if (!pos.IsFinite())
264 {
265 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
266 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
267 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
268 }
269
270 _position = pos;
271 m_taintposition = pos;
272 PID_D = parent_scene.bodyPIDD;
273 PID_G = parent_scene.bodyPIDG;
274 m_density = parent_scene.geomDefaultDensity;
275 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
276 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
277
278
279 prim_geom = IntPtr.Zero;
280// prev_geom = IntPtr.Zero;
281
282 if (!pos.IsFinite())
283 {
284 size = new Vector3(0.5f, 0.5f, 0.5f);
285 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
286 }
287
288 if (size.X <= 0) size.X = 0.01f;
289 if (size.Y <= 0) size.Y = 0.01f;
290 if (size.Z <= 0) size.Z = 0.01f;
291
292 _size = size;
293 m_taintsize = _size;
294
295 if (!QuaternionIsFinite(rotation))
296 {
297 rotation = Quaternion.Identity;
298 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
299 }
300
301 _orientation = rotation;
302 m_taintrot = _orientation;
303 _mesh = mesh;
304 _pbs = pbs;
305
306 _parent_scene = parent_scene;
307 m_targetSpace = (IntPtr)0;
308
309// if (pos.Z < 0)
310 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
311 m_isphysical = false;
312 else
313 {
314 m_isphysical = pisPhysical;
315 // If we're physical, we need to be in the master space for now.
316 // linksets *should* be in a space together.. but are not currently
317 if (m_isphysical)
318 m_targetSpace = _parent_scene.space;
319 }
320 m_primName = primName;
321 m_taintadd = true;
322 _parent_scene.AddPhysicsActorTaint(this);
323 // don't do .add() here; old geoms get recycled with the same hash
324 }
325
326 public override int PhysicsActorType
327 {
328 get { return (int) ActorTypes.Prim; }
329 set { return; }
330 }
331
332 public override bool SetAlwaysRun
333 {
334 get { return false; }
335 set { return; }
336 }
337
338 public override uint LocalID
339 {
340 set {
341 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
342 m_localID = value; }
343 }
344
345 public override bool Grabbed
346 {
347 set { return; }
348 }
349
350 public override bool Selected
351 {
352 set {
353
354//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
355 // This only makes the object not collidable if the object
356 // is physical or the object is modified somehow *IN THE FUTURE*
357 // without this, if an avatar selects prim, they can walk right
358 // through it while it's selected
359 m_collisionscore = 0;
360 if ((m_isphysical && !_zeroFlag) || !value)
361 {
362 m_taintselected = value;
363 _parent_scene.AddPhysicsActorTaint(this);
364 }
365 else
366 {
367 m_taintselected = value;
368 m_isSelected = value;
369 }
370 if(m_isSelected) disableBodySoft();
371 }
372 }
373
374 public override bool IsPhysical
375 {
376 get { return m_isphysical; }
377 set
378 {
379 m_isphysical = value;
380 if (!m_isphysical)
381 { // Zero the remembered last velocity
382 m_lastVelocity = Vector3.Zero;
383 if (m_type != Vehicle.TYPE_NONE) Halt();
384 }
385 }
386 }
387
388 public void setPrimForRemoval()
389 {
390 m_taintremove = true;
391 }
392
393 public override bool Flying
394 {
395 // no flying prims for you
396 get { return false; }
397 set { }
398 }
399
400 public override bool IsColliding
401 {
402 get { return iscolliding; }
403 set { iscolliding = value; }
404 }
405
406 public override bool CollidingGround
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override bool CollidingObj
413 {
414 get { return false; }
415 set { return; }
416 }
417
418 public override bool ThrottleUpdates
419 {
420 get { return m_throttleUpdates; }
421 set { m_throttleUpdates = value; }
422 }
423
424 public override bool Stopped
425 {
426 get { return _zeroFlag; }
427 }
428
429 public override Vector3 Position
430 {
431 get { return _position; }
432
433 set { _position = value;
434 //m_log.Info("[PHYSICS]: " + _position.ToString());
435 }
436 }
437
438 public override Vector3 Size
439 {
440 get { return _size; }
441 set
442 {
443 if (value.IsFinite())
444 {
445 _size = value;
446 }
447 else
448 {
449 m_log.Warn("[PHYSICS]: Got NaN Size on object");
450 }
451 }
452 }
453
454 public override float Mass
455 {
456 get { return CalculateMass(); }
457 }
458
459 public override Vector3 Force
460 {
461 //get { return Vector3.Zero; }
462 get { return m_force; }
463 set
464 {
465 if (value.IsFinite())
466 {
467 m_force = value;
468 }
469 else
470 {
471 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
472 }
473 }
474 }
475
476 public override int VehicleType
477 {
478 get { return (int)m_type; }
479 set { ProcessTypeChange((Vehicle)value); }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484 ProcessFloatVehicleParam((Vehicle) param, value);
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489 ProcessVectorVehicleParam((Vehicle) param, value);
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494 ProcessRotationVehicleParam((Vehicle) param, rotation);
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499 ProcessVehicleFlags(param, remove);
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504 lock (_parent_scene.OdeLock)
505 {
506 m_isVolumeDetect = (param!=0);
507 }
508 }
509
510 public override Vector3 CenterOfMass
511 {
512 get { return Vector3.Zero; }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get { return Vector3.Zero; }
518 }
519
520 public override PrimitiveBaseShape Shape
521 {
522 set
523 {
524 _pbs = value;
525 m_taintshape = true;
526 }
527 }
528
529 public override Vector3 Velocity
530 {
531 get
532 {
533 // Averate previous velocity with the new one so
534 // client object interpolation works a 'little' better
535 if (_zeroFlag)
536 return Vector3.Zero;
537
538 Vector3 returnVelocity = Vector3.Zero;
539 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
540 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
541 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
542 return returnVelocity;
543 }
544 set
545 {
546 if (value.IsFinite())
547 {
548 _velocity = value;
549 if (_velocity.ApproxEquals(Vector3.Zero,0.001f))
550 _acceleration = Vector3.Zero;
551
552 m_taintVelocity = value;
553 _parent_scene.AddPhysicsActorTaint(this);
554 }
555 else
556 {
557 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
558 }
559
560 }
561 }
562
563 public override Vector3 Torque
564 {
565 get
566 {
567 if (!m_isphysical || Body == IntPtr.Zero)
568 return Vector3.Zero;
569
570 return _torque;
571 }
572
573 set
574 {
575 if (value.IsFinite())
576 {
577 m_taintTorque = value;
578 _parent_scene.AddPhysicsActorTaint(this);
579 }
580 else
581 {
582 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
583 }
584 }
585 }
586
587 public override float CollisionScore
588 {
589 get { return m_collisionscore; }
590 set { m_collisionscore = value; }
591 }
592
593 public override bool Kinematic
594 {
595 get { return false; }
596 set { }
597 }
598
599 public override Quaternion Orientation
600 {
601 get { return _orientation; }
602 set
603 {
604 if (QuaternionIsFinite(value))
605 {
606 _orientation = value;
607 }
608 else
609 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
610
611 }
612 }
613
614
615 public override bool FloatOnWater
616 {
617 set {
618 m_taintCollidesWater = value;
619 _parent_scene.AddPhysicsActorTaint(this);
620 }
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 }
626
627 public override Vector3 PIDTarget
628 {
629 set
630 {
631 if (value.IsFinite())
632 {
633 m_PIDTarget = value;
634 }
635 else
636 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
637 }
638 }
639 public override bool PIDActive { set { m_usePID = value; } }
640 public override float PIDTau { set { m_PIDTau = value; } }
641
642 // For RotLookAt
643 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
644 public override bool APIDActive { set { m_useAPID = value; } }
645 public override float APIDStrength { set { m_APIDStrength = value; } }
646 public override float APIDDamping { set { m_APIDDamping = value; } }
647
648 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
649 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
650 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
651 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
652
653 internal static bool QuaternionIsFinite(Quaternion q)
654 {
655 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
656 return false;
657 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
658 return false;
659 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
660 return false;
661 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
662 return false;
663 return true;
664 }
665
666 public override Vector3 Acceleration // client updates read data via here
667 {
668 get
669 {
670 if (_zeroFlag)
671 {
672 return Vector3.Zero;
673 }
674 return _acceleration;
675 }
676 set { _acceleration = value; }
677 }
678
679
680 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
681 {
682 _acceleration = accel;
683 }
684
685 public override void AddForce(Vector3 force, bool pushforce)
686 {
687 if (force.IsFinite())
688 {
689 lock (m_forcelist)
690 m_forcelist.Add(force);
691
692 m_taintforce = true;
693 }
694 else
695 {
696 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
697 }
698 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
699 }
700
701 public override void AddAngularForce(Vector3 force, bool pushforce)
702 {
703 if (force.IsFinite())
704 {
705 m_angularforcelist.Add(force);
706 m_taintaddangularforce = true;
707 }
708 else
709 {
710 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
711 }
712 }
713
714 public override Vector3 RotationalVelocity
715 {
716 get
717 {
718 return m_rotationalVelocity;
719 }
720 set
721 {
722 if (value.IsFinite())
723 {
724 m_rotationalVelocity = value;
725 }
726 else
727 {
728 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
729 }
730 }
731 }
732
733 public override void CrossingFailure()
734 {
735 m_crossingfailures++;
736 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
737 {
738 base.RaiseOutOfBounds(_position);
739 return;
740 }
741 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
742 {
743 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
744 }
745 }
746
747 public override float Buoyancy
748 {
749 get { return m_buoyancy; }
750 set { m_buoyancy = value; }
751 }
752
753 public override void link(PhysicsActor obj)
754 {
755 m_taintparent = obj;
756 }
757
758 public override void delink()
759 {
760 m_taintparent = null;
761 }
762
763 public override void LockAngularMotion(Vector3 axis)
764 {
765 // This is actually ROTATION ENABLE, not a lock.
766 // default is <1,1,1> which is all enabled.
767 // The lock value is updated inside Move(), no point in using the taint system.
768 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
769 if (axis.IsFinite())
770 {
771 axis.X = (axis.X > 0) ? 1f : 0f;
772 axis.Y = (axis.Y > 0) ? 1f : 0f;
773 axis.Z = (axis.Z > 0) ? 1f : 0f;
774 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
775 m_rotateEnableRequest = axis;
776 m_rotateEnableUpdate = true;
777 }
778 else
779 {
780 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
781 }
782 }
783
784
785 public void SetGeom(IntPtr geom)
786 {
787 if(prim_geom != IntPtr.Zero)
788 {
789 // Remove any old entries
790//string tPA;
791//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
792//Console.WriteLine("**** Remove {0}", tPA);
793 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
794 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
795 d.GeomDestroy(prim_geom);
796 }
797
798 prim_geom = geom;
799//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
800 if (prim_geom != IntPtr.Zero)
801 {
802 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
803 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
804 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
805 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
806//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
807 }
808
809 if (childPrim)
810 {
811 if (_parent != null && _parent is OdePrim)
812 {
813 OdePrim parent = (OdePrim)_parent;
814//Console.WriteLine("SetGeom calls ChildSetGeom");
815 parent.ChildSetGeom(this);
816 }
817 }
818 //m_log.Warn("Setting Geom to: " + prim_geom);
819 }
820
821 public void enableBodySoft()
822 {
823 if (!childPrim)
824 {
825 if (m_isphysical && Body != IntPtr.Zero)
826 {
827 d.BodyEnable(Body);
828 if (m_type != Vehicle.TYPE_NONE)
829 Enable(Body, _parent_scene);
830 }
831
832 m_disabled = false;
833 }
834 }
835
836 public void disableBodySoft()
837 {
838 m_disabled = true;
839
840 if (m_isphysical && Body != IntPtr.Zero)
841 {
842 d.BodyDisable(Body);
843 Halt();
844 }
845 }
846
847 public void enableBody()
848 {
849 // Don't enable this body if we're a child prim
850 // this should be taken care of in the parent function not here
851 if (!childPrim)
852 {
853 // Sets the geom to a body
854 Body = d.BodyCreate(_parent_scene.world);
855
856 setMass();
857 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
858 d.Quaternion myrot = new d.Quaternion();
859 myrot.X = _orientation.X;
860 myrot.Y = _orientation.Y;
861 myrot.Z = _orientation.Z;
862 myrot.W = _orientation.W;
863 d.BodySetQuaternion(Body, ref myrot);
864 d.GeomSetBody(prim_geom, Body);
865 m_collisionCategories |= CollisionCategories.Body;
866 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
867
868 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
869 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
870
871 d.BodySetAutoDisableFlag(Body, true);
872 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
873
874 // disconnect from world gravity so we can apply buoyancy
875 d.BodySetGravityMode (Body, false);
876
877 m_interpenetrationcount = 0;
878 m_collisionscore = 0;
879 m_disabled = false;
880
881 if (m_type != Vehicle.TYPE_NONE)
882 {
883 Enable(Body, _parent_scene);
884 }
885
886 _parent_scene.addActivePrim(this);
887 }
888 }
889
890 #region Mass Calculation
891
892 private float CalculateMass()
893 {
894 float volume = _size.X * _size.Y * _size.Z; // default
895 float tmp;
896
897 float returnMass = 0;
898 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
899 float hollowVolume = hollowAmount * hollowAmount;
900
901 switch (_pbs.ProfileShape)
902 {
903 case ProfileShape.Square:
904 // default box
905
906 if (_pbs.PathCurve == (byte)Extrusion.Straight)
907 {
908 if (hollowAmount > 0.0)
909 {
910 switch (_pbs.HollowShape)
911 {
912 case HollowShape.Square:
913 case HollowShape.Same:
914 break;
915
916 case HollowShape.Circle:
917
918 hollowVolume *= 0.78539816339f;
919 break;
920
921 case HollowShape.Triangle:
922
923 hollowVolume *= (0.5f * .5f);
924 break;
925
926 default:
927 hollowVolume = 0;
928 break;
929 }
930 volume *= (1.0f - hollowVolume);
931 }
932 }
933
934 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
935 {
936 //a tube
937
938 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
939 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
940 volume -= volume*tmp*tmp;
941
942 if (hollowAmount > 0.0)
943 {
944 hollowVolume *= hollowAmount;
945
946 switch (_pbs.HollowShape)
947 {
948 case HollowShape.Square:
949 case HollowShape.Same:
950 break;
951
952 case HollowShape.Circle:
953 hollowVolume *= 0.78539816339f;;
954 break;
955
956 case HollowShape.Triangle:
957 hollowVolume *= 0.5f * 0.5f;
958 break;
959 default:
960 hollowVolume = 0;
961 break;
962 }
963 volume *= (1.0f - hollowVolume);
964 }
965 }
966
967 break;
968
969 case ProfileShape.Circle:
970
971 if (_pbs.PathCurve == (byte)Extrusion.Straight)
972 {
973 volume *= 0.78539816339f; // elipse base
974
975 if (hollowAmount > 0.0)
976 {
977 switch (_pbs.HollowShape)
978 {
979 case HollowShape.Same:
980 case HollowShape.Circle:
981 break;
982
983 case HollowShape.Square:
984 hollowVolume *= 0.5f * 2.5984480504799f;
985 break;
986
987 case HollowShape.Triangle:
988 hollowVolume *= .5f * 1.27323954473516f;
989 break;
990
991 default:
992 hollowVolume = 0;
993 break;
994 }
995 volume *= (1.0f - hollowVolume);
996 }
997 }
998
999 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1000 {
1001 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1002 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1003 volume *= (1.0f - tmp * tmp);
1004
1005 if (hollowAmount > 0.0)
1006 {
1007
1008 // calculate the hollow volume by it's shape compared to the prim shape
1009 hollowVolume *= hollowAmount;
1010
1011 switch (_pbs.HollowShape)
1012 {
1013 case HollowShape.Same:
1014 case HollowShape.Circle:
1015 break;
1016
1017 case HollowShape.Square:
1018 hollowVolume *= 0.5f * 2.5984480504799f;
1019 break;
1020
1021 case HollowShape.Triangle:
1022 hollowVolume *= .5f * 1.27323954473516f;
1023 break;
1024
1025 default:
1026 hollowVolume = 0;
1027 break;
1028 }
1029 volume *= (1.0f - hollowVolume);
1030 }
1031 }
1032 break;
1033
1034 case ProfileShape.HalfCircle:
1035 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1036 {
1037 volume *= 0.52359877559829887307710723054658f;
1038 }
1039 break;
1040
1041 case ProfileShape.EquilateralTriangle:
1042
1043 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1044 {
1045 volume *= 0.32475953f;
1046
1047 if (hollowAmount > 0.0)
1048 {
1049
1050 // calculate the hollow volume by it's shape compared to the prim shape
1051 switch (_pbs.HollowShape)
1052 {
1053 case HollowShape.Same:
1054 case HollowShape.Triangle:
1055 hollowVolume *= .25f;
1056 break;
1057
1058 case HollowShape.Square:
1059 hollowVolume *= 0.499849f * 3.07920140172638f;
1060 break;
1061
1062 case HollowShape.Circle:
1063 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1064 // Cyllinder hollow volume calculation
1065
1066 hollowVolume *= 0.1963495f * 3.07920140172638f;
1067 break;
1068
1069 default:
1070 hollowVolume = 0;
1071 break;
1072 }
1073 volume *= (1.0f - hollowVolume);
1074 }
1075 }
1076 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1077 {
1078 volume *= 0.32475953f;
1079 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1080 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1081 volume *= (1.0f - tmp * tmp);
1082
1083 if (hollowAmount > 0.0)
1084 {
1085
1086 hollowVolume *= hollowAmount;
1087
1088 switch (_pbs.HollowShape)
1089 {
1090 case HollowShape.Same:
1091 case HollowShape.Triangle:
1092 hollowVolume *= .25f;
1093 break;
1094
1095 case HollowShape.Square:
1096 hollowVolume *= 0.499849f * 3.07920140172638f;
1097 break;
1098
1099 case HollowShape.Circle:
1100
1101 hollowVolume *= 0.1963495f * 3.07920140172638f;
1102 break;
1103
1104 default:
1105 hollowVolume = 0;
1106 break;
1107 }
1108 volume *= (1.0f - hollowVolume);
1109 }
1110 }
1111 break;
1112
1113 default:
1114 break;
1115 }
1116
1117
1118
1119 float taperX1;
1120 float taperY1;
1121 float taperX;
1122 float taperY;
1123 float pathBegin;
1124 float pathEnd;
1125 float profileBegin;
1126 float profileEnd;
1127
1128 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1129 {
1130 taperX1 = _pbs.PathScaleX * 0.01f;
1131 if (taperX1 > 1.0f)
1132 taperX1 = 2.0f - taperX1;
1133 taperX = 1.0f - taperX1;
1134
1135 taperY1 = _pbs.PathScaleY * 0.01f;
1136 if (taperY1 > 1.0f)
1137 taperY1 = 2.0f - taperY1;
1138 taperY = 1.0f - taperY1;
1139 }
1140 else
1141 {
1142 taperX = _pbs.PathTaperX * 0.01f;
1143 if (taperX < 0.0f)
1144 taperX = -taperX;
1145 taperX1 = 1.0f - taperX;
1146
1147 taperY = _pbs.PathTaperY * 0.01f;
1148 if (taperY < 0.0f)
1149 taperY = -taperY;
1150 taperY1 = 1.0f - taperY;
1151
1152 }
1153
1154
1155 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1156
1157 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1158 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1159 volume *= (pathEnd - pathBegin);
1160
1161// this is crude aproximation
1162 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1163 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1164 volume *= (profileEnd - profileBegin);
1165
1166 returnMass = m_density * volume;
1167
1168 if (returnMass <= 0)
1169 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1170// else if (returnMass > _parent_scene.maximumMassObject)
1171// returnMass = _parent_scene.maximumMassObject;
1172
1173
1174
1175
1176 // Recursively calculate mass
1177 bool HasChildPrim = false;
1178 lock (childrenPrim)
1179 {
1180 if (childrenPrim.Count > 0)
1181 {
1182 HasChildPrim = true;
1183 }
1184
1185 }
1186 if (HasChildPrim)
1187 {
1188 OdePrim[] childPrimArr = new OdePrim[0];
1189
1190 lock (childrenPrim)
1191 childPrimArr = childrenPrim.ToArray();
1192
1193 for (int i = 0; i < childPrimArr.Length; i++)
1194 {
1195 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1196 returnMass += childPrimArr[i].CalculateMass();
1197 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1198 if (i > 256)
1199 break;
1200 }
1201 }
1202 if (returnMass > _parent_scene.maximumMassObject)
1203 returnMass = _parent_scene.maximumMassObject;
1204 return returnMass;
1205 }// end CalculateMass
1206
1207 #endregion
1208
1209 public void setMass()
1210 {
1211 if (Body != (IntPtr) 0)
1212 {
1213 float newmass = CalculateMass();
1214
1215 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1216
1217 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1218 d.BodySetMass(Body, ref pMass);
1219 }
1220 }
1221
1222 public void disableBody()
1223 {
1224 //this kills the body so things like 'mesh' can re-create it.
1225 lock (this)
1226 {
1227 if (!childPrim)
1228 {
1229 if (Body != IntPtr.Zero)
1230 {
1231 _parent_scene.remActivePrim(this);
1232 m_collisionCategories &= ~CollisionCategories.Body;
1233 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1234
1235 if (prim_geom != IntPtr.Zero)
1236 {
1237 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1238 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1239 }
1240
1241
1242 d.BodyDestroy(Body);
1243 lock (childrenPrim)
1244 {
1245 if (childrenPrim.Count > 0)
1246 {
1247 foreach (OdePrim prm in childrenPrim)
1248 {
1249 _parent_scene.remActivePrim(prm);
1250 prm.Body = IntPtr.Zero;
1251 }
1252 }
1253 }
1254 Body = IntPtr.Zero;
1255 }
1256 }
1257 else
1258 {
1259 _parent_scene.remActivePrim(this);
1260
1261 m_collisionCategories &= ~CollisionCategories.Body;
1262 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1263
1264 if (prim_geom != IntPtr.Zero)
1265 {
1266 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1267 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1268 }
1269
1270
1271 Body = IntPtr.Zero;
1272 }
1273 }
1274 m_disabled = true;
1275 m_collisionscore = 0;
1276 }
1277
1278 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1279
1280 public void setMesh(OdeScene parent_scene, IMesh mesh)
1281 {
1282 // This sleeper is there to moderate how long it takes between
1283 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1284
1285 //Thread.Sleep(10);
1286
1287 //Kill Body so that mesh can re-make the geom
1288 if (IsPhysical && Body != IntPtr.Zero)
1289 {
1290 if (childPrim)
1291 {
1292 if (_parent != null)
1293 {
1294 OdePrim parent = (OdePrim)_parent;
1295 parent.ChildDelink(this);
1296 }
1297 }
1298 else
1299 {
1300 disableBody();
1301 }
1302 }
1303 IntPtr vertices, indices;
1304 int vertexCount, indexCount;
1305 int vertexStride, triStride;
1306 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1307 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1308
1309 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1310 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1311 {
1312 _triMeshData = m_MeshToTriMeshMap[mesh];
1313 }
1314 else
1315 {
1316 _triMeshData = d.GeomTriMeshDataCreate();
1317
1318 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1319 d.GeomTriMeshDataPreprocess(_triMeshData);
1320 m_MeshToTriMeshMap[mesh] = _triMeshData;
1321 }
1322
1323 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1324 try
1325 {
1326 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1327 // {
1328 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1329 // }
1330 }
1331 catch (AccessViolationException)
1332 {
1333 m_log.Error("[PHYSICS]: MESH LOCKED");
1334 return;
1335 }
1336
1337
1338 // if (IsPhysical && Body == (IntPtr) 0)
1339 // {
1340 // Recreate the body
1341 // m_interpenetrationcount = 0;
1342 // m_collisionscore = 0;
1343
1344 // enableBody();
1345 // }
1346 }
1347
1348 public void ProcessTaints(float timestep) //=============================================================================
1349 {
1350 if (m_taintadd)
1351 {
1352 changeadd(timestep);
1353 }
1354
1355 if (prim_geom != IntPtr.Zero)
1356 {
1357 if (!_position.ApproxEquals(m_taintposition, 0f))
1358 {
1359 changemove(timestep);
1360 }
1361 if (m_taintrot != _orientation)
1362 {
1363 if(childPrim && IsPhysical) // For physical child prim...
1364 {
1365 rotate(timestep);
1366 // KF: ODE will also rotate the parent prim!
1367 // so rotate the root back to where it was
1368 OdePrim parent = (OdePrim)_parent;
1369 parent.rotate(timestep);
1370 }
1371 else
1372 {
1373 //Just rotate the prim
1374 rotate(timestep);
1375 }
1376 }
1377 //
1378
1379 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1380 {
1381 changePhysicsStatus(timestep);
1382 }//
1383
1384 if (!_size.ApproxEquals(m_taintsize,0f))
1385 changesize(timestep);
1386 //
1387
1388 if (m_taintshape)
1389 changeshape(timestep);
1390 //
1391
1392 if (m_taintforce)
1393 changeAddForce(timestep);
1394
1395 if (m_taintaddangularforce)
1396 changeAddAngularForce(timestep);
1397
1398 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1399 changeSetTorque(timestep);
1400
1401 if (m_taintdisable)
1402 changedisable(timestep);
1403
1404 if (m_taintselected != m_isSelected)
1405 changeSelectedStatus(timestep);
1406
1407 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1408 changevelocity(timestep);
1409
1410 if (m_taintparent != _parent)
1411 changelink(timestep);
1412
1413 if (m_taintCollidesWater != m_collidesWater)
1414 changefloatonwater(timestep);
1415/* obsolete
1416 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1417 changeAngularLock(timestep);
1418 */
1419 }
1420 else
1421 {
1422 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.)");
1423 }
1424 }
1425
1426/* obsolete
1427 private void changeAngularLock(float timestep)
1428 {
1429 if (_parent == null)
1430 {
1431 m_angularLock = m_taintAngularLock;
1432 m_angularLockSet = true;
1433 }
1434 }
1435 */
1436 private void changelink(float timestep)
1437 {
1438 // If the newly set parent is not null
1439 // create link
1440 if (_parent == null && m_taintparent != null)
1441 {
1442 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1443 {
1444 OdePrim obj = (OdePrim)m_taintparent;
1445 //obj.disableBody();
1446 obj.ParentPrim(this);
1447
1448 /*
1449 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1450 {
1451 _linkJointGroup = d.JointGroupCreate(0);
1452 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1453 d.JointAttach(m_linkJoint, obj.Body, Body);
1454 d.JointSetFixed(m_linkJoint);
1455 }
1456 */
1457 }
1458 }
1459 // If the newly set parent is null
1460 // destroy link
1461 else if (_parent != null && m_taintparent == null)
1462 {
1463 if (_parent is OdePrim)
1464 {
1465 OdePrim obj = (OdePrim)_parent;
1466 obj.ChildDelink(this);
1467 childPrim = false;
1468 //_parent = null;
1469 }
1470
1471 /*
1472 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1473 d.JointGroupDestroy(_linkJointGroup);
1474
1475 _linkJointGroup = (IntPtr)0;
1476 m_linkJoint = (IntPtr)0;
1477 */
1478 }
1479
1480 _parent = m_taintparent;
1481 m_taintPhysics = m_isphysical;
1482 }
1483
1484 // I'm the parent
1485 // prim is the child
1486 public void ParentPrim(OdePrim prim)
1487 {
1488 if (this.m_localID != prim.m_localID)
1489 {
1490 if (Body == IntPtr.Zero)
1491 {
1492 Body = d.BodyCreate(_parent_scene.world);
1493 // disconnect from world gravity so we can apply buoyancy
1494 d.BodySetGravityMode (Body, false);
1495
1496 setMass();
1497 }
1498 if (Body != IntPtr.Zero)
1499 {
1500 lock (childrenPrim)
1501 {
1502 if (!childrenPrim.Contains(prim))
1503 {
1504 childrenPrim.Add(prim);
1505
1506 foreach (OdePrim prm in childrenPrim)
1507 {
1508 d.Mass m2;
1509 d.MassSetZero(out m2);
1510 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1511
1512
1513 d.Quaternion quat = new d.Quaternion();
1514 quat.W = prm._orientation.W;
1515 quat.X = prm._orientation.X;
1516 quat.Y = prm._orientation.Y;
1517 quat.Z = prm._orientation.Z;
1518
1519 d.Matrix3 mat = new d.Matrix3();
1520 d.RfromQ(out mat, ref quat);
1521 d.MassRotate(ref m2, ref mat);
1522 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1523 d.MassAdd(ref pMass, ref m2);
1524 }
1525 foreach (OdePrim prm in childrenPrim)
1526 {
1527
1528 prm.m_collisionCategories |= CollisionCategories.Body;
1529 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1530
1531 if (prm.prim_geom == IntPtr.Zero)
1532 {
1533 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1534 continue;
1535 }
1536 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1537 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1538
1539
1540 d.Quaternion quat = new d.Quaternion();
1541 quat.W = prm._orientation.W;
1542 quat.X = prm._orientation.X;
1543 quat.Y = prm._orientation.Y;
1544 quat.Z = prm._orientation.Z;
1545
1546 d.Matrix3 mat = new d.Matrix3();
1547 d.RfromQ(out mat, ref quat);
1548 if (Body != IntPtr.Zero)
1549 {
1550 d.GeomSetBody(prm.prim_geom, Body);
1551 prm.childPrim = true;
1552 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1553 //d.GeomSetOffsetPosition(prim.prim_geom,
1554 // (Position.X - prm.Position.X) - pMass.c.X,
1555 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1556 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1557 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1558 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1559 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1560 d.BodySetMass(Body, ref pMass);
1561 }
1562 else
1563 {
1564 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1565 }
1566
1567
1568 prm.m_interpenetrationcount = 0;
1569 prm.m_collisionscore = 0;
1570 prm.m_disabled = false;
1571
1572 prm.Body = Body;
1573 _parent_scene.addActivePrim(prm);
1574 }
1575 m_collisionCategories |= CollisionCategories.Body;
1576 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1577
1578 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1579 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1580
1581
1582 d.Quaternion quat2 = new d.Quaternion();
1583 quat2.W = _orientation.W;
1584 quat2.X = _orientation.X;
1585 quat2.Y = _orientation.Y;
1586 quat2.Z = _orientation.Z;
1587
1588 d.Matrix3 mat2 = new d.Matrix3();
1589 d.RfromQ(out mat2, ref quat2);
1590 d.GeomSetBody(prim_geom, Body);
1591 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1592 //d.GeomSetOffsetPosition(prim.prim_geom,
1593 // (Position.X - prm.Position.X) - pMass.c.X,
1594 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1595 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1596 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1597 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1598 d.BodySetMass(Body, ref pMass);
1599
1600 d.BodySetAutoDisableFlag(Body, true);
1601 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1602
1603
1604 m_interpenetrationcount = 0;
1605 m_collisionscore = 0;
1606 m_disabled = false;
1607
1608 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1609 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1610 _parent_scene.addActivePrim(this);
1611 }
1612 }
1613 }
1614 }
1615
1616 }
1617
1618 private void ChildSetGeom(OdePrim odePrim)
1619 {
1620 //if (m_isphysical && Body != IntPtr.Zero)
1621 lock (childrenPrim)
1622 {
1623 foreach (OdePrim prm in childrenPrim)
1624 {
1625 //prm.childPrim = true;
1626 prm.disableBody();
1627 //prm.m_taintparent = null;
1628 //prm._parent = null;
1629 //prm.m_taintPhysics = false;
1630 //prm.m_disabled = true;
1631 //prm.childPrim = false;
1632 }
1633 }
1634 disableBody();
1635
1636
1637 if (Body != IntPtr.Zero)
1638 {
1639 _parent_scene.remActivePrim(this);
1640 }
1641
1642 lock (childrenPrim)
1643 {
1644 foreach (OdePrim prm in childrenPrim)
1645 {
1646 ParentPrim(prm);
1647 }
1648 }
1649
1650 }
1651
1652 private void ChildDelink(OdePrim odePrim)
1653 {
1654 // Okay, we have a delinked child.. need to rebuild the body.
1655 lock (childrenPrim)
1656 {
1657 foreach (OdePrim prm in childrenPrim)
1658 {
1659 prm.childPrim = true;
1660 prm.disableBody();
1661 //prm.m_taintparent = null;
1662 //prm._parent = null;
1663 //prm.m_taintPhysics = false;
1664 //prm.m_disabled = true;
1665 //prm.childPrim = false;
1666 }
1667 }
1668 disableBody();
1669
1670 lock (childrenPrim)
1671 {
1672 childrenPrim.Remove(odePrim);
1673 }
1674
1675 if (Body != IntPtr.Zero)
1676 {
1677 _parent_scene.remActivePrim(this);
1678 }
1679
1680 lock (childrenPrim)
1681 {
1682 foreach (OdePrim prm in childrenPrim)
1683 {
1684 ParentPrim(prm);
1685 }
1686 }
1687 }
1688
1689 private void changeSelectedStatus(float timestep)
1690 {
1691 if (m_taintselected)
1692 {
1693 m_collisionCategories = CollisionCategories.Selected;
1694 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1695
1696 // We do the body disable soft twice because 'in theory' a collision could have happened
1697 // in between the disabling and the collision properties setting
1698 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1699 // through the ground.
1700
1701 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1702 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1703 // so that causes the selected part to wake up and continue moving.
1704
1705 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1706 // assembly will stop simulating during the selection, because of the lack of atomicity
1707 // of select operations (their processing could be interrupted by a thread switch, causing
1708 // simulation to continue before all of the selected object notifications trickle down to
1709 // the physics engine).
1710
1711 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1712 // selected and disabled. then, due to a thread switch, the selection processing is
1713 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1714 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1715 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1716 // up, start simulating again, which in turn wakes up the last 50.
1717
1718 if (m_isphysical)
1719 {
1720 disableBodySoft();
1721 }
1722
1723 if (prim_geom != IntPtr.Zero)
1724 {
1725 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1726 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1727 }
1728
1729 if (m_isphysical)
1730 {
1731 disableBodySoft();
1732 }
1733 if (Body != IntPtr.Zero)
1734 {
1735 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1736 d.BodySetForce(Body, 0f, 0f, 0f);
1737 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1738 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1739 }
1740
1741 }
1742 else
1743 {
1744 m_collisionCategories = CollisionCategories.Geom;
1745
1746 if (m_isphysical)
1747 m_collisionCategories |= CollisionCategories.Body;
1748
1749 m_collisionFlags = m_default_collisionFlags;
1750
1751 if (m_collidesLand)
1752 m_collisionFlags |= CollisionCategories.Land;
1753 if (m_collidesWater)
1754 m_collisionFlags |= CollisionCategories.Water;
1755
1756 if (prim_geom != IntPtr.Zero)
1757 {
1758 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1759 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1760 }
1761 if (Body != IntPtr.Zero)
1762 {
1763 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1764 d.BodySetForce(Body, 0f, 0f, 0f);
1765 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1766 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1767 }
1768
1769 if (m_isphysical)
1770 {
1771 if (Body != IntPtr.Zero)
1772 {
1773 enableBodySoft();
1774 }
1775 }
1776 }
1777
1778 resetCollisionAccounting();
1779 m_isSelected = m_taintselected;
1780 }//end changeSelectedStatus
1781
1782 public void ResetTaints()
1783 {
1784 m_taintposition = _position;
1785 m_taintrot = _orientation;
1786 m_taintPhysics = m_isphysical;
1787 m_taintselected = m_isSelected;
1788 m_taintsize = _size;
1789 m_taintshape = false;
1790 m_taintforce = false;
1791 m_taintdisable = false;
1792 m_taintVelocity = Vector3.Zero;
1793 }
1794
1795 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1796 {
1797 if (_mesh != null) // Special - make mesh
1798 {
1799 setMesh(_parent_scene, _mesh);
1800 }
1801 else // not a mesh
1802 {
1803 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1804 {
1805 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1806 {
1807 if (((_size.X / 2f) > 0f)) // Has size
1808 {
1809 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1810 try
1811 {
1812 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1813 }
1814 catch (AccessViolationException)
1815 {
1816 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1817 ode.dunlock(_parent_scene.world);
1818 return;
1819 }
1820 }
1821 else
1822 {
1823 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1824 try
1825 {
1826 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1827 }
1828 catch (AccessViolationException)
1829 {
1830 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1831 ode.dunlock(_parent_scene.world);
1832 return;
1833 }
1834 }
1835 }
1836 else // not equi-size
1837 {
1838 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1839 try
1840 {
1841 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1842 }
1843 catch (AccessViolationException)
1844 {
1845 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1846 ode.dunlock(_parent_scene.world);
1847 return;
1848 }
1849 }
1850 }
1851
1852 else // not special profile
1853 {
1854 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1855 try
1856 {
1857 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1858 }
1859 catch (AccessViolationException)
1860 {
1861 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1862 ode.dunlock(_parent_scene.world);
1863 return;
1864 }
1865 }
1866 }
1867 }
1868
1869 public void changeadd(float timestep)
1870 {
1871 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1872 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1873
1874 if (targetspace == IntPtr.Zero)
1875 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1876
1877 m_targetSpace = targetspace;
1878
1879 if (_mesh == null && m_meshfailed == false)
1880 {
1881 if (_parent_scene.needsMeshing(_pbs))
1882 {
1883 // Don't need to re-enable body.. it's done in SetMesh
1884 try
1885 {
1886 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1887 }
1888 catch
1889 {
1890 //Don't continuously try to mesh prims when meshing has failed
1891 m_meshfailed = true;
1892 }
1893 // createmesh returns null when it's a shape that isn't a cube.
1894 // m_log.Debug(m_localID);
1895 }
1896 }
1897
1898
1899 lock (_parent_scene.OdeLock)
1900 {
1901 CreateGeom(m_targetSpace, _mesh);
1902
1903 if (prim_geom != IntPtr.Zero)
1904 {
1905 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1906 d.Quaternion myrot = new d.Quaternion();
1907 myrot.X = _orientation.X;
1908 myrot.Y = _orientation.Y;
1909 myrot.Z = _orientation.Z;
1910 myrot.W = _orientation.W;
1911 d.GeomSetQuaternion(prim_geom, ref myrot);
1912 }
1913
1914 if (m_isphysical && Body == IntPtr.Zero)
1915 {
1916 enableBody();
1917 }
1918 }
1919
1920 changeSelectedStatus(timestep);
1921
1922 m_taintadd = false;
1923 }
1924
1925 public void changemove(float timestep)
1926 {
1927 if (m_isphysical)
1928 {
1929// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1930 if (!m_taintremove && !childPrim)
1931 {
1932 if (Body == IntPtr.Zero)
1933 enableBody();
1934 //Prim auto disable after 20 frames,
1935 //if you move it, re-enable the prim manually.
1936 if (_parent != null)
1937 {
1938 if (m_linkJoint != IntPtr.Zero)
1939 {
1940 d.JointDestroy(m_linkJoint);
1941 m_linkJoint = IntPtr.Zero;
1942 }
1943 }
1944 if (Body != IntPtr.Zero)
1945 {
1946 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1947
1948 if (_parent != null)
1949 {
1950 OdePrim odParent = (OdePrim)_parent;
1951 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1952 {
1953// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1954Console.WriteLine("ODEPrim JointCreateFixed !!!");
1955 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1956 d.JointAttach(m_linkJoint, Body, odParent.Body);
1957 d.JointSetFixed(m_linkJoint);
1958 }
1959 }
1960 d.BodyEnable(Body);
1961 if (m_type != Vehicle.TYPE_NONE)
1962 {
1963 Enable(Body, _parent_scene);
1964 }
1965 }
1966 else
1967 {
1968 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1969 }
1970 }
1971 //else
1972 // {
1973 //m_log.Debug("[BUG]: race!");
1974 //}
1975 }
1976 else
1977 {
1978 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1979 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1980 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1981
1982 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1983 m_targetSpace = tempspace;
1984
1985 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1986 if (prim_geom != IntPtr.Zero)
1987 {
1988 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1989
1990 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1991 d.SpaceAdd(m_targetSpace, prim_geom);
1992 }
1993 }
1994
1995 changeSelectedStatus(timestep);
1996
1997 resetCollisionAccounting();
1998 m_taintposition = _position;
1999 }
2000
2001
2002
2003 public void rotate(float timestep)
2004 {
2005 d.Quaternion myrot = new d.Quaternion();
2006 myrot.X = _orientation.X;
2007 myrot.Y = _orientation.Y;
2008 myrot.Z = _orientation.Z;
2009 myrot.W = _orientation.W;
2010 if (Body != IntPtr.Zero)
2011 {
2012 // KF: If this is a root prim do BodySet
2013 d.BodySetQuaternion(Body, ref myrot);
2014 }
2015 else
2016 {
2017 // daughter prim, do Geom set
2018 d.GeomSetQuaternion(prim_geom, ref myrot);
2019 }
2020
2021 resetCollisionAccounting();
2022 m_taintrot = _orientation;
2023 }
2024
2025 private void resetCollisionAccounting()
2026 {
2027 m_collisionscore = 0;
2028 m_interpenetrationcount = 0;
2029 m_disabled = false;
2030 }
2031
2032 public void changedisable(float timestep)
2033 {
2034 m_disabled = true;
2035 if (Body != IntPtr.Zero)
2036 {
2037 d.BodyDisable(Body);
2038 Body = IntPtr.Zero;
2039 }
2040
2041 m_taintdisable = false;
2042 }
2043
2044 public void changePhysicsStatus(float timestep)
2045 {
2046 if (m_isphysical == true)
2047 {
2048 if (Body == IntPtr.Zero)
2049 {
2050 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2051 {
2052 changeshape(2f);
2053 }
2054 else
2055 {
2056 enableBody();
2057 }
2058 }
2059 }
2060 else
2061 {
2062 if (Body != IntPtr.Zero)
2063 {
2064 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2065 {
2066 _mesh = null;
2067 changeadd(2f);
2068 }
2069 if (childPrim)
2070 {
2071 if (_parent != null)
2072 {
2073 OdePrim parent = (OdePrim)_parent;
2074 parent.ChildDelink(this);
2075 }
2076 }
2077 else
2078 {
2079 disableBody();
2080 }
2081 }
2082 }
2083
2084 changeSelectedStatus(timestep);
2085
2086 resetCollisionAccounting();
2087 m_taintPhysics = m_isphysical;
2088 }
2089
2090 public void changesize(float timestamp)
2091 {
2092
2093 string oldname = _parent_scene.geom_name_map[prim_geom];
2094
2095 if (_size.X <= 0) _size.X = 0.01f;
2096 if (_size.Y <= 0) _size.Y = 0.01f;
2097 if (_size.Z <= 0) _size.Z = 0.01f;
2098
2099 // Cleanup of old prim geometry
2100 if (_mesh != null)
2101 {
2102 // Cleanup meshing here
2103 }
2104 //kill body to rebuild
2105 if (IsPhysical && Body != IntPtr.Zero)
2106 {
2107 if (childPrim)
2108 {
2109 if (_parent != null)
2110 {
2111 OdePrim parent = (OdePrim)_parent;
2112 parent.ChildDelink(this);
2113 }
2114 }
2115 else
2116 {
2117 disableBody();
2118 }
2119 }
2120 if (d.SpaceQuery(m_targetSpace, prim_geom))
2121 {
2122 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2123 d.SpaceRemove(m_targetSpace, prim_geom);
2124 }
2125 // we don't need to do space calculation because the client sends a position update also.
2126
2127 // Construction of new prim
2128 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2129 {
2130 float meshlod = _parent_scene.meshSculptLOD;
2131
2132 if (IsPhysical)
2133 meshlod = _parent_scene.MeshSculptphysicalLOD;
2134 // Don't need to re-enable body.. it's done in SetMesh
2135
2136 IMesh mesh = null;
2137
2138 try
2139 {
2140 if (_parent_scene.needsMeshing(_pbs))
2141 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2142 }
2143 catch
2144 {
2145 m_meshfailed = true;
2146 }
2147
2148 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2149 CreateGeom(m_targetSpace, mesh);
2150
2151
2152 }
2153 else
2154 {
2155 _mesh = null;
2156 CreateGeom(m_targetSpace, _mesh);
2157 }
2158
2159 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2160 d.Quaternion myrot = new d.Quaternion();
2161 myrot.X = _orientation.X;
2162 myrot.Y = _orientation.Y;
2163 myrot.Z = _orientation.Z;
2164 myrot.W = _orientation.W;
2165 d.GeomSetQuaternion(prim_geom, ref myrot);
2166
2167 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2168 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2169 {
2170 // Re creates body on size.
2171 // EnableBody also does setMass()
2172 enableBody();
2173 d.BodyEnable(Body);
2174 }
2175
2176 _parent_scene.geom_name_map[prim_geom] = oldname;
2177
2178 changeSelectedStatus(timestamp);
2179 if (childPrim)
2180 {
2181 if (_parent is OdePrim)
2182 {
2183 OdePrim parent = (OdePrim)_parent;
2184 parent.ChildSetGeom(this);
2185 }
2186 }
2187 resetCollisionAccounting();
2188 m_taintsize = _size;
2189 }
2190
2191
2192
2193 public void changefloatonwater(float timestep)
2194 {
2195 m_collidesWater = m_taintCollidesWater;
2196
2197 if (prim_geom != IntPtr.Zero)
2198 {
2199 if (m_collidesWater)
2200 {
2201 m_collisionFlags |= CollisionCategories.Water;
2202 }
2203 else
2204 {
2205 m_collisionFlags &= ~CollisionCategories.Water;
2206 }
2207 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2208 }
2209 }
2210
2211 public void changeshape(float timestamp)
2212 {
2213 string oldname = _parent_scene.geom_name_map[prim_geom];
2214
2215 // Cleanup of old prim geometry and Bodies
2216 if (IsPhysical && Body != IntPtr.Zero)
2217 {
2218 if (childPrim)
2219 {
2220 if (_parent != null)
2221 {
2222 OdePrim parent = (OdePrim)_parent;
2223 parent.ChildDelink(this);
2224 }
2225 }
2226 else
2227 {
2228 disableBody();
2229 }
2230 }
2231
2232
2233 // we don't need to do space calculation because the client sends a position update also.
2234 if (_size.X <= 0) _size.X = 0.01f;
2235 if (_size.Y <= 0) _size.Y = 0.01f;
2236 if (_size.Z <= 0) _size.Z = 0.01f;
2237 // Construction of new prim
2238
2239 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2240 {
2241 // Don't need to re-enable body.. it's done in SetMesh
2242 float meshlod = _parent_scene.meshSculptLOD;
2243
2244 if (IsPhysical)
2245 meshlod = _parent_scene.MeshSculptphysicalLOD;
2246 try
2247 {
2248 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2249 CreateGeom(m_targetSpace, mesh);
2250 }
2251 catch
2252 {
2253 m_meshfailed = true;
2254 }
2255 // createmesh returns null when it doesn't mesh.
2256 }
2257 else
2258 {
2259 _mesh = null;
2260 CreateGeom(m_targetSpace, null);
2261 }
2262
2263 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2264 d.Quaternion myrot = new d.Quaternion();
2265 //myrot.W = _orientation.w;
2266 myrot.W = _orientation.W;
2267 myrot.X = _orientation.X;
2268 myrot.Y = _orientation.Y;
2269 myrot.Z = _orientation.Z;
2270 d.GeomSetQuaternion(prim_geom, ref myrot);
2271
2272 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2273 if (IsPhysical && Body == IntPtr.Zero)
2274 {
2275 // Re creates body on size.
2276 // EnableBody also does setMass()
2277 enableBody();
2278 if (Body != IntPtr.Zero)
2279 {
2280 d.BodyEnable(Body);
2281 }
2282 }
2283 _parent_scene.geom_name_map[prim_geom] = oldname;
2284
2285 changeSelectedStatus(timestamp);
2286 if (childPrim)
2287 {
2288 if (_parent is OdePrim)
2289 {
2290 OdePrim parent = (OdePrim)_parent;
2291 parent.ChildSetGeom(this);
2292 }
2293 }
2294 resetCollisionAccounting();
2295 m_taintshape = false;
2296 }
2297
2298 public void changeAddForce(float timestamp)
2299 {
2300 if (!m_isSelected)
2301 {
2302 lock (m_forcelist)
2303 {
2304 //m_log.Info("[PHYSICS]: dequeing forcelist");
2305 if (IsPhysical)
2306 {
2307 Vector3 iforce = Vector3.Zero;
2308 int i = 0;
2309 try
2310 {
2311 for (i = 0; i < m_forcelist.Count; i++)
2312 {
2313
2314 iforce = iforce + (m_forcelist[i] * 100);
2315 }
2316 }
2317 catch (IndexOutOfRangeException)
2318 {
2319 m_forcelist = new List<Vector3>();
2320 m_collisionscore = 0;
2321 m_interpenetrationcount = 0;
2322 m_taintforce = false;
2323 return;
2324 }
2325 catch (ArgumentOutOfRangeException)
2326 {
2327 m_forcelist = new List<Vector3>();
2328 m_collisionscore = 0;
2329 m_interpenetrationcount = 0;
2330 m_taintforce = false;
2331 return;
2332 }
2333 d.BodyEnable(Body);
2334
2335 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2336 }
2337 m_forcelist.Clear();
2338 }
2339
2340 m_collisionscore = 0;
2341 m_interpenetrationcount = 0;
2342 }
2343
2344 m_taintforce = false;
2345
2346 }
2347
2348
2349
2350 public void changeSetTorque(float timestamp)
2351 {
2352 if (!m_isSelected)
2353 {
2354 if (IsPhysical && Body != IntPtr.Zero)
2355 {
2356 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2357 }
2358 }
2359
2360 m_taintTorque = Vector3.Zero;
2361 }
2362
2363 public void changeAddAngularForce(float timestamp)
2364 {
2365 if (!m_isSelected)
2366 {
2367 lock (m_angularforcelist)
2368 {
2369 //m_log.Info("[PHYSICS]: dequeing forcelist");
2370 if (IsPhysical)
2371 {
2372 Vector3 iforce = Vector3.Zero;
2373 for (int i = 0; i < m_angularforcelist.Count; i++)
2374 {
2375 iforce = iforce + (m_angularforcelist[i] * 100);
2376 }
2377 d.BodyEnable(Body);
2378 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2379
2380 }
2381 m_angularforcelist.Clear();
2382 }
2383
2384 m_collisionscore = 0;
2385 m_interpenetrationcount = 0;
2386 }
2387
2388 m_taintaddangularforce = false;
2389 }
2390
2391 private void changevelocity(float timestep)
2392 {
2393 if (!m_isSelected)
2394 {
2395 Thread.Sleep(20);
2396 if (IsPhysical)
2397 {
2398 if (Body != IntPtr.Zero)
2399 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2400 }
2401
2402 //resetCollisionAccounting();
2403 }
2404 m_taintVelocity = Vector3.Zero;
2405 }
2406
2407 public void UpdatePositionAndVelocity()
2408 {
2409 return; // moved to the Move () method
2410 }
2411
2412 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2413 {
2414 obj.I.M00 = pMat[0, 0];
2415 obj.I.M01 = pMat[0, 1];
2416 obj.I.M02 = pMat[0, 2];
2417 obj.I.M10 = pMat[1, 0];
2418 obj.I.M11 = pMat[1, 1];
2419 obj.I.M12 = pMat[1, 2];
2420 obj.I.M20 = pMat[2, 0];
2421 obj.I.M21 = pMat[2, 1];
2422 obj.I.M22 = pMat[2, 2];
2423 return obj;
2424 }
2425
2426 public override void SubscribeEvents(int ms)
2427 {
2428 m_eventsubscription = ms;
2429 _parent_scene.addCollisionEventReporting(this);
2430 }
2431
2432 public override void UnSubscribeEvents()
2433 {
2434 _parent_scene.remCollisionEventReporting(this);
2435 m_eventsubscription = 0;
2436 }
2437
2438 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2439 {
2440 if (CollisionEventsThisFrame == null)
2441 CollisionEventsThisFrame = new CollisionEventUpdate();
2442 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2443 }
2444
2445 public void SendCollisions()
2446 {
2447 if (CollisionEventsThisFrame == null)
2448 return;
2449
2450 base.SendCollisionUpdate(CollisionEventsThisFrame);
2451
2452 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2453 CollisionEventsThisFrame = null;
2454 else
2455 CollisionEventsThisFrame = new CollisionEventUpdate();
2456 }
2457
2458 public override bool SubscribedEvents()
2459 {
2460 if (m_eventsubscription > 0)
2461 return true;
2462 return false;
2463 }
2464
2465 public static Matrix4 Inverse(Matrix4 pMat)
2466 {
2467 if (determinant3x3(pMat) == 0)
2468 {
2469 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2470 }
2471
2472
2473
2474 return (Adjoint(pMat) / determinant3x3(pMat));
2475 }
2476
2477 public static Matrix4 Adjoint(Matrix4 pMat)
2478 {
2479 Matrix4 adjointMatrix = new Matrix4();
2480 for (int i=0; i<4; i++)
2481 {
2482 for (int j=0; j<4; j++)
2483 {
2484 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2485 }
2486 }
2487
2488 adjointMatrix = Transpose(adjointMatrix);
2489 return adjointMatrix;
2490 }
2491
2492 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2493 {
2494 Matrix4 minor = new Matrix4();
2495 int m = 0, n = 0;
2496 for (int i = 0; i < 4; i++)
2497 {
2498 if (i == iRow)
2499 continue;
2500 n = 0;
2501 for (int j = 0; j < 4; j++)
2502 {
2503 if (j == iCol)
2504 continue;
2505 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2506 n++;
2507 }
2508 m++;
2509 }
2510 return minor;
2511 }
2512
2513 public static Matrix4 Transpose(Matrix4 pMat)
2514 {
2515 Matrix4 transposeMatrix = new Matrix4();
2516 for (int i = 0; i < 4; i++)
2517 for (int j = 0; j < 4; j++)
2518 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2519 return transposeMatrix;
2520 }
2521
2522 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2523 {
2524 switch (r)
2525 {
2526 case 0:
2527 switch (c)
2528 {
2529 case 0:
2530 pMat.M11 = val;
2531 break;
2532 case 1:
2533 pMat.M12 = val;
2534 break;
2535 case 2:
2536 pMat.M13 = val;
2537 break;
2538 case 3:
2539 pMat.M14 = val;
2540 break;
2541 }
2542
2543 break;
2544 case 1:
2545 switch (c)
2546 {
2547 case 0:
2548 pMat.M21 = val;
2549 break;
2550 case 1:
2551 pMat.M22 = val;
2552 break;
2553 case 2:
2554 pMat.M23 = val;
2555 break;
2556 case 3:
2557 pMat.M24 = val;
2558 break;
2559 }
2560
2561 break;
2562 case 2:
2563 switch (c)
2564 {
2565 case 0:
2566 pMat.M31 = val;
2567 break;
2568 case 1:
2569 pMat.M32 = val;
2570 break;
2571 case 2:
2572 pMat.M33 = val;
2573 break;
2574 case 3:
2575 pMat.M34 = val;
2576 break;
2577 }
2578
2579 break;
2580 case 3:
2581 switch (c)
2582 {
2583 case 0:
2584 pMat.M41 = val;
2585 break;
2586 case 1:
2587 pMat.M42 = val;
2588 break;
2589 case 2:
2590 pMat.M43 = val;
2591 break;
2592 case 3:
2593 pMat.M44 = val;
2594 break;
2595 }
2596
2597 break;
2598 }
2599 }
2600 private static float determinant3x3(Matrix4 pMat)
2601 {
2602 float det = 0;
2603 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2604 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2605 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2606 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2607 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2608 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2609
2610 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2611 return det;
2612
2613 }
2614
2615 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2616 {
2617 dst.c.W = src.c.W;
2618 dst.c.X = src.c.X;
2619 dst.c.Y = src.c.Y;
2620 dst.c.Z = src.c.Z;
2621 dst.mass = src.mass;
2622 dst.I.M00 = src.I.M00;
2623 dst.I.M01 = src.I.M01;
2624 dst.I.M02 = src.I.M02;
2625 dst.I.M10 = src.I.M10;
2626 dst.I.M11 = src.I.M11;
2627 dst.I.M12 = src.I.M12;
2628 dst.I.M20 = src.I.M20;
2629 dst.I.M21 = src.I.M21;
2630 dst.I.M22 = src.I.M22;
2631 }
2632
2633 public override void SetMaterial(int pMaterial)
2634 {
2635 m_material = pMaterial;
2636 }
2637
2638 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2639 {
2640 switch (pParam)
2641 {
2642 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2643 if (pValue < 0.01f) pValue = 0.01f;
2644 // m_angularDeflectionEfficiency = pValue;
2645 break;
2646 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2647 if (pValue < 0.1f) pValue = 0.1f;
2648 // m_angularDeflectionTimescale = pValue;
2649 break;
2650 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2651 if (pValue < 0.3f) pValue = 0.3f;
2652 m_angularMotorDecayTimescale = pValue;
2653 break;
2654 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2655 if (pValue < 0.3f) pValue = 0.3f;
2656 m_angularMotorTimescale = pValue;
2657 break;
2658 case Vehicle.BANKING_EFFICIENCY:
2659 if (pValue < 0.01f) pValue = 0.01f;
2660 // m_bankingEfficiency = pValue;
2661 break;
2662 case Vehicle.BANKING_MIX:
2663 if (pValue < 0.01f) pValue = 0.01f;
2664 // m_bankingMix = pValue;
2665 break;
2666 case Vehicle.BANKING_TIMESCALE:
2667 if (pValue < 0.01f) pValue = 0.01f;
2668 // m_bankingTimescale = pValue;
2669 break;
2670 case Vehicle.BUOYANCY:
2671 if (pValue < -1f) pValue = -1f;
2672 if (pValue > 1f) pValue = 1f;
2673 m_VehicleBuoyancy = pValue;
2674 break;
2675// case Vehicle.HOVER_EFFICIENCY:
2676// if (pValue < 0f) pValue = 0f;
2677// if (pValue > 1f) pValue = 1f;
2678// m_VhoverEfficiency = pValue;
2679// break;
2680 case Vehicle.HOVER_HEIGHT:
2681 m_VhoverHeight = pValue;
2682 break;
2683 case Vehicle.HOVER_TIMESCALE:
2684 if (pValue < 0.1f) pValue = 0.1f;
2685 m_VhoverTimescale = pValue;
2686 break;
2687 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2688 if (pValue < 0.01f) pValue = 0.01f;
2689 // m_linearDeflectionEfficiency = pValue;
2690 break;
2691 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2692 if (pValue < 0.01f) pValue = 0.01f;
2693 // m_linearDeflectionTimescale = pValue;
2694 break;
2695 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2696 if (pValue < 0.3f) pValue = 0.3f;
2697 m_linearMotorDecayTimescale = pValue;
2698 break;
2699 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2700 if (pValue < 0.1f) pValue = 0.1f;
2701 m_linearMotorTimescale = pValue;
2702 break;
2703 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2704 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2705 if (pValue > 1.0f) pValue = 1.0f;
2706 m_verticalAttractionEfficiency = pValue;
2707 break;
2708 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2709 if (pValue < 0.1f) pValue = 0.1f;
2710 m_verticalAttractionTimescale = pValue;
2711 break;
2712
2713 // These are vector properties but the engine lets you use a single float value to
2714 // set all of the components to the same value
2715 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2716 if (pValue > 30f) pValue = 30f;
2717 if (pValue < 0.1f) pValue = 0.1f;
2718 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2719 break;
2720 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2721 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2722 UpdateAngDecay();
2723 break;
2724 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2725 if (pValue < 0.1f) pValue = 0.1f;
2726 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2727 break;
2728 case Vehicle.LINEAR_MOTOR_DIRECTION:
2729 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2730 UpdateLinDecay();
2731 break;
2732 case Vehicle.LINEAR_MOTOR_OFFSET:
2733 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2734 break;
2735
2736 }
2737
2738 }//end ProcessFloatVehicleParam
2739
2740 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2741 {
2742 switch (pParam)
2743 {
2744 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2745 if (pValue.X > 30f) pValue.X = 30f;
2746 if (pValue.X < 0.1f) pValue.X = 0.1f;
2747 if (pValue.Y > 30f) pValue.Y = 30f;
2748 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2749 if (pValue.Z > 30f) pValue.Z = 30f;
2750 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2751 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2752 break;
2753 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2754 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2755 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2756 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2757 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2758 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2759 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2760 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2761 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2762 UpdateAngDecay();
2763 break;
2764 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2765 if (pValue.X < 0.1f) pValue.X = 0.1f;
2766 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2767 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2768 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2769 break;
2770 case Vehicle.LINEAR_MOTOR_DIRECTION:
2771 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2772 UpdateLinDecay();
2773 break;
2774 case Vehicle.LINEAR_MOTOR_OFFSET:
2775 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2776 break;
2777 }
2778
2779 }//end ProcessVectorVehicleParam
2780
2781 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2782 {
2783 switch (pParam)
2784 {
2785 case Vehicle.REFERENCE_FRAME:
2786 // m_referenceFrame = pValue;
2787 break;
2788 }
2789
2790 }//end ProcessRotationVehicleParam
2791
2792 internal void ProcessVehicleFlags(int pParam, bool remove)
2793 {
2794 if (remove)
2795 {
2796 m_flags &= ~((VehicleFlag)pParam);
2797 }
2798 else
2799 {
2800 m_flags |= (VehicleFlag)pParam;
2801 }
2802 }
2803
2804 internal void ProcessTypeChange(Vehicle pType)
2805 {
2806 // Set Defaults For Type
2807 m_type = pType;
2808 switch (pType)
2809 {
2810 case Vehicle.TYPE_SLED:
2811 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2812 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2813// m_lLinMotorVel = Vector3.Zero;
2814 m_linearMotorTimescale = 1000;
2815 m_linearMotorDecayTimescale = 120;
2816 m_angularMotorDirection = Vector3.Zero;
2817 m_angularMotorDVel = Vector3.Zero;
2818 m_angularMotorTimescale = 1000;
2819 m_angularMotorDecayTimescale = 120;
2820 m_VhoverHeight = 0;
2821// m_VhoverEfficiency = 1;
2822 m_VhoverTimescale = 10;
2823 m_VehicleBuoyancy = 0;
2824 // m_linearDeflectionEfficiency = 1;
2825 // m_linearDeflectionTimescale = 1;
2826 // m_angularDeflectionEfficiency = 1;
2827 // m_angularDeflectionTimescale = 1000;
2828 // m_bankingEfficiency = 0;
2829 // m_bankingMix = 1;
2830 // m_bankingTimescale = 10;
2831 // m_referenceFrame = Quaternion.Identity;
2832 m_flags &=
2833 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2834 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2835 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2836 break;
2837 case Vehicle.TYPE_CAR:
2838 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2839 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2840// m_lLinMotorVel = Vector3.Zero;
2841 m_linearMotorTimescale = 1;
2842 m_linearMotorDecayTimescale = 60;
2843 m_angularMotorDirection = Vector3.Zero;
2844 m_angularMotorDVel = Vector3.Zero;
2845 m_angularMotorTimescale = 1;
2846 m_angularMotorDecayTimescale = 0.8f;
2847 m_VhoverHeight = 0;
2848// m_VhoverEfficiency = 0;
2849 m_VhoverTimescale = 1000;
2850 m_VehicleBuoyancy = 0;
2851 // // m_linearDeflectionEfficiency = 1;
2852 // // m_linearDeflectionTimescale = 2;
2853 // // m_angularDeflectionEfficiency = 0;
2854 // m_angularDeflectionTimescale = 10;
2855 m_verticalAttractionEfficiency = 1f;
2856 m_verticalAttractionTimescale = 10f;
2857 // m_bankingEfficiency = -0.2f;
2858 // m_bankingMix = 1;
2859 // m_bankingTimescale = 1;
2860 // m_referenceFrame = Quaternion.Identity;
2861 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2862 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2863 VehicleFlag.LIMIT_MOTOR_UP);
2864 break;
2865 case Vehicle.TYPE_BOAT:
2866 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2867 m_angularFrictionTimescale = new Vector3(10,10,10);
2868// m_lLinMotorVel = Vector3.Zero;
2869 m_linearMotorTimescale = 5;
2870 m_linearMotorDecayTimescale = 60;
2871 m_angularMotorDirection = Vector3.Zero;
2872 m_angularMotorDVel = Vector3.Zero;
2873 m_angularMotorTimescale = 4;
2874 m_angularMotorDecayTimescale = 4;
2875 m_VhoverHeight = 0;
2876// m_VhoverEfficiency = 0.5f;
2877 m_VhoverTimescale = 2;
2878 m_VehicleBuoyancy = 1;
2879 // m_linearDeflectionEfficiency = 0.5f;
2880 // m_linearDeflectionTimescale = 3;
2881 // m_angularDeflectionEfficiency = 0.5f;
2882 // m_angularDeflectionTimescale = 5;
2883 m_verticalAttractionEfficiency = 0.5f;
2884 m_verticalAttractionTimescale = 5f;
2885 // m_bankingEfficiency = -0.3f;
2886 // m_bankingMix = 0.8f;
2887 // m_bankingTimescale = 1;
2888 // m_referenceFrame = Quaternion.Identity;
2889 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2890 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2891 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2892 VehicleFlag.LIMIT_MOTOR_UP);
2893 break;
2894 case Vehicle.TYPE_AIRPLANE:
2895 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2896 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2897// m_lLinMotorVel = Vector3.Zero;
2898 m_linearMotorTimescale = 2;
2899 m_linearMotorDecayTimescale = 60;
2900 m_angularMotorDirection = Vector3.Zero;
2901 m_angularMotorDVel = Vector3.Zero;
2902 m_angularMotorTimescale = 4;
2903 m_angularMotorDecayTimescale = 4;
2904 m_VhoverHeight = 0;
2905// m_VhoverEfficiency = 0.5f;
2906 m_VhoverTimescale = 1000;
2907 m_VehicleBuoyancy = 0;
2908 // m_linearDeflectionEfficiency = 0.5f;
2909 // m_linearDeflectionTimescale = 3;
2910 // m_angularDeflectionEfficiency = 1;
2911 // m_angularDeflectionTimescale = 2;
2912 m_verticalAttractionEfficiency = 0.9f;
2913 m_verticalAttractionTimescale = 2f;
2914 // m_bankingEfficiency = 1;
2915 // m_bankingMix = 0.7f;
2916 // m_bankingTimescale = 2;
2917 // m_referenceFrame = Quaternion.Identity;
2918 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2919 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2920 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2921 break;
2922 case Vehicle.TYPE_BALLOON:
2923 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2924 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2925 m_linearMotorTimescale = 5;
2926 m_linearMotorDecayTimescale = 60;
2927 m_angularMotorDirection = Vector3.Zero;
2928 m_angularMotorDVel = Vector3.Zero;
2929 m_angularMotorTimescale = 6;
2930 m_angularMotorDecayTimescale = 10;
2931 m_VhoverHeight = 5;
2932// m_VhoverEfficiency = 0.8f;
2933 m_VhoverTimescale = 10;
2934 m_VehicleBuoyancy = 1;
2935 // m_linearDeflectionEfficiency = 0;
2936 // m_linearDeflectionTimescale = 5;
2937 // m_angularDeflectionEfficiency = 0;
2938 // m_angularDeflectionTimescale = 5;
2939 m_verticalAttractionEfficiency = 1f;
2940 m_verticalAttractionTimescale = 100f;
2941 // m_bankingEfficiency = 0;
2942 // m_bankingMix = 0.7f;
2943 // m_bankingTimescale = 5;
2944 // m_referenceFrame = Quaternion.Identity;
2945 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2946 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2947 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2948 break;
2949
2950 }
2951 }//end SetDefaultsForType
2952
2953 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2954 {
2955 if (m_type == Vehicle.TYPE_NONE)
2956 return;
2957
2958 m_body = pBody;
2959 }
2960
2961
2962 internal void Halt()
2963 { // Kill all motions, when non-physical
2964 // m_linearMotorDirection = Vector3.Zero;
2965 m_lLinMotorDVel = Vector3.Zero;
2966 m_lLinObjectVel = Vector3.Zero;
2967 m_wLinObjectVel = Vector3.Zero;
2968 m_angularMotorDirection = Vector3.Zero;
2969 m_lastAngularVelocity = Vector3.Zero;
2970 m_angularMotorDVel = Vector3.Zero;
2971 _acceleration = Vector3.Zero;
2972 }
2973
2974 private void UpdateLinDecay()
2975 {
2976// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2977// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2978// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2979 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2980 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2981 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2982 } // else let the motor decay on its own
2983
2984 private void UpdateAngDecay()
2985 {
2986// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2987// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2988// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2989 m_angularMotorDVel.X = m_angularMotorDirection.X;
2990 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2991 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2992 } // else let the motor decay on its own
2993
2994 public void Move(float timestep)
2995 {
2996 float fx = 0;
2997 float fy = 0;
2998 float fz = 0;
2999 Vector3 linvel; // velocity applied, including any reversal
3000 int outside = 0;
3001
3002 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3003 // This is a temp patch until proper region crossing is developed.
3004
3005 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3006 float fence = _parent_scene.geomRegionFence;
3007
3008 frcount++; // used to limit debug comment output
3009 if (frcount > 50)
3010 frcount = 0;
3011
3012 if(revcount > 0) revcount--;
3013
3014 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3015 {
3016 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3017 bool lastZeroFlag = _zeroFlag; // was it stopped
3018
3019 d.Vector3 vec = d.BodyGetPosition(Body);
3020 Vector3 l_position = Vector3.Zero;
3021 l_position.X = vec.X;
3022 l_position.Y = vec.Y;
3023 l_position.Z = vec.Z;
3024 m_lastposition = _position;
3025 _position = l_position;
3026
3027 d.Quaternion ori = d.BodyGetQuaternion(Body);
3028 // Quaternion l_orientation = Quaternion.Identity;
3029 _orientation.X = ori.X;
3030 _orientation.Y = ori.Y;
3031 _orientation.Z = ori.Z;
3032 _orientation.W = ori.W;
3033 m_lastorientation = _orientation;
3034
3035 d.Vector3 vel = d.BodyGetLinearVel(Body);
3036 m_lastVelocity = _velocity;
3037 _velocity.X = vel.X;
3038 _velocity.Y = vel.Y;
3039 _velocity.Z = vel.Z;
3040 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3041
3042 d.Vector3 torque = d.BodyGetTorque(Body);
3043 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3044
3045 base.RequestPhysicsterseUpdate();
3046
3047//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3048
3049 // Check if outside region
3050 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3051 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3052 {
3053 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3054 outside = 1;
3055 }
3056
3057 if (l_position.X < fence)
3058 {
3059 l_position.X = fence;
3060 outside = 2;
3061 }
3062 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3063 {
3064 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3065 outside = 3;
3066 }
3067
3068 if (l_position.Y < fence)
3069 {
3070 l_position.Y = fence;
3071 outside = 4;
3072 }
3073
3074 if (outside > 0)
3075 {
3076
3077//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3078 if (fence > 0.0f) // bounce object off boundary
3079 {
3080 if (revcount == 0)
3081 {
3082 if (outside < 3)
3083 {
3084 _velocity.X = -_velocity.X;
3085 }
3086 else
3087 {
3088 _velocity.Y = -_velocity.Y;
3089 }
3090 if (m_type != Vehicle.TYPE_NONE) Halt();
3091 _position = l_position;
3092 m_taintposition = _position;
3093 m_lastVelocity = _velocity;
3094 _acceleration = Vector3.Zero;
3095 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3096 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3097 base.RequestPhysicsterseUpdate();
3098
3099 revcount = 25; // wait for object to move away from border
3100 }
3101 } // else old crossing mode
3102 else if (m_crossingfailures < failureLimit)
3103 { // keep trying to cross?
3104 _position = l_position;
3105 //_parent_scene.remActivePrim(this);
3106 if (_parent == null) base.RequestPhysicsterseUpdate();
3107 return; // Dont process any other motion?
3108 }
3109 else
3110 { // Too many tries
3111 if (_parent == null) base.RaiseOutOfBounds(l_position);
3112 return; // Dont process any other motion?
3113 } // end various methods
3114 } // end outside region horizontally
3115
3116
3117 if (l_position.Z < 0)
3118 {
3119 // This is so prim that get lost underground don't fall forever and suck up
3120 //
3121 // Sim resources and memory.
3122 // Disables the prim's movement physics....
3123 // It's a hack and will generate a console message if it fails.
3124
3125 //IsPhysical = false;
3126 if (_parent == null) base.RaiseOutOfBounds(_position);
3127
3128
3129 _acceleration.X = 0; // This stuff may stop client display but it has no
3130 _acceleration.Y = 0; // effect on the object in phys engine!
3131 _acceleration.Z = 0;
3132
3133 _velocity.X = 0;
3134 _velocity.Y = 0;
3135 _velocity.Z = 0;
3136 m_lastVelocity = Vector3.Zero;
3137 m_rotationalVelocity.X = 0;
3138 m_rotationalVelocity.Y = 0;
3139 m_rotationalVelocity.Z = 0;
3140
3141 if (_parent == null) base.RequestPhysicsterseUpdate();
3142
3143 m_throttleUpdates = false;
3144 throttleCounter = 0;
3145 _zeroFlag = true;
3146 //outofBounds = true;
3147 } // end neg Z check
3148
3149 // Is it moving?
3150 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3151 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3152 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3153 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3154 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3155 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3156 {
3157 _zeroFlag = true;
3158 m_throttleUpdates = false;
3159 }
3160 else
3161 {
3162 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3163 _zeroFlag = false;
3164 m_lastUpdateSent = false;
3165 //m_throttleUpdates = false;
3166 }
3167
3168 if (_zeroFlag)
3169 { // Its stopped
3170 _velocity.X = 0.0f;
3171 _velocity.Y = 0.0f;
3172 // _velocity.Z = 0.0f;
3173
3174 _acceleration.X = 0;
3175 _acceleration.Y = 0;
3176 // _acceleration.Z = 0;
3177
3178 m_rotationalVelocity.X = 0;
3179 m_rotationalVelocity.Y = 0;
3180 m_rotationalVelocity.Z = 0;
3181 // Stop it in the phys engine
3182 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3183 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3184 d.BodySetForce(Body, 0f, 0f, 0f);
3185
3186 if (!m_lastUpdateSent)
3187 {
3188 m_throttleUpdates = false;
3189 throttleCounter = 0;
3190 if (_parent == null)
3191 {
3192 base.RequestPhysicsterseUpdate();
3193 }
3194
3195 m_lastUpdateSent = true;
3196 }
3197 }
3198 else
3199 { // Its moving
3200 if (lastZeroFlag != _zeroFlag)
3201 {
3202 if (_parent == null)
3203 {
3204 base.RequestPhysicsterseUpdate();
3205 }
3206 }
3207 m_lastUpdateSent = false;
3208 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3209 {
3210 if (_parent == null)
3211 {
3212 base.RequestPhysicsterseUpdate();
3213 }
3214 }
3215 else
3216 {
3217 throttleCounter++;
3218 }
3219 }
3220 m_lastposition = l_position;
3221
3222 /// End UpdatePositionAndVelocity insert
3223
3224
3225 // Rotation lock =====================================
3226 if(m_rotateEnableUpdate)
3227 {
3228 // Snapshot current angles, set up Amotor(s)
3229 m_rotateEnableUpdate = false;
3230 m_rotateEnable = m_rotateEnableRequest;
3231//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3232
3233 if (Amotor != IntPtr.Zero)
3234 {
3235 d.JointDestroy(Amotor);
3236 Amotor = IntPtr.Zero;
3237//Console.WriteLine("Old Amotor Destroyed");
3238 }
3239
3240 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3241 { // not all are enabled
3242 d.Quaternion r = d.BodyGetQuaternion(Body);
3243 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3244 // extract the axes vectors
3245 Vector3 vX = new Vector3(1f,0f,0f);
3246 Vector3 vY = new Vector3(0f,1f,0f);
3247 Vector3 vZ = new Vector3(0f,0f,1f);
3248 vX = vX * locrot;
3249 vY = vY * locrot;
3250 vZ = vZ * locrot;
3251 // snapshot the current angle vectors
3252 m_lockX = vX;
3253 m_lockY = vY;
3254 m_lockZ = vZ;
3255 // m_lockRot = locrot;
3256 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3257 d.JointAttach(Amotor, Body, IntPtr.Zero);
3258 d.JointSetAMotorMode(Amotor, 0); // User mode??
3259//Console.WriteLine("New Amotor Created for {0}", m_primName);
3260
3261 float axisnum = 3; // how many to lock
3262 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3263 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3264//Console.WriteLine("AxisNum={0}",(int)axisnum);
3265
3266 int i = 0;
3267
3268 if (m_rotateEnable.X == 0)
3269 {
3270 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3271//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3272 i++;
3273 }
3274
3275 if (m_rotateEnable.Y == 0)
3276 {
3277 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3278//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3279 i++;
3280 }
3281
3282 if (m_rotateEnable.Z == 0)
3283 {
3284 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3285//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3286 i++;
3287 }
3288
3289 // These lowstops and high stops are effectively (no wiggle room)
3290 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3293 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3294 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3295 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3296 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3297 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3298 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3299 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3300 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3301 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3302 } // else none are locked
3303 } // end Rotation Update
3304
3305
3306 // VEHICLE processing ==========================================
3307 if (m_type != Vehicle.TYPE_NONE)
3308 {
3309 // get body attitude
3310 d.Quaternion rot = d.BodyGetQuaternion(Body);
3311 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3312 Quaternion irotq = Quaternion.Inverse(rotq);
3313
3314 // VEHICLE Linear Motion
3315 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3316 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3317 m_lLinObjectVel = vel_now * irotq;
3318 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3319 {
3320 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3321 {
3322 float decayfactor = m_linearMotorDecayTimescale/timestep;
3323 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3324 m_lLinMotorDVel -= decayAmount;
3325 }
3326 else
3327 {
3328 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3329 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3330 m_lLinMotorDVel -= decel;
3331 }
3332 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3333 {
3334 m_lLinMotorDVel = Vector3.Zero;
3335 }
3336
3337 /* else
3338 {
3339 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3340 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3341 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3342 } */
3343 } // end linear motor decay
3344
3345 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3346 {
3347 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3348 if (m_linearMotorTimescale < 300.0f)
3349 {
3350 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3351 float linfactor = m_linearMotorTimescale/timestep;
3352 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3353 m_lLinObjectVel += attackAmount;
3354 }
3355 if (m_linearFrictionTimescale.X < 300.0f)
3356 {
3357 float fricfactor = m_linearFrictionTimescale.X / timestep;
3358 float fricX = m_lLinObjectVel.X / fricfactor;
3359 m_lLinObjectVel.X -= fricX;
3360 }
3361 if (m_linearFrictionTimescale.Y < 300.0f)
3362 {
3363 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3364 float fricY = m_lLinObjectVel.Y / fricfactor;
3365 m_lLinObjectVel.Y -= fricY;
3366 }
3367 if (m_linearFrictionTimescale.Z < 300.0f)
3368 {
3369 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3370 float fricZ = m_lLinObjectVel.Z / fricfactor;
3371 m_lLinObjectVel.Z -= fricZ;
3372 }
3373 }
3374 m_wLinObjectVel = m_lLinObjectVel * rotq;
3375
3376 // Gravity and Buoyancy
3377 Vector3 grav = Vector3.Zero;
3378 if(m_VehicleBuoyancy < 1.0f)
3379 {
3380 // There is some gravity, make a gravity force vector
3381 // that is applied after object velocity.
3382 d.Mass objMass;
3383 d.BodyGetMass(Body, out objMass);
3384 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3385 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3386 } // else its 1.0, no gravity.
3387
3388 // Hovering
3389 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3390 {
3391 // We should hover, get the target height
3392 d.Vector3 pos = d.BodyGetPosition(Body);
3393 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3394 {
3395 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3396 }
3397 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3398 {
3399 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3400 }
3401 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3402 {
3403 m_VhoverTargetHeight = m_VhoverHeight;
3404 }
3405
3406 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3407 {
3408 // If body is aready heigher, use its height as target height
3409 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3410 }
3411
3412// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3413// m_VhoverTimescale = 0f; // time to acheive height
3414// timestep is time since last frame,in secs
3415 float herr0 = pos.Z - m_VhoverTargetHeight;
3416 // Replace Vertical speed with correction figure if significant
3417 if(Math.Abs(herr0) > 0.01f )
3418 {
3419 //? d.Mass objMass;
3420 //? d.BodyGetMass(Body, out objMass);
3421 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3422 //KF: m_VhoverEfficiency is not yet implemented
3423 }
3424 else
3425 {
3426 m_wLinObjectVel.Z = 0f;
3427 }
3428 }
3429 else
3430 { // not hovering
3431 if (m_wLinObjectVel.Z == 0f)
3432 { // Gravity rules
3433 m_wLinObjectVel.Z = vel_now.Z;
3434 } // else the motor has it
3435 }
3436 linvel = m_wLinObjectVel;
3437
3438 // Vehicle Linear Motion done =======================================
3439 // Apply velocity
3440 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3441 // apply gravity force
3442 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3443//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3444 // end MoveLinear()
3445
3446
3447 // MoveAngular
3448 /*
3449 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3450
3451 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3452 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3453 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3454
3455 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3456 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3457 */
3458//if(frcount == 0) Console.WriteLine("MoveAngular ");
3459
3460 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3461 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3462 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3463
3464//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3465
3466 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3467 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3468 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3469 // Decay Angular Motor 2.
3470 if (m_angularMotorDecayTimescale < 300.0f)
3471 {
3472 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3473 {
3474 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3475 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3476 m_angularMotorDVel -= decayAmount;
3477 }
3478 else
3479 {
3480 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3481 m_angularMotorDVel -= decel;
3482 }
3483
3484 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3485 {
3486 m_angularMotorDVel = Vector3.Zero;
3487 }
3488 else
3489 {
3490 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3491 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3492 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3493 }
3494 } // end decay angular motor
3495//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3496
3497//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3498
3499 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3500 { // if motor or object have motion
3501 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3502
3503 if (m_angularMotorTimescale < 300.0f)
3504 {
3505 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3506 float angfactor = m_angularMotorTimescale/timestep;
3507 Vector3 attackAmount = (attack_error/angfactor);
3508 angObjectVel += attackAmount;
3509//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3510//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3511 }
3512
3513 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3514 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3515 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3516 } // else no signif. motion
3517
3518//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3519 // Bank section tba
3520 // Deflection section tba
3521//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3522
3523
3524 /* // Rotation Axis Disables:
3525 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3526 {
3527 if (m_angularEnable.X == 0)
3528 angObjectVel.X = 0f;
3529 if (m_angularEnable.Y == 0)
3530 angObjectVel.Y = 0f;
3531 if (m_angularEnable.Z == 0)
3532 angObjectVel.Z = 0f;
3533 }
3534 */
3535 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3536
3537 // Vertical attractor section
3538 Vector3 vertattr = Vector3.Zero;
3539
3540 if(m_verticalAttractionTimescale < 300)
3541 {
3542 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3543 // make a vector pointing up
3544 Vector3 verterr = Vector3.Zero;
3545 verterr.Z = 1.0f;
3546 // rotate it to Body Angle
3547 verterr = verterr * rotq;
3548 // 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.
3549 // 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
3550 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3551
3552 if (verterr.Z < 0.0f)
3553 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3554 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3555//Console.WriteLine("InvertFlip");
3556 verterr.X = 2.0f - verterr.X;
3557 verterr.Y = 2.0f - verterr.Y;
3558 }
3559 verterr *= 0.5f;
3560 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3561 Vector3 xyav = angObjectVel;
3562 xyav.Z = 0.0f;
3563 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3564 {
3565 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3566 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3567 vertattr.X = verterr.Y;
3568 vertattr.Y = - verterr.X;
3569 vertattr.Z = 0f;
3570//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3571
3572 // scaling appears better usingsquare-law
3573 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3574 float bounce = 1.0f - damped;
3575 // 0 = crit damp, 1 = bouncy
3576 float oavz = angObjectVel.Z; // retain z velocity
3577 // time-scaled correction, which sums, therefore is bouncy:
3578 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3579 // damped, good @ < 90:
3580 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3581 angObjectVel.Z = oavz;
3582//if(frcount == 0) Console.WriteLine("VA+");
3583//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3584 }
3585 else
3586 {
3587 // else error is very small
3588 angObjectVel.X = 0f;
3589 angObjectVel.Y = 0f;
3590//if(frcount == 0) Console.WriteLine("VA0");
3591 }
3592 } // else vertical attractor is off
3593//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3594
3595
3596 m_lastAngularVelocity = angObjectVel;
3597 // apply Angular Velocity to body
3598 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3599//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3600
3601 } // end VEHICLES
3602 else
3603 {
3604 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3605
3606 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3607
3608 /// Dynamics Buoyancy
3609 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3610 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3611 // NB Prims in ODE are no subject to global gravity
3612 // This should only affect gravity operations
3613
3614 float m_mass = CalculateMass();
3615 // calculate z-force due togravity on object.
3616 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3617 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3618 {
3619 fz = 0; // llMoveToTarget ignores gravity.
3620 // it also ignores mass of object, and any physical resting on it.
3621 // Vector3 m_PIDTarget is where we are going
3622 // float m_PIDTau is time to get there
3623 fx = 0;
3624 fy = 0;
3625 d.Vector3 pos = d.BodyGetPosition(Body);
3626 Vector3 error = new Vector3(
3627 (m_PIDTarget.X - pos.X),
3628 (m_PIDTarget.Y - pos.Y),
3629 (m_PIDTarget.Z - pos.Z));
3630 if (error.ApproxEquals(Vector3.Zero,0.01f))
3631 { // Very close, Jump there and quit move
3632
3633 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3634 _target_velocity = Vector3.Zero;
3635 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3636 d.BodySetForce(Body, 0f, 0f, 0f);
3637 }
3638 else
3639 {
3640 float scale = 50.0f * timestep / m_PIDTau;
3641 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3642 {
3643 // Nearby, quit update of velocity
3644 }
3645 else
3646 { // Far, calc damped velocity
3647 _target_velocity = error * scale;
3648 }
3649 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3650 }
3651 } // end PID MoveToTarget
3652
3653
3654 /// Dynamics Hover ===================================================================================
3655 // Hover PID Controller can only run if the PIDcontroller is not in use.
3656 if (m_useHoverPID && !m_usePID)
3657 {
3658//Console.WriteLine("Hover " + m_primName);
3659
3660 // If we're using the PID controller, then we have no gravity
3661 fz = (-1 * _parent_scene.gravityz) * m_mass;
3662
3663 // no lock; for now it's only called from within Simulate()
3664
3665 // If the PID Controller isn't active then we set our force
3666 // calculating base velocity to the current position
3667
3668 if ((m_PIDTau < 1))
3669 {
3670 PID_G = PID_G / m_PIDTau;
3671 }
3672
3673 if ((PID_G - m_PIDTau) <= 0)
3674 {
3675 PID_G = m_PIDTau + 1;
3676 }
3677
3678
3679 // Where are we, and where are we headed?
3680 d.Vector3 pos = d.BodyGetPosition(Body);
3681// d.Vector3 vel = d.BodyGetLinearVel(Body);
3682
3683
3684 // Non-Vehicles have a limited set of Hover options.
3685 // determine what our target height really is based on HoverType
3686 switch (m_PIDHoverType)
3687 {
3688 case PIDHoverType.Ground:
3689 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3690 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3691 break;
3692 case PIDHoverType.GroundAndWater:
3693 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3694 m_waterHeight = _parent_scene.GetWaterLevel();
3695 if (m_groundHeight > m_waterHeight)
3696 {
3697 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3698 }
3699 else
3700 {
3701 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3702 }
3703 break;
3704
3705 } // end switch (m_PIDHoverType)
3706
3707
3708 _target_velocity =
3709 new Vector3(0.0f, 0.0f,
3710 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3711 );
3712
3713 // if velocity is zero, use position control; otherwise, velocity control
3714
3715 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3716 {
3717 // keep track of where we stopped. No more slippin' & slidin'
3718
3719 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3720 // react to the physics scene by moving it's position.
3721 // Avatar to Avatar collisions
3722 // Prim to avatar collisions
3723 d.Vector3 dlinvel = vel;
3724 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3725 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3726 d.BodyAddForce(Body, 0, 0, fz);
3727 //KF this prevents furthur motions return;
3728 }
3729 else
3730 {
3731 _zeroFlag = false;
3732
3733 // We're flying and colliding with something
3734 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3735 }
3736 } // end m_useHoverPID && !m_usePID
3737
3738
3739 /// Dynamics Apply Forces ===================================================================================
3740 fx *= m_mass;
3741 fy *= m_mass;
3742 //fz *= m_mass;
3743 fx += m_force.X;
3744 fy += m_force.Y;
3745 fz += m_force.Z;
3746
3747 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3748 if (fx != 0 || fy != 0 || fz != 0)
3749 {
3750 //m_taintdisable = true;
3751 //base.RaiseOutOfBounds(Position);
3752 //d.BodySetLinearVel(Body, fx, fy, 0f);
3753 if (!d.BodyIsEnabled(Body))
3754 {
3755 // A physical body at rest on a surface will auto-disable after a while,
3756 // this appears to re-enable it incase the surface it is upon vanishes,
3757 // and the body should fall again.
3758 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3759 d.BodySetForce(Body, 0f, 0f, 0f);
3760 enableBodySoft();
3761 }
3762
3763 // 35x10 = 350n times the mass per second applied maximum.
3764 float nmax = 35f * m_mass;
3765 float nmin = -35f * m_mass;
3766
3767
3768 if (fx > nmax)
3769 fx = nmax;
3770 if (fx < nmin)
3771 fx = nmin;
3772 if (fy > nmax)
3773 fy = nmax;
3774 if (fy < nmin)
3775 fy = nmin;
3776 d.BodyAddForce(Body, fx, fy, fz);
3777 } // end apply forces
3778 } // end Vehicle/Dynamics
3779
3780 /// RotLookAt / LookAt =================================================================================
3781 if (m_useAPID)
3782 {
3783 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3784 // Quaternion m_APIDTarget
3785 // float m_APIDStrength // From SL experiments, this is the time to get there
3786 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3787 // Also in SL the mass of the object has no effect on time to get there.
3788 // Factors:
3789 // get present body rotation
3790 float limit = 1.0f;
3791 float rscaler = 50f; // adjusts rotation damping time
3792 float lscaler = 10f; // adjusts linear damping time in llLookAt
3793 float RLAservo = 0f;
3794 Vector3 diff_axis;
3795 float diff_angle;
3796 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3797 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3798 Quaternion rtarget = new Quaternion();
3799
3800 if(m_APIDTarget.W == -99.9f)
3801 {
3802 // this is really a llLookAt(), x,y,z is the target vector
3803 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3804 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3805 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3806 float twopi = 2.0f * (float)Math.PI;
3807 Vector3 dir = target - _position;
3808 dir.Normalize();
3809 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3810 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3811 float terot = (float)Math.Atan2(dir.Z, txy);
3812 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3813 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3814 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3815 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3816 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3817 float roll = (float)Math.Atan2(ra, rb);
3818 float errorz = tzrot - ozrot;
3819 if(errorz > (float)Math.PI) errorz -= twopi;
3820 else if(errorz < -(float)Math.PI) errorz += twopi;
3821 float errory = oerot - terot;
3822 if(errory > (float)Math.PI) errory -= twopi;
3823 else if(errory < -(float)Math.PI) errory += twopi;
3824 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3825 if(diff_angle > 0.01f * m_APIDdamper)
3826 {
3827 m_APIDdamper = 1.0f;
3828 RLAservo = timestep / m_APIDStrength * rscaler;
3829 errorz *= RLAservo;
3830 errory *= RLAservo;
3831 error.X = -roll * 8.0f;
3832 error.Y = errory;
3833 error.Z = errorz;
3834 error *= rotq;
3835 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3836 }
3837 else
3838 {
3839 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3840 m_APIDdamper = 2.0f;
3841 }
3842 }
3843 else
3844 {
3845 // this is a llRotLookAt()
3846 rtarget = m_APIDTarget;
3847
3848 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3849 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3850//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3851
3852 // diff_axis.Normalize(); it already is!
3853 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3854 {
3855 m_APIDdamper = 1.0f;
3856 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3857 rotforce = rotforce * rotq;
3858 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3859 RLAservo = timestep / m_APIDStrength * lscaler;
3860 rotforce = rotforce * RLAservo * diff_angle ;
3861 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3862//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3863 }
3864 else
3865 { // close enough
3866 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3867 m_APIDdamper = 2.0f;
3868 }
3869 } // end llLookAt/llRotLookAt
3870//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3871 } // end m_useAPID
3872 } // end root prims
3873 } // end Move()
3874 } // end class
3875}
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/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..353db44
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3841 @@
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))
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 public void addActivePrim(OdePrim activatePrim)
1740 {
1741 // adds active prim.. (ones that should be iterated over in collisions_optimized
1742 lock (_activeprims)
1743 {
1744 if (!_activeprims.Contains(activatePrim))
1745 _activeprims.Add(activatePrim);
1746 //else
1747 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1748 }
1749 }
1750
1751 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1752 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1753 {
1754 PhysicsActor result;
1755 IMesh mesh = null;
1756
1757 if (needsMeshing(pbs))
1758 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1759
1760 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1761
1762 return result;
1763 }
1764
1765 public override float TimeDilation
1766 {
1767 get { return m_timeDilation; }
1768 }
1769
1770 public override bool SupportsNINJAJoints
1771 {
1772 get { return m_NINJA_physics_joints_enabled; }
1773 }
1774
1775 // internal utility function: must be called within a lock (OdeLock)
1776 private void InternalAddActiveJoint(PhysicsJoint joint)
1777 {
1778 activeJoints.Add(joint);
1779 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1780 }
1781
1782 // internal utility function: must be called within a lock (OdeLock)
1783 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1784 {
1785 pendingJoints.Add(joint);
1786 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1787 }
1788
1789 // internal utility function: must be called within a lock (OdeLock)
1790 private void InternalRemovePendingJoint(PhysicsJoint joint)
1791 {
1792 pendingJoints.Remove(joint);
1793 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1794 }
1795
1796 // internal utility function: must be called within a lock (OdeLock)
1797 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1798 {
1799 activeJoints.Remove(joint);
1800 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1801 }
1802
1803 public override void DumpJointInfo()
1804 {
1805 string hdr = "[NINJA] JOINTINFO: ";
1806 foreach (PhysicsJoint j in pendingJoints)
1807 {
1808 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1809 }
1810 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1811 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1812 {
1813 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1814 }
1815 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1816 foreach (PhysicsJoint j in activeJoints)
1817 {
1818 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1819 }
1820 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1821 foreach (string jointName in SOPName_to_activeJoint.Keys)
1822 {
1823 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1824 }
1825 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1826
1827 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1828 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1829 foreach (string actorName in joints_connecting_actor.Keys)
1830 {
1831 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1832 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1833 {
1834 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1837 }
1838 }
1839
1840 public override void RequestJointDeletion(string ObjectNameInScene)
1841 {
1842 lock (externalJointRequestsLock)
1843 {
1844 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1845 {
1846 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1847 }
1848 }
1849 }
1850
1851 private void DeleteRequestedJoints()
1852 {
1853 List<string> myRequestedJointsToBeDeleted;
1854 lock (externalJointRequestsLock)
1855 {
1856 // make a local copy of the shared list for processing (threading issues)
1857 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1858 }
1859
1860 foreach (string jointName in myRequestedJointsToBeDeleted)
1861 {
1862 lock (OdeLock)
1863 {
1864 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1865 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1866 {
1867 OdePhysicsJoint joint = null;
1868 if (SOPName_to_activeJoint.ContainsKey(jointName))
1869 {
1870 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1871 InternalRemoveActiveJoint(joint);
1872 }
1873 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1874 {
1875 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1876 InternalRemovePendingJoint(joint);
1877 }
1878
1879 if (joint != null)
1880 {
1881 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1882 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1883 {
1884 string bodyName = joint.BodyNames[iBodyName];
1885 if (bodyName != "NULL")
1886 {
1887 joints_connecting_actor[bodyName].Remove(joint);
1888 if (joints_connecting_actor[bodyName].Count == 0)
1889 {
1890 joints_connecting_actor.Remove(bodyName);
1891 }
1892 }
1893 }
1894
1895 DoJointDeactivated(joint);
1896 if (joint.jointID != IntPtr.Zero)
1897 {
1898 d.JointDestroy(joint.jointID);
1899 joint.jointID = IntPtr.Zero;
1900 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1901 }
1902 else
1903 {
1904 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1905 }
1906 }
1907 else
1908 {
1909 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1910 }
1911 }
1912 else
1913 {
1914 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1915 }
1916 }
1917 }
1918
1919 // remove processed joints from the shared list
1920 lock (externalJointRequestsLock)
1921 {
1922 foreach (string jointName in myRequestedJointsToBeDeleted)
1923 {
1924 requestedJointsToBeDeleted.Remove(jointName);
1925 }
1926 }
1927 }
1928
1929 // for pending joints we don't know if their associated bodies exist yet or not.
1930 // the joint is actually created during processing of the taints
1931 private void CreateRequestedJoints()
1932 {
1933 List<PhysicsJoint> myRequestedJointsToBeCreated;
1934 lock (externalJointRequestsLock)
1935 {
1936 // make a local copy of the shared list for processing (threading issues)
1937 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1938 }
1939
1940 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1941 {
1942 lock (OdeLock)
1943 {
1944 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1945 {
1946 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);
1947 continue;
1948 }
1949 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1950 {
1951 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);
1952 continue;
1953 }
1954
1955 InternalAddPendingJoint(joint as OdePhysicsJoint);
1956
1957 if (joint.BodyNames.Count >= 2)
1958 {
1959 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1960 {
1961 string bodyName = joint.BodyNames[iBodyName];
1962 if (bodyName != "NULL")
1963 {
1964 if (!joints_connecting_actor.ContainsKey(bodyName))
1965 {
1966 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1967 }
1968 joints_connecting_actor[bodyName].Add(joint);
1969 }
1970 }
1971 }
1972 }
1973 }
1974
1975 // remove processed joints from shared list
1976 lock (externalJointRequestsLock)
1977 {
1978 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1979 {
1980 requestedJointsToBeCreated.Remove(joint);
1981 }
1982 }
1983
1984 }
1985
1986 // public function to add an request for joint creation
1987 // this joint will just be added to a waiting list that is NOT processed during the main
1988 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
1989
1990 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
1991 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
1992
1993 {
1994
1995 OdePhysicsJoint joint = new OdePhysicsJoint();
1996 joint.ObjectNameInScene = objectNameInScene;
1997 joint.Type = jointType;
1998 joint.Position = position;
1999 joint.Rotation = rotation;
2000 joint.RawParams = parms;
2001 joint.BodyNames = new List<string>(bodyNames);
2002 joint.TrackedBodyName = trackedBodyName;
2003 joint.LocalRotation = localRotation;
2004 joint.jointID = IntPtr.Zero;
2005 joint.ErrorMessageCount = 0;
2006
2007 lock (externalJointRequestsLock)
2008 {
2009 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2010 {
2011 requestedJointsToBeCreated.Add(joint);
2012 }
2013 }
2014 return joint;
2015 }
2016
2017 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2018 {
2019 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2020 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2021 {
2022
2023 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2024 //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)
2025 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2026 {
2027 jointsToRemove.Add(j);
2028 }
2029 foreach (PhysicsJoint j in jointsToRemove)
2030 {
2031 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2032 RequestJointDeletion(j.ObjectNameInScene);
2033 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2034 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)
2035 }
2036 }
2037 }
2038
2039 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2040 {
2041 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2042 lock (OdeLock)
2043 {
2044 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2045 RemoveAllJointsConnectedToActor(actor);
2046 }
2047 }
2048
2049 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2050 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2051 {
2052 Debug.Assert(joint.IsInPhysicsEngine);
2053 d.Vector3 pos = new d.Vector3();
2054
2055 if (!(joint is OdePhysicsJoint))
2056 {
2057 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2058 }
2059 else
2060 {
2061 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2062 switch (odeJoint.Type)
2063 {
2064 case PhysicsJointType.Ball:
2065 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2066 break;
2067 case PhysicsJointType.Hinge:
2068 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2069 break;
2070 }
2071 }
2072 return new Vector3(pos.X, pos.Y, pos.Z);
2073 }
2074
2075 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2076 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2077 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2078 // keeping track of the joint's original orientation relative to one of the involved bodies.
2079 public override Vector3 GetJointAxis(PhysicsJoint joint)
2080 {
2081 Debug.Assert(joint.IsInPhysicsEngine);
2082 d.Vector3 axis = new d.Vector3();
2083
2084 if (!(joint is OdePhysicsJoint))
2085 {
2086 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2087 }
2088 else
2089 {
2090 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2091 switch (odeJoint.Type)
2092 {
2093 case PhysicsJointType.Ball:
2094 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2095 break;
2096 case PhysicsJointType.Hinge:
2097 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2098 break;
2099 }
2100 }
2101 return new Vector3(axis.X, axis.Y, axis.Z);
2102 }
2103
2104
2105 public void remActivePrim(OdePrim deactivatePrim)
2106 {
2107 lock (_activeprims)
2108 {
2109 _activeprims.Remove(deactivatePrim);
2110 }
2111 }
2112
2113 public override void RemovePrim(PhysicsActor prim)
2114 {
2115 if (prim is OdePrim)
2116 {
2117 lock (OdeLock)
2118 {
2119 OdePrim p = (OdePrim) prim;
2120
2121 p.setPrimForRemoval();
2122 AddPhysicsActorTaint(prim);
2123 //RemovePrimThreadLocked(p);
2124 }
2125 }
2126 }
2127
2128 /// <summary>
2129 /// This is called from within simulate but outside the locked portion
2130 /// We need to do our own locking here
2131 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2132 ///
2133 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2134 /// that the space was using.
2135 /// </summary>
2136 /// <param name="prim"></param>
2137 public void RemovePrimThreadLocked(OdePrim prim)
2138 {
2139//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2140 lock (prim)
2141 {
2142 remCollisionEventReporting(prim);
2143 lock (ode)
2144 {
2145 if (prim.prim_geom != IntPtr.Zero)
2146 {
2147 prim.ResetTaints();
2148
2149 if (prim.IsPhysical)
2150 {
2151 prim.disableBody();
2152 if (prim.childPrim)
2153 {
2154 prim.childPrim = false;
2155 prim.Body = IntPtr.Zero;
2156 prim.m_disabled = true;
2157 prim.IsPhysical = false;
2158 }
2159
2160
2161 }
2162 // we don't want to remove the main space
2163
2164 // If the geometry is in the targetspace, remove it from the target space
2165 //m_log.Warn(prim.m_targetSpace);
2166
2167 //if (prim.m_targetSpace != IntPtr.Zero)
2168 //{
2169 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2170 //{
2171
2172 //if (d.GeomIsSpace(prim.m_targetSpace))
2173 //{
2174 //waitForSpaceUnlock(prim.m_targetSpace);
2175 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2176 prim.m_targetSpace = IntPtr.Zero;
2177 //}
2178 //else
2179 //{
2180 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2181 //((OdePrim)prim).m_targetSpace.ToString());
2182 //}
2183
2184 //}
2185 //}
2186 //m_log.Warn(prim.prim_geom);
2187 try
2188 {
2189 if (prim.prim_geom != IntPtr.Zero)
2190 {
2191
2192//string tPA;
2193//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2194//Console.WriteLine("**** Remove {0}", tPA);
2195 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2196 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2197 d.GeomDestroy(prim.prim_geom);
2198 prim.prim_geom = IntPtr.Zero;
2199 }
2200 else
2201 {
2202 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2203 }
2204 }
2205 catch (AccessViolationException)
2206 {
2207 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2208 }
2209 lock (_prims)
2210 _prims.Remove(prim);
2211
2212 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2213 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2214 //{
2215 //if (prim.m_targetSpace != null)
2216 //{
2217 //if (d.GeomIsSpace(prim.m_targetSpace))
2218 //{
2219 //waitForSpaceUnlock(prim.m_targetSpace);
2220 //d.SpaceRemove(space, prim.m_targetSpace);
2221 // free up memory used by the space.
2222 //d.SpaceDestroy(prim.m_targetSpace);
2223 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2224 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2225 //}
2226 //else
2227 //{
2228 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2229 //((OdePrim) prim).m_targetSpace.ToString());
2230 //}
2231 //}
2232 //}
2233
2234 if (SupportsNINJAJoints)
2235 {
2236 RemoveAllJointsConnectedToActorThreadLocked(prim);
2237 }
2238 }
2239 }
2240 }
2241 }
2242
2243 #endregion
2244
2245 #region Space Separation Calculation
2246
2247 /// <summary>
2248 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2249 /// </summary>
2250 /// <param name="pSpace"></param>
2251 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2252 {
2253 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2254 {
2255 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2256 {
2257 if (staticPrimspace[x, y] == pSpace)
2258 staticPrimspace[x, y] = IntPtr.Zero;
2259 }
2260 }
2261 }
2262
2263 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2264 {
2265 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2266 }
2267
2268 /// <summary>
2269 /// Called when a static prim moves. Allocates a space for the prim based on its position
2270 /// </summary>
2271 /// <param name="geom">the pointer to the geom that moved</param>
2272 /// <param name="pos">the position that the geom moved to</param>
2273 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2274 /// <returns>a pointer to the new space it's in</returns>
2275 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2276 {
2277 // Called from setting the Position and Size of an ODEPrim so
2278 // it's already in locked space.
2279
2280 // we don't want to remove the main space
2281 // we don't need to test physical here because this function should
2282 // never be called if the prim is physical(active)
2283
2284 // All physical prim end up in the root space
2285 //Thread.Sleep(20);
2286 if (currentspace != space)
2287 {
2288 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2289 //if (currentspace == IntPtr.Zero)
2290 //{
2291 //int adfadf = 0;
2292 //}
2293 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2294 {
2295 if (d.GeomIsSpace(currentspace))
2296 {
2297 waitForSpaceUnlock(currentspace);
2298 d.SpaceRemove(currentspace, geom);
2299 }
2300 else
2301 {
2302 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2303 " Geom:" + geom);
2304 }
2305 }
2306 else
2307 {
2308 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2309 if (sGeomIsIn != IntPtr.Zero)
2310 {
2311 if (d.GeomIsSpace(currentspace))
2312 {
2313 waitForSpaceUnlock(sGeomIsIn);
2314 d.SpaceRemove(sGeomIsIn, geom);
2315 }
2316 else
2317 {
2318 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2319 sGeomIsIn + " Geom:" + geom);
2320 }
2321 }
2322 }
2323
2324 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2325 if (d.SpaceGetNumGeoms(currentspace) == 0)
2326 {
2327 if (currentspace != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(currentspace);
2332 waitForSpaceUnlock(space);
2333 d.SpaceRemove(space, currentspace);
2334 // free up memory used by the space.
2335
2336 //d.SpaceDestroy(currentspace);
2337 resetSpaceArrayItemToZero(currentspace);
2338 }
2339 else
2340 {
2341 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2342 currentspace + " Geom:" + geom);
2343 }
2344 }
2345 }
2346 }
2347 else
2348 {
2349 // this is a physical object that got disabled. ;.;
2350 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2351 {
2352 if (d.SpaceQuery(currentspace, geom))
2353 {
2354 if (d.GeomIsSpace(currentspace))
2355 {
2356 waitForSpaceUnlock(currentspace);
2357 d.SpaceRemove(currentspace, geom);
2358 }
2359 else
2360 {
2361 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2362 currentspace + " Geom:" + geom);
2363 }
2364 }
2365 else
2366 {
2367 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2368 if (sGeomIsIn != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(sGeomIsIn))
2371 {
2372 waitForSpaceUnlock(sGeomIsIn);
2373 d.SpaceRemove(sGeomIsIn, geom);
2374 }
2375 else
2376 {
2377 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2378 sGeomIsIn + " Geom:" + geom);
2379 }
2380 }
2381 }
2382 }
2383 }
2384
2385 // The routines in the Position and Size sections do the 'inserting' into the space,
2386 // so all we have to do is make sure that the space that we're putting the prim into
2387 // is in the 'main' space.
2388 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2389 IntPtr newspace = calculateSpaceForGeom(pos);
2390
2391 if (newspace == IntPtr.Zero)
2392 {
2393 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2394 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2395 }
2396
2397 return newspace;
2398 }
2399
2400 /// <summary>
2401 /// Creates a new space at X Y
2402 /// </summary>
2403 /// <param name="iprimspaceArrItemX"></param>
2404 /// <param name="iprimspaceArrItemY"></param>
2405 /// <returns>A pointer to the created space</returns>
2406 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2407 {
2408 // creating a new space for prim and inserting it into main space.
2409 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2410 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2411 waitForSpaceUnlock(space);
2412 d.SpaceSetSublevel(space, 1);
2413 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2414 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2415 }
2416
2417 /// <summary>
2418 /// Calculates the space the prim should be in by its position
2419 /// </summary>
2420 /// <param name="pos"></param>
2421 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2422 public IntPtr calculateSpaceForGeom(Vector3 pos)
2423 {
2424 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2425 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2426 return staticPrimspace[xyspace[0], xyspace[1]];
2427 }
2428
2429 /// <summary>
2430 /// Holds the space allocation logic
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>an array item based on the position</returns>
2434 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2435 {
2436 int[] returnint = new int[2];
2437
2438 returnint[0] = (int) (pos.X/metersInSpace);
2439
2440 if (returnint[0] > ((int) (259f/metersInSpace)))
2441 returnint[0] = ((int) (259f/metersInSpace));
2442 if (returnint[0] < 0)
2443 returnint[0] = 0;
2444
2445 returnint[1] = (int) (pos.Y/metersInSpace);
2446 if (returnint[1] > ((int) (259f/metersInSpace)))
2447 returnint[1] = ((int) (259f/metersInSpace));
2448 if (returnint[1] < 0)
2449 returnint[1] = 0;
2450
2451 return returnint;
2452 }
2453
2454 #endregion
2455
2456 /// <summary>
2457 /// Routine to figure out if we need to mesh this prim with our mesher
2458 /// </summary>
2459 /// <param name="pbs"></param>
2460 /// <returns></returns>
2461 public bool needsMeshing(PrimitiveBaseShape pbs)
2462 {
2463 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2464 // but we still need to check for sculptie meshing being enabled so this is the most
2465 // convenient place to do it for now...
2466
2467 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2468 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2469 int iPropertiesNotSupportedDefault = 0;
2470
2471 if (pbs.SculptEntry && !meshSculptedPrim)
2472 {
2473#if SPAM
2474 m_log.Warn("NonMesh");
2475#endif
2476 return false;
2477 }
2478
2479 // 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
2480 if (!forceSimplePrimMeshing)
2481 {
2482 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2483 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2484 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2485 {
2486
2487 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2488 && pbs.ProfileHollow == 0
2489 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2490 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2491 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2492 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2493 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2494 {
2495#if SPAM
2496 m_log.Warn("NonMesh");
2497#endif
2498 return false;
2499 }
2500 }
2501 }
2502
2503 if (pbs.ProfileHollow != 0)
2504 iPropertiesNotSupportedDefault++;
2505
2506 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2507 iPropertiesNotSupportedDefault++;
2508
2509 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2510 iPropertiesNotSupportedDefault++;
2511
2512 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2513 iPropertiesNotSupportedDefault++;
2514
2515 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2516 iPropertiesNotSupportedDefault++;
2517
2518 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2519 iPropertiesNotSupportedDefault++;
2520
2521 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))
2522 iPropertiesNotSupportedDefault++;
2523
2524 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2525 iPropertiesNotSupportedDefault++;
2526
2527 // test for torus
2528 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2529 {
2530 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2531 {
2532 iPropertiesNotSupportedDefault++;
2533 }
2534 }
2535 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2536 {
2537 if (pbs.PathCurve == (byte)Extrusion.Straight)
2538 {
2539 iPropertiesNotSupportedDefault++;
2540 }
2541
2542 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2543 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2544 {
2545 iPropertiesNotSupportedDefault++;
2546 }
2547 }
2548 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2549 {
2550 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2551 {
2552 iPropertiesNotSupportedDefault++;
2553 }
2554 }
2555 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2556 {
2557 if (pbs.PathCurve == (byte)Extrusion.Straight)
2558 {
2559 iPropertiesNotSupportedDefault++;
2560 }
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566
2567
2568 if (iPropertiesNotSupportedDefault == 0)
2569 {
2570#if SPAM
2571 m_log.Warn("NonMesh");
2572#endif
2573 return false;
2574 }
2575#if SPAM
2576 m_log.Debug("Mesh");
2577#endif
2578 return true;
2579 }
2580
2581 /// <summary>
2582 /// Called after our prim properties are set Scale, position etc.
2583 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2584 /// This assures us that we have no race conditions
2585 /// </summary>
2586 /// <param name="prim"></param>
2587 public override void AddPhysicsActorTaint(PhysicsActor prim)
2588 {
2589
2590 if (prim is OdePrim)
2591 {
2592 OdePrim taintedprim = ((OdePrim) prim);
2593 lock (_taintedPrimLock)
2594 {
2595 if (!(_taintedPrimH.Contains(taintedprim)))
2596 {
2597//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2598 _taintedPrimH.Add(taintedprim); // HashSet for searching
2599 _taintedPrimL.Add(taintedprim); // List for ordered readout
2600 }
2601 }
2602 return;
2603 }
2604 else if (prim is OdeCharacter)
2605 {
2606 OdeCharacter taintedchar = ((OdeCharacter)prim);
2607 lock (_taintedActors)
2608 {
2609 if (!(_taintedActors.Contains(taintedchar)))
2610 {
2611 _taintedActors.Add(taintedchar);
2612 if (taintedchar.bad)
2613 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2614 }
2615 }
2616 }
2617 }
2618
2619 /// <summary>
2620 /// This is our main simulate loop
2621 /// It's thread locked by a Mutex in the scene.
2622 /// It holds Collisions, it instructs ODE to step through the physical reactions
2623 /// It moves the objects around in memory
2624 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2625 /// </summary>
2626 /// <param name="timeStep"></param>
2627 /// <returns></returns>
2628 public override float Simulate(float timeStep)
2629 {
2630 if (framecount >= int.MaxValue)
2631 framecount = 0;
2632 //if (m_worldOffset != Vector3.Zero)
2633 // return 0;
2634
2635 framecount++;
2636
2637 DateTime now = DateTime.UtcNow;
2638 TimeSpan SinceLastFrame = now - m_lastframe;
2639 m_lastframe = now;
2640 float realtime = (float)SinceLastFrame.TotalSeconds;
2641// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2642 timeStep = realtime;
2643
2644 // float fps = 1.0f / realtime;
2645 float fps = 0.0f; // number of ODE steps in this Simulate step
2646 //m_log.Info(timeStep.ToString());
2647 step_time += timeStep;
2648
2649 // If We're loaded down by something else,
2650 // or debugging with the Visual Studio project on pause
2651 // skip a few frames to catch up gracefully.
2652 // without shooting the physicsactors all over the place
2653
2654 if (step_time >= m_SkipFramesAtms)
2655 {
2656 // Instead of trying to catch up, it'll do 5 physics frames only
2657 step_time = ODE_STEPSIZE;
2658 m_physicsiterations = 5;
2659 }
2660 else
2661 {
2662 m_physicsiterations = 10;
2663 }
2664
2665 if (SupportsNINJAJoints)
2666 {
2667 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2668 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2669 }
2670
2671 lock (OdeLock)
2672 {
2673 // Process 10 frames if the sim is running normal..
2674 // process 5 frames if the sim is running slow
2675 //try
2676 //{
2677 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2678 //}
2679 //catch (StackOverflowException)
2680 //{
2681 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2682 // ode.drelease(world);
2683 //base.TriggerPhysicsBasedRestart();
2684 //}
2685
2686 int i = 0;
2687
2688 // Figure out the Frames Per Second we're going at.
2689 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2690
2691 // fps = (step_time / ODE_STEPSIZE) * 1000;
2692 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2693 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2694
2695 // step_time = 0.09375f;
2696
2697 while (step_time > 0.0f)
2698 {
2699 //lock (ode)
2700 //{
2701 //if (!ode.lockquery())
2702 //{
2703 // ode.dlock(world);
2704 try
2705 {
2706 // Insert, remove Characters
2707 bool processedtaints = false;
2708
2709 lock (_taintedActors)
2710 {
2711 if (_taintedActors.Count > 0)
2712 {
2713 foreach (OdeCharacter character in _taintedActors)
2714 {
2715
2716 character.ProcessTaints(ODE_STEPSIZE);
2717
2718 processedtaints = true;
2719 //character.m_collisionscore = 0;
2720 }
2721
2722 if (processedtaints)
2723 _taintedActors.Clear();
2724 }
2725 } // end lock _taintedActors
2726
2727 // Modify other objects in the scene.
2728 processedtaints = false;
2729
2730 lock (_taintedPrimLock)
2731 {
2732 foreach (OdePrim prim in _taintedPrimL)
2733 {
2734 if (prim.m_taintremove)
2735 {
2736 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2737 RemovePrimThreadLocked(prim);
2738 }
2739 else
2740 {
2741 //Console.WriteLine("Simulate calls ProcessTaints");
2742 prim.ProcessTaints(ODE_STEPSIZE);
2743 }
2744 processedtaints = true;
2745 prim.m_collisionscore = 0;
2746
2747 // This loop can block up the Heartbeat for a very long time on large regions.
2748 // We need to let the Watchdog know that the Heartbeat is not dead
2749 // NOTE: This is currently commented out, but if things like OAR loading are
2750 // timing the heartbeat out we will need to uncomment it
2751 //Watchdog.UpdateThread();
2752 }
2753
2754 if (SupportsNINJAJoints)
2755 {
2756 // Create pending joints, if possible
2757
2758 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2759 // a joint requires specifying the body id of both involved bodies
2760 if (pendingJoints.Count > 0)
2761 {
2762 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2763 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2764 foreach (PhysicsJoint joint in pendingJoints)
2765 {
2766 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2767 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2768 System.StringSplitOptions.RemoveEmptyEntries);
2769 List<IntPtr> jointBodies = new List<IntPtr>();
2770 bool allJointBodiesAreReady = true;
2771 foreach (string jointParam in jointParams)
2772 {
2773 if (jointParam == "NULL")
2774 {
2775 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2776 jointBodies.Add(IntPtr.Zero);
2777 }
2778 else
2779 {
2780 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2781 bool foundPrim = false;
2782 lock (_prims)
2783 {
2784 foreach (OdePrim prim in _prims) // FIXME: inefficient
2785 {
2786 if (prim.SOPName == jointParam)
2787 {
2788 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2789 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2790 {
2791 jointBodies.Add(prim.Body);
2792 foundPrim = true;
2793 break;
2794 }
2795 else
2796 {
2797 DoJointErrorMessage(joint, "prim name " + jointParam +
2798 " exists but is not (yet) physical; deferring joint creation. " +
2799 "IsPhysical property is " + prim.IsPhysical +
2800 " and body is " + prim.Body);
2801 foundPrim = false;
2802 break;
2803 }
2804 }
2805 }
2806 }
2807 if (foundPrim)
2808 {
2809 // all is fine
2810 }
2811 else
2812 {
2813 allJointBodiesAreReady = false;
2814 break;
2815 }
2816 }
2817 }
2818 if (allJointBodiesAreReady)
2819 {
2820 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2821 if (jointBodies[0] == jointBodies[1])
2822 {
2823 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2824 }
2825 else
2826 {
2827 switch (joint.Type)
2828 {
2829 case PhysicsJointType.Ball:
2830 {
2831 IntPtr odeJoint;
2832 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2833 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2834 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2835 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2836 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2837 d.JointSetBallAnchor(odeJoint,
2838 joint.Position.X,
2839 joint.Position.Y,
2840 joint.Position.Z);
2841 //DoJointErrorMessage(joint, "ODE joint setting OK");
2842 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2843 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2844 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2845 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2846
2847 if (joint is OdePhysicsJoint)
2848 {
2849 ((OdePhysicsJoint)joint).jointID = odeJoint;
2850 }
2851 else
2852 {
2853 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2854 }
2855 }
2856 break;
2857 case PhysicsJointType.Hinge:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2861 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetHingeAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 // We use the orientation of the x-axis of the joint's coordinate frame
2870 // as the axis for the hinge.
2871
2872 // Therefore, we must get the joint's coordinate frame based on the
2873 // joint.Rotation field, which originates from the orientation of the
2874 // joint's proxy object in the scene.
2875
2876 // The joint's coordinate frame is defined as the transformation matrix
2877 // that converts a vector from joint-local coordinates into world coordinates.
2878 // World coordinates are defined as the XYZ coordinate system of the sim,
2879 // as shown in the top status-bar of the viewer.
2880
2881 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2882 // and use that as the hinge axis.
2883
2884 //joint.Rotation.Normalize();
2885 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2886
2887 // Now extract the X axis of the joint's coordinate frame.
2888
2889 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2890 // tar pit of transposed, inverted, and generally messed-up orientations.
2891 // (In other words, Matrix4.AtAxis() is borked.)
2892 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2893
2894 // Instead, compute the X axis of the coordinate frame by transforming
2895 // the (1,0,0) vector. At least that works.
2896
2897 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2898 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2899 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2900 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2901 d.JointSetHingeAxis(odeJoint,
2902 jointAxis.X,
2903 jointAxis.Y,
2904 jointAxis.Z);
2905 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2906 if (joint is OdePhysicsJoint)
2907 {
2908 ((OdePhysicsJoint)joint).jointID = odeJoint;
2909 }
2910 else
2911 {
2912 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2913 }
2914 }
2915 break;
2916 }
2917 successfullyProcessedPendingJoints.Add(joint);
2918 }
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2923 }
2924 }
2925 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2926 {
2927 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2928 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2929 InternalRemovePendingJoint(successfullyProcessedJoint);
2930 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2931 InternalAddActiveJoint(successfullyProcessedJoint);
2932 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2933 }
2934 }
2935 } // end SupportsNINJAJoints
2936
2937 if (processedtaints)
2938//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2939 _taintedPrimH.Clear(); // ??? if this only ???
2940 _taintedPrimL.Clear();
2941 } // end lock _taintedPrimLock
2942
2943 // Move characters
2944 lock (_characters)
2945 {
2946 List<OdeCharacter> defects = new List<OdeCharacter>();
2947 foreach (OdeCharacter actor in _characters)
2948 {
2949 if (actor != null)
2950 actor.Move(ODE_STEPSIZE, defects);
2951 }
2952 if (0 != defects.Count)
2953 {
2954 foreach (OdeCharacter defect in defects)
2955 {
2956 RemoveCharacter(defect);
2957 }
2958 }
2959 } // end lock _characters
2960
2961 // Move other active objects
2962 lock (_activeprims)
2963 {
2964 foreach (OdePrim prim in _activeprims)
2965 {
2966 prim.m_collisionscore = 0;
2967 prim.Move(ODE_STEPSIZE);
2968 }
2969 } // end lock _activeprims
2970
2971 //if ((framecount % m_randomizeWater) == 0)
2972 // randomizeWater(waterlevel);
2973
2974 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2975 m_rayCastManager.ProcessQueuedRequests();
2976
2977 collision_optimized(ODE_STEPSIZE);
2978
2979 lock (_collisionEventPrim)
2980 {
2981 foreach (PhysicsActor obj in _collisionEventPrim)
2982 {
2983 if (obj == null)
2984 continue;
2985
2986 switch ((ActorTypes)obj.PhysicsActorType)
2987 {
2988 case ActorTypes.Agent:
2989 OdeCharacter cobj = (OdeCharacter)obj;
2990 cobj.AddCollisionFrameTime(100);
2991 cobj.SendCollisions();
2992 break;
2993 case ActorTypes.Prim:
2994 OdePrim pobj = (OdePrim)obj;
2995 pobj.SendCollisions();
2996 break;
2997 }
2998 }
2999 } // end lock _collisionEventPrim
3000
3001 //if (m_global_contactcount > 5)
3002 //{
3003 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3004 //}
3005
3006 m_global_contactcount = 0;
3007
3008 d.WorldQuickStep(world, ODE_STEPSIZE);
3009 d.JointGroupEmpty(contactgroup);
3010 fps++;
3011 //ode.dunlock(world);
3012 } // end try
3013 catch (Exception e)
3014 {
3015 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3016 ode.dunlock(world);
3017 }
3018
3019 step_time -= ODE_STEPSIZE;
3020 i++;
3021 //}
3022 //else
3023 //{
3024 //fps = 0;
3025 //}
3026 //}
3027 } // end while (step_time > 0.0f)
3028
3029 lock (_characters)
3030 {
3031 foreach (OdeCharacter actor in _characters)
3032 {
3033 if (actor != null)
3034 {
3035 if (actor.bad)
3036 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3037 actor.UpdatePositionAndVelocity();
3038 }
3039 }
3040 }
3041
3042 lock (_badCharacter)
3043 {
3044 if (_badCharacter.Count > 0)
3045 {
3046 foreach (OdeCharacter chr in _badCharacter)
3047 {
3048 RemoveCharacter(chr);
3049 }
3050 _badCharacter.Clear();
3051 }
3052 }
3053
3054 lock (_activeprims)
3055 {
3056 //if (timeStep < 0.2f)
3057 {
3058 foreach (OdePrim actor in _activeprims)
3059 {
3060 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3061 {
3062 actor.UpdatePositionAndVelocity();
3063
3064 if (SupportsNINJAJoints)
3065 {
3066 // If an actor moved, move its joint proxy objects as well.
3067 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3068 // for this purpose but it is never called! So we just do the joint
3069 // movement code here.
3070
3071 if (actor.SOPName != null &&
3072 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3073 joints_connecting_actor[actor.SOPName] != null &&
3074 joints_connecting_actor[actor.SOPName].Count > 0)
3075 {
3076 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3077 {
3078 if (affectedJoint.IsInPhysicsEngine)
3079 {
3080 DoJointMoved(affectedJoint);
3081 }
3082 else
3083 {
3084 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);
3085 }
3086 }
3087 }
3088 }
3089 }
3090 }
3091 }
3092 } // end lock _activeprims
3093
3094 //DumpJointInfo();
3095
3096 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3097 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3098 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3099 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3100 {
3101 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3102 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3103
3104 if (physics_logging_append_existing_logfile)
3105 {
3106 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3107 TextWriter fwriter = File.AppendText(fname);
3108 fwriter.WriteLine(header);
3109 fwriter.Close();
3110 }
3111 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3112 }
3113 } // end lock OdeLock
3114
3115 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3116 } // end Simulate
3117
3118 public override void GetResults()
3119 {
3120 }
3121
3122 public override bool IsThreaded
3123 {
3124 // for now we won't be multithreaded
3125 get { return (false); }
3126 }
3127
3128 #region ODE Specific Terrain Fixes
3129 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3130 {
3131 float[] returnarr = new float[262144];
3132 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3133
3134 // Filling out the array into its multi-dimensional components
3135 for (int y = 0; y < WorldExtents.Y; y++)
3136 {
3137 for (int x = 0; x < WorldExtents.X; x++)
3138 {
3139 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3140 }
3141 }
3142
3143 // Resize using Nearest Neighbour
3144
3145 // This particular way is quick but it only works on a multiple of the original
3146
3147 // The idea behind this method can be described with the following diagrams
3148 // second pass and third pass happen in the same loop really.. just separated
3149 // them to show what this does.
3150
3151 // First Pass
3152 // ResultArr:
3153 // 1,1,1,1,1,1
3154 // 1,1,1,1,1,1
3155 // 1,1,1,1,1,1
3156 // 1,1,1,1,1,1
3157 // 1,1,1,1,1,1
3158 // 1,1,1,1,1,1
3159
3160 // Second Pass
3161 // ResultArr2:
3162 // 1,,1,,1,,1,,1,,1,
3163 // ,,,,,,,,,,
3164 // 1,,1,,1,,1,,1,,1,
3165 // ,,,,,,,,,,
3166 // 1,,1,,1,,1,,1,,1,
3167 // ,,,,,,,,,,
3168 // 1,,1,,1,,1,,1,,1,
3169 // ,,,,,,,,,,
3170 // 1,,1,,1,,1,,1,,1,
3171 // ,,,,,,,,,,
3172 // 1,,1,,1,,1,,1,,1,
3173
3174 // Third pass fills in the blanks
3175 // ResultArr2:
3176 // 1,1,1,1,1,1,1,1,1,1,1,1
3177 // 1,1,1,1,1,1,1,1,1,1,1,1
3178 // 1,1,1,1,1,1,1,1,1,1,1,1
3179 // 1,1,1,1,1,1,1,1,1,1,1,1
3180 // 1,1,1,1,1,1,1,1,1,1,1,1
3181 // 1,1,1,1,1,1,1,1,1,1,1,1
3182 // 1,1,1,1,1,1,1,1,1,1,1,1
3183 // 1,1,1,1,1,1,1,1,1,1,1,1
3184 // 1,1,1,1,1,1,1,1,1,1,1,1
3185 // 1,1,1,1,1,1,1,1,1,1,1,1
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187
3188 // X,Y = .
3189 // X+1,y = ^
3190 // X,Y+1 = *
3191 // X+1,Y+1 = #
3192
3193 // Filling in like this;
3194 // .*
3195 // ^#
3196 // 1st .
3197 // 2nd *
3198 // 3rd ^
3199 // 4th #
3200 // on single loop.
3201
3202 float[,] resultarr2 = new float[512, 512];
3203 for (int y = 0; y < WorldExtents.Y; y++)
3204 {
3205 for (int x = 0; x < WorldExtents.X; x++)
3206 {
3207 resultarr2[y * 2, x * 2] = resultarr[y, x];
3208
3209 if (y < WorldExtents.Y)
3210 {
3211 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3212 }
3213 if (x < WorldExtents.X)
3214 {
3215 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3216 }
3217 if (x < WorldExtents.X && y < WorldExtents.Y)
3218 {
3219 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3220 }
3221 }
3222 }
3223
3224 //Flatten out the array
3225 int i = 0;
3226 for (int y = 0; y < 512; y++)
3227 {
3228 for (int x = 0; x < 512; x++)
3229 {
3230 if (resultarr2[y, x] <= 0)
3231 returnarr[i] = 0.0000001f;
3232 else
3233 returnarr[i] = resultarr2[y, x];
3234
3235 i++;
3236 }
3237 }
3238
3239 return returnarr;
3240 }
3241
3242 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3243 {
3244 float[] returnarr = new float[262144];
3245 float[,] resultarr = new float[512,512];
3246
3247 // Filling out the array into its multi-dimensional components
3248 for (int y = 0; y < 256; y++)
3249 {
3250 for (int x = 0; x < 256; x++)
3251 {
3252 resultarr[y, x] = heightMap[y * 256 + x];
3253 }
3254 }
3255
3256 // Resize using interpolation
3257
3258 // This particular way is quick but it only works on a multiple of the original
3259
3260 // The idea behind this method can be described with the following diagrams
3261 // second pass and third pass happen in the same loop really.. just separated
3262 // them to show what this does.
3263
3264 // First Pass
3265 // ResultArr:
3266 // 1,1,1,1,1,1
3267 // 1,1,1,1,1,1
3268 // 1,1,1,1,1,1
3269 // 1,1,1,1,1,1
3270 // 1,1,1,1,1,1
3271 // 1,1,1,1,1,1
3272
3273 // Second Pass
3274 // ResultArr2:
3275 // 1,,1,,1,,1,,1,,1,
3276 // ,,,,,,,,,,
3277 // 1,,1,,1,,1,,1,,1,
3278 // ,,,,,,,,,,
3279 // 1,,1,,1,,1,,1,,1,
3280 // ,,,,,,,,,,
3281 // 1,,1,,1,,1,,1,,1,
3282 // ,,,,,,,,,,
3283 // 1,,1,,1,,1,,1,,1,
3284 // ,,,,,,,,,,
3285 // 1,,1,,1,,1,,1,,1,
3286
3287 // Third pass fills in the blanks
3288 // ResultArr2:
3289 // 1,1,1,1,1,1,1,1,1,1,1,1
3290 // 1,1,1,1,1,1,1,1,1,1,1,1
3291 // 1,1,1,1,1,1,1,1,1,1,1,1
3292 // 1,1,1,1,1,1,1,1,1,1,1,1
3293 // 1,1,1,1,1,1,1,1,1,1,1,1
3294 // 1,1,1,1,1,1,1,1,1,1,1,1
3295 // 1,1,1,1,1,1,1,1,1,1,1,1
3296 // 1,1,1,1,1,1,1,1,1,1,1,1
3297 // 1,1,1,1,1,1,1,1,1,1,1,1
3298 // 1,1,1,1,1,1,1,1,1,1,1,1
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300
3301 // X,Y = .
3302 // X+1,y = ^
3303 // X,Y+1 = *
3304 // X+1,Y+1 = #
3305
3306 // Filling in like this;
3307 // .*
3308 // ^#
3309 // 1st .
3310 // 2nd *
3311 // 3rd ^
3312 // 4th #
3313 // on single loop.
3314
3315 float[,] resultarr2 = new float[512,512];
3316 for (int y = 0; y < (int)Constants.RegionSize; y++)
3317 {
3318 for (int x = 0; x < (int)Constants.RegionSize; x++)
3319 {
3320 resultarr2[y*2, x*2] = resultarr[y, x];
3321
3322 if (y < (int)Constants.RegionSize)
3323 {
3324 if (y + 1 < (int)Constants.RegionSize)
3325 {
3326 if (x + 1 < (int)Constants.RegionSize)
3327 {
3328 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3329 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3330 }
3331 else
3332 {
3333 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3334 }
3335 }
3336 else
3337 {
3338 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3339 }
3340 }
3341 if (x < (int)Constants.RegionSize)
3342 {
3343 if (x + 1 < (int)Constants.RegionSize)
3344 {
3345 if (y + 1 < (int)Constants.RegionSize)
3346 {
3347 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3348 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3349 }
3350 else
3351 {
3352 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3353 }
3354 }
3355 else
3356 {
3357 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3358 }
3359 }
3360 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3361 {
3362 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3363 {
3364 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3365 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3366 }
3367 else
3368 {
3369 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 }
3373 }
3374 //Flatten out the array
3375 int i = 0;
3376 for (int y = 0; y < 512; y++)
3377 {
3378 for (int x = 0; x < 512; x++)
3379 {
3380 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3381 {
3382 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3383 resultarr2[y, x] = 0;
3384 }
3385 returnarr[i] = resultarr2[y, x];
3386 i++;
3387 }
3388 }
3389
3390 return returnarr;
3391 }
3392
3393 #endregion
3394
3395 public override void SetTerrain(float[] heightMap)
3396 {
3397 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3398 {
3399 if (m_parentScene is OdeScene)
3400 {
3401 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3402 }
3403 }
3404 else
3405 {
3406 SetTerrain(heightMap, m_worldOffset);
3407 }
3408 }
3409
3410 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3411 {
3412
3413 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3414
3415 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3416 uint heightmapHeight = regionsize + 1;
3417
3418 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3419 uint heightmapHeightSamples = (uint)regionsize + 2;
3420
3421 // Array of height samples for ODE
3422 float[] _heightmap;
3423 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3424
3425 // Other ODE parameters
3426 const float scale = 1.0f;
3427 const float offset = 0.0f;
3428 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3429 const int wrap = 0;
3430
3431 float hfmin = 2000f;
3432 float hfmax = -2000f;
3433 float minele = 0.0f; // Dont allow -ve heights
3434
3435 uint x = 0;
3436 uint y = 0;
3437 uint xx = 0;
3438 uint yy = 0;
3439
3440 // load the height samples array from the heightMap
3441 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3442 {
3443 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3444 {
3445 xx = x - 1;
3446 if (xx < 0) xx = 0;
3447 if (xx > (regionsize - 1)) xx = regionsize - 1;
3448
3449 yy = y - 1;
3450 if (yy < 0) yy = 0;
3451 if (yy > (regionsize - 1)) yy = regionsize - 1;
3452 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3453 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3454 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3455 if (val < minele) val = minele;
3456 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3457 hfmin = (val < hfmin) ? val : hfmin;
3458 hfmax = (val > hfmax) ? val : hfmax;
3459 }
3460 }
3461
3462 lock (OdeLock)
3463 {
3464 IntPtr GroundGeom = IntPtr.Zero;
3465 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3466 {
3467 RegionTerrain.Remove(pOffset);
3468 if (GroundGeom != IntPtr.Zero)
3469 {
3470 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3471 {
3472 TerrainHeightFieldHeights.Remove(GroundGeom);
3473 }
3474 d.SpaceRemove(space, GroundGeom);
3475 d.GeomDestroy(GroundGeom);
3476 }
3477 }
3478 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3479 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3480 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3481 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3482 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3483 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3484 if (GroundGeom != IntPtr.Zero)
3485 {
3486 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3487 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3488 }
3489 geom_name_map[GroundGeom] = "Terrain";
3490
3491 d.Matrix3 R = new d.Matrix3();
3492
3493 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3494 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3495 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3496
3497 q1 = q1 * q2;
3498 //q1 = q1 * q3;
3499 Vector3 v3;
3500 float angle;
3501 q1.GetAxisAngle(out v3, out angle);
3502
3503 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3504 d.GeomSetRotation(GroundGeom, ref R);
3505 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3506 IntPtr testGround = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 }
3511 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3512 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3513 }
3514 }
3515
3516 public override void DeleteTerrain()
3517 {
3518 }
3519
3520 public float GetWaterLevel()
3521 {
3522 return waterlevel;
3523 }
3524
3525 public override bool SupportsCombining()
3526 {
3527 return true;
3528 }
3529
3530 public override void UnCombine(PhysicsScene pScene)
3531 {
3532 IntPtr localGround = IntPtr.Zero;
3533// float[] localHeightfield;
3534 bool proceed = false;
3535 List<IntPtr> geomDestroyList = new List<IntPtr>();
3536
3537 lock (OdeLock)
3538 {
3539 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3540 {
3541 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3542 {
3543 if (geom == localGround)
3544 {
3545// localHeightfield = TerrainHeightFieldHeights[geom];
3546 proceed = true;
3547 }
3548 else
3549 {
3550 geomDestroyList.Add(geom);
3551 }
3552 }
3553
3554 if (proceed)
3555 {
3556 m_worldOffset = Vector3.Zero;
3557 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3558 m_parentScene = null;
3559
3560 foreach (IntPtr g in geomDestroyList)
3561 {
3562 // removingHeightField needs to be done or the garbage collector will
3563 // collect the terrain data before we tell ODE to destroy it causing
3564 // memory corruption
3565 if (TerrainHeightFieldHeights.ContainsKey(g))
3566 {
3567// float[] removingHeightField = TerrainHeightFieldHeights[g];
3568 TerrainHeightFieldHeights.Remove(g);
3569
3570 if (RegionTerrain.ContainsKey(g))
3571 {
3572 RegionTerrain.Remove(g);
3573 }
3574
3575 d.GeomDestroy(g);
3576 //removingHeightField = new float[0];
3577 }
3578 }
3579
3580 }
3581 else
3582 {
3583 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3584
3585 }
3586 }
3587 }
3588 }
3589
3590 public override void SetWaterLevel(float baseheight)
3591 {
3592 waterlevel = baseheight;
3593 randomizeWater(waterlevel);
3594 }
3595
3596 public void randomizeWater(float baseheight)
3597 {
3598 const uint heightmapWidth = m_regionWidth + 2;
3599 const uint heightmapHeight = m_regionHeight + 2;
3600 const uint heightmapWidthSamples = m_regionWidth + 2;
3601 const uint heightmapHeightSamples = m_regionHeight + 2;
3602 const float scale = 1.0f;
3603 const float offset = 0.0f;
3604 const float thickness = 2.9f;
3605 const int wrap = 0;
3606
3607 for (int i = 0; i < (258 * 258); i++)
3608 {
3609 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3610 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3611 }
3612
3613 lock (OdeLock)
3614 {
3615 if (WaterGeom != IntPtr.Zero)
3616 {
3617 d.SpaceRemove(space, WaterGeom);
3618 }
3619 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3620 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3621 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3622 offset, thickness, wrap);
3623 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3624 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3625 if (WaterGeom != IntPtr.Zero)
3626 {
3627 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3628 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3629
3630 }
3631 geom_name_map[WaterGeom] = "Water";
3632
3633 d.Matrix3 R = new d.Matrix3();
3634
3635 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3636 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3637 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3638
3639 q1 = q1 * q2;
3640 //q1 = q1 * q3;
3641 Vector3 v3;
3642 float angle;
3643 q1.GetAxisAngle(out v3, out angle);
3644
3645 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3646 d.GeomSetRotation(WaterGeom, ref R);
3647 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3648
3649 }
3650
3651 }
3652
3653 public override void Dispose()
3654 {
3655 m_rayCastManager.Dispose();
3656 m_rayCastManager = null;
3657
3658 lock (OdeLock)
3659 {
3660 lock (_prims)
3661 {
3662 foreach (OdePrim prm in _prims)
3663 {
3664 RemovePrim(prm);
3665 }
3666 }
3667
3668 //foreach (OdeCharacter act in _characters)
3669 //{
3670 //RemoveAvatar(act);
3671 //}
3672 d.WorldDestroy(world);
3673 //d.CloseODE();
3674 }
3675 }
3676 public override Dictionary<uint, float> GetTopColliders()
3677 {
3678 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3679 int cnt = 0;
3680 lock (_prims)
3681 {
3682 foreach (OdePrim prm in _prims)
3683 {
3684 if (prm.CollisionScore > 0)
3685 {
3686 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3687 cnt++;
3688 prm.CollisionScore = 0f;
3689 if (cnt > 25)
3690 {
3691 break;
3692 }
3693 }
3694 }
3695 }
3696 return returncolliders;
3697 }
3698
3699 public override bool SupportsRayCast()
3700 {
3701 return true;
3702 }
3703
3704 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3705 {
3706 if (retMethod != null)
3707 {
3708 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3709 }
3710 }
3711
3712#if USE_DRAWSTUFF
3713 // Keyboard callback
3714 public void command(int cmd)
3715 {
3716 IntPtr geom;
3717 d.Mass mass;
3718 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3719
3720
3721
3722 Char ch = Char.ToLower((Char)cmd);
3723 switch ((Char)ch)
3724 {
3725 case 'w':
3726 try
3727 {
3728 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));
3729
3730 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3731 ds.SetViewpoint(ref xyz, ref hpr);
3732 }
3733 catch (ArgumentException)
3734 { hpr.X = 0; }
3735 break;
3736
3737 case 'a':
3738 hpr.X++;
3739 ds.SetViewpoint(ref xyz, ref hpr);
3740 break;
3741
3742 case 's':
3743 try
3744 {
3745 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));
3746
3747 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3748 ds.SetViewpoint(ref xyz, ref hpr);
3749 }
3750 catch (ArgumentException)
3751 { hpr.X = 0; }
3752 break;
3753 case 'd':
3754 hpr.X--;
3755 ds.SetViewpoint(ref xyz, ref hpr);
3756 break;
3757 case 'r':
3758 xyz.Z++;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 break;
3761 case 'f':
3762 xyz.Z--;
3763 ds.SetViewpoint(ref xyz, ref hpr);
3764 break;
3765 case 'e':
3766 xyz.Y++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'q':
3770 xyz.Y--;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 }
3774 }
3775
3776 public void step(int pause)
3777 {
3778
3779 ds.SetColor(1.0f, 1.0f, 0.0f);
3780 ds.SetTexture(ds.Texture.Wood);
3781 lock (_prims)
3782 {
3783 foreach (OdePrim prm in _prims)
3784 {
3785 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3786 if (prm.prim_geom != IntPtr.Zero)
3787 {
3788 d.Vector3 pos;
3789 d.GeomCopyPosition(prm.prim_geom, out pos);
3790 //d.BodyCopyPosition(body, out pos);
3791
3792 d.Matrix3 R;
3793 d.GeomCopyRotation(prm.prim_geom, out R);
3794 //d.BodyCopyRotation(body, out R);
3795
3796
3797 d.Vector3 sides = new d.Vector3();
3798 sides.X = prm.Size.X;
3799 sides.Y = prm.Size.Y;
3800 sides.Z = prm.Size.Z;
3801
3802 ds.DrawBox(ref pos, ref R, ref sides);
3803 }
3804 }
3805 }
3806 ds.SetColor(1.0f, 0.0f, 0.0f);
3807 lock (_characters)
3808 {
3809 foreach (OdeCharacter chr in _characters)
3810 {
3811 if (chr.Shell != IntPtr.Zero)
3812 {
3813 IntPtr body = d.GeomGetBody(chr.Shell);
3814
3815 d.Vector3 pos;
3816 d.GeomCopyPosition(chr.Shell, out pos);
3817 //d.BodyCopyPosition(body, out pos);
3818
3819 d.Matrix3 R;
3820 d.GeomCopyRotation(chr.Shell, out R);
3821 //d.BodyCopyRotation(body, out R);
3822
3823 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3824 d.Vector3 sides = new d.Vector3();
3825 sides.X = 0.5f;
3826 sides.Y = 0.5f;
3827 sides.Z = 0.5f;
3828
3829 ds.DrawBox(ref pos, ref R, ref sides);
3830 }
3831 }
3832 }
3833 }
3834
3835 public void start(int unused)
3836 {
3837 ds.SetViewpoint(ref xyz, ref hpr);
3838 }
3839#endif
3840 }
3841}
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/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..514d9ad 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,6 +122,9 @@ 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
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 75364b7..62e3763 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;
@@ -2837,7 +2837,7 @@ Console.WriteLine(" JointCreateFixed");
2837 } 2837 }
2838 public override bool PIDActive { set { m_usePID = value; } } 2838 public override bool PIDActive { set { m_usePID = value; } }
2839 public override float PIDTau { set { m_PIDTau = value; } } 2839 public override float PIDTau { set { m_PIDTau = value; } }
2840 2840
2841 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2841 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2842 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2842 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2843 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2843 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/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 ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 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 d6de39f..466e540 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);
@@ -161,6 +175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 175 get { return m_ScriptEngine.World; }
162 } 176 }
163 177
178 [DebuggerNonUserCode]
164 public void state(string newState) 179 public void state(string newState)
165 { 180 {
166 m_ScriptEngine.SetState(m_itemID, newState); 181 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +185,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 185 /// Reset the named script. The script must be present
171 /// in the same prim. 186 /// in the same prim.
172 /// </summary> 187 /// </summary>
188 [DebuggerNonUserCode]
173 public void llResetScript() 189 public void llResetScript()
174 { 190 {
175 m_host.AddScriptLPS(1); 191 m_host.AddScriptLPS(1);
@@ -226,9 +242,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 242 }
227 } 243 }
228 244
245 public List<ScenePresence> GetLinkAvatars(int linkType)
246 {
247 List<ScenePresence> ret = new List<ScenePresence>();
248 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
249 return ret;
250
251 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
252
253 switch (linkType)
254 {
255 case ScriptBaseClass.LINK_SET:
256 return avs;
257
258 case ScriptBaseClass.LINK_ROOT:
259 return ret;
260
261 case ScriptBaseClass.LINK_ALL_OTHERS:
262 return avs;
263
264 case ScriptBaseClass.LINK_ALL_CHILDREN:
265 return avs;
266
267 case ScriptBaseClass.LINK_THIS:
268 return ret;
269
270 default:
271 if (linkType < 0)
272 return ret;
273
274 int partCount = m_host.ParentGroup.GetPartCount();
275
276 if (linkType <= partCount)
277 {
278 return ret;
279 }
280 else
281 {
282 linkType = linkType - partCount;
283 if (linkType > avs.Count)
284 {
285 return ret;
286 }
287 else
288 {
289 ret.Add(avs[linkType-1]);
290 return ret;
291 }
292 }
293 }
294 }
295
229 public List<SceneObjectPart> GetLinkParts(int linkType) 296 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 297 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 298 List<SceneObjectPart> ret = new List<SceneObjectPart>();
299 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
300 return ret;
232 ret.Add(m_host); 301 ret.Add(m_host);
233 302
234 switch (linkType) 303 switch (linkType)
@@ -275,40 +344,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
275 protected UUID InventorySelf() 344 protected UUID InventorySelf()
276 { 345 {
277 UUID invItemID = new UUID(); 346 UUID invItemID = new UUID();
278 347 bool unlock = false;
279 lock (m_host.TaskInventory) 348 if (!m_host.TaskInventory.IsReadLockedByMe())
280 { 349 {
281 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 350 m_host.TaskInventory.LockItemsForRead(true);
351 unlock = true;
352 }
353 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
354 {
355 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
282 { 356 {
283 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 357 invItemID = inv.Key;
284 { 358 break;
285 invItemID = inv.Key;
286 break;
287 }
288 } 359 }
289 } 360 }
290 361 if (unlock)
362 {
363 m_host.TaskInventory.LockItemsForRead(false);
364 }
291 return invItemID; 365 return invItemID;
292 } 366 }
293 367
294 protected UUID InventoryKey(string name, int type) 368 protected UUID InventoryKey(string name, int type)
295 { 369 {
296 m_host.AddScriptLPS(1); 370 m_host.AddScriptLPS(1);
297 371 m_host.TaskInventory.LockItemsForRead(true);
298 lock (m_host.TaskInventory) 372
373 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
299 { 374 {
300 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 375 if (inv.Value.Name == name)
301 { 376 {
302 if (inv.Value.Name == name) 377 m_host.TaskInventory.LockItemsForRead(false);
378
379 if (inv.Value.Type != type)
303 { 380 {
304 if (inv.Value.Type != type) 381 return UUID.Zero;
305 return UUID.Zero;
306
307 return inv.Value.AssetID;
308 } 382 }
383
384 return inv.Value.AssetID;
309 } 385 }
310 } 386 }
311 387
388 m_host.TaskInventory.LockItemsForRead(false);
312 return UUID.Zero; 389 return UUID.Zero;
313 } 390 }
314 391
@@ -316,17 +393,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
316 { 393 {
317 m_host.AddScriptLPS(1); 394 m_host.AddScriptLPS(1);
318 395
319 lock (m_host.TaskInventory) 396
397 m_host.TaskInventory.LockItemsForRead(true);
398
399 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
320 { 400 {
321 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 401 if (inv.Value.Name == name)
322 { 402 {
323 if (inv.Value.Name == name) 403 m_host.TaskInventory.LockItemsForRead(false);
324 { 404 return inv.Value.AssetID;
325 return inv.Value.AssetID;
326 }
327 } 405 }
328 } 406 }
329 407
408 m_host.TaskInventory.LockItemsForRead(false);
409
410
330 return UUID.Zero; 411 return UUID.Zero;
331 } 412 }
332 413
@@ -468,31 +549,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
468 549
469 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 550 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
470 551
471 /// <summary> 552 // Utility function for llRot2Euler
472 /// Convert an LSL rotation to a Euler vector. 553
473 /// </summary> 554 // normalize an angle between -PI and PI (-180 to +180 degrees)
474 /// <remarks> 555 protected double NormalizeAngle(double angle)
475 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
476 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
477 /// </remarks>
478 /// <param name="r"></param>
479 /// <returns></returns>
480 public LSL_Vector llRot2Euler(LSL_Rotation r)
481 { 556 {
482 m_host.AddScriptLPS(1); 557 if (angle > -Math.PI && angle < Math.PI)
558 return angle;
483 559
484 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 560 int numPis = (int)(Math.PI / angle);
485 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 561 double remainder = angle - Math.PI * numPis;
486 if (m == 0.0) return new LSL_Vector(); 562 if (numPis % 2 == 1)
487 double x = Math.Atan2(-v.y, v.z); 563 return Math.PI - angle;
488 double sin = v.x / m; 564 return remainder;
489 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 565 }
490 double y = Math.Asin(sin); 566
491 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation 567 public LSL_Vector llRot2Euler(LSL_Rotation q1)
492 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))); 568 {
493 double z = Math.Atan2(v.y, v.x); 569 m_host.AddScriptLPS(1);
570 LSL_Vector eul = new LSL_Vector();
494 571
495 return new LSL_Vector(x, y, z); 572 double sqw = q1.s*q1.s;
573 double sqx = q1.x*q1.x;
574 double sqy = q1.z*q1.z;
575 double sqz = q1.y*q1.y;
576 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
577 double test = q1.x*q1.z + q1.y*q1.s;
578 if (test > 0.4999*unit) { // singularity at north pole
579 eul.z = 2 * Math.Atan2(q1.x,q1.s);
580 eul.y = Math.PI/2;
581 eul.x = 0;
582 return eul;
583 }
584 if (test < -0.4999*unit) { // singularity at south pole
585 eul.z = -2 * Math.Atan2(q1.x,q1.s);
586 eul.y = -Math.PI/2;
587 eul.x = 0;
588 return eul;
589 }
590 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
591 eul.y = Math.Asin(2*test/unit);
592 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
593 return eul;
496 } 594 }
497 595
498 /* From wiki: 596 /* From wiki:
@@ -694,77 +792,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
694 { 792 {
695 //A and B should both be normalized 793 //A and B should both be normalized
696 m_host.AddScriptLPS(1); 794 m_host.AddScriptLPS(1);
697 LSL_Rotation rotBetween; 795 /* This method is more accurate than the SL one, and thus causes problems
698 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 796 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
699 // continue calculation. 797
700 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 798 double dotProduct = LSL_Vector.Dot(a, b);
799 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
800 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
801 double angle = Math.Acos(dotProduct / magProduct);
802 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
803 double s = Math.Sin(angle / 2);
804
805 double x = axis.x * s;
806 double y = axis.y * s;
807 double z = axis.z * s;
808 double w = Math.Cos(angle / 2);
809
810 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
811 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
812
813 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
814 */
815
816 // This method mimics the 180 errors found in SL
817 // See www.euclideanspace.com... angleBetween
818 LSL_Vector vec_a = a;
819 LSL_Vector vec_b = b;
820
821 // Eliminate zero length
822 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
823 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
824 if (vec_a_mag < 0.00001 ||
825 vec_b_mag < 0.00001)
701 { 826 {
702 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 827 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
703 } 828 }
704 else 829
830 // Normalize
831 vec_a = llVecNorm(vec_a);
832 vec_b = llVecNorm(vec_b);
833
834 // Calculate axis and rotation angle
835 LSL_Vector axis = vec_a % vec_b;
836 LSL_Float cos_theta = vec_a * vec_b;
837
838 // Check if parallel
839 if (cos_theta > 0.99999)
705 { 840 {
706 a = LSL_Vector.Norm(a); 841 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
707 b = LSL_Vector.Norm(b); 842 }
708 double dotProduct = LSL_Vector.Dot(a, b); 843
709 // There are two degenerate cases possible. These are for vectors 180 or 844 // Check if anti-parallel
710 // 0 degrees apart. These have to be detected and handled individually. 845 else if (cos_theta < -0.99999)
711 // 846 {
712 // Check for vectors 180 degrees apart. 847 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
713 // A dot product of -1 would mean the angle between vectors is 180 degrees. 848 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
714 if (dotProduct < -0.9999999f) 849 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
715 { 850 }
716 // First assume X axis is orthogonal to the vectors. 851 else // other rotation
717 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 852 {
718 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 853 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
719 // Check for near zero vector. A very small non-zero number here will create 854 axis = llVecNorm(axis);
720 // a rotation in an undesired direction. 855 double x, y, z, s, t;
721 if (LSL_Vector.Mag(orthoVector) > 0.0001) 856 s = Math.Cos(theta);
722 { 857 t = Math.Sin(theta);
723 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 858 x = axis.x * t;
724 } 859 y = axis.y * t;
725 // If the magnitude of the vector was near zero, then assume the X axis is not 860 z = axis.z * t;
726 // orthogonal and use the Z axis instead. 861 return new LSL_Rotation(x,y,z,s);
727 else
728 {
729 // Set 180 z rotation.
730 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
731 }
732 }
733 // Check for parallel vectors.
734 // A dot product of 1 would mean the angle between vectors is 0 degrees.
735 else if (dotProduct > 0.9999999f)
736 {
737 // Set zero rotation.
738 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
739 }
740 else
741 {
742 // All special checks have been performed so get the axis of rotation.
743 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
744 // Quarternion s value is the length of the unit vector + dot product.
745 double qs = 1.0 + dotProduct;
746 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
747 // Normalize the rotation.
748 double mag = LSL_Rotation.Mag(rotBetween);
749 // We shouldn't have to worry about a divide by zero here. The qs value will be
750 // non-zero because we already know if we're here, then the dotProduct is not -1 so
751 // qs will not be zero. Also, we've already handled the input vectors being zero so the
752 // crossProduct vector should also not be zero.
753 rotBetween.x = rotBetween.x / mag;
754 rotBetween.y = rotBetween.y / mag;
755 rotBetween.z = rotBetween.z / mag;
756 rotBetween.s = rotBetween.s / mag;
757 // Check for undefined values and set zero rotation if any found. This code might not actually be required
758 // any longer since zero vectors are checked for at the top.
759 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
760 {
761 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
762 }
763 }
764 } 862 }
765 return rotBetween;
766 } 863 }
767 864
768 public void llWhisper(int channelID, string text) 865 public void llWhisper(int channelID, string text)
769 { 866 {
770 m_host.AddScriptLPS(1); 867 m_host.AddScriptLPS(1);
@@ -784,6 +881,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
784 { 881 {
785 m_host.AddScriptLPS(1); 882 m_host.AddScriptLPS(1);
786 883
884 if (channelID == 0)
885 m_SayShoutCount++;
886
887 if (m_SayShoutCount >= 11)
888 ScriptSleep(2000);
889
787 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 890 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
788 { 891 {
789 Console.WriteLine(text); 892 Console.WriteLine(text);
@@ -806,6 +909,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
806 { 909 {
807 m_host.AddScriptLPS(1); 910 m_host.AddScriptLPS(1);
808 911
912 if (channelID == 0)
913 m_SayShoutCount++;
914
915 if (m_SayShoutCount >= 11)
916 ScriptSleep(2000);
917
809 if (text.Length > 1023) 918 if (text.Length > 1023)
810 text = text.Substring(0, 1023); 919 text = text.Substring(0, 1023);
811 920
@@ -1106,10 +1215,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1106 return detectedParams.TouchUV; 1215 return detectedParams.TouchUV;
1107 } 1216 }
1108 1217
1218 [DebuggerNonUserCode]
1109 public virtual void llDie() 1219 public virtual void llDie()
1110 { 1220 {
1111 m_host.AddScriptLPS(1); 1221 m_host.AddScriptLPS(1);
1112 throw new SelfDeleteException(); 1222 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1113 } 1223 }
1114 1224
1115 public LSL_Float llGround(LSL_Vector offset) 1225 public LSL_Float llGround(LSL_Vector offset)
@@ -1182,6 +1292,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1182 1292
1183 public void llSetStatus(int status, int value) 1293 public void llSetStatus(int status, int value)
1184 { 1294 {
1295 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1296 return;
1185 m_host.AddScriptLPS(1); 1297 m_host.AddScriptLPS(1);
1186 1298
1187 int statusrotationaxis = 0; 1299 int statusrotationaxis = 0;
@@ -1411,6 +1523,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1411 { 1523 {
1412 m_host.AddScriptLPS(1); 1524 m_host.AddScriptLPS(1);
1413 1525
1526 SetColor(m_host, color, face);
1527 }
1528
1529 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1530 {
1531 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1532 return;
1533
1534 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part))
1537 {
1538 texcolor = tex.CreateFace((uint)face).RGBA;
1539 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1540 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1541 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1542 tex.FaceTextures[face].RGBA = texcolor;
1543 part.UpdateTextureEntry(tex.GetBytes());
1544 return;
1545 }
1546 else if (face == ScriptBaseClass.ALL_SIDES)
1547 {
1548 for (uint i = 0; i < GetNumberOfSides(part); i++)
1549 {
1550 if (tex.FaceTextures[i] != null)
1551 {
1552 texcolor = tex.FaceTextures[i].RGBA;
1553 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1554 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1555 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1556 tex.FaceTextures[i].RGBA = texcolor;
1557 }
1558 texcolor = tex.DefaultTexture.RGBA;
1559 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1560 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1561 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1562 tex.DefaultTexture.RGBA = texcolor;
1563 }
1564 part.UpdateTextureEntry(tex.GetBytes());
1565 return;
1566 }
1567
1414 if (face == ScriptBaseClass.ALL_SIDES) 1568 if (face == ScriptBaseClass.ALL_SIDES)
1415 face = SceneObjectPart.ALL_SIDES; 1569 face = SceneObjectPart.ALL_SIDES;
1416 1570
@@ -1419,6 +1573,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1419 1573
1420 public void SetTexGen(SceneObjectPart part, int face,int style) 1574 public void SetTexGen(SceneObjectPart part, int face,int style)
1421 { 1575 {
1576 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1577 return;
1578
1422 Primitive.TextureEntry tex = part.Shape.Textures; 1579 Primitive.TextureEntry tex = part.Shape.Textures;
1423 MappingType textype; 1580 MappingType textype;
1424 textype = MappingType.Default; 1581 textype = MappingType.Default;
@@ -1449,6 +1606,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1449 1606
1450 public void SetGlow(SceneObjectPart part, int face, float glow) 1607 public void SetGlow(SceneObjectPart part, int face, float glow)
1451 { 1608 {
1609 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1610 return;
1611
1452 Primitive.TextureEntry tex = part.Shape.Textures; 1612 Primitive.TextureEntry tex = part.Shape.Textures;
1453 if (face >= 0 && face < GetNumberOfSides(part)) 1613 if (face >= 0 && face < GetNumberOfSides(part))
1454 { 1614 {
@@ -1474,6 +1634,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1474 1634
1475 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1635 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1476 { 1636 {
1637 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1638 return;
1477 1639
1478 Shininess sval = new Shininess(); 1640 Shininess sval = new Shininess();
1479 1641
@@ -1524,6 +1686,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1524 1686
1525 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1687 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1526 { 1688 {
1689 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1690 return;
1691
1527 Primitive.TextureEntry tex = part.Shape.Textures; 1692 Primitive.TextureEntry tex = part.Shape.Textures;
1528 if (face >= 0 && face < GetNumberOfSides(part)) 1693 if (face >= 0 && face < GetNumberOfSides(part))
1529 { 1694 {
@@ -1584,13 +1749,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1584 m_host.AddScriptLPS(1); 1749 m_host.AddScriptLPS(1);
1585 1750
1586 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1751 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1587 1752 if (parts.Count > 0)
1588 foreach (SceneObjectPart part in parts) 1753 {
1589 SetAlpha(part, alpha, face); 1754 try
1755 {
1756 parts[0].ParentGroup.areUpdatesSuspended = true;
1757 foreach (SceneObjectPart part in parts)
1758 SetAlpha(part, alpha, face);
1759 }
1760 finally
1761 {
1762 parts[0].ParentGroup.areUpdatesSuspended = false;
1763 }
1764 }
1590 } 1765 }
1591 1766
1592 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1767 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1593 { 1768 {
1769 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1770 return;
1771
1594 Primitive.TextureEntry tex = part.Shape.Textures; 1772 Primitive.TextureEntry tex = part.Shape.Textures;
1595 Color4 texcolor; 1773 Color4 texcolor;
1596 if (face >= 0 && face < GetNumberOfSides(part)) 1774 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1643,7 +1821,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1643 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1821 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1644 float wind, float tension, LSL_Vector Force) 1822 float wind, float tension, LSL_Vector Force)
1645 { 1823 {
1646 if (part == null) 1824 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1647 return; 1825 return;
1648 1826
1649 if (flexi) 1827 if (flexi)
@@ -1677,7 +1855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1677 /// <param name="falloff"></param> 1855 /// <param name="falloff"></param>
1678 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1856 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1679 { 1857 {
1680 if (part == null) 1858 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1681 return; 1859 return;
1682 1860
1683 if (light) 1861 if (light)
@@ -1754,15 +1932,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1754 m_host.AddScriptLPS(1); 1932 m_host.AddScriptLPS(1);
1755 1933
1756 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1934 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1757 1935 if (parts.Count > 0)
1758 foreach (SceneObjectPart part in parts) 1936 {
1759 SetTexture(part, texture, face); 1937 try
1760 1938 {
1939 parts[0].ParentGroup.areUpdatesSuspended = true;
1940 foreach (SceneObjectPart part in parts)
1941 SetTexture(part, texture, face);
1942 }
1943 finally
1944 {
1945 parts[0].ParentGroup.areUpdatesSuspended = false;
1946 }
1947 }
1761 ScriptSleep(200); 1948 ScriptSleep(200);
1762 } 1949 }
1763 1950
1764 protected void SetTexture(SceneObjectPart part, string texture, int face) 1951 protected void SetTexture(SceneObjectPart part, string texture, int face)
1765 { 1952 {
1953 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1954 return;
1955
1766 UUID textureID = new UUID(); 1956 UUID textureID = new UUID();
1767 1957
1768 textureID = InventoryKey(texture, (int)AssetType.Texture); 1958 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1807,6 +1997,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1807 1997
1808 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1998 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1809 { 1999 {
2000 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2001 return;
2002
1810 Primitive.TextureEntry tex = part.Shape.Textures; 2003 Primitive.TextureEntry tex = part.Shape.Textures;
1811 if (face >= 0 && face < GetNumberOfSides(part)) 2004 if (face >= 0 && face < GetNumberOfSides(part))
1812 { 2005 {
@@ -1843,6 +2036,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1843 2036
1844 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2037 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1845 { 2038 {
2039 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2040 return;
2041
1846 Primitive.TextureEntry tex = part.Shape.Textures; 2042 Primitive.TextureEntry tex = part.Shape.Textures;
1847 if (face >= 0 && face < GetNumberOfSides(part)) 2043 if (face >= 0 && face < GetNumberOfSides(part))
1848 { 2044 {
@@ -1879,6 +2075,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1879 2075
1880 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2076 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1881 { 2077 {
2078 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2079 return;
2080
1882 Primitive.TextureEntry tex = part.Shape.Textures; 2081 Primitive.TextureEntry tex = part.Shape.Textures;
1883 if (face >= 0 && face < GetNumberOfSides(part)) 2082 if (face >= 0 && face < GetNumberOfSides(part))
1884 { 2083 {
@@ -1985,24 +2184,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1985 2184
1986 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2185 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1987 { 2186 {
1988 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2187 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1989 LSL_Vector currentPos = GetPartLocalPos(part); 2188 return;
1990 2189
1991 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2190 LSL_Vector currentPos = GetPartLocalPos(part);
1992 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2191 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1993 2192
1994 if (part.ParentGroup.RootPart == part) 2193 if (part.ParentGroup.RootPart == part)
1995 { 2194 {
1996 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1997 targetPos.z = ground;
1998 SceneObjectGroup parent = part.ParentGroup; 2195 SceneObjectGroup parent = part.ParentGroup;
1999 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2196 parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
2000 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
2001 } 2197 }
2002 else 2198 else
2003 { 2199 {
2004 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2200 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2005 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2006 SceneObjectGroup parent = part.ParentGroup; 2201 SceneObjectGroup parent = part.ParentGroup;
2007 parent.HasGroupChanged = true; 2202 parent.HasGroupChanged = true;
2008 parent.ScheduleGroupForTerseUpdate(); 2203 parent.ScheduleGroupForTerseUpdate();
@@ -2053,9 +2248,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2053 m_host.AddScriptLPS(1); 2248 m_host.AddScriptLPS(1);
2054 2249
2055 // try to let this work as in SL... 2250 // try to let this work as in SL...
2056 if (m_host.ParentID == 0) 2251 if (m_host.LinkNum < 2)
2057 { 2252 {
2058 // special case: If we are root, rotate complete SOG to new rotation 2253 // Special case: If we are root, rotate complete SOG to new
2254 // rotation.
2255 // We are root if the link number is 0 (single prim) or 1
2256 // (root prim). ParentID may be nonzero in attachments and
2257 // using it would cause attachments and HUDs to rotate
2258 // to the wrong positions.
2059 SetRot(m_host, Rot2Quaternion(rot)); 2259 SetRot(m_host, Rot2Quaternion(rot));
2060 } 2260 }
2061 else 2261 else
@@ -2080,6 +2280,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2080 2280
2081 protected void SetRot(SceneObjectPart part, Quaternion rot) 2281 protected void SetRot(SceneObjectPart part, Quaternion rot)
2082 { 2282 {
2283 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2284 return;
2285
2083 part.UpdateRotation(rot); 2286 part.UpdateRotation(rot);
2084 // Update rotation does not move the object in the physics scene if it's a linkset. 2287 // Update rotation does not move the object in the physics scene if it's a linkset.
2085 2288
@@ -2703,12 +2906,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2703 2906
2704 m_host.AddScriptLPS(1); 2907 m_host.AddScriptLPS(1);
2705 2908
2909 m_host.TaskInventory.LockItemsForRead(true);
2706 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2910 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2707 2911 m_host.TaskInventory.LockItemsForRead(false);
2708 lock (m_host.TaskInventory)
2709 {
2710 item = m_host.TaskInventory[invItemID];
2711 }
2712 2912
2713 if (item.PermsGranter == UUID.Zero) 2913 if (item.PermsGranter == UUID.Zero)
2714 return 0; 2914 return 0;
@@ -2783,6 +2983,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2783 if (dist > m_ScriptDistanceFactor * 10.0f) 2983 if (dist > m_ScriptDistanceFactor * 10.0f)
2784 return; 2984 return;
2785 2985
2986 //Clone is thread-safe
2786 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2987 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2787 2988
2788 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2989 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2843,6 +3044,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2843 3044
2844 public void llLookAt(LSL_Vector target, double strength, double damping) 3045 public void llLookAt(LSL_Vector target, double strength, double damping)
2845 { 3046 {
3047 /*
2846 m_host.AddScriptLPS(1); 3048 m_host.AddScriptLPS(1);
2847 // Determine where we are looking from 3049 // Determine where we are looking from
2848 LSL_Vector from = llGetPos(); 3050 LSL_Vector from = llGetPos();
@@ -2862,10 +3064,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2862 // the angles of rotation in radians into rotation value 3064 // the angles of rotation in radians into rotation value
2863 3065
2864 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3066 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2865 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3067
2866 m_host.startLookAt(rotation, (float)damping, (float)strength); 3068 // This would only work if your physics system contains an APID controller:
3069 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3070 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3071
2867 // Orient the object to the angle calculated 3072 // Orient the object to the angle calculated
2868 //llSetRot(rot); 3073 llSetRot(rot);
3074 */
3075
3076 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3077 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3078 // http://bugs.meta7.com/view.php?id=28
3079 // - Tom
3080
3081 /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
3082 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3083 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3084 */
3085 if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
3086 {
3087 // Part is non-phys, convert this to a llSetRot()
3088 Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
3089 Vector3 dir = tgt - m_host.GroupPosition;
3090 dir.Normalize();
3091 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3092 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3093 float terot = (float)Math.Atan2(-dir.Z, txy);
3094 LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
3095 LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
3096 LSL_Types.Quaternion spin = llEuler2Rot(az);
3097 LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
3098 llSetRot(rot);
3099 }
3100 else
3101 {
3102 // Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
3103 Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
3104 m_host.RotLookAt(q, (float)strength, (float)damping);
3105 }
3106
3107 }
3108
3109 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3110 {
3111 m_host.AddScriptLPS(1);
3112// NotImplemented("llRotLookAt");
3113 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3114
2869 } 3115 }
2870 3116
2871 public void llStopLookAt() 3117 public void llStopLookAt()
@@ -2914,13 +3160,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2914 { 3160 {
2915 TaskInventoryItem item; 3161 TaskInventoryItem item;
2916 3162
2917 lock (m_host.TaskInventory) 3163 m_host.TaskInventory.LockItemsForRead(true);
3164 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2918 { 3165 {
2919 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3166 m_host.TaskInventory.LockItemsForRead(false);
2920 return; 3167 return;
2921 else 3168 }
2922 item = m_host.TaskInventory[InventorySelf()]; 3169 else
3170 {
3171 item = m_host.TaskInventory[InventorySelf()];
2923 } 3172 }
3173 m_host.TaskInventory.LockItemsForRead(false);
2924 3174
2925 if (item.PermsGranter != UUID.Zero) 3175 if (item.PermsGranter != UUID.Zero)
2926 { 3176 {
@@ -2942,13 +3192,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2942 { 3192 {
2943 TaskInventoryItem item; 3193 TaskInventoryItem item;
2944 3194
3195 m_host.TaskInventory.LockItemsForRead(true);
2945 lock (m_host.TaskInventory) 3196 lock (m_host.TaskInventory)
2946 { 3197 {
3198
2947 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3199 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3200 {
3201 m_host.TaskInventory.LockItemsForRead(false);
2948 return; 3202 return;
3203 }
2949 else 3204 else
3205 {
2950 item = m_host.TaskInventory[InventorySelf()]; 3206 item = m_host.TaskInventory[InventorySelf()];
3207 }
2951 } 3208 }
3209 m_host.TaskInventory.LockItemsForRead(false);
2952 3210
2953 m_host.AddScriptLPS(1); 3211 m_host.AddScriptLPS(1);
2954 3212
@@ -2980,19 +3238,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2980 { 3238 {
2981 m_host.AddScriptLPS(1); 3239 m_host.AddScriptLPS(1);
2982 3240
2983// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2984// return;
2985
2986 TaskInventoryItem item; 3241 TaskInventoryItem item;
2987 3242
2988 lock (m_host.TaskInventory) 3243 m_host.TaskInventory.LockItemsForRead(true);
3244
3245 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2989 { 3246 {
2990 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3247 m_host.TaskInventory.LockItemsForRead(false);
2991 return; 3248 return;
2992 else 3249 }
2993 item = m_host.TaskInventory[InventorySelf()]; 3250 else
3251 {
3252 item = m_host.TaskInventory[InventorySelf()];
2994 } 3253 }
2995 3254
3255 m_host.TaskInventory.LockItemsForRead(false);
3256
2996 if (item.PermsGranter != m_host.OwnerID) 3257 if (item.PermsGranter != m_host.OwnerID)
2997 return; 3258 return;
2998 3259
@@ -3017,13 +3278,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3017 3278
3018 TaskInventoryItem item; 3279 TaskInventoryItem item;
3019 3280
3020 lock (m_host.TaskInventory) 3281 m_host.TaskInventory.LockItemsForRead(true);
3282
3283 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3021 { 3284 {
3022 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3285 m_host.TaskInventory.LockItemsForRead(false);
3023 return; 3286 return;
3024 else
3025 item = m_host.TaskInventory[InventorySelf()];
3026 } 3287 }
3288 else
3289 {
3290 item = m_host.TaskInventory[InventorySelf()];
3291 }
3292 m_host.TaskInventory.LockItemsForRead(false);
3293
3027 3294
3028 if (item.PermsGranter != m_host.OwnerID) 3295 if (item.PermsGranter != m_host.OwnerID)
3029 return; 3296 return;
@@ -3070,6 +3337,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3070 3337
3071 public void llInstantMessage(string user, string message) 3338 public void llInstantMessage(string user, string message)
3072 { 3339 {
3340 UUID result;
3341 if (!UUID.TryParse(user, out result))
3342 {
3343 ShoutError("An invalid key was passed to llInstantMessage");
3344 ScriptSleep(2000);
3345 return;
3346 }
3347
3348
3073 m_host.AddScriptLPS(1); 3349 m_host.AddScriptLPS(1);
3074 3350
3075 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3351 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3084,14 +3360,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3084 UUID friendTransactionID = UUID.Random(); 3360 UUID friendTransactionID = UUID.Random();
3085 3361
3086 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3362 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3087 3363
3088 GridInstantMessage msg = new GridInstantMessage(); 3364 GridInstantMessage msg = new GridInstantMessage();
3089 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3365 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3090 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3366 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3091 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3367 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3092// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3368// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3093// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3369// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3094 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3370// DateTime dt = DateTime.UtcNow;
3371//
3372// // Ticks from UtcNow, but make it look like local. Evil, huh?
3373// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3374//
3375// try
3376// {
3377// // Convert that to the PST timezone
3378// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3379// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3380// }
3381// catch
3382// {
3383// // No logging here, as it could be VERY spammy
3384// }
3385//
3386// // And make it look local again to fool the unix time util
3387// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3388
3389 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3390
3095 //if (client != null) 3391 //if (client != null)
3096 //{ 3392 //{
3097 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3393 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3105,12 +3401,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3105 msg.message = message.Substring(0, 1024); 3401 msg.message = message.Substring(0, 1024);
3106 else 3402 else
3107 msg.message = message; 3403 msg.message = message;
3108 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3404 msg.dialog = (byte)19; // MessageFromObject
3109 msg.fromGroup = false;// fromGroup; 3405 msg.fromGroup = false;// fromGroup;
3110 msg.offline = (byte)0; //offline; 3406 msg.offline = (byte)0; //offline;
3111 msg.ParentEstateID = 0; //ParentEstateID; 3407 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3112 msg.Position = new Vector3(m_host.AbsolutePosition); 3408 msg.Position = new Vector3(m_host.AbsolutePosition);
3113 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3409 msg.RegionID = World.RegionInfo.RegionID.Guid;
3114 msg.binaryBucket 3410 msg.binaryBucket
3115 = Util.StringToBytes256( 3411 = Util.StringToBytes256(
3116 "{0}/{1}/{2}/{3}", 3412 "{0}/{1}/{2}/{3}",
@@ -3138,7 +3434,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3138 } 3434 }
3139 3435
3140 emailModule.SendEmail(m_host.UUID, address, subject, message); 3436 emailModule.SendEmail(m_host.UUID, address, subject, message);
3141 ScriptSleep(20000); 3437 ScriptSleep(15000);
3142 } 3438 }
3143 3439
3144 public void llGetNextEmail(string address, string subject) 3440 public void llGetNextEmail(string address, string subject)
@@ -3238,13 +3534,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3238 m_host.AddScriptLPS(1); 3534 m_host.AddScriptLPS(1);
3239 } 3535 }
3240 3536
3241 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3242 {
3243 m_host.AddScriptLPS(1);
3244 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3245 m_host.RotLookAt(rot, (float)strength, (float)damping);
3246 }
3247
3248 public LSL_Integer llStringLength(string str) 3537 public LSL_Integer llStringLength(string str)
3249 { 3538 {
3250 m_host.AddScriptLPS(1); 3539 m_host.AddScriptLPS(1);
@@ -3268,14 +3557,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3268 3557
3269 TaskInventoryItem item; 3558 TaskInventoryItem item;
3270 3559
3271 lock (m_host.TaskInventory) 3560 m_host.TaskInventory.LockItemsForRead(true);
3561 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3272 { 3562 {
3273 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3563 m_host.TaskInventory.LockItemsForRead(false);
3274 return; 3564 return;
3275 else
3276 item = m_host.TaskInventory[InventorySelf()];
3277 } 3565 }
3278 3566 else
3567 {
3568 item = m_host.TaskInventory[InventorySelf()];
3569 }
3570 m_host.TaskInventory.LockItemsForRead(false);
3279 if (item.PermsGranter == UUID.Zero) 3571 if (item.PermsGranter == UUID.Zero)
3280 return; 3572 return;
3281 3573
@@ -3305,13 +3597,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3305 3597
3306 TaskInventoryItem item; 3598 TaskInventoryItem item;
3307 3599
3308 lock (m_host.TaskInventory) 3600 m_host.TaskInventory.LockItemsForRead(true);
3601 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3309 { 3602 {
3310 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3603 m_host.TaskInventory.LockItemsForRead(false);
3311 return; 3604 return;
3312 else 3605 }
3313 item = m_host.TaskInventory[InventorySelf()]; 3606 else
3607 {
3608 item = m_host.TaskInventory[InventorySelf()];
3314 } 3609 }
3610 m_host.TaskInventory.LockItemsForRead(false);
3611
3315 3612
3316 if (item.PermsGranter == UUID.Zero) 3613 if (item.PermsGranter == UUID.Zero)
3317 return; 3614 return;
@@ -3378,10 +3675,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3378 3675
3379 TaskInventoryItem item; 3676 TaskInventoryItem item;
3380 3677
3381 lock (m_host.TaskInventory) 3678
3679 m_host.TaskInventory.LockItemsForRead(true);
3680 if (!m_host.TaskInventory.ContainsKey(invItemID))
3681 {
3682 m_host.TaskInventory.LockItemsForRead(false);
3683 return;
3684 }
3685 else
3382 { 3686 {
3383 item = m_host.TaskInventory[invItemID]; 3687 item = m_host.TaskInventory[invItemID];
3384 } 3688 }
3689 m_host.TaskInventory.LockItemsForRead(false);
3385 3690
3386 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3691 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3387 { 3692 {
@@ -3409,15 +3714,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3409 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3714 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3410 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3715 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3411 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3716 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3717 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3412 ScriptBaseClass.PERMISSION_ATTACH; 3718 ScriptBaseClass.PERMISSION_ATTACH;
3413 3719
3414 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3720 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3415 { 3721 {
3416 lock (m_host.TaskInventory) 3722 m_host.TaskInventory.LockItemsForWrite(true);
3417 { 3723 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3418 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3724 m_host.TaskInventory[invItemID].PermsMask = perm;
3419 m_host.TaskInventory[invItemID].PermsMask = perm; 3725 m_host.TaskInventory.LockItemsForWrite(false);
3420 }
3421 3726
3422 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3727 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3423 "run_time_permissions", new Object[] { 3728 "run_time_permissions", new Object[] {
@@ -3427,28 +3732,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3427 return; 3732 return;
3428 } 3733 }
3429 } 3734 }
3430 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3735 else
3431 { 3736 {
3432 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3737 bool sitting = false;
3433 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3738 if (m_host.SitTargetAvatar == agentID)
3434 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3739 {
3435 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3740 sitting = true;
3436 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3741 }
3742 else
3743 {
3744 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3745 {
3746 if (p.SitTargetAvatar == agentID)
3747 sitting = true;
3748 }
3749 }
3437 3750
3438 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3751 if (sitting)
3439 { 3752 {
3440 lock (m_host.TaskInventory) 3753 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3754 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3755 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3756 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3757 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3758
3759 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3441 { 3760 {
3761 m_host.TaskInventory.LockItemsForWrite(true);
3442 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3762 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3443 m_host.TaskInventory[invItemID].PermsMask = perm; 3763 m_host.TaskInventory[invItemID].PermsMask = perm;
3444 } 3764 m_host.TaskInventory.LockItemsForWrite(false);
3445 3765
3446 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3766 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3447 "run_time_permissions", new Object[] { 3767 "run_time_permissions", new Object[] {
3448 new LSL_Integer(perm) }, 3768 new LSL_Integer(perm) },
3449 new DetectParams[0])); 3769 new DetectParams[0]));
3450 3770
3451 return; 3771 return;
3772 }
3452 } 3773 }
3453 } 3774 }
3454 3775
@@ -3462,11 +3783,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3462 3783
3463 if (!m_waitingForScriptAnswer) 3784 if (!m_waitingForScriptAnswer)
3464 { 3785 {
3465 lock (m_host.TaskInventory) 3786 m_host.TaskInventory.LockItemsForWrite(true);
3466 { 3787 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3467 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3788 m_host.TaskInventory[invItemID].PermsMask = 0;
3468 m_host.TaskInventory[invItemID].PermsMask = 0; 3789 m_host.TaskInventory.LockItemsForWrite(false);
3469 }
3470 3790
3471 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3791 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3472 m_waitingForScriptAnswer=true; 3792 m_waitingForScriptAnswer=true;
@@ -3501,10 +3821,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3501 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3821 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3502 llReleaseControls(); 3822 llReleaseControls();
3503 3823
3504 lock (m_host.TaskInventory) 3824
3505 { 3825 m_host.TaskInventory.LockItemsForWrite(true);
3506 m_host.TaskInventory[invItemID].PermsMask = answer; 3826 m_host.TaskInventory[invItemID].PermsMask = answer;
3507 } 3827 m_host.TaskInventory.LockItemsForWrite(false);
3828
3508 3829
3509 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3830 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3510 "run_time_permissions", new Object[] { 3831 "run_time_permissions", new Object[] {
@@ -3516,16 +3837,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3516 { 3837 {
3517 m_host.AddScriptLPS(1); 3838 m_host.AddScriptLPS(1);
3518 3839
3519 lock (m_host.TaskInventory) 3840 m_host.TaskInventory.LockItemsForRead(true);
3841
3842 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3520 { 3843 {
3521 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3844 if (item.Type == 10 && item.ItemID == m_itemID)
3522 { 3845 {
3523 if (item.Type == 10 && item.ItemID == m_itemID) 3846 m_host.TaskInventory.LockItemsForRead(false);
3524 { 3847 return item.PermsGranter.ToString();
3525 return item.PermsGranter.ToString();
3526 }
3527 } 3848 }
3528 } 3849 }
3850 m_host.TaskInventory.LockItemsForRead(false);
3529 3851
3530 return UUID.Zero.ToString(); 3852 return UUID.Zero.ToString();
3531 } 3853 }
@@ -3534,19 +3856,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3534 { 3856 {
3535 m_host.AddScriptLPS(1); 3857 m_host.AddScriptLPS(1);
3536 3858
3537 lock (m_host.TaskInventory) 3859 m_host.TaskInventory.LockItemsForRead(true);
3860
3861 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3538 { 3862 {
3539 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3863 if (item.Type == 10 && item.ItemID == m_itemID)
3540 { 3864 {
3541 if (item.Type == 10 && item.ItemID == m_itemID) 3865 int perms = item.PermsMask;
3542 { 3866 if (m_automaticLinkPermission)
3543 int perms = item.PermsMask; 3867 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3544 if (m_automaticLinkPermission) 3868 m_host.TaskInventory.LockItemsForRead(false);
3545 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3869 return perms;
3546 return perms;
3547 }
3548 } 3870 }
3549 } 3871 }
3872 m_host.TaskInventory.LockItemsForRead(false);
3550 3873
3551 return 0; 3874 return 0;
3552 } 3875 }
@@ -3568,9 +3891,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3568 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3891 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3569 { 3892 {
3570 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3893 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3571 3894 if (parts.Count > 0)
3572 foreach (SceneObjectPart part in parts) 3895 {
3573 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3896 try
3897 {
3898 parts[0].ParentGroup.areUpdatesSuspended = true;
3899 foreach (SceneObjectPart part in parts)
3900 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3901 }
3902 finally
3903 {
3904 parts[0].ParentGroup.areUpdatesSuspended = false;
3905 }
3906 }
3574 } 3907 }
3575 3908
3576 public void llCreateLink(string target, int parent) 3909 public void llCreateLink(string target, int parent)
@@ -3583,11 +3916,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3583 return; 3916 return;
3584 3917
3585 TaskInventoryItem item; 3918 TaskInventoryItem item;
3586 lock (m_host.TaskInventory) 3919 m_host.TaskInventory.LockItemsForRead(true);
3587 { 3920 item = m_host.TaskInventory[invItemID];
3588 item = m_host.TaskInventory[invItemID]; 3921 m_host.TaskInventory.LockItemsForRead(false);
3589 } 3922
3590
3591 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3923 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3592 && !m_automaticLinkPermission) 3924 && !m_automaticLinkPermission)
3593 { 3925 {
@@ -3604,11 +3936,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3604 3936
3605 if (targetPart.ParentGroup.AttachmentPoint != 0) 3937 if (targetPart.ParentGroup.AttachmentPoint != 0)
3606 return; // Fail silently if attached 3938 return; // Fail silently if attached
3939
3940 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3941 return;
3942
3607 SceneObjectGroup parentPrim = null, childPrim = null; 3943 SceneObjectGroup parentPrim = null, childPrim = null;
3608 3944
3609 if (targetPart != null) 3945 if (targetPart != null)
3610 { 3946 {
3611 if (parent != 0) { 3947 if (parent != 0)
3948 {
3612 parentPrim = m_host.ParentGroup; 3949 parentPrim = m_host.ParentGroup;
3613 childPrim = targetPart.ParentGroup; 3950 childPrim = targetPart.ParentGroup;
3614 } 3951 }
@@ -3639,16 +3976,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3639 m_host.AddScriptLPS(1); 3976 m_host.AddScriptLPS(1);
3640 UUID invItemID = InventorySelf(); 3977 UUID invItemID = InventorySelf();
3641 3978
3642 lock (m_host.TaskInventory) 3979 m_host.TaskInventory.LockItemsForRead(true);
3643 {
3644 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3980 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3645 && !m_automaticLinkPermission) 3981 && !m_automaticLinkPermission)
3646 { 3982 {
3647 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3983 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3984 m_host.TaskInventory.LockItemsForRead(false);
3648 return; 3985 return;
3649 } 3986 }
3650 } 3987 m_host.TaskInventory.LockItemsForRead(false);
3651 3988
3652 if (linknum < ScriptBaseClass.LINK_THIS) 3989 if (linknum < ScriptBaseClass.LINK_THIS)
3653 return; 3990 return;
3654 3991
@@ -3687,10 +4024,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3687 // Restructuring Multiple Prims. 4024 // Restructuring Multiple Prims.
3688 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4025 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3689 parts.Remove(parentPrim.RootPart); 4026 parts.Remove(parentPrim.RootPart);
3690 foreach (SceneObjectPart part in parts) 4027 if (parts.Count > 0)
3691 { 4028 {
3692 parentPrim.DelinkFromGroup(part.LocalId, true); 4029 try
4030 {
4031 parts[0].ParentGroup.areUpdatesSuspended = true;
4032 foreach (SceneObjectPart part in parts)
4033 {
4034 parentPrim.DelinkFromGroup(part.LocalId, true);
4035 }
4036 }
4037 finally
4038 {
4039 parts[0].ParentGroup.areUpdatesSuspended = false;
4040 }
3693 } 4041 }
4042
3694 parentPrim.HasGroupChanged = true; 4043 parentPrim.HasGroupChanged = true;
3695 parentPrim.ScheduleGroupForFullUpdate(); 4044 parentPrim.ScheduleGroupForFullUpdate();
3696 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4045 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3699,12 +4048,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3699 { 4048 {
3700 SceneObjectPart newRoot = parts[0]; 4049 SceneObjectPart newRoot = parts[0];
3701 parts.Remove(newRoot); 4050 parts.Remove(newRoot);
3702 foreach (SceneObjectPart part in parts) 4051
4052 try
3703 { 4053 {
3704 // Required for linking 4054 parts[0].ParentGroup.areUpdatesSuspended = true;
3705 part.ClearUpdateSchedule(); 4055 foreach (SceneObjectPart part in parts)
3706 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4056 {
4057 part.ClearUpdateSchedule();
4058 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4059 }
3707 } 4060 }
4061 finally
4062 {
4063 parts[0].ParentGroup.areUpdatesSuspended = false;
4064 }
4065
4066
3708 newRoot.ParentGroup.HasGroupChanged = true; 4067 newRoot.ParentGroup.HasGroupChanged = true;
3709 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4068 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3710 } 4069 }
@@ -3724,6 +4083,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3724 public void llBreakAllLinks() 4083 public void llBreakAllLinks()
3725 { 4084 {
3726 m_host.AddScriptLPS(1); 4085 m_host.AddScriptLPS(1);
4086
4087 UUID invItemID = InventorySelf();
4088
4089 TaskInventoryItem item;
4090 m_host.TaskInventory.LockItemsForRead(true);
4091 item = m_host.TaskInventory[invItemID];
4092 m_host.TaskInventory.LockItemsForRead(false);
4093
4094 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4095 && !m_automaticLinkPermission)
4096 {
4097 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4098 return;
4099 }
4100
3727 SceneObjectGroup parentPrim = m_host.ParentGroup; 4101 SceneObjectGroup parentPrim = m_host.ParentGroup;
3728 if (parentPrim.AttachmentPoint != 0) 4102 if (parentPrim.AttachmentPoint != 0)
3729 return; // Fail silently if attached 4103 return; // Fail silently if attached
@@ -3743,25 +4117,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3743 public LSL_String llGetLinkKey(int linknum) 4117 public LSL_String llGetLinkKey(int linknum)
3744 { 4118 {
3745 m_host.AddScriptLPS(1); 4119 m_host.AddScriptLPS(1);
3746 List<UUID> keytable = new List<UUID>();
3747 // parse for sitting avatare-uuids
3748 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3749 {
3750 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
3751 keytable.Add(presence.UUID);
3752 });
3753
3754 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3755 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3756 {
3757 return keytable[totalprims - linknum].ToString();
3758 }
3759
3760 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3761 {
3762 return m_host.UUID.ToString();
3763 }
3764
3765 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4120 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3766 if (part != null) 4121 if (part != null)
3767 { 4122 {
@@ -3769,6 +4124,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3769 } 4124 }
3770 else 4125 else
3771 { 4126 {
4127 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4128 {
4129 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4130
4131 if (linknum < 0)
4132 return UUID.Zero.ToString();
4133
4134 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4135 if (avatars.Count > linknum)
4136 {
4137 return avatars[linknum].UUID.ToString();
4138 }
4139 }
3772 return UUID.Zero.ToString(); 4140 return UUID.Zero.ToString();
3773 } 4141 }
3774 } 4142 }
@@ -3867,17 +4235,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3867 m_host.AddScriptLPS(1); 4235 m_host.AddScriptLPS(1);
3868 int count = 0; 4236 int count = 0;
3869 4237
3870 lock (m_host.TaskInventory) 4238 m_host.TaskInventory.LockItemsForRead(true);
4239 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3871 { 4240 {
3872 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4241 if (inv.Value.Type == type || type == -1)
3873 { 4242 {
3874 if (inv.Value.Type == type || type == -1) 4243 count = count + 1;
3875 {
3876 count = count + 1;
3877 }
3878 } 4244 }
3879 } 4245 }
3880 4246
4247 m_host.TaskInventory.LockItemsForRead(false);
3881 return count; 4248 return count;
3882 } 4249 }
3883 4250
@@ -3886,16 +4253,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3886 m_host.AddScriptLPS(1); 4253 m_host.AddScriptLPS(1);
3887 ArrayList keys = new ArrayList(); 4254 ArrayList keys = new ArrayList();
3888 4255
3889 lock (m_host.TaskInventory) 4256 m_host.TaskInventory.LockItemsForRead(true);
4257 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3890 { 4258 {
3891 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4259 if (inv.Value.Type == type || type == -1)
3892 { 4260 {
3893 if (inv.Value.Type == type || type == -1) 4261 keys.Add(inv.Value.Name);
3894 {
3895 keys.Add(inv.Value.Name);
3896 }
3897 } 4262 }
3898 } 4263 }
4264 m_host.TaskInventory.LockItemsForRead(false);
3899 4265
3900 if (keys.Count == 0) 4266 if (keys.Count == 0)
3901 { 4267 {
@@ -3932,25 +4298,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3932 } 4298 }
3933 4299
3934 // move the first object found with this inventory name 4300 // move the first object found with this inventory name
3935 lock (m_host.TaskInventory) 4301 m_host.TaskInventory.LockItemsForRead(true);
4302 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3936 { 4303 {
3937 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4304 if (inv.Value.Name == inventory)
3938 { 4305 {
3939 if (inv.Value.Name == inventory) 4306 found = true;
3940 { 4307 objId = inv.Key;
3941 found = true; 4308 assetType = inv.Value.Type;
3942 objId = inv.Key; 4309 objName = inv.Value.Name;
3943 assetType = inv.Value.Type; 4310 break;
3944 objName = inv.Value.Name;
3945 break;
3946 }
3947 } 4311 }
3948 } 4312 }
4313 m_host.TaskInventory.LockItemsForRead(false);
3949 4314
3950 if (!found) 4315 if (!found)
3951 { 4316 {
3952 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4317 llSay(0, String.Format("Could not find object '{0}'", inventory));
3953 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4318 return;
4319// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3954 } 4320 }
3955 4321
3956 // check if destination is an object 4322 // check if destination is an object
@@ -3976,48 +4342,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3976 return; 4342 return;
3977 } 4343 }
3978 } 4344 }
4345
3979 // destination is an avatar 4346 // destination is an avatar
3980 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4347 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3981 4348
3982 if (agentItem == null) 4349 if (agentItem == null)
3983 return; 4350 return;
3984 4351
3985 byte[] bucket = new byte[17]; 4352 byte[] bucket = new byte[1];
3986 bucket[0] = (byte)assetType; 4353 bucket[0] = (byte)assetType;
3987 byte[] objBytes = agentItem.ID.GetBytes(); 4354 //byte[] objBytes = agentItem.ID.GetBytes();
3988 Array.Copy(objBytes, 0, bucket, 1, 16); 4355 //Array.Copy(objBytes, 0, bucket, 1, 16);
3989 4356
3990 GridInstantMessage msg = new GridInstantMessage(World, 4357 GridInstantMessage msg = new GridInstantMessage(World,
3991 m_host.UUID, m_host.Name+", an object owned by "+ 4358 m_host.OwnerID, m_host.Name, destId,
3992 resolveName(m_host.OwnerID)+",", destId,
3993 (byte)InstantMessageDialog.TaskInventoryOffered, 4359 (byte)InstantMessageDialog.TaskInventoryOffered,
3994 false, objName+"\n"+m_host.Name+" is located at "+ 4360 false, objName+". "+m_host.Name+" is located at "+
3995 World.RegionInfo.RegionName+" "+ 4361 World.RegionInfo.RegionName+" "+
3996 m_host.AbsolutePosition.ToString(), 4362 m_host.AbsolutePosition.ToString(),
3997 agentItem.ID, true, m_host.AbsolutePosition, 4363 agentItem.ID, true, m_host.AbsolutePosition,
3998 bucket); 4364 bucket);
3999 if (m_TransferModule != null) 4365
4000 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4366 ScenePresence sp;
4367
4368 if (World.TryGetScenePresence(destId, out sp))
4369 {
4370 sp.ControllingClient.SendInstantMessage(msg);
4371 }
4372 else
4373 {
4374 if (m_TransferModule != null)
4375 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4376 }
4377
4378 //This delay should only occur when giving inventory to avatars.
4001 ScriptSleep(3000); 4379 ScriptSleep(3000);
4002 } 4380 }
4003 } 4381 }
4004 4382
4383 [DebuggerNonUserCode]
4005 public void llRemoveInventory(string name) 4384 public void llRemoveInventory(string name)
4006 { 4385 {
4007 m_host.AddScriptLPS(1); 4386 m_host.AddScriptLPS(1);
4008 4387
4009 lock (m_host.TaskInventory) 4388 List<TaskInventoryItem> inv;
4389 try
4010 { 4390 {
4011 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4391 m_host.TaskInventory.LockItemsForRead(true);
4392 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4393 }
4394 finally
4395 {
4396 m_host.TaskInventory.LockItemsForRead(false);
4397 }
4398 foreach (TaskInventoryItem item in inv)
4399 {
4400 if (item.Name == name)
4012 { 4401 {
4013 if (item.Name == name) 4402 if (item.ItemID == m_itemID)
4014 { 4403 throw new ScriptDeleteException();
4015 if (item.ItemID == m_itemID) 4404 else
4016 throw new ScriptDeleteException(); 4405 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4017 else 4406 return;
4018 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4019 return;
4020 }
4021 } 4407 }
4022 } 4408 }
4023 } 4409 }
@@ -4052,112 +4438,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4052 { 4438 {
4053 m_host.AddScriptLPS(1); 4439 m_host.AddScriptLPS(1);
4054 4440
4055 UUID uuid = (UUID)id; 4441 UUID uuid;
4056 PresenceInfo pinfo = null; 4442 if (UUID.TryParse(id, out uuid))
4057 UserAccount account;
4058
4059 UserInfoCacheEntry ce;
4060 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4061 { 4443 {
4062 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4444 PresenceInfo pinfo = null;
4063 if (account == null) 4445 UserAccount account;
4446
4447 UserInfoCacheEntry ce;
4448 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4064 { 4449 {
4065 m_userInfoCache[uuid] = null; // Cache negative 4450 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4066 return UUID.Zero.ToString(); 4451 if (account == null)
4067 } 4452 {
4453 m_userInfoCache[uuid] = null; // Cache negative
4454 return UUID.Zero.ToString();
4455 }
4068 4456
4069 4457
4070 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4458 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4071 if (pinfos != null && pinfos.Length > 0) 4459 if (pinfos != null && pinfos.Length > 0)
4072 {
4073 foreach (PresenceInfo p in pinfos)
4074 { 4460 {
4075 if (p.RegionID != UUID.Zero) 4461 foreach (PresenceInfo p in pinfos)
4076 { 4462 {
4077 pinfo = p; 4463 if (p.RegionID != UUID.Zero)
4464 {
4465 pinfo = p;
4466 }
4078 } 4467 }
4079 } 4468 }
4080 }
4081 4469
4082 ce = new UserInfoCacheEntry(); 4470 ce = new UserInfoCacheEntry();
4083 ce.time = Util.EnvironmentTickCount(); 4471 ce.time = Util.EnvironmentTickCount();
4084 ce.account = account; 4472 ce.account = account;
4085 ce.pinfo = pinfo; 4473 ce.pinfo = pinfo;
4086 } 4474 m_userInfoCache[uuid] = ce;
4087 else 4475 }
4088 { 4476 else
4089 if (ce == null) 4477 {
4090 return UUID.Zero.ToString(); 4478 if (ce == null)
4479 return UUID.Zero.ToString();
4091 4480
4092 account = ce.account; 4481 account = ce.account;
4093 pinfo = ce.pinfo; 4482 pinfo = ce.pinfo;
4094 } 4483 }
4095 4484
4096 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4485 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4097 {
4098 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4099 if (pinfos != null && pinfos.Length > 0)
4100 { 4486 {
4101 foreach (PresenceInfo p in pinfos) 4487 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4488 if (pinfos != null && pinfos.Length > 0)
4102 { 4489 {
4103 if (p.RegionID != UUID.Zero) 4490 foreach (PresenceInfo p in pinfos)
4104 { 4491 {
4105 pinfo = p; 4492 if (p.RegionID != UUID.Zero)
4493 {
4494 pinfo = p;
4495 }
4106 } 4496 }
4107 } 4497 }
4108 } 4498 else
4109 else 4499 pinfo = null;
4110 pinfo = null;
4111 4500
4112 ce.time = Util.EnvironmentTickCount(); 4501 ce.time = Util.EnvironmentTickCount();
4113 ce.pinfo = pinfo; 4502 ce.pinfo = pinfo;
4114 } 4503 }
4115 4504
4116 string reply = String.Empty; 4505 string reply = String.Empty;
4117 4506
4118 switch (data) 4507 switch (data)
4119 { 4508 {
4120 case 1: // DATA_ONLINE (0|1) 4509 case 1: // DATA_ONLINE (0|1)
4121 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4510 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4122 reply = "1"; 4511 reply = "1";
4123 else 4512 else
4124 reply = "0"; 4513 reply = "0";
4125 break; 4514 break;
4126 case 2: // DATA_NAME (First Last) 4515 case 2: // DATA_NAME (First Last)
4127 reply = account.FirstName + " " + account.LastName; 4516 reply = account.FirstName + " " + account.LastName;
4128 break; 4517 break;
4129 case 3: // DATA_BORN (YYYY-MM-DD) 4518 case 3: // DATA_BORN (YYYY-MM-DD)
4130 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4519 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4131 born = born.AddSeconds(account.Created); 4520 born = born.AddSeconds(account.Created);
4132 reply = born.ToString("yyyy-MM-dd"); 4521 reply = born.ToString("yyyy-MM-dd");
4133 break; 4522 break;
4134 case 4: // DATA_RATING (0,0,0,0,0,0) 4523 case 4: // DATA_RATING (0,0,0,0,0,0)
4135 reply = "0,0,0,0,0,0"; 4524 reply = "0,0,0,0,0,0";
4136 break; 4525 break;
4137 case 8: // DATA_PAYINFO (0|1|2|3) 4526 case 8: // DATA_PAYINFO (0|1|2|3)
4138 reply = "0"; 4527 reply = "0";
4139 break; 4528 break;
4140 default: 4529 default:
4141 return UUID.Zero.ToString(); // Raise no event 4530 return UUID.Zero.ToString(); // Raise no event
4142 } 4531 }
4143 4532
4144 UUID rq = UUID.Random(); 4533 UUID rq = UUID.Random();
4145 4534
4146 UUID tid = AsyncCommands. 4535 UUID tid = AsyncCommands.
4147 DataserverPlugin.RegisterRequest(m_localID, 4536 DataserverPlugin.RegisterRequest(m_localID,
4148 m_itemID, rq.ToString()); 4537 m_itemID, rq.ToString());
4149 4538
4150 AsyncCommands. 4539 AsyncCommands.
4151 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4540 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4152 4541
4153 ScriptSleep(100); 4542 ScriptSleep(100);
4154 return tid.ToString(); 4543 return tid.ToString();
4544 }
4545 else
4546 {
4547 ShoutError("Invalid UUID passed to llRequestAgentData.");
4548 }
4549 return "";
4155 } 4550 }
4156 4551
4157 public LSL_String llRequestInventoryData(string name) 4552 public LSL_String llRequestInventoryData(string name)
4158 { 4553 {
4159 m_host.AddScriptLPS(1); 4554 m_host.AddScriptLPS(1);
4160 4555
4556 //Clone is thread safe
4161 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4557 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4162 4558
4163 foreach (TaskInventoryItem item in itemDictionary.Values) 4559 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4211,6 +4607,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4211 ScenePresence presence = World.GetScenePresence(agentId); 4607 ScenePresence presence = World.GetScenePresence(agentId);
4212 if (presence != null) 4608 if (presence != null)
4213 { 4609 {
4610 // agent must not be a god
4611 if (presence.UserLevel >= 200) return;
4612
4214 // agent must be over the owners land 4613 // agent must be over the owners land
4215 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4614 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4216 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4615 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4233,7 +4632,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4233 UUID av = new UUID(); 4632 UUID av = new UUID();
4234 if (!UUID.TryParse(agent,out av)) 4633 if (!UUID.TryParse(agent,out av))
4235 { 4634 {
4236 LSLError("First parameter to llDialog needs to be a key"); 4635 //LSLError("First parameter to llDialog needs to be a key");
4237 return; 4636 return;
4238 } 4637 }
4239 4638
@@ -4270,17 +4669,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4270 UUID soundId = UUID.Zero; 4669 UUID soundId = UUID.Zero;
4271 if (!UUID.TryParse(impact_sound, out soundId)) 4670 if (!UUID.TryParse(impact_sound, out soundId))
4272 { 4671 {
4273 lock (m_host.TaskInventory) 4672 m_host.TaskInventory.LockItemsForRead(true);
4673 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4274 { 4674 {
4275 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4675 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4276 { 4676 {
4277 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4677 soundId = item.AssetID;
4278 { 4678 break;
4279 soundId = item.AssetID;
4280 break;
4281 }
4282 } 4679 }
4283 } 4680 }
4681 m_host.TaskInventory.LockItemsForRead(false);
4284 } 4682 }
4285 m_host.CollisionSound = soundId; 4683 m_host.CollisionSound = soundId;
4286 m_host.CollisionSoundVolume = (float)impact_volume; 4684 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4320,6 +4718,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4320 UUID partItemID; 4718 UUID partItemID;
4321 foreach (SceneObjectPart part in parts) 4719 foreach (SceneObjectPart part in parts)
4322 { 4720 {
4721 //Clone is thread safe
4323 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4722 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4324 4723
4325 foreach (TaskInventoryItem item in itemsDictionary.Values) 4724 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4534,17 +4933,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4534 4933
4535 m_host.AddScriptLPS(1); 4934 m_host.AddScriptLPS(1);
4536 4935
4537 lock (m_host.TaskInventory) 4936 m_host.TaskInventory.LockItemsForRead(true);
4937 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4538 { 4938 {
4539 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4939 if (item.Type == 10 && item.ItemID == m_itemID)
4540 { 4940 {
4541 if (item.Type == 10 && item.ItemID == m_itemID) 4941 result = item.Name!=null?item.Name:String.Empty;
4542 { 4942 break;
4543 result = item.Name != null ? item.Name : String.Empty;
4544 break;
4545 }
4546 } 4943 }
4547 } 4944 }
4945 m_host.TaskInventory.LockItemsForRead(false);
4548 4946
4549 return result; 4947 return result;
4550 } 4948 }
@@ -4717,23 +5115,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4717 { 5115 {
4718 m_host.AddScriptLPS(1); 5116 m_host.AddScriptLPS(1);
4719 5117
4720 lock (m_host.TaskInventory) 5118 m_host.TaskInventory.LockItemsForRead(true);
5119 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4721 { 5120 {
4722 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5121 if (inv.Value.Name == name)
4723 { 5122 {
4724 if (inv.Value.Name == name) 5123 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4725 { 5124 {
4726 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5125 m_host.TaskInventory.LockItemsForRead(false);
4727 { 5126 return inv.Value.AssetID.ToString();
4728 return inv.Value.AssetID.ToString(); 5127 }
4729 } 5128 else
4730 else 5129 {
4731 { 5130 m_host.TaskInventory.LockItemsForRead(false);
4732 return UUID.Zero.ToString(); 5131 return UUID.Zero.ToString();
4733 }
4734 } 5132 }
4735 } 5133 }
4736 } 5134 }
5135 m_host.TaskInventory.LockItemsForRead(false);
4737 5136
4738 return UUID.Zero.ToString(); 5137 return UUID.Zero.ToString();
4739 } 5138 }
@@ -4886,14 +5285,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4886 { 5285 {
4887 m_host.AddScriptLPS(1); 5286 m_host.AddScriptLPS(1);
4888 5287
4889 if (src == null) 5288 return src.Length;
4890 {
4891 return 0;
4892 }
4893 else
4894 {
4895 return src.Length;
4896 }
4897 } 5289 }
4898 5290
4899 public LSL_Integer llList2Integer(LSL_List src, int index) 5291 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4939,7 +5331,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4939 else if (src.Data[index] is LSL_Float) 5331 else if (src.Data[index] is LSL_Float)
4940 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5332 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4941 else if (src.Data[index] is LSL_String) 5333 else if (src.Data[index] is LSL_String)
4942 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5334 {
5335 string str = ((LSL_String) src.Data[index]).m_string;
5336 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5337 if (m != Match.Empty)
5338 {
5339 str = m.Value;
5340 double d = 0.0;
5341 if (!Double.TryParse(str, out d))
5342 return 0.0;
5343
5344 return d;
5345 }
5346 return 0.0;
5347 }
4943 return Convert.ToDouble(src.Data[index]); 5348 return Convert.ToDouble(src.Data[index]);
4944 } 5349 }
4945 catch (FormatException) 5350 catch (FormatException)
@@ -5212,7 +5617,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5212 } 5617 }
5213 } 5618 }
5214 } 5619 }
5215 else { 5620 else
5621 {
5216 object[] array = new object[src.Length]; 5622 object[] array = new object[src.Length];
5217 Array.Copy(src.Data, 0, array, 0, src.Length); 5623 Array.Copy(src.Data, 0, array, 0, src.Length);
5218 result = new LSL_List(array); 5624 result = new LSL_List(array);
@@ -5661,10 +6067,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5661 m_host.AddScriptLPS(1); 6067 m_host.AddScriptLPS(1);
5662 6068
5663 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6069 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5664 6070 if (parts.Count > 0)
5665 foreach (var part in parts)
5666 { 6071 {
5667 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6072 try
6073 {
6074 parts[0].ParentGroup.areUpdatesSuspended = true;
6075 foreach (var part in parts)
6076 {
6077 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6078 }
6079 }
6080 finally
6081 {
6082 parts[0].ParentGroup.areUpdatesSuspended = false;
6083 }
5668 } 6084 }
5669 } 6085 }
5670 6086
@@ -5718,6 +6134,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5718 ScriptSleep(5000); 6134 ScriptSleep(5000);
5719 } 6135 }
5720 6136
6137 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6138 {
6139 return ParseString2List(str, separators, in_spacers, false);
6140 }
6141
5721 public LSL_Integer llOverMyLand(string id) 6142 public LSL_Integer llOverMyLand(string id)
5722 { 6143 {
5723 m_host.AddScriptLPS(1); 6144 m_host.AddScriptLPS(1);
@@ -5782,8 +6203,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5782 UUID agentId = new UUID(); 6203 UUID agentId = new UUID();
5783 if (!UUID.TryParse(agent, out agentId)) 6204 if (!UUID.TryParse(agent, out agentId))
5784 return new LSL_Integer(0); 6205 return new LSL_Integer(0);
6206 if (agentId == m_host.GroupID)
6207 return new LSL_Integer(1);
5785 ScenePresence presence = World.GetScenePresence(agentId); 6208 ScenePresence presence = World.GetScenePresence(agentId);
5786 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6209 if (presence == null || presence.IsChildAgent) // Return false for child agents
5787 return new LSL_Integer(0); 6210 return new LSL_Integer(0);
5788 IClientAPI client = presence.ControllingClient; 6211 IClientAPI client = presence.ControllingClient;
5789 if (m_host.GroupID == client.ActiveGroupId) 6212 if (m_host.GroupID == client.ActiveGroupId)
@@ -5918,7 +6341,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5918 return m_host.ParentGroup.AttachmentPoint; 6341 return m_host.ParentGroup.AttachmentPoint;
5919 } 6342 }
5920 6343
5921 public LSL_Integer llGetFreeMemory() 6344 public virtual LSL_Integer llGetFreeMemory()
5922 { 6345 {
5923 m_host.AddScriptLPS(1); 6346 m_host.AddScriptLPS(1);
5924 // Make scripts designed for LSO happy 6347 // Make scripts designed for LSO happy
@@ -6035,7 +6458,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6035 SetParticleSystem(m_host, rules); 6458 SetParticleSystem(m_host, rules);
6036 } 6459 }
6037 6460
6038 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6461 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6462 {
6039 6463
6040 6464
6041 if (rules.Length == 0) 6465 if (rules.Length == 0)
@@ -6229,14 +6653,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6229 6653
6230 protected UUID GetTaskInventoryItem(string name) 6654 protected UUID GetTaskInventoryItem(string name)
6231 { 6655 {
6232 lock (m_host.TaskInventory) 6656 m_host.TaskInventory.LockItemsForRead(true);
6657 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6233 { 6658 {
6234 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6659 if (inv.Value.Name == name)
6235 { 6660 {
6236 if (inv.Value.Name == name) 6661 m_host.TaskInventory.LockItemsForRead(false);
6237 return inv.Key; 6662 return inv.Key;
6238 } 6663 }
6239 } 6664 }
6665 m_host.TaskInventory.LockItemsForRead(false);
6240 6666
6241 return UUID.Zero; 6667 return UUID.Zero;
6242 } 6668 }
@@ -6274,16 +6700,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6274 if (folderID == UUID.Zero) 6700 if (folderID == UUID.Zero)
6275 return; 6701 return;
6276 6702
6277 byte[] bucket = new byte[17]; 6703 byte[] bucket = new byte[1];
6278 bucket[0] = (byte)AssetType.Folder; 6704 bucket[0] = (byte)AssetType.Folder;
6279 byte[] objBytes = folderID.GetBytes(); 6705 //byte[] objBytes = folderID.GetBytes();
6280 Array.Copy(objBytes, 0, bucket, 1, 16); 6706 //Array.Copy(objBytes, 0, bucket, 1, 16);
6281 6707
6282 GridInstantMessage msg = new GridInstantMessage(World, 6708 GridInstantMessage msg = new GridInstantMessage(World,
6283 m_host.UUID, m_host.Name+", an object owned by "+ 6709 m_host.OwnerID, m_host.Name, destID,
6284 resolveName(m_host.OwnerID)+",", destID, 6710 (byte)InstantMessageDialog.TaskInventoryOffered,
6285 (byte)InstantMessageDialog.InventoryOffered, 6711 false, category+". "+m_host.Name+" is located at "+
6286 false, category+"\n"+m_host.Name+" is located at "+
6287 World.RegionInfo.RegionName+" "+ 6712 World.RegionInfo.RegionName+" "+
6288 m_host.AbsolutePosition.ToString(), 6713 m_host.AbsolutePosition.ToString(),
6289 folderID, true, m_host.AbsolutePosition, 6714 folderID, true, m_host.AbsolutePosition,
@@ -6486,13 +6911,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6486 UUID av = new UUID(); 6911 UUID av = new UUID();
6487 if (!UUID.TryParse(avatar,out av)) 6912 if (!UUID.TryParse(avatar,out av))
6488 { 6913 {
6489 LSLError("First parameter to llDialog needs to be a key"); 6914 //LSLError("First parameter to llDialog needs to be a key");
6490 return; 6915 return;
6491 } 6916 }
6492 if (buttons.Length < 1) 6917 if (buttons.Length < 1)
6493 { 6918 {
6494 LSLError("No less than 1 button can be shown"); 6919 buttons.Add("OK");
6495 return;
6496 } 6920 }
6497 if (buttons.Length > 12) 6921 if (buttons.Length > 12)
6498 { 6922 {
@@ -6509,7 +6933,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6509 } 6933 }
6510 if (buttons.Data[i].ToString().Length > 24) 6934 if (buttons.Data[i].ToString().Length > 24)
6511 { 6935 {
6512 LSLError("button label cannot be longer than 24 characters"); 6936 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6513 return; 6937 return;
6514 } 6938 }
6515 buts[i] = buttons.Data[i].ToString(); 6939 buts[i] = buttons.Data[i].ToString();
@@ -6568,22 +6992,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6568 } 6992 }
6569 6993
6570 // copy the first script found with this inventory name 6994 // copy the first script found with this inventory name
6571 lock (m_host.TaskInventory) 6995 TaskInventoryItem scriptItem = null;
6996 m_host.TaskInventory.LockItemsForRead(true);
6997 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6572 { 6998 {
6573 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6999 if (inv.Value.Name == name)
6574 { 7000 {
6575 if (inv.Value.Name == name) 7001 // make sure the object is a script
7002 if (10 == inv.Value.Type)
6576 { 7003 {
6577 // make sure the object is a script 7004 found = true;
6578 if (10 == inv.Value.Type) 7005 srcId = inv.Key;
6579 { 7006 scriptItem = inv.Value;
6580 found = true; 7007 break;
6581 srcId = inv.Key;
6582 break;
6583 }
6584 } 7008 }
6585 } 7009 }
6586 } 7010 }
7011 m_host.TaskInventory.LockItemsForRead(false);
6587 7012
6588 if (!found) 7013 if (!found)
6589 { 7014 {
@@ -6591,8 +7016,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6591 return; 7016 return;
6592 } 7017 }
6593 7018
6594 // the rest of the permission checks are done in RezScript, so check the pin there as well 7019 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6595 World.RezScript(srcId, m_host, destId, pin, running, start_param); 7020 if (dest != null)
7021 {
7022 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7023 {
7024 // the rest of the permission checks are done in RezScript, so check the pin there as well
7025 World.RezScript(srcId, m_host, destId, pin, running, start_param);
7026
7027 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7028 m_host.Inventory.RemoveInventoryItem(srcId);
7029 }
7030 }
6596 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7031 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6597 ScriptSleep(3000); 7032 ScriptSleep(3000);
6598 } 7033 }
@@ -6655,19 +7090,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6655 public LSL_String llMD5String(string src, int nonce) 7090 public LSL_String llMD5String(string src, int nonce)
6656 { 7091 {
6657 m_host.AddScriptLPS(1); 7092 m_host.AddScriptLPS(1);
6658 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7093 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6659 } 7094 }
6660 7095
6661 public LSL_String llSHA1String(string src) 7096 public LSL_String llSHA1String(string src)
6662 { 7097 {
6663 m_host.AddScriptLPS(1); 7098 m_host.AddScriptLPS(1);
6664 return Util.SHA1Hash(src).ToLower(); 7099 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6665 } 7100 }
6666 7101
6667 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7102 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6668 { 7103 {
6669 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7104 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6670 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7105 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7106 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7107 return shapeBlock;
6671 7108
6672 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7109 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6673 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7110 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6772,6 +7209,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6772 // Prim type box, cylinder and prism. 7209 // Prim type box, cylinder and prism.
6773 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) 7210 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)
6774 { 7211 {
7212 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7213 return;
7214
6775 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7215 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6776 ObjectShapePacket.ObjectDataBlock shapeBlock; 7216 ObjectShapePacket.ObjectDataBlock shapeBlock;
6777 7217
@@ -6825,6 +7265,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6825 // Prim type sphere. 7265 // Prim type sphere.
6826 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7266 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6827 { 7267 {
7268 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7269 return;
7270
6828 ObjectShapePacket.ObjectDataBlock shapeBlock; 7271 ObjectShapePacket.ObjectDataBlock shapeBlock;
6829 7272
6830 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7273 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6866,6 +7309,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6866 // Prim type torus, tube and ring. 7309 // Prim type torus, tube and ring.
6867 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) 7310 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)
6868 { 7311 {
7312 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7313 return;
7314
6869 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7315 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6870 ObjectShapePacket.ObjectDataBlock shapeBlock; 7316 ObjectShapePacket.ObjectDataBlock shapeBlock;
6871 7317
@@ -7001,6 +7447,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7001 // Prim type sculpt. 7447 // Prim type sculpt.
7002 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7448 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7003 { 7449 {
7450 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7451 return;
7452
7004 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7453 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7005 UUID sculptId; 7454 UUID sculptId;
7006 7455
@@ -7017,13 +7466,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7017 shapeBlock.PathScaleX = 100; 7466 shapeBlock.PathScaleX = 100;
7018 shapeBlock.PathScaleY = 150; 7467 shapeBlock.PathScaleY = 150;
7019 7468
7020 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7469 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
7021 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7470 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
7022 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7471 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
7023 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7472 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
7024 { 7473 {
7025 // default 7474 // default
7026 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7475 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7027 } 7476 }
7028 7477
7029 part.Shape.SetSculptProperties((byte)type, sculptId); 7478 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7039,32 +7488,87 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7039 ScriptSleep(200); 7488 ScriptSleep(200);
7040 } 7489 }
7041 7490
7042 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7491 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7043 { 7492 {
7044 m_host.AddScriptLPS(1); 7493 m_host.AddScriptLPS(1);
7045 7494
7046 setLinkPrimParams(linknumber, rules); 7495 setLinkPrimParams(linknumber, rules);
7047
7048 ScriptSleep(200);
7049 } 7496 }
7050 7497
7051 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7498 private void setLinkPrimParams(int linknumber, LSL_List rules)
7052 { 7499 {
7053 m_host.AddScriptLPS(1); 7500 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7501 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7502 if (parts.Count>0)
7503 {
7504 try
7505 {
7506 parts[0].ParentGroup.areUpdatesSuspended = true;
7507 foreach (SceneObjectPart part in parts)
7508 SetPrimParams(part, rules);
7509 }
7510 finally
7511 {
7512 parts[0].ParentGroup.areUpdatesSuspended = false;
7513 }
7514 }
7515 if (avatars.Count > 0)
7516 {
7517 foreach (ScenePresence avatar in avatars)
7518 SetPrimParams(avatar, rules);
7519 }
7520 }
7054 7521
7055 setLinkPrimParams(linknumber, rules); 7522 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7523 {
7524 llSetLinkPrimitiveParamsFast(linknumber, rules);
7525 ScriptSleep(200);
7056 } 7526 }
7057 7527
7058 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7528 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7059 { 7529 {
7060 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7530 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7531 //We only support PRIM_POSITION and PRIM_ROTATION
7061 7532
7062 foreach (SceneObjectPart part in parts) 7533 int idx = 0;
7063 SetPrimParams(part, rules); 7534
7535 while (idx < rules.Length)
7536 {
7537 int code = rules.GetLSLIntegerItem(idx++);
7538
7539 int remain = rules.Length - idx;
7540
7541
7542
7543 switch (code)
7544 {
7545 case (int)ScriptBaseClass.PRIM_POSITION:
7546 if (remain < 1)
7547 return;
7548 LSL_Vector v;
7549 v = rules.GetVector3Item(idx++);
7550 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7551 av.SendAvatarDataToAllAgents();
7552
7553 break;
7554
7555 case (int)ScriptBaseClass.PRIM_ROTATION:
7556 if (remain < 1)
7557 return;
7558 LSL_Rotation r;
7559 r = rules.GetQuaternionItem(idx++);
7560 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7561 av.SendAvatarDataToAllAgents();
7562 break;
7563 }
7564 }
7064 } 7565 }
7065 7566
7066 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7567 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7067 { 7568 {
7569 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7570 return;
7571
7068 int idx = 0; 7572 int idx = 0;
7069 7573
7070 bool positionChanged = false; 7574 bool positionChanged = false;
@@ -7092,6 +7596,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7092 currentPosition = GetSetPosTarget(part, v, currentPosition); 7596 currentPosition = GetSetPosTarget(part, v, currentPosition);
7093 7597
7094 break; 7598 break;
7599 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7600 if (remain < 1)
7601 return;
7602
7603 v=rules.GetVector3Item(idx++);
7604 positionChanged = true;
7605 currentPosition = GetSetPosTarget(part, v, currentPosition);
7606
7607 break;
7095 case (int)ScriptBaseClass.PRIM_SIZE: 7608 case (int)ScriptBaseClass.PRIM_SIZE:
7096 if (remain < 1) 7609 if (remain < 1)
7097 return; 7610 return;
@@ -7469,6 +7982,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7469 } 7982 }
7470 } 7983 }
7471 } 7984 }
7985
7986 if (positionChanged)
7987 {
7988 if (part.ParentGroup.RootPart == part)
7989 {
7990 SceneObjectGroup parent = part.ParentGroup;
7991 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7992 }
7993 else
7994 {
7995 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7996 SceneObjectGroup parent = part.ParentGroup;
7997 parent.HasGroupChanged = true;
7998 parent.ScheduleGroupForTerseUpdate();
7999 }
8000 }
7472 } 8001 }
7473 8002
7474 public LSL_String llStringToBase64(string str) 8003 public LSL_String llStringToBase64(string str)
@@ -7617,13 +8146,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7617 public LSL_Integer llGetNumberOfPrims() 8146 public LSL_Integer llGetNumberOfPrims()
7618 { 8147 {
7619 m_host.AddScriptLPS(1); 8148 m_host.AddScriptLPS(1);
7620 int avatarCount = 0; 8149 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7621 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8150
7622 {
7623 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7624 avatarCount++;
7625 });
7626
7627 return m_host.ParentGroup.PrimCount + avatarCount; 8151 return m_host.ParentGroup.PrimCount + avatarCount;
7628 } 8152 }
7629 8153
@@ -7639,55 +8163,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7639 m_host.AddScriptLPS(1); 8163 m_host.AddScriptLPS(1);
7640 UUID objID = UUID.Zero; 8164 UUID objID = UUID.Zero;
7641 LSL_List result = new LSL_List(); 8165 LSL_List result = new LSL_List();
8166
8167 // If the ID is not valid, return null result
7642 if (!UUID.TryParse(obj, out objID)) 8168 if (!UUID.TryParse(obj, out objID))
7643 { 8169 {
7644 result.Add(new LSL_Vector()); 8170 result.Add(new LSL_Vector());
7645 result.Add(new LSL_Vector()); 8171 result.Add(new LSL_Vector());
7646 return result; 8172 return result;
7647 } 8173 }
8174
8175 // Check if this is an attached prim. If so, replace
8176 // the UUID with the avatar UUID and report it's bounding box
8177 SceneObjectPart part = World.GetSceneObjectPart(objID);
8178 if (part != null && part.ParentGroup.IsAttachment)
8179 objID = part.ParentGroup.AttachedAvatar;
8180
8181 // Find out if this is an avatar ID. If so, return it's box
7648 ScenePresence presence = World.GetScenePresence(objID); 8182 ScenePresence presence = World.GetScenePresence(objID);
7649 if (presence != null) 8183 if (presence != null)
7650 { 8184 {
7651 if (presence.ParentID == 0) // not sat on an object 8185 // As per LSL Wiki, there is no difference between sitting
8186 // and standing avatar since server 1.36
8187 LSL_Vector lower;
8188 LSL_Vector upper;
8189 if (presence.Animator.Animations.DefaultAnimation.AnimID
8190 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7652 { 8191 {
7653 LSL_Vector lower; 8192 // This is for ground sitting avatars
7654 LSL_Vector upper; 8193 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7655 if (presence.Animator.Animations.DefaultAnimation.AnimID 8194 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7656 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8195 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7657 {
7658 // This is for ground sitting avatars
7659 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7660 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7661 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7662 }
7663 else
7664 {
7665 // This is for standing/flying avatars
7666 float height = presence.Appearance.AvatarHeight / 2.0f;
7667 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7668 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7669 }
7670 result.Add(lower);
7671 result.Add(upper);
7672 return result;
7673 } 8196 }
7674 else 8197 else
7675 { 8198 {
7676 // sitting on an object so we need the bounding box of that 8199 // This is for standing/flying avatars
7677 // which should include the avatar so set the UUID to the 8200 float height = presence.Appearance.AvatarHeight / 2.0f;
7678 // UUID of the object the avatar is sat on and allow it to fall through 8201 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7679 // to processing an object 8202 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7680 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7681 objID = p.UUID;
7682 } 8203 }
8204
8205 // Adjust to the documented error offsets (see LSL Wiki)
8206 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8207 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8208
8209 if (lower.x > upper.x)
8210 lower.x = upper.x;
8211 if (lower.y > upper.y)
8212 lower.y = upper.y;
8213 if (lower.z > upper.z)
8214 lower.z = upper.z;
8215
8216 result.Add(lower);
8217 result.Add(upper);
8218 return result;
7683 } 8219 }
7684 SceneObjectPart part = World.GetSceneObjectPart(objID); 8220
8221 part = World.GetSceneObjectPart(objID);
7685 // Currently only works for single prims without a sitting avatar 8222 // Currently only works for single prims without a sitting avatar
7686 if (part != null) 8223 if (part != null)
7687 { 8224 {
7688 Vector3 halfSize = part.Scale / 2.0f; 8225 float minX;
7689 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8226 float maxX;
7690 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8227 float minY;
8228 float maxY;
8229 float minZ;
8230 float maxZ;
8231
8232 // This BBox is in sim coordinates, with the offset being
8233 // a contained point.
8234 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8235 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8236
8237 minX -= offsets[0].X;
8238 maxX -= offsets[0].X;
8239 minY -= offsets[0].Y;
8240 maxY -= offsets[0].Y;
8241 minZ -= offsets[0].Z;
8242 maxZ -= offsets[0].Z;
8243
8244 LSL_Vector lower;
8245 LSL_Vector upper;
8246
8247 // Adjust to the documented error offsets (see LSL Wiki)
8248 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8249 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8250
8251 if (lower.x > upper.x)
8252 lower.x = upper.x;
8253 if (lower.y > upper.y)
8254 lower.y = upper.y;
8255 if (lower.z > upper.z)
8256 lower.z = upper.z;
8257
7691 result.Add(lower); 8258 result.Add(lower);
7692 result.Add(upper); 8259 result.Add(upper);
7693 return result; 8260 return result;
@@ -7767,13 +8334,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7767 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8334 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7768 part.AbsolutePosition.Y, 8335 part.AbsolutePosition.Y,
7769 part.AbsolutePosition.Z); 8336 part.AbsolutePosition.Z);
7770 // For some reason, the part.AbsolutePosition.* values do not change if the
7771 // linkset is rotated; they always reflect the child prim's world position
7772 // as though the linkset is unrotated. This is incompatible behavior with SL's
7773 // implementation, so will break scripts imported from there (not to mention it
7774 // makes it more difficult to determine a child prim's actual inworld position).
7775 if (part.ParentID != 0)
7776 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7777 res.Add(v); 8337 res.Add(v);
7778 break; 8338 break;
7779 8339
@@ -7944,56 +8504,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7944 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8504 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7945 if (remain < 1) 8505 if (remain < 1)
7946 return res; 8506 return res;
7947 8507 face = (int)rules.GetLSLIntegerItem(idx++);
7948 face=(int)rules.GetLSLIntegerItem(idx++);
7949 8508
7950 tex = part.Shape.Textures; 8509 tex = part.Shape.Textures;
8510 int shiny;
7951 if (face == ScriptBaseClass.ALL_SIDES) 8511 if (face == ScriptBaseClass.ALL_SIDES)
7952 { 8512 {
7953 for (face = 0; face < GetNumberOfSides(part); face++) 8513 for (face = 0; face < GetNumberOfSides(part); face++)
7954 { 8514 {
7955 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8515 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7956 // Convert Shininess to PRIM_SHINY_* 8516 if (shinyness == Shininess.High)
7957 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8517 {
7958 // PRIM_BUMP_* 8518 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7959 res.Add(new LSL_Integer((int)texface.Bump)); 8519 }
8520 else if (shinyness == Shininess.Medium)
8521 {
8522 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8523 }
8524 else if (shinyness == Shininess.Low)
8525 {
8526 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8527 }
8528 else
8529 {
8530 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8531 }
8532 res.Add(new LSL_Integer(shiny));
8533 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7960 } 8534 }
7961 } 8535 }
7962 else 8536 else
7963 { 8537 {
7964 if (face >= 0 && face < GetNumberOfSides(part)) 8538 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8539 if (shinyness == Shininess.High)
7965 { 8540 {
7966 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8541 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7967 // Convert Shininess to PRIM_SHINY_*
7968 res.Add(new LSL_Integer((uint)texface.Shiny >> 6));
7969 // PRIM_BUMP_*
7970 res.Add(new LSL_Integer((int)texface.Bump));
7971 } 8542 }
8543 else if (shinyness == Shininess.Medium)
8544 {
8545 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8546 }
8547 else if (shinyness == Shininess.Low)
8548 {
8549 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8550 }
8551 else
8552 {
8553 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8554 }
8555 res.Add(new LSL_Integer(shiny));
8556 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7972 } 8557 }
7973 break; 8558 break;
7974 8559
7975 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8560 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7976 if (remain < 1) 8561 if (remain < 1)
7977 return res; 8562 return res;
7978 8563 face = (int)rules.GetLSLIntegerItem(idx++);
7979 face=(int)rules.GetLSLIntegerItem(idx++);
7980 8564
7981 tex = part.Shape.Textures; 8565 tex = part.Shape.Textures;
8566 int fullbright;
7982 if (face == ScriptBaseClass.ALL_SIDES) 8567 if (face == ScriptBaseClass.ALL_SIDES)
7983 { 8568 {
7984 for (face = 0; face < GetNumberOfSides(part); face++) 8569 for (face = 0; face < GetNumberOfSides(part); face++)
7985 { 8570 {
7986 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8571 if (tex.GetFace((uint)face).Fullbright == true)
7987 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8572 {
8573 fullbright = ScriptBaseClass.TRUE;
8574 }
8575 else
8576 {
8577 fullbright = ScriptBaseClass.FALSE;
8578 }
8579 res.Add(new LSL_Integer(fullbright));
7988 } 8580 }
7989 } 8581 }
7990 else 8582 else
7991 { 8583 {
7992 if (face >= 0 && face < GetNumberOfSides(part)) 8584 if (tex.GetFace((uint)face).Fullbright == true)
7993 { 8585 {
7994 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8586 fullbright = ScriptBaseClass.TRUE;
7995 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8587 }
8588 else
8589 {
8590 fullbright = ScriptBaseClass.FALSE;
7996 } 8591 }
8592 res.Add(new LSL_Integer(fullbright));
7997 } 8593 }
7998 break; 8594 break;
7999 8595
@@ -8015,27 +8611,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8015 break; 8611 break;
8016 8612
8017 case (int)ScriptBaseClass.PRIM_TEXGEN: 8613 case (int)ScriptBaseClass.PRIM_TEXGEN:
8614 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8018 if (remain < 1) 8615 if (remain < 1)
8019 return res; 8616 return res;
8020 8617 face = (int)rules.GetLSLIntegerItem(idx++);
8021 face=(int)rules.GetLSLIntegerItem(idx++);
8022 8618
8023 tex = part.Shape.Textures; 8619 tex = part.Shape.Textures;
8024 if (face == ScriptBaseClass.ALL_SIDES) 8620 if (face == ScriptBaseClass.ALL_SIDES)
8025 { 8621 {
8026 for (face = 0; face < GetNumberOfSides(part); face++) 8622 for (face = 0; face < GetNumberOfSides(part); face++)
8027 { 8623 {
8028 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8624 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8029 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8625 {
8030 res.Add(new LSL_Integer((uint)texgen >> 1)); 8626 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8627 }
8628 else
8629 {
8630 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8631 }
8031 } 8632 }
8032 } 8633 }
8033 else 8634 else
8034 { 8635 {
8035 if (face >= 0 && face < GetNumberOfSides(part)) 8636 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8036 { 8637 {
8037 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8638 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8038 res.Add(new LSL_Integer((uint)texgen >> 1)); 8639 }
8640 else
8641 {
8642 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8039 } 8643 }
8040 } 8644 }
8041 break; 8645 break;
@@ -8058,28 +8662,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8058 case (int)ScriptBaseClass.PRIM_GLOW: 8662 case (int)ScriptBaseClass.PRIM_GLOW:
8059 if (remain < 1) 8663 if (remain < 1)
8060 return res; 8664 return res;
8061 8665 face = (int)rules.GetLSLIntegerItem(idx++);
8062 face=(int)rules.GetLSLIntegerItem(idx++);
8063 8666
8064 tex = part.Shape.Textures; 8667 tex = part.Shape.Textures;
8668 float primglow;
8065 if (face == ScriptBaseClass.ALL_SIDES) 8669 if (face == ScriptBaseClass.ALL_SIDES)
8066 { 8670 {
8067 for (face = 0; face < GetNumberOfSides(part); face++) 8671 for (face = 0; face < GetNumberOfSides(part); face++)
8068 { 8672 {
8069 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8673 primglow = tex.GetFace((uint)face).Glow;
8070 res.Add(new LSL_Float(texface.Glow)); 8674 res.Add(new LSL_Float(primglow));
8071 } 8675 }
8072 } 8676 }
8073 else 8677 else
8074 { 8678 {
8075 if (face >= 0 && face < GetNumberOfSides(part)) 8679 primglow = tex.GetFace((uint)face).Glow;
8076 { 8680 res.Add(new LSL_Float(primglow));
8077 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8078 res.Add(new LSL_Float(texface.Glow));
8079 }
8080 } 8681 }
8081 break; 8682 break;
8082
8083 case (int)ScriptBaseClass.PRIM_TEXT: 8683 case (int)ScriptBaseClass.PRIM_TEXT:
8084 Color4 textColor = part.GetTextColor(); 8684 Color4 textColor = part.GetTextColor();
8085 res.Add(new LSL_String(part.Text)); 8685 res.Add(new LSL_String(part.Text));
@@ -8631,8 +9231,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8631 // The function returns an ordered list 9231 // The function returns an ordered list
8632 // representing the tokens found in the supplied 9232 // representing the tokens found in the supplied
8633 // sources string. If two successive tokenizers 9233 // sources string. If two successive tokenizers
8634 // are encountered, then a NULL entry is added 9234 // are encountered, then a null-string entry is
8635 // to the list. 9235 // added to the list.
8636 // 9236 //
8637 // It is a precondition that the source and 9237 // It is a precondition that the source and
8638 // toekizer lisst are non-null. If they are null, 9238 // toekizer lisst are non-null. If they are null,
@@ -8640,7 +9240,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8640 // while their lengths are being determined. 9240 // while their lengths are being determined.
8641 // 9241 //
8642 // A small amount of working memoryis required 9242 // A small amount of working memoryis required
8643 // of approximately 8*#tokenizers. 9243 // of approximately 8*#tokenizers + 8*srcstrlen.
8644 // 9244 //
8645 // There are many ways in which this function 9245 // There are many ways in which this function
8646 // can be implemented, this implementation is 9246 // can be implemented, this implementation is
@@ -8656,155 +9256,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8656 // and eliminates redundant tokenizers as soon 9256 // and eliminates redundant tokenizers as soon
8657 // as is possible. 9257 // as is possible.
8658 // 9258 //
8659 // The implementation tries to avoid any copying 9259 // The implementation tries to minimize temporary
8660 // of arrays or other objects. 9260 // garbage generation.
8661 // </remarks> 9261 // </remarks>
8662 9262
8663 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9263 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8664 { 9264 {
8665 int beginning = 0; 9265 return ParseString2List(src, separators, spacers, true);
8666 int srclen = src.Length; 9266 }
8667 int seplen = separators.Length;
8668 object[] separray = separators.Data;
8669 int spclen = spacers.Length;
8670 object[] spcarray = spacers.Data;
8671 int mlen = seplen+spclen;
8672
8673 int[] offset = new int[mlen+1];
8674 bool[] active = new bool[mlen];
8675
8676 int best;
8677 int j;
8678
8679 // Initial capacity reduces resize cost
8680 9267
8681 LSL_List tokens = new LSL_List(); 9268 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9269 {
9270 int srclen = src.Length;
9271 int seplen = separators.Length;
9272 object[] separray = separators.Data;
9273 int spclen = spacers.Length;
9274 object[] spcarray = spacers.Data;
9275 int dellen = 0;
9276 string[] delarray = new string[seplen+spclen];
8682 9277
8683 // All entries are initially valid 9278 int outlen = 0;
9279 string[] outarray = new string[srclen*2+1];
8684 9280
8685 for (int i = 0; i < mlen; i++) 9281 int i, j;
8686 active[i] = true; 9282 string d;
8687 9283
8688 offset[mlen] = srclen; 9284 m_host.AddScriptLPS(1);
8689 9285
8690 while (beginning < srclen) 9286 /*
9287 * Convert separator and spacer lists to C# strings.
9288 * Also filter out null strings so we don't hang.
9289 */
9290 for (i = 0; i < seplen; i ++)
8691 { 9291 {
9292 d = separray[i].ToString();
9293 if (d.Length > 0)
9294 {
9295 delarray[dellen++] = d;
9296 }
9297 }
9298 seplen = dellen;
8692 9299
8693 best = mlen; // as bad as it gets 9300 for (i = 0; i < spclen; i ++)
9301 {
9302 d = spcarray[i].ToString();
9303 if (d.Length > 0)
9304 {
9305 delarray[dellen++] = d;
9306 }
9307 }
8694 9308
8695 // Scan for separators 9309 /*
9310 * Scan through source string from beginning to end.
9311 */
9312 for (i = 0;;)
9313 {
8696 9314
8697 for (j = 0; j < seplen; j++) 9315 /*
9316 * Find earliest delimeter in src starting at i (if any).
9317 */
9318 int earliestDel = -1;
9319 int earliestSrc = srclen;
9320 string earliestStr = null;
9321 for (j = 0; j < dellen; j ++)
8698 { 9322 {
8699 if (separray[j].ToString() == String.Empty) 9323 d = delarray[j];
8700 active[j] = false; 9324 if (d != null)
8701
8702 if (active[j])
8703 { 9325 {
8704 // scan all of the markers 9326 int index = src.IndexOf(d, i);
8705 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9327 if (index < 0)
8706 { 9328 {
8707 // not present at all 9329 delarray[j] = null; // delim nowhere in src, don't check it anymore
8708 active[j] = false;
8709 } 9330 }
8710 else 9331 else if (index < earliestSrc)
8711 { 9332 {
8712 // present and correct 9333 earliestSrc = index; // where delimeter starts in source string
8713 if (offset[j] < offset[best]) 9334 earliestDel = j; // where delimeter is in delarray[]
8714 { 9335 earliestStr = d; // the delimeter string from delarray[]
8715 // closest so far 9336 if (index == i) break; // can't do any better than found at beg of string
8716 best = j;
8717 if (offset[best] == beginning)
8718 break;
8719 }
8720 } 9337 }
8721 } 9338 }
8722 } 9339 }
8723 9340
8724 // Scan for spacers 9341 /*
8725 9342 * Output source string starting at i through start of earliest delimeter.
8726 if (offset[best] != beginning) 9343 */
9344 if (keepNulls || (earliestSrc > i))
8727 { 9345 {
8728 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9346 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8729 {
8730 if (spcarray[j-seplen].ToString() == String.Empty)
8731 active[j] = false;
8732
8733 if (active[j])
8734 {
8735 // scan all of the markers
8736 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8737 {
8738 // not present at all
8739 active[j] = false;
8740 }
8741 else
8742 {
8743 // present and correct
8744 if (offset[j] < offset[best])
8745 {
8746 // closest so far
8747 best = j;
8748 }
8749 }
8750 }
8751 }
8752 } 9347 }
8753 9348
8754 // This is the normal exit from the scanning loop 9349 /*
9350 * If no delimeter found at or after i, we're done scanning.
9351 */
9352 if (earliestDel < 0) break;
8755 9353
8756 if (best == mlen) 9354 /*
9355 * If delimeter was a spacer, output the spacer.
9356 */
9357 if (earliestDel >= seplen)
8757 { 9358 {
8758 // no markers were found on this pass 9359 outarray[outlen++] = earliestStr;
8759 // so we're pretty much done
8760 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8761 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8762 break;
8763 } 9360 }
8764 9361
8765 // Otherwise we just add the newly delimited token 9362 /*
8766 // and recalculate where the search should continue. 9363 * Look at rest of src string following delimeter.
8767 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9364 */
8768 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9365 i = earliestSrc + earliestStr.Length;
8769
8770 if (best < seplen)
8771 {
8772 beginning = offset[best] + (separray[best].ToString()).Length;
8773 }
8774 else
8775 {
8776 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8777 string str = spcarray[best - seplen].ToString();
8778 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8779 tokens.Add(new LSL_String(str));
8780 }
8781 } 9366 }
8782 9367
8783 // This an awkward an not very intuitive boundary case. If the 9368 /*
8784 // last substring is a tokenizer, then there is an implied trailing 9369 * Make up an exact-sized output array suitable for an LSL_List object.
8785 // null list entry. Hopefully the single comparison will not be too 9370 */
8786 // arduous. Alternatively the 'break' could be replced with a return 9371 object[] outlist = new object[outlen];
8787 // but that's shabby programming. 9372 for (i = 0; i < outlen; i ++)
8788
8789 if ((beginning == srclen) && (keepNulls))
8790 { 9373 {
8791 if (srclen != 0) 9374 outlist[i] = new LSL_String(outarray[i]);
8792 tokens.Add(new LSL_String(""));
8793 } 9375 }
8794 9376 return new LSL_List(outlist);
8795 return tokens;
8796 }
8797
8798 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8799 {
8800 m_host.AddScriptLPS(1);
8801 return this.ParseString(src, separators, spacers, false);
8802 }
8803
8804 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8805 {
8806 m_host.AddScriptLPS(1);
8807 return this.ParseString(src, separators, spacers, true);
8808 } 9377 }
8809 9378
8810 public LSL_Integer llGetObjectPermMask(int mask) 9379 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8881,28 +9450,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8881 { 9450 {
8882 m_host.AddScriptLPS(1); 9451 m_host.AddScriptLPS(1);
8883 9452
8884 lock (m_host.TaskInventory) 9453 m_host.TaskInventory.LockItemsForRead(true);
9454 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8885 { 9455 {
8886 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9456 if (inv.Value.Name == item)
8887 { 9457 {
8888 if (inv.Value.Name == item) 9458 m_host.TaskInventory.LockItemsForRead(false);
9459 switch (mask)
8889 { 9460 {
8890 switch (mask) 9461 case 0:
8891 { 9462 return (int)inv.Value.BasePermissions;
8892 case 0: 9463 case 1:
8893 return (int)inv.Value.BasePermissions; 9464 return (int)inv.Value.CurrentPermissions;
8894 case 1: 9465 case 2:
8895 return (int)inv.Value.CurrentPermissions; 9466 return (int)inv.Value.GroupPermissions;
8896 case 2: 9467 case 3:
8897 return (int)inv.Value.GroupPermissions; 9468 return (int)inv.Value.EveryonePermissions;
8898 case 3: 9469 case 4:
8899 return (int)inv.Value.EveryonePermissions; 9470 return (int)inv.Value.NextPermissions;
8900 case 4:
8901 return (int)inv.Value.NextPermissions;
8902 }
8903 } 9471 }
8904 } 9472 }
8905 } 9473 }
9474 m_host.TaskInventory.LockItemsForRead(false);
8906 9475
8907 return -1; 9476 return -1;
8908 } 9477 }
@@ -8949,16 +9518,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8949 { 9518 {
8950 m_host.AddScriptLPS(1); 9519 m_host.AddScriptLPS(1);
8951 9520
8952 lock (m_host.TaskInventory) 9521 m_host.TaskInventory.LockItemsForRead(true);
9522 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8953 { 9523 {
8954 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9524 if (inv.Value.Name == item)
8955 { 9525 {
8956 if (inv.Value.Name == item) 9526 m_host.TaskInventory.LockItemsForRead(false);
8957 { 9527 return inv.Value.CreatorID.ToString();
8958 return inv.Value.CreatorID.ToString();
8959 }
8960 } 9528 }
8961 } 9529 }
9530 m_host.TaskInventory.LockItemsForRead(false);
8962 9531
8963 llSay(0, "No item name '" + item + "'"); 9532 llSay(0, "No item name '" + item + "'");
8964 9533
@@ -9106,7 +9675,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9106 } 9675 }
9107 9676
9108 /// <summary> 9677 /// <summary>
9109 /// illListReplaceList removes the sub-list defined by the inclusive indices 9678 /// llListReplaceList removes the sub-list defined by the inclusive indices
9110 /// start and end and inserts the src list in its place. The inclusive 9679 /// start and end and inserts the src list in its place. The inclusive
9111 /// nature of the indices means that at least one element must be deleted 9680 /// nature of the indices means that at least one element must be deleted
9112 /// if the indices are within the bounds of the existing list. I.e. 2,2 9681 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9163,16 +9732,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9163 // based upon end. Note that if end exceeds the upper 9732 // based upon end. Note that if end exceeds the upper
9164 // bound in this case, the entire destination list 9733 // bound in this case, the entire destination list
9165 // is removed. 9734 // is removed.
9166 else 9735 else if (start == 0)
9167 { 9736 {
9168 if (end + 1 < dest.Length) 9737 if (end + 1 < dest.Length)
9169 {
9170 return src + dest.GetSublist(end + 1, -1); 9738 return src + dest.GetSublist(end + 1, -1);
9171 }
9172 else 9739 else
9173 {
9174 return src; 9740 return src;
9175 } 9741 }
9742 else // Start < 0
9743 {
9744 if (end + 1 < dest.Length)
9745 return dest.GetSublist(end + 1, -1);
9746 else
9747 return new LSL_List();
9176 } 9748 }
9177 } 9749 }
9178 // Finally, if start > end, we strip away a prefix and 9750 // Finally, if start > end, we strip away a prefix and
@@ -9223,17 +9795,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9223 int width = 0; 9795 int width = 0;
9224 int height = 0; 9796 int height = 0;
9225 9797
9226 ParcelMediaCommandEnum? commandToSend = null; 9798 uint commandToSend = 0;
9227 float time = 0.0f; // default is from start 9799 float time = 0.0f; // default is from start
9228 9800
9229 ScenePresence presence = null; 9801 ScenePresence presence = null;
9230 9802
9231 for (int i = 0; i < commandList.Data.Length; i++) 9803 for (int i = 0; i < commandList.Data.Length; i++)
9232 { 9804 {
9233 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9805 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9234 switch (command) 9806 switch (command)
9235 { 9807 {
9236 case ParcelMediaCommandEnum.Agent: 9808 case (uint)ParcelMediaCommandEnum.Agent:
9237 // we send only to one agent 9809 // we send only to one agent
9238 if ((i + 1) < commandList.Length) 9810 if ((i + 1) < commandList.Length)
9239 { 9811 {
@@ -9250,25 +9822,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9250 } 9822 }
9251 break; 9823 break;
9252 9824
9253 case ParcelMediaCommandEnum.Loop: 9825 case (uint)ParcelMediaCommandEnum.Loop:
9254 loop = 1; 9826 loop = 1;
9255 commandToSend = command; 9827 commandToSend = command;
9256 update = true; //need to send the media update packet to set looping 9828 update = true; //need to send the media update packet to set looping
9257 break; 9829 break;
9258 9830
9259 case ParcelMediaCommandEnum.Play: 9831 case (uint)ParcelMediaCommandEnum.Play:
9260 loop = 0; 9832 loop = 0;
9261 commandToSend = command; 9833 commandToSend = command;
9262 update = true; //need to send the media update packet to make sure it doesn't loop 9834 update = true; //need to send the media update packet to make sure it doesn't loop
9263 break; 9835 break;
9264 9836
9265 case ParcelMediaCommandEnum.Pause: 9837 case (uint)ParcelMediaCommandEnum.Pause:
9266 case ParcelMediaCommandEnum.Stop: 9838 case (uint)ParcelMediaCommandEnum.Stop:
9267 case ParcelMediaCommandEnum.Unload: 9839 case (uint)ParcelMediaCommandEnum.Unload:
9268 commandToSend = command; 9840 commandToSend = command;
9269 break; 9841 break;
9270 9842
9271 case ParcelMediaCommandEnum.Url: 9843 case (uint)ParcelMediaCommandEnum.Url:
9272 if ((i + 1) < commandList.Length) 9844 if ((i + 1) < commandList.Length)
9273 { 9845 {
9274 if (commandList.Data[i + 1] is LSL_String) 9846 if (commandList.Data[i + 1] is LSL_String)
@@ -9281,7 +9853,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9281 } 9853 }
9282 break; 9854 break;
9283 9855
9284 case ParcelMediaCommandEnum.Texture: 9856 case (uint)ParcelMediaCommandEnum.Texture:
9285 if ((i + 1) < commandList.Length) 9857 if ((i + 1) < commandList.Length)
9286 { 9858 {
9287 if (commandList.Data[i + 1] is LSL_String) 9859 if (commandList.Data[i + 1] is LSL_String)
@@ -9294,7 +9866,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9294 } 9866 }
9295 break; 9867 break;
9296 9868
9297 case ParcelMediaCommandEnum.Time: 9869 case (uint)ParcelMediaCommandEnum.Time:
9298 if ((i + 1) < commandList.Length) 9870 if ((i + 1) < commandList.Length)
9299 { 9871 {
9300 if (commandList.Data[i + 1] is LSL_Float) 9872 if (commandList.Data[i + 1] is LSL_Float)
@@ -9306,7 +9878,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9306 } 9878 }
9307 break; 9879 break;
9308 9880
9309 case ParcelMediaCommandEnum.AutoAlign: 9881 case (uint)ParcelMediaCommandEnum.AutoAlign:
9310 if ((i + 1) < commandList.Length) 9882 if ((i + 1) < commandList.Length)
9311 { 9883 {
9312 if (commandList.Data[i + 1] is LSL_Integer) 9884 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9320,7 +9892,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9320 } 9892 }
9321 break; 9893 break;
9322 9894
9323 case ParcelMediaCommandEnum.Type: 9895 case (uint)ParcelMediaCommandEnum.Type:
9324 if ((i + 1) < commandList.Length) 9896 if ((i + 1) < commandList.Length)
9325 { 9897 {
9326 if (commandList.Data[i + 1] is LSL_String) 9898 if (commandList.Data[i + 1] is LSL_String)
@@ -9333,7 +9905,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9333 } 9905 }
9334 break; 9906 break;
9335 9907
9336 case ParcelMediaCommandEnum.Desc: 9908 case (uint)ParcelMediaCommandEnum.Desc:
9337 if ((i + 1) < commandList.Length) 9909 if ((i + 1) < commandList.Length)
9338 { 9910 {
9339 if (commandList.Data[i + 1] is LSL_String) 9911 if (commandList.Data[i + 1] is LSL_String)
@@ -9346,7 +9918,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9346 } 9918 }
9347 break; 9919 break;
9348 9920
9349 case ParcelMediaCommandEnum.Size: 9921 case (uint)ParcelMediaCommandEnum.Size:
9350 if ((i + 2) < commandList.Length) 9922 if ((i + 2) < commandList.Length)
9351 { 9923 {
9352 if (commandList.Data[i + 1] is LSL_Integer) 9924 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9416,7 +9988,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9416 } 9988 }
9417 } 9989 }
9418 9990
9419 if (commandToSend != null) 9991 if (commandToSend != 0)
9420 { 9992 {
9421 // the commandList contained a start/stop/... command, too 9993 // the commandList contained a start/stop/... command, too
9422 if (presence == null) 9994 if (presence == null)
@@ -9453,7 +10025,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9453 10025
9454 if (aList.Data[i] != null) 10026 if (aList.Data[i] != null)
9455 { 10027 {
9456 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10028 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9457 { 10029 {
9458 case ParcelMediaCommandEnum.Url: 10030 case ParcelMediaCommandEnum.Url:
9459 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10031 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9496,16 +10068,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9496 { 10068 {
9497 m_host.AddScriptLPS(1); 10069 m_host.AddScriptLPS(1);
9498 10070
9499 lock (m_host.TaskInventory) 10071 m_host.TaskInventory.LockItemsForRead(true);
10072 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9500 { 10073 {
9501 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10074 if (inv.Value.Name == name)
9502 { 10075 {
9503 if (inv.Value.Name == name) 10076 m_host.TaskInventory.LockItemsForRead(false);
9504 { 10077 return inv.Value.Type;
9505 return inv.Value.Type;
9506 }
9507 } 10078 }
9508 } 10079 }
10080 m_host.TaskInventory.LockItemsForRead(false);
9509 10081
9510 return -1; 10082 return -1;
9511 } 10083 }
@@ -9516,15 +10088,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9516 10088
9517 if (quick_pay_buttons.Data.Length < 4) 10089 if (quick_pay_buttons.Data.Length < 4)
9518 { 10090 {
9519 LSLError("List must have at least 4 elements"); 10091 int x;
9520 return; 10092 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10093 {
10094 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10095 }
9521 } 10096 }
9522 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10097 int[] nPrice = new int[5];
9523 10098 nPrice[0] = price;
9524 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10099 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9525 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10100 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9526 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10101 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9527 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10102 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10103 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9528 m_host.ParentGroup.HasGroupChanged = true; 10104 m_host.ParentGroup.HasGroupChanged = true;
9529 } 10105 }
9530 10106
@@ -9536,17 +10112,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9536 if (invItemID == UUID.Zero) 10112 if (invItemID == UUID.Zero)
9537 return new LSL_Vector(); 10113 return new LSL_Vector();
9538 10114
9539 lock (m_host.TaskInventory) 10115 m_host.TaskInventory.LockItemsForRead(true);
10116 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9540 { 10117 {
9541 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10118 m_host.TaskInventory.LockItemsForRead(false);
9542 return new LSL_Vector(); 10119 return new LSL_Vector();
10120 }
9543 10121
9544 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10122 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9545 { 10123 {
9546 ShoutError("No permissions to track the camera"); 10124 ShoutError("No permissions to track the camera");
9547 return new LSL_Vector(); 10125 m_host.TaskInventory.LockItemsForRead(false);
9548 } 10126 return new LSL_Vector();
9549 } 10127 }
10128 m_host.TaskInventory.LockItemsForRead(false);
9550 10129
9551 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10130 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9552 if (presence != null) 10131 if (presence != null)
@@ -9564,17 +10143,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9564 if (invItemID == UUID.Zero) 10143 if (invItemID == UUID.Zero)
9565 return new LSL_Rotation(); 10144 return new LSL_Rotation();
9566 10145
9567 lock (m_host.TaskInventory) 10146 m_host.TaskInventory.LockItemsForRead(true);
10147 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9568 { 10148 {
9569 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10149 m_host.TaskInventory.LockItemsForRead(false);
9570 return new LSL_Rotation(); 10150 return new LSL_Rotation();
9571 10151 }
9572 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10152 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9573 { 10153 {
9574 ShoutError("No permissions to track the camera"); 10154 ShoutError("No permissions to track the camera");
9575 return new LSL_Rotation(); 10155 m_host.TaskInventory.LockItemsForRead(false);
9576 } 10156 return new LSL_Rotation();
9577 } 10157 }
10158 m_host.TaskInventory.LockItemsForRead(false);
9578 10159
9579 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10160 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9580 if (presence != null) 10161 if (presence != null)
@@ -9636,8 +10217,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9636 { 10217 {
9637 m_host.AddScriptLPS(1); 10218 m_host.AddScriptLPS(1);
9638 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10219 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9639 if (detectedParams == null) return; // only works on the first detected avatar 10220 if (detectedParams == null)
9640 10221 {
10222 if (m_host.ParentGroup.IsAttachment == true)
10223 {
10224 detectedParams = new DetectParams();
10225 detectedParams.Key = m_host.OwnerID;
10226 }
10227 else
10228 {
10229 return;
10230 }
10231 }
10232
9641 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10233 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9642 if (avatar != null) 10234 if (avatar != null)
9643 { 10235 {
@@ -9645,6 +10237,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9645 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10237 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9646 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10238 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9647 } 10239 }
10240
9648 ScriptSleep(1000); 10241 ScriptSleep(1000);
9649 } 10242 }
9650 10243
@@ -9737,14 +10330,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9737 if (objectID == UUID.Zero) return; 10330 if (objectID == UUID.Zero) return;
9738 10331
9739 UUID agentID; 10332 UUID agentID;
9740 lock (m_host.TaskInventory) 10333 m_host.TaskInventory.LockItemsForRead(true);
9741 { 10334 // we need the permission first, to know which avatar we want to set the camera for
9742 // we need the permission first, to know which avatar we want to set the camera for 10335 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9743 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9744 10336
9745 if (agentID == UUID.Zero) return; 10337 if (agentID == UUID.Zero)
9746 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10338 {
10339 m_host.TaskInventory.LockItemsForRead(false);
10340 return;
10341 }
10342 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10343 {
10344 m_host.TaskInventory.LockItemsForRead(false);
10345 return;
9747 } 10346 }
10347 m_host.TaskInventory.LockItemsForRead(false);
9748 10348
9749 ScenePresence presence = World.GetScenePresence(agentID); 10349 ScenePresence presence = World.GetScenePresence(agentID);
9750 10350
@@ -9753,12 +10353,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9753 10353
9754 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10354 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9755 object[] data = rules.Data; 10355 object[] data = rules.Data;
9756 for (int i = 0; i < data.Length; ++i) { 10356 for (int i = 0; i < data.Length; ++i)
10357 {
9757 int type = Convert.ToInt32(data[i++].ToString()); 10358 int type = Convert.ToInt32(data[i++].ToString());
9758 if (i >= data.Length) break; // odd number of entries => ignore the last 10359 if (i >= data.Length) break; // odd number of entries => ignore the last
9759 10360
9760 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10361 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9761 switch (type) { 10362 switch (type)
10363 {
9762 case ScriptBaseClass.CAMERA_FOCUS: 10364 case ScriptBaseClass.CAMERA_FOCUS:
9763 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10365 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9764 case ScriptBaseClass.CAMERA_POSITION: 10366 case ScriptBaseClass.CAMERA_POSITION:
@@ -9794,12 +10396,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9794 10396
9795 // we need the permission first, to know which avatar we want to clear the camera for 10397 // we need the permission first, to know which avatar we want to clear the camera for
9796 UUID agentID; 10398 UUID agentID;
9797 lock (m_host.TaskInventory) 10399 m_host.TaskInventory.LockItemsForRead(true);
10400 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10401 if (agentID == UUID.Zero)
9798 { 10402 {
9799 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10403 m_host.TaskInventory.LockItemsForRead(false);
9800 if (agentID == UUID.Zero) return; 10404 return;
9801 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10405 }
10406 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10407 {
10408 m_host.TaskInventory.LockItemsForRead(false);
10409 return;
9802 } 10410 }
10411 m_host.TaskInventory.LockItemsForRead(false);
9803 10412
9804 ScenePresence presence = World.GetScenePresence(agentID); 10413 ScenePresence presence = World.GetScenePresence(agentID);
9805 10414
@@ -9866,19 +10475,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9866 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10475 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9867 { 10476 {
9868 m_host.AddScriptLPS(1); 10477 m_host.AddScriptLPS(1);
9869 string ret = String.Empty; 10478
9870 string src1 = llBase64ToString(str1); 10479 if (str1 == String.Empty)
9871 string src2 = llBase64ToString(str2); 10480 return String.Empty;
9872 int c = 0; 10481 if (str2 == String.Empty)
9873 for (int i = 0; i < src1.Length; i++) 10482 return str1;
10483
10484 int len = str2.Length;
10485 if ((len % 4) != 0) // LL is EVIL!!!!
9874 { 10486 {
9875 ret += (char) (src1[i] ^ src2[c]); 10487 while (str2.EndsWith("="))
10488 str2 = str2.Substring(0, str2.Length - 1);
9876 10489
9877 c++; 10490 len = str2.Length;
9878 if (c >= src2.Length) 10491 int mod = len % 4;
9879 c = 0; 10492
10493 if (mod == 1)
10494 str2 = str2.Substring(0, str2.Length - 1);
10495 else if (mod == 2)
10496 str2 += "==";
10497 else if (mod == 3)
10498 str2 += "=";
10499 }
10500
10501 byte[] data1;
10502 byte[] data2;
10503 try
10504 {
10505 data1 = Convert.FromBase64String(str1);
10506 data2 = Convert.FromBase64String(str2);
9880 } 10507 }
9881 return llStringToBase64(ret); 10508 catch (Exception)
10509 {
10510 return new LSL_String(String.Empty);
10511 }
10512
10513 byte[] d2 = new Byte[data1.Length];
10514 int pos = 0;
10515
10516 if (data1.Length <= data2.Length)
10517 {
10518 Array.Copy(data2, 0, d2, 0, data1.Length);
10519 }
10520 else
10521 {
10522 while (pos < data1.Length)
10523 {
10524 len = data1.Length - pos;
10525 if (len > data2.Length)
10526 len = data2.Length;
10527
10528 Array.Copy(data2, 0, d2, pos, len);
10529 pos += len;
10530 }
10531 }
10532
10533 for (pos = 0 ; pos < data1.Length ; pos++ )
10534 data1[pos] ^= d2[pos];
10535
10536 return Convert.ToBase64String(data1);
9882 } 10537 }
9883 10538
9884 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10539 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9935,12 +10590,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9935 Regex r = new Regex(authregex); 10590 Regex r = new Regex(authregex);
9936 int[] gnums = r.GetGroupNumbers(); 10591 int[] gnums = r.GetGroupNumbers();
9937 Match m = r.Match(url); 10592 Match m = r.Match(url);
9938 if (m.Success) { 10593 if (m.Success)
9939 for (int i = 1; i < gnums.Length; i++) { 10594 {
10595 for (int i = 1; i < gnums.Length; i++)
10596 {
9940 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10597 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9941 //CaptureCollection cc = g.Captures; 10598 //CaptureCollection cc = g.Captures;
9942 } 10599 }
9943 if (m.Groups.Count == 5) { 10600 if (m.Groups.Count == 5)
10601 {
9944 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10602 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9945 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10603 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9946 } 10604 }
@@ -10226,15 +10884,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10226 10884
10227 internal UUID ScriptByName(string name) 10885 internal UUID ScriptByName(string name)
10228 { 10886 {
10229 lock (m_host.TaskInventory) 10887 m_host.TaskInventory.LockItemsForRead(true);
10888
10889 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10230 { 10890 {
10231 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10891 if (item.Type == 10 && item.Name == name)
10232 { 10892 {
10233 if (item.Type == 10 && item.Name == name) 10893 m_host.TaskInventory.LockItemsForRead(false);
10234 return item.ItemID; 10894 return item.ItemID;
10235 } 10895 }
10236 } 10896 }
10237 10897
10898 m_host.TaskInventory.LockItemsForRead(false);
10899
10238 return UUID.Zero; 10900 return UUID.Zero;
10239 } 10901 }
10240 10902
@@ -10275,6 +10937,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10275 { 10937 {
10276 m_host.AddScriptLPS(1); 10938 m_host.AddScriptLPS(1);
10277 10939
10940 //Clone is thread safe
10278 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10941 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10279 10942
10280 UUID assetID = UUID.Zero; 10943 UUID assetID = UUID.Zero;
@@ -10337,6 +11000,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10337 { 11000 {
10338 m_host.AddScriptLPS(1); 11001 m_host.AddScriptLPS(1);
10339 11002
11003 //Clone is thread safe
10340 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11004 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10341 11005
10342 UUID assetID = UUID.Zero; 11006 UUID assetID = UUID.Zero;
@@ -10417,15 +11081,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10417 return GetLinkPrimitiveParams(obj, rules); 11081 return GetLinkPrimitiveParams(obj, rules);
10418 } 11082 }
10419 11083
10420 public void print(string str) 11084 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10421 { 11085 {
10422 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11086 List<SceneObjectPart> parts = GetLinkParts(link);
10423 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11087 if (parts.Count < 1)
10424 if (ossl != null) 11088 return 0;
10425 { 11089
10426 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11090 return GetNumberOfSides(parts[0]);
10427 m_log.Info("LSL print():" + str);
10428 }
10429 } 11091 }
10430 11092
10431 private string Name2Username(string name) 11093 private string Name2Username(string name)
@@ -10471,153 +11133,392 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10471 return rq.ToString(); 11133 return rq.ToString();
10472 } 11134 }
10473 11135
11136 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11137 {
11138 m_SayShoutCount = 0;
11139 }
11140
11141 private struct Tri
11142 {
11143 public Vector3 p1;
11144 public Vector3 p2;
11145 public Vector3 p3;
11146 }
11147
11148 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11149 {
11150 float height = avatar.Appearance.AvatarHeight;
11151 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11152 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11153
11154 if (point.X > b1.X && point.X < b2.X &&
11155 point.Y > b1.Y && point.Y < b2.Y &&
11156 point.Z > b1.Z && point.Z < b2.Z)
11157 return true;
11158 return false;
11159 }
11160
11161 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11162 {
11163 List<ContactResult> contacts = new List<ContactResult>();
11164
11165 Vector3 ab = rayEnd - rayStart;
11166
11167 World.ForEachScenePresence(delegate(ScenePresence sp)
11168 {
11169 Vector3 ac = sp.AbsolutePosition - rayStart;
11170 Vector3 bc = sp.AbsolutePosition - rayEnd;
11171
11172 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11173
11174 if (d > 1.5)
11175 return;
11176
11177 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11178
11179 if (d2 > 0)
11180 return;
11181
11182 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11183 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11184
11185 if (!InBoundingBox(sp, p))
11186 return;
11187
11188 ContactResult result = new ContactResult ();
11189 result.ConsumerID = sp.LocalId;
11190 result.Depth = Vector3.Distance(rayStart, p);
11191 result.Normal = Vector3.Zero;
11192 result.Pos = p;
11193
11194 contacts.Add(result);
11195 });
11196
11197 return contacts.ToArray();
11198 }
11199
11200 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11201 {
11202 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11203 List<ContactResult> contacts = new List<ContactResult>();
11204
11205 Vector3 ab = rayEnd - rayStart;
11206
11207 World.ForEachSOG(delegate(SceneObjectGroup group)
11208 {
11209 if (m_host.ParentGroup == group)
11210 return;
11211
11212 if (group.IsAttachment)
11213 return;
11214
11215 if (group.RootPart.PhysActor == null)
11216 {
11217 if (!includePhantom)
11218 return;
11219 }
11220 else
11221 {
11222 if (group.RootPart.PhysActor.IsPhysical)
11223 {
11224 if (!includePhysical)
11225 return;
11226 }
11227 else
11228 {
11229 if (!includeNonPhysical)
11230 return;
11231 }
11232 }
11233
11234 // Find the radius ouside of which we don't even need to hit test
11235 float minX;
11236 float maxX;
11237 float minY;
11238 float maxY;
11239 float minZ;
11240 float maxZ;
11241
11242 float radius = 0.0f;
11243
11244 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11245
11246 if (Math.Abs(minX) > radius)
11247 radius = Math.Abs(minX);
11248 if (Math.Abs(minY) > radius)
11249 radius = Math.Abs(minY);
11250 if (Math.Abs(minZ) > radius)
11251 radius = Math.Abs(minZ);
11252 if (Math.Abs(maxX) > radius)
11253 radius = Math.Abs(maxX);
11254 if (Math.Abs(maxY) > radius)
11255 radius = Math.Abs(maxY);
11256 if (Math.Abs(maxZ) > radius)
11257 radius = Math.Abs(maxZ);
11258
11259 Vector3 ac = group.AbsolutePosition - rayStart;
11260 Vector3 bc = group.AbsolutePosition - rayEnd;
11261
11262 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11263
11264 // Too far off ray, don't bother
11265 if (d > radius)
11266 return;
11267
11268 // Behind ray, drop
11269 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11270 if (d2 > 0)
11271 return;
11272
11273 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11274 // Miss.
11275 if (!intersection.HitTF)
11276 return;
11277
11278 ContactResult result = new ContactResult ();
11279 result.ConsumerID = group.LocalId;
11280 result.Depth = intersection.distance;
11281 result.Normal = intersection.normal;
11282 result.Pos = intersection.ipoint;
11283
11284 contacts.Add(result);
11285 });
11286
11287 return contacts.ToArray();
11288 }
11289
11290 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11291 {
11292 double[,] heightfield = World.Heightmap.GetDoubles();
11293 List<ContactResult> contacts = new List<ContactResult>();
11294
11295 double min = 2048.0;
11296 double max = 0.0;
11297
11298 // Find the min and max of the heightfield
11299 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11300 {
11301 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11302 {
11303 if (heightfield[x, y] > max)
11304 max = heightfield[x, y];
11305 if (heightfield[x, y] < min)
11306 min = heightfield[x, y];
11307 }
11308 }
11309
11310
11311 // A ray extends past rayEnd, but doesn't go back before
11312 // rayStart. If the start is above the highest point of the ground
11313 // and the ray goes up, we can't hit the ground. Ever.
11314 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11315 return null;
11316
11317 // Same for going down
11318 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11319 return null;
11320
11321 List<Tri> trilist = new List<Tri>();
11322
11323 // Create our triangle list
11324 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11325 {
11326 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11327 {
11328 Tri t1 = new Tri();
11329 Tri t2 = new Tri();
11330
11331 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11332 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11333 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11334 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11335
11336 t1.p1 = p1;
11337 t1.p2 = p2;
11338 t1.p3 = p3;
11339
11340 t2.p1 = p3;
11341 t2.p2 = p4;
11342 t2.p3 = p1;
11343
11344 trilist.Add(t1);
11345 trilist.Add(t2);
11346 }
11347 }
11348
11349 // Ray direction
11350 Vector3 rayDirection = rayEnd - rayStart;
11351
11352 foreach (Tri t in trilist)
11353 {
11354 // Compute triangle plane normal and edges
11355 Vector3 u = t.p2 - t.p1;
11356 Vector3 v = t.p3 - t.p1;
11357 Vector3 n = Vector3.Cross(u, v);
11358
11359 if (n == Vector3.Zero)
11360 continue;
11361
11362 Vector3 w0 = rayStart - t.p1;
11363 double a = -Vector3.Dot(n, w0);
11364 double b = Vector3.Dot(n, rayDirection);
11365
11366 // Not intersecting the plane, or in plane (same thing)
11367 // Ignoring this MAY cause the ground to not be detected
11368 // sometimes
11369 if (Math.Abs(b) < 0.000001)
11370 continue;
11371
11372 double r = a / b;
11373
11374 // ray points away from plane
11375 if (r < 0.0)
11376 continue;
11377
11378 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11379
11380 float uu = Vector3.Dot(u, u);
11381 float uv = Vector3.Dot(u, v);
11382 float vv = Vector3.Dot(v, v);
11383 Vector3 w = ip - t.p1;
11384 float wu = Vector3.Dot(w, u);
11385 float wv = Vector3.Dot(w, v);
11386 float d = uv * uv - uu * vv;
11387
11388 float cs = (uv * wv - vv * wu) / d;
11389 if (cs < 0 || cs > 1.0)
11390 continue;
11391 float ct = (uv * wu - uu * wv) / d;
11392 if (ct < 0 || (cs + ct) > 1.0)
11393 continue;
11394
11395 // Add contact point
11396 ContactResult result = new ContactResult ();
11397 result.ConsumerID = 0;
11398 result.Depth = Vector3.Distance(rayStart, ip);
11399 result.Normal = n;
11400 result.Pos = ip;
11401
11402 contacts.Add(result);
11403 }
11404
11405 if (contacts.Count == 0)
11406 return null;
11407
11408 contacts.Sort(delegate(ContactResult a, ContactResult b)
11409 {
11410 return (int)(a.Depth - b.Depth);
11411 });
11412
11413 return contacts[0];
11414 }
11415
10474 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11416 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10475 { 11417 {
11418 LSL_List list = new LSL_List();
11419
10476 m_host.AddScriptLPS(1); 11420 m_host.AddScriptLPS(1);
10477 11421
10478 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11422 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10479 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11423 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10480 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11424 Vector3 dir = rayEnd - rayStart;
10481 11425
10482 int count = 0; 11426 int count = 1;
10483// int detectPhantom = 0; 11427 bool detectPhantom = false;
10484 int dataFlags = 0; 11428 int dataFlags = 0;
10485 int rejectTypes = 0; 11429 int rejectTypes = 0;
10486 11430
10487 for (int i = 0; i < options.Length; i += 2) 11431 for (int i = 0; i < options.Length; i += 2)
10488 { 11432 {
10489 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11433 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10490 {
10491 count = options.GetLSLIntegerItem(i + 1); 11434 count = options.GetLSLIntegerItem(i + 1);
10492 } 11435 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10493// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11436 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10494// {
10495// detectPhantom = options.GetLSLIntegerItem(i + 1);
10496// }
10497 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11437 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10498 {
10499 dataFlags = options.GetLSLIntegerItem(i + 1); 11438 dataFlags = options.GetLSLIntegerItem(i + 1);
10500 }
10501 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11439 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10502 {
10503 rejectTypes = options.GetLSLIntegerItem(i + 1); 11440 rejectTypes = options.GetLSLIntegerItem(i + 1);
10504 }
10505 } 11441 }
10506 11442
10507 LSL_List list = new LSL_List(); 11443 if (count > 16)
10508 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11444 count = 16;
10509
10510 double distance = Util.GetDistanceTo(startvector, endvector);
10511 11445
10512 if (distance == 0) 11446 List<ContactResult> results = new List<ContactResult>();
10513 distance = 0.001;
10514
10515 Vector3 posToCheck = startvector;
10516 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10517 11447
10518 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11448 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10519 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11449 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10520 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11450 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10521 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11451 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10522 11452
10523 for (float i = 0; i <= distance; i += 0.1f) 11453 if (checkTerrain)
10524 { 11454 {
10525 posToCheck = startvector + (dir * (i / (float)distance)); 11455 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11456 if (groundContact != null)
11457 results.Add((ContactResult)groundContact);
11458 }
10526 11459
10527 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11460 if (checkAgents)
10528 { 11461 {
10529 ContactResult result = new ContactResult(); 11462 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
10530 result.ConsumerID = 0; 11463 foreach (ContactResult r in agentHits)
10531 result.Depth = 0; 11464 results.Add(r);
10532 result.Normal = Vector3.Zero; 11465 }
10533 result.Pos = posToCheck;
10534 results.Add(result);
10535 checkTerrain = false;
10536 }
10537 11466
10538 if (checkAgents) 11467 if (checkPhysical || checkNonPhysical)
10539 { 11468 {
10540 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11469 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
10541 { 11470 foreach (ContactResult r in objectHits)
10542 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X)) 11471 results.Add(r);
10543 {
10544 ContactResult result = new ContactResult ();
10545 result.ConsumerID = sp.LocalId;
10546 result.Depth = 0;
10547 result.Normal = Vector3.Zero;
10548 result.Pos = posToCheck;
10549 results.Add(result);
10550 }
10551 });
10552 }
10553 } 11472 }
10554 11473
10555 int refcount = 0; 11474 results.Sort(delegate(ContactResult a, ContactResult b)
11475 {
11476 return (int)(a.Depth - b.Depth);
11477 });
11478
11479 int values = 0;
10556 foreach (ContactResult result in results) 11480 foreach (ContactResult result in results)
10557 { 11481 {
10558 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) 11482 UUID itemID = UUID.Zero;
10559 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0) 11483 int linkNum = 0;
10560 continue;
10561
10562 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID);
10563 11484
10564 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11485 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
10565 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11486 // It's a prim!
10566 11487 if (part != null)
10567 if (entity == null)
10568 { 11488 {
10569 list.Add(UUID.Zero); 11489 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10570 11490 itemID = part.ParentGroup.UUID;
10571 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11491 else
10572 list.Add(0); 11492 itemID = part.UUID;
10573
10574 list.Add(result.Pos);
10575
10576 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10577 list.Add(result.Normal);
10578 11493
10579 continue; //Can't find it, so add UUID.Zero 11494 linkNum = part.LinkNum;
10580 } 11495 }
10581 11496 else
10582 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity &&
10583 ((ISceneChildEntity)intersection.obj).PhysActor == null)
10584 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10585
10586 if (entity is SceneObjectPart)
10587 { 11497 {
10588 if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical) 11498 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10589 { 11499 /// It it a boy? a girl?
10590 if (!checkPhysical) 11500 if (sp != null)
10591 continue; 11501 itemID = sp.UUID;
10592 }
10593 else
10594 {
10595 if (!checkNonPhysical)
10596 continue;
10597 }
10598 } 11502 }
10599 11503
10600 refcount++; 11504 list.Add(new LSL_String(itemID.ToString()));
10601 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11505 list.Add(new LSL_String(result.Pos.ToString()));
10602 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10603 else
10604 list.Add(entity.UUID);
10605 11506
10606 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11507 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10607 { 11508 list.Add(new LSL_Integer(linkNum));
10608 if (entity is SceneObjectPart)
10609 list.Add(((SceneObjectPart)entity).LinkNum);
10610 else
10611 list.Add(0);
10612 }
10613 11509
10614 list.Add(result.Pos);
10615 11510
10616 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11511 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10617 list.Add(result.Normal); 11512 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11513
11514 values++;
11515 count--;
11516
11517 if (count == 0)
11518 break;
10618 } 11519 }
10619 11520
10620 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11521 list.Add(new LSL_Integer(values));
10621 11522
10622 return list; 11523 return list;
10623 } 11524 }
@@ -10640,22 +11541,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10640 NotImplemented("llGetSPMaxMemory"); 11541 NotImplemented("llGetSPMaxMemory");
10641 } 11542 }
10642 11543
10643 public void llGetUsedMemory() 11544 public virtual LSL_Integer llGetUsedMemory()
10644 { 11545 {
10645 m_host.AddScriptLPS(1); 11546 m_host.AddScriptLPS(1);
10646 NotImplemented("llGetUsedMemory"); 11547 NotImplemented("llGetUsedMemory");
11548 return 0;
10647 } 11549 }
10648 11550
10649 public void llScriptProfiler(LSL_Integer flags) 11551 public void llScriptProfiler(LSL_Integer flags)
10650 { 11552 {
10651 m_host.AddScriptLPS(1); 11553 m_host.AddScriptLPS(1);
10652 NotImplemented("llScriptProfiler"); 11554 //NotImplemented("llScriptProfiler");
10653 } 11555 }
10654 11556
10655 public void llSetSoundQueueing(int queue) 11557 public void llSetSoundQueueing(int queue)
10656 { 11558 {
10657 m_host.AddScriptLPS(1); 11559 m_host.AddScriptLPS(1);
10658 NotImplemented("llSetSoundQueueing");
10659 } 11560 }
10660 11561
10661 public void llCollisionSprite(string impact_sprite) 11562 public void llCollisionSprite(string impact_sprite)
@@ -10667,7 +11568,133 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10667 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11568 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10668 { 11569 {
10669 m_host.AddScriptLPS(1); 11570 m_host.AddScriptLPS(1);
10670 NotImplemented("llGodLikeRezObject"); 11571
11572 if (!World.Permissions.IsGod(m_host.OwnerID))
11573 NotImplemented("llGodLikeRezObject");
11574
11575 AssetBase rezAsset = World.AssetService.Get(inventory);
11576 if (rezAsset == null)
11577 {
11578 llSay(0, "Asset not found");
11579 return;
11580 }
11581
11582 SceneObjectGroup group = null;
11583
11584 try
11585 {
11586 string xmlData = Utils.BytesToString(rezAsset.Data);
11587 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11588 }
11589 catch
11590 {
11591 llSay(0, "Asset not found");
11592 return;
11593 }
11594
11595 if (group == null)
11596 {
11597 llSay(0, "Asset not found");
11598 return;
11599 }
11600
11601 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11602 group.RootPart.AttachOffset = group.AbsolutePosition;
11603
11604 group.ResetIDs();
11605
11606 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11607 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11608 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11609 group.ScheduleGroupForFullUpdate();
11610
11611 // objects rezzed with this method are die_at_edge by default.
11612 group.RootPart.SetDieAtEdge(true);
11613
11614 group.ResumeScripts();
11615
11616 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11617 "object_rez", new Object[] {
11618 new LSL_String(
11619 group.RootPart.UUID.ToString()) },
11620 new DetectParams[0]));
11621 }
11622
11623 public LSL_String llTransferLindenDollars(string destination, int amount)
11624 {
11625 UUID txn = UUID.Random();
11626
11627 Util.FireAndForget(delegate(object x)
11628 {
11629 int replycode = 0;
11630 string replydata = destination + "," + amount.ToString();
11631
11632 try
11633 {
11634 UUID invItemID=InventorySelf();
11635 if (invItemID == UUID.Zero)
11636 {
11637 replydata = "SERVICE_ERROR";
11638 return;
11639 }
11640
11641 m_host.AddScriptLPS(1);
11642
11643 m_host.TaskInventory.LockItemsForRead(true);
11644 TaskInventoryItem item = m_host.TaskInventory[invItemID];
11645 m_host.TaskInventory.LockItemsForRead(false);
11646
11647 if (item.PermsGranter == UUID.Zero)
11648 {
11649 replydata = "MISSING_PERMISSION_DEBIT";
11650 return;
11651 }
11652
11653 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
11654 {
11655 replydata = "MISSING_PERMISSION_DEBIT";
11656 return;
11657 }
11658
11659 UUID toID = new UUID();
11660
11661 if (!UUID.TryParse(destination, out toID))
11662 {
11663 replydata = "INVALID_AGENT";
11664 return;
11665 }
11666
11667 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
11668
11669 if (money == null)
11670 {
11671 replydata = "TRANSFERS_DISABLED";
11672 return;
11673 }
11674
11675 bool result = money.ObjectGiveMoney(
11676 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
11677
11678 if (result)
11679 {
11680 replycode = 1;
11681 return;
11682 }
11683
11684 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
11685 }
11686 finally
11687 {
11688 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
11689 "transaction_result", new Object[] {
11690 new LSL_String(txn.ToString()),
11691 new LSL_Integer(replycode),
11692 new LSL_String(replydata) },
11693 new DetectParams[0]));
11694 }
11695 });
11696
11697 return txn.ToString();
10671 } 11698 }
10672 11699
10673 #endregion 11700 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 25e4789..62cd75f 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()
@@ -902,18 +911,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
902 if (target != null) 911 if (target != null)
903 { 912 {
904 UUID animID=UUID.Zero; 913 UUID animID=UUID.Zero;
905 lock (m_host.TaskInventory) 914 m_host.TaskInventory.LockItemsForRead(true);
915 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
906 { 916 {
907 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 917 if (inv.Value.Name == animation)
908 { 918 {
909 if (inv.Value.Name == animation) 919 if (inv.Value.Type == (int)AssetType.Animation)
910 { 920 animID = inv.Value.AssetID;
911 if (inv.Value.Type == (int)AssetType.Animation) 921 continue;
912 animID = inv.Value.AssetID;
913 continue;
914 }
915 } 922 }
916 } 923 }
924 m_host.TaskInventory.LockItemsForRead(false);
917 if (animID == UUID.Zero) 925 if (animID == UUID.Zero)
918 target.Animator.AddAnimation(animation, m_host.UUID); 926 target.Animator.AddAnimation(animation, m_host.UUID);
919 else 927 else
@@ -940,18 +948,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
940 if (target != null) 948 if (target != null)
941 { 949 {
942 UUID animID = UUID.Zero; 950 UUID animID = UUID.Zero;
943 lock (m_host.TaskInventory) 951 m_host.TaskInventory.LockItemsForRead(true);
952 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
944 { 953 {
945 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 954 if (inv.Value.Name == animation)
946 { 955 {
947 if (inv.Value.Name == animation) 956 if (inv.Value.Type == (int)AssetType.Animation)
948 { 957 animID = inv.Value.AssetID;
949 if (inv.Value.Type == (int)AssetType.Animation) 958 continue;
950 animID = inv.Value.AssetID;
951 continue;
952 }
953 } 959 }
954 } 960 }
961 m_host.TaskInventory.LockItemsForRead(false);
955 962
956 if (animID == UUID.Zero) 963 if (animID == UUID.Zero)
957 target.Animator.RemoveAnimation(animation); 964 target.Animator.RemoveAnimation(animation);
@@ -1782,6 +1789,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1782 1789
1783 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1790 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1784 { 1791 {
1792 m_host.TaskInventory.LockItemsForRead(true);
1785 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1793 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1786 { 1794 {
1787 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1795 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1789,6 +1797,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1789 assetID = item.AssetID; 1797 assetID = item.AssetID;
1790 } 1798 }
1791 } 1799 }
1800 m_host.TaskInventory.LockItemsForRead(false);
1792 } 1801 }
1793 1802
1794 if (assetID == UUID.Zero) 1803 if (assetID == UUID.Zero)
@@ -2097,6 +2106,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2097 2106
2098 private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned) 2107 private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned)
2099 { 2108 {
2109 string groupTitle = String.Empty;
2110
2111 if (firstname != String.Empty || lastname != String.Empty)
2112 {
2113 if (firstname != "Shown outfit:")
2114 groupTitle = "- NPC -";
2115 }
2116
2100 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2117 INPCModule module = World.RequestModuleInterface<INPCModule>();
2101 if (module != null) 2118 if (module != null)
2102 { 2119 {
@@ -2134,6 +2151,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2134 ownerID, 2151 ownerID,
2135 World,appearance); 2152 World,appearance);
2136 2153
2154 ScenePresence sp;
2155 if (World.TryGetScenePresence(x, out sp))
2156 {
2157 sp.Grouptitle = groupTitle;
2158 sp.SendAvatarDataToAllAgents();
2159 }
2137 return new LSL_Key(x.ToString()); 2160 return new LSL_Key(x.ToString());
2138 } 2161 }
2139 2162
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 8356dce..dddf913 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -209,7 +209,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
209 // Is the sensor type is AGENT and not SCRIPTED then include agents 209 // Is the sensor type is AGENT and not SCRIPTED then include agents
210 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 210 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
211 { 211 {
212 sensedEntities.AddRange(doAgentSensor(ts)); 212 sensedEntities.AddRange(doAgentSensor(ts));
213 } 213 }
214 214
215 // If SCRIPTED or PASSIVE or ACTIVE check objects 215 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -306,13 +306,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
306 float dy; 306 float dy;
307 float dz; 307 float dz;
308 308
309 Quaternion q = SensePoint.RotationOffset; 309// Quaternion q = SensePoint.RotationOffset;
310 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
310 if (SensePoint.ParentGroup.IsAttachment) 311 if (SensePoint.ParentGroup.IsAttachment)
311 { 312 {
312 // In attachments, the sensor cone always orients with the 313 // In attachments, the sensor cone always orients with the
313 // avatar rotation. This may include a nonzero elevation if 314 // avatar rotation. This may include a nonzero elevation if
314 // in mouselook. 315 // in mouselook.
315 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 316 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
317 fromRegionPos = avatar.AbsolutePosition;
316 q = avatar.Rotation; 318 q = avatar.Rotation;
317 } 319 }
318 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 320 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -435,6 +437,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
435 // avatar rotation. This may include a nonzero elevation if 437 // avatar rotation. This may include a nonzero elevation if
436 // in mouselook. 438 // in mouselook.
437 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 439 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
440 if (avatar == null)
441 return sensedEntities;
442 fromRegionPos = avatar.AbsolutePosition;
438 q = avatar.Rotation; 443 q = avatar.Rotation;
439 } 444 }
440 445
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 62e2854..e0027b2 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();
@@ -199,6 +200,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
199 void llGiveInventory(string destination, string inventory); 200 void llGiveInventory(string destination, string inventory);
200 void llGiveInventoryList(string destination, string category, LSL_List inventory); 201 void llGiveInventoryList(string destination, string category, LSL_List inventory);
201 LSL_Integer llGiveMoney(string destination, int amount); 202 LSL_Integer llGiveMoney(string destination, int amount);
203 LSL_String llTransferLindenDollars(string destination, int amount);
202 void llGodLikeRezObject(string inventory, LSL_Vector pos); 204 void llGodLikeRezObject(string inventory, LSL_Vector pos);
203 LSL_Float llGround(LSL_Vector offset); 205 LSL_Float llGround(LSL_Vector offset);
204 LSL_Vector llGroundContour(LSL_Vector offset); 206 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -405,7 +407,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
405 LSL_Vector llWind(LSL_Vector offset); 407 LSL_Vector llWind(LSL_Vector offset);
406 LSL_String llXorBase64Strings(string str1, string str2); 408 LSL_String llXorBase64Strings(string str1, string str2);
407 LSL_String llXorBase64StringsCorrect(string str1, string str2); 409 LSL_String llXorBase64StringsCorrect(string str1, string str2);
408 void print(string str); 410 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
409 411
410 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 412 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
411 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 413 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 ddfc20d..25f359a 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 176dc56..32226f9 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 508f33b..231cd7e 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();
@@ -839,6 +851,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
839 return m_LSL_Functions.llGiveMoney(destination, amount); 851 return m_LSL_Functions.llGiveMoney(destination, amount);
840 } 852 }
841 853
854 public LSL_String llTransferLindenDollars(string destination, int amount)
855 {
856 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
857 }
858
842 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 859 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
843 { 860 {
844 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 861 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1878,9 +1895,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1878 return m_LSL_Functions.llClearPrimMedia(face); 1895 return m_LSL_Functions.llClearPrimMedia(face);
1879 } 1896 }
1880 1897
1881 public void print(string str) 1898 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1882 { 1899 {
1883 m_LSL_Functions.print(str); 1900 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1884 } 1901 }
1885 } 1902 }
1886} 1903}
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 f9d6eee..9ff2e4d 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;
@@ -55,7 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
55{ 56{
56 public class ScriptInstance : MarshalByRefObject, IScriptInstance 57 public class ScriptInstance : MarshalByRefObject, IScriptInstance
57 { 58 {
58// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 59 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59 60
60 private IScriptEngine m_Engine; 61 private IScriptEngine m_Engine;
61 private IScriptWorkItem m_CurrentResult = null; 62 private IScriptWorkItem m_CurrentResult = null;
@@ -263,13 +264,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
263 264
264 if (part != null) 265 if (part != null)
265 { 266 {
266 lock (part.TaskInventory) 267 part.TaskInventory.LockItemsForRead(true);
268 if (part.TaskInventory.ContainsKey(m_ItemID))
267 { 269 {
268 if (part.TaskInventory.ContainsKey(m_ItemID)) 270 m_thisScriptTask = part.TaskInventory[m_ItemID];
269 {
270 m_thisScriptTask = part.TaskInventory[m_ItemID];
271 }
272 } 271 }
272 part.TaskInventory.LockItemsForRead(false);
273 } 273 }
274 274
275 ApiManager am = new ApiManager(); 275 ApiManager am = new ApiManager();
@@ -296,9 +296,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
296 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 296 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
297// lease.Register(this); 297// lease.Register(this);
298 } 298 }
299 catch (Exception) 299 catch (Exception e)
300 { 300 {
301 // m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly); 301 m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly);
302 throw;
302 } 303 }
303 304
304 try 305 try
@@ -459,14 +460,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
459 { 460 {
460 int permsMask; 461 int permsMask;
461 UUID permsGranter; 462 UUID permsGranter;
462 lock (part.TaskInventory) 463 part.TaskInventory.LockItemsForRead(true);
464 if (!part.TaskInventory.ContainsKey(m_ItemID))
463 { 465 {
464 if (!part.TaskInventory.ContainsKey(m_ItemID)) 466 part.TaskInventory.LockItemsForRead(false);
465 return; 467 return;
466
467 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
468 permsMask = part.TaskInventory[m_ItemID].PermsMask;
469 } 468 }
469 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
470 permsMask = part.TaskInventory[m_ItemID].PermsMask;
471 part.TaskInventory.LockItemsForRead(false);
470 472
471 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 473 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
472 { 474 {
@@ -575,6 +577,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
575 return true; 577 return true;
576 } 578 }
577 579
580 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
578 public void SetState(string state) 581 public void SetState(string state)
579 { 582 {
580 if (state == State) 583 if (state == State)
@@ -586,7 +589,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
586 new DetectParams[0])); 589 new DetectParams[0]));
587 PostEvent(new EventParams("state_entry", new Object[0], 590 PostEvent(new EventParams("state_entry", new Object[0],
588 new DetectParams[0])); 591 new DetectParams[0]));
589 592
590 throw new EventAbortException(); 593 throw new EventAbortException();
591 } 594 }
592 595
@@ -669,41 +672,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
669 /// <returns></returns> 672 /// <returns></returns>
670 public object EventProcessor() 673 public object EventProcessor()
671 { 674 {
672 lock (m_Script) 675 EventParams data = null;
673 {
674// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
675 676
676 if (Suspended) 677// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
677 return 0;
678 678
679 EventParams data = null; 679 if (Suspended)
680 return 0;
680 681
681 lock (m_EventQueue) 682 lock (m_EventQueue)
683 {
684 data = (EventParams) m_EventQueue.Dequeue();
685 if (data == null) // Shouldn't happen
682 { 686 {
683 data = (EventParams) m_EventQueue.Dequeue(); 687 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
684 if (data == null) // Shouldn't happen
685 { 688 {
686 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 689 m_CurrentResult = m_Engine.QueueEventHandler(this);
687 {
688 m_CurrentResult = m_Engine.QueueEventHandler(this);
689 }
690 else
691 {
692 m_CurrentResult = null;
693 }
694 return 0;
695 } 690 }
696 691 else
697 if (data.EventName == "timer")
698 m_TimerQueued = false;
699 if (data.EventName == "control")
700 { 692 {
701 if (m_ControlEventsInQueue > 0) 693 m_CurrentResult = null;
702 m_ControlEventsInQueue--;
703 } 694 }
704 if (data.EventName == "collision") 695 return 0;
705 m_CollisionInQueue = false; 696 }
697
698 if (data.EventName == "timer")
699 m_TimerQueued = false;
700 if (data.EventName == "control")
701 {
702 if (m_ControlEventsInQueue > 0)
703 m_ControlEventsInQueue--;
706 } 704 }
705 if (data.EventName == "collision")
706 m_CollisionInQueue = false;
707 }
708
709 lock(m_Script)
710 {
707 711
708// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 712// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
709 713
@@ -860,6 +864,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
860 new Object[0], new DetectParams[0])); 864 new Object[0], new DetectParams[0]));
861 } 865 }
862 866
867 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
863 public void ApiResetScript() 868 public void ApiResetScript()
864 { 869 {
865 // bool running = Running; 870 // bool running = Running;
@@ -891,10 +896,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
891 896
892 public Dictionary<string, object> GetVars() 897 public Dictionary<string, object> GetVars()
893 { 898 {
894 if (m_Script != null) 899 return m_Script.GetVars();
895 return m_Script.GetVars();
896 else
897 return new Dictionary<string, object>();
898 } 900 }
899 901
900 public void SetVars(Dictionary<string, object> vars) 902 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 12e1a78..65c7416 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -108,6 +109,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
108 private Dictionary<UUID, IScriptInstance> m_Scripts = 109 private Dictionary<UUID, IScriptInstance> m_Scripts =
109 new Dictionary<UUID, IScriptInstance>(); 110 new Dictionary<UUID, IScriptInstance>();
110 111
112 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
113
111 // Maps the asset ID to the assembly 114 // Maps the asset ID to the assembly
112 115
113 private Dictionary<UUID, string> m_Assemblies = 116 private Dictionary<UUID, string> m_Assemblies =
@@ -130,6 +133,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
130 IWorkItemResult m_CurrentCompile = null; 133 IWorkItemResult m_CurrentCompile = null;
131 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 134 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
132 135
136 private void lockScriptsForRead(bool locked)
137 {
138 if (locked)
139 {
140 if (m_scriptsLock.RecursiveReadCount > 0)
141 {
142 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.");
143 m_scriptsLock.ExitReadLock();
144 }
145 if (m_scriptsLock.RecursiveWriteCount > 0)
146 {
147 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
148 m_scriptsLock.ExitWriteLock();
149 }
150
151 while (!m_scriptsLock.TryEnterReadLock(60000))
152 {
153 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.");
154 if (m_scriptsLock.IsWriteLockHeld)
155 {
156 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
157 }
158 }
159 }
160 else
161 {
162 if (m_scriptsLock.RecursiveReadCount > 0)
163 {
164 m_scriptsLock.ExitReadLock();
165 }
166 }
167 }
168 private void lockScriptsForWrite(bool locked)
169 {
170 if (locked)
171 {
172 if (m_scriptsLock.RecursiveReadCount > 0)
173 {
174 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.");
175 m_scriptsLock.ExitReadLock();
176 }
177 if (m_scriptsLock.RecursiveWriteCount > 0)
178 {
179 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
180 m_scriptsLock.ExitWriteLock();
181 }
182
183 while (!m_scriptsLock.TryEnterWriteLock(60000))
184 {
185 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.");
186 if (m_scriptsLock.IsWriteLockHeld)
187 {
188 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
189 }
190 }
191 }
192 else
193 {
194 if (m_scriptsLock.RecursiveWriteCount > 0)
195 {
196 m_scriptsLock.ExitWriteLock();
197 }
198 }
199 }
200
133 public string ScriptEngineName 201 public string ScriptEngineName
134 { 202 {
135 get { return "XEngine"; } 203 get { return "XEngine"; }
@@ -450,44 +518,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
450 { 518 {
451 if (!m_Enabled) 519 if (!m_Enabled)
452 return; 520 return;
453 521 lockScriptsForRead(true);
454 lock (m_Scripts) 522 foreach (IScriptInstance instance in m_Scripts.Values)
455 { 523 {
456 m_log.InfoFormat( 524 // Force a final state save
457 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 525 //
458 526 if (m_Assemblies.ContainsKey(instance.AssetID))
459 foreach (IScriptInstance instance in m_Scripts.Values)
460 { 527 {
461 // Force a final state save 528 string assembly = m_Assemblies[instance.AssetID];
462 // 529 instance.SaveState(assembly);
463 if (m_Assemblies.ContainsKey(instance.AssetID)) 530 }
464 {
465 string assembly = m_Assemblies[instance.AssetID];
466 instance.SaveState(assembly);
467 }
468 531
469 // Clear the event queue and abort the instance thread 532 // Clear the event queue and abort the instance thread
470 // 533 //
471 instance.ClearQueue(); 534 instance.ClearQueue();
472 instance.Stop(0); 535 instance.Stop(0);
473 536
474 // Release events, timer, etc 537 // Release events, timer, etc
475 // 538 //
476 instance.DestroyScriptInstance(); 539 instance.DestroyScriptInstance();
477 540
478 // Unload scripts and app domains. 541 // Unload scripts and app domains
479 // Must be done explicitly because they have infinite 542 // Must be done explicitly because they have infinite
480 // lifetime. 543 // lifetime
481 // However, don't bother to do this if the simulator is shutting 544 //
482 // down since it takes a long time with many scripts. 545 if (!m_SimulatorShuttingDown)
483 if (!m_SimulatorShuttingDown) 546 {
547 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
548 if (m_DomainScripts[instance.AppDomain].Count == 0)
484 { 549 {
485 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 550 m_DomainScripts.Remove(instance.AppDomain);
486 if (m_DomainScripts[instance.AppDomain].Count == 0) 551 UnloadAppDomain(instance.AppDomain);
487 {
488 m_DomainScripts.Remove(instance.AppDomain);
489 UnloadAppDomain(instance.AppDomain);
490 }
491 } 552 }
492 } 553 }
493 554
@@ -496,6 +557,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
496 m_Assemblies.Clear(); 557 m_Assemblies.Clear();
497 m_DomainScripts.Clear(); 558 m_DomainScripts.Clear();
498 } 559 }
560 lockScriptsForRead(false);
561 lockScriptsForWrite(true);
562 m_Scripts.Clear();
563 lockScriptsForWrite(false);
564 m_PrimObjects.Clear();
565 m_Assemblies.Clear();
566 m_DomainScripts.Clear();
567
499 lock (m_ScriptEngines) 568 lock (m_ScriptEngines)
500 { 569 {
501 m_ScriptEngines.Remove(this); 570 m_ScriptEngines.Remove(this);
@@ -560,22 +629,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
560 629
561 List<IScriptInstance> instances = new List<IScriptInstance>(); 630 List<IScriptInstance> instances = new List<IScriptInstance>();
562 631
563 lock (m_Scripts) 632 lockScriptsForRead(true);
564 { 633 foreach (IScriptInstance instance in m_Scripts.Values)
565 foreach (IScriptInstance instance in m_Scripts.Values)
566 instances.Add(instance); 634 instances.Add(instance);
567 } 635 lockScriptsForRead(false);
568 636
569 foreach (IScriptInstance i in instances) 637 foreach (IScriptInstance i in instances)
570 { 638 {
571 string assembly = String.Empty; 639 string assembly = String.Empty;
572 640
573 lock (m_Scripts) 641
574 {
575 if (!m_Assemblies.ContainsKey(i.AssetID)) 642 if (!m_Assemblies.ContainsKey(i.AssetID))
576 continue; 643 continue;
577 assembly = m_Assemblies[i.AssetID]; 644 assembly = m_Assemblies[i.AssetID];
578 } 645
579 646
580 i.SaveState(assembly); 647 i.SaveState(assembly);
581 } 648 }
@@ -909,92 +976,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
909 } 976 }
910 977
911 ScriptInstance instance = null; 978 ScriptInstance instance = null;
912 lock (m_Scripts) 979 // Create the object record
980 lockScriptsForRead(true);
981 if ((!m_Scripts.ContainsKey(itemID)) ||
982 (m_Scripts[itemID].AssetID != assetID))
913 { 983 {
914 // Create the object record 984 lockScriptsForRead(false);
915 985
916 if ((!m_Scripts.ContainsKey(itemID)) || 986 UUID appDomain = assetID;
917 (m_Scripts[itemID].AssetID != assetID))
918 {
919 UUID appDomain = assetID;
920 987
921 if (part.ParentGroup.IsAttachment) 988 if (part.ParentGroup.IsAttachment)
922 appDomain = part.ParentGroup.RootPart.UUID; 989 appDomain = part.ParentGroup.RootPart.UUID;
923 990
924 if (!m_AppDomains.ContainsKey(appDomain)) 991 if (!m_AppDomains.ContainsKey(appDomain))
992 {
993 try
925 { 994 {
926 try 995 AppDomainSetup appSetup = new AppDomainSetup();
927 { 996 appSetup.PrivateBinPath = Path.Combine(
928 AppDomainSetup appSetup = new AppDomainSetup(); 997 m_ScriptEnginesPath,
929 appSetup.PrivateBinPath = Path.Combine( 998 m_Scene.RegionInfo.RegionID.ToString());
930 m_ScriptEnginesPath, 999
931 m_Scene.RegionInfo.RegionID.ToString()); 1000 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
932 1001 Evidence evidence = new Evidence(baseEvidence);
933 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1002
934 Evidence evidence = new Evidence(baseEvidence); 1003 AppDomain sandbox;
935 1004 if (m_AppDomainLoading)
936 AppDomain sandbox; 1005 sandbox = AppDomain.CreateDomain(
937 if (m_AppDomainLoading) 1006 m_Scene.RegionInfo.RegionID.ToString(),
938 sandbox = AppDomain.CreateDomain( 1007 evidence, appSetup);
939 m_Scene.RegionInfo.RegionID.ToString(), 1008 else
940 evidence, appSetup); 1009 sandbox = AppDomain.CurrentDomain;
941 else 1010
942 sandbox = AppDomain.CurrentDomain; 1011 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
943 1012 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
944 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 1013 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
945 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 1014 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
946 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 1015 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
947 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 1016 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
948 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 1017 //sandbox.SetAppDomainPolicy(sandboxPolicy);
949 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 1018
950 //sandbox.SetAppDomainPolicy(sandboxPolicy); 1019 m_AppDomains[appDomain] = sandbox;
951 1020
952 m_AppDomains[appDomain] = sandbox; 1021 m_AppDomains[appDomain].AssemblyResolve +=
953 1022 new ResolveEventHandler(
954 m_AppDomains[appDomain].AssemblyResolve += 1023 AssemblyResolver.OnAssemblyResolve);
955 new ResolveEventHandler( 1024 m_DomainScripts[appDomain] = new List<UUID>();
956 AssemblyResolver.OnAssemblyResolve); 1025 }
957 m_DomainScripts[appDomain] = new List<UUID>(); 1026 catch (Exception e)
958 } 1027 {
959 catch (Exception e) 1028 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1029 m_ScriptErrorMessage += "Exception creating app domain:\n";
1030 m_ScriptFailCount++;
1031 lock (m_AddingAssemblies)
960 { 1032 {
961 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1033 m_AddingAssemblies[assembly]--;
962 m_ScriptErrorMessage += "Exception creating app domain:\n";
963 m_ScriptFailCount++;
964 lock (m_AddingAssemblies)
965 {
966 m_AddingAssemblies[assembly]--;
967 }
968 return false;
969 } 1034 }
1035 return false;
970 } 1036 }
971 m_DomainScripts[appDomain].Add(itemID); 1037 }
972 1038 m_DomainScripts[appDomain].Add(itemID);
973 instance = new ScriptInstance(this, part, 1039
974 itemID, assetID, assembly, 1040 instance = new ScriptInstance(this, part,
975 m_AppDomains[appDomain], 1041 itemID, assetID, assembly,
976 part.ParentGroup.RootPart.Name, 1042 m_AppDomains[appDomain],
977 item.Name, startParam, postOnRez, 1043 part.ParentGroup.RootPart.Name,
978 stateSource, m_MaxScriptQueue); 1044 item.Name, startParam, postOnRez,
979 1045 stateSource, m_MaxScriptQueue);
980 m_log.DebugFormat( 1046
981 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1047 m_log.DebugFormat(
982 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1048 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1049 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
983 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1050 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
984 1051
985 if (presence != null) 1052 if (presence != null)
986 { 1053 {
987 ShowScriptSaveResponse(item.OwnerID, 1054 ShowScriptSaveResponse(item.OwnerID,
988 assetID, "Compile successful", true); 1055 assetID, "Compile successful", true);
989 }
990
991 instance.AppDomain = appDomain;
992 instance.LineMap = linemap;
993
994 m_Scripts[itemID] = instance;
995 } 1056 }
996 }
997 1057
1058 instance.AppDomain = appDomain;
1059 instance.LineMap = linemap;
1060 lockScriptsForWrite(true);
1061 m_Scripts[itemID] = instance;
1062 lockScriptsForWrite(false);
1063 }
1064 else
1065 {
1066 lockScriptsForRead(false);
1067 }
998 lock (m_PrimObjects) 1068 lock (m_PrimObjects)
999 { 1069 {
1000 if (!m_PrimObjects.ContainsKey(localID)) 1070 if (!m_PrimObjects.ContainsKey(localID))
@@ -1013,9 +1083,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1013 m_AddingAssemblies[assembly]--; 1083 m_AddingAssemblies[assembly]--;
1014 } 1084 }
1015 1085
1016 if (instance != null) 1086 if (instance!=null)
1017 instance.Init(); 1087 instance.Init();
1018 1088
1019 return true; 1089 return true;
1020 } 1090 }
1021 1091
@@ -1028,20 +1098,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1028 m_CompileDict.Remove(itemID); 1098 m_CompileDict.Remove(itemID);
1029 } 1099 }
1030 1100
1031 IScriptInstance instance = null; 1101 lockScriptsForRead(true);
1032 1102 // Do we even have it?
1033 lock (m_Scripts) 1103 if (!m_Scripts.ContainsKey(itemID))
1034 { 1104 {
1035 // Do we even have it? 1105 // Do we even have it?
1036 if (!m_Scripts.ContainsKey(itemID)) 1106 if (!m_Scripts.ContainsKey(itemID))
1037 return; 1107 return;
1038 1108
1039 instance = m_Scripts[itemID]; 1109 lockScriptsForRead(false);
1110 lockScriptsForWrite(true);
1040 m_Scripts.Remove(itemID); 1111 m_Scripts.Remove(itemID);
1112 lockScriptsForWrite(false);
1113
1114 return;
1041 } 1115 }
1116
1042 1117
1118 IScriptInstance instance=m_Scripts[itemID];
1119 lockScriptsForRead(false);
1120 lockScriptsForWrite(true);
1121 m_Scripts.Remove(itemID);
1122 lockScriptsForWrite(false);
1043 instance.ClearQueue(); 1123 instance.ClearQueue();
1044 instance.Stop(0); 1124 instance.Stop(0);
1125
1045// bool objectRemoved = false; 1126// bool objectRemoved = false;
1046 1127
1047 lock (m_PrimObjects) 1128 lock (m_PrimObjects)
@@ -1077,11 +1158,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1077 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1158 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1078 if (handlerObjectRemoved != null) 1159 if (handlerObjectRemoved != null)
1079 { 1160 {
1080 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 1161 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1081 handlerObjectRemoved(part.UUID); 1162 handlerObjectRemoved(part.UUID);
1082 } 1163 }
1083 1164
1084 1165 CleanAssemblies();
1166
1085 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1167 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1086 if (handlerScriptRemoved != null) 1168 if (handlerScriptRemoved != null)
1087 handlerScriptRemoved(itemID); 1169 handlerScriptRemoved(itemID);
@@ -1223,7 +1305,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1223 return false; 1305 return false;
1224 1306
1225 uuids = m_PrimObjects[localID]; 1307 uuids = m_PrimObjects[localID];
1226 } 1308
1227 1309
1228 foreach (UUID itemID in uuids) 1310 foreach (UUID itemID in uuids)
1229 { 1311 {
@@ -1241,6 +1323,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1241 result = true; 1323 result = true;
1242 } 1324 }
1243 } 1325 }
1326 }
1244 1327
1245 return result; 1328 return result;
1246 } 1329 }
@@ -1340,12 +1423,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1340 private IScriptInstance GetInstance(UUID itemID) 1423 private IScriptInstance GetInstance(UUID itemID)
1341 { 1424 {
1342 IScriptInstance instance; 1425 IScriptInstance instance;
1343 lock (m_Scripts) 1426 lockScriptsForRead(true);
1427 if (!m_Scripts.ContainsKey(itemID))
1344 { 1428 {
1345 if (!m_Scripts.ContainsKey(itemID)) 1429 lockScriptsForRead(false);
1346 return null; 1430 return null;
1347 instance = m_Scripts[itemID];
1348 } 1431 }
1432 instance = m_Scripts[itemID];
1433 lockScriptsForRead(false);
1349 return instance; 1434 return instance;
1350 } 1435 }
1351 1436
@@ -1369,6 +1454,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1369 return false; 1454 return false;
1370 } 1455 }
1371 1456
1457 [DebuggerNonUserCode]
1372 public void ApiResetScript(UUID itemID) 1458 public void ApiResetScript(UUID itemID)
1373 { 1459 {
1374 IScriptInstance instance = GetInstance(itemID); 1460 IScriptInstance instance = GetInstance(itemID);
@@ -1420,6 +1506,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1420 return UUID.Zero; 1506 return UUID.Zero;
1421 } 1507 }
1422 1508
1509 [DebuggerNonUserCode]
1423 public void SetState(UUID itemID, string newState) 1510 public void SetState(UUID itemID, string newState)
1424 { 1511 {
1425 IScriptInstance instance = GetInstance(itemID); 1512 IScriptInstance instance = GetInstance(itemID);
@@ -1442,11 +1529,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1442 1529
1443 List<IScriptInstance> instances = new List<IScriptInstance>(); 1530 List<IScriptInstance> instances = new List<IScriptInstance>();
1444 1531
1445 lock (m_Scripts) 1532 lockScriptsForRead(true);
1446 { 1533 foreach (IScriptInstance instance in m_Scripts.Values)
1447 foreach (IScriptInstance instance in m_Scripts.Values)
1448 instances.Add(instance); 1534 instances.Add(instance);
1449 } 1535 lockScriptsForRead(false);
1450 1536
1451 foreach (IScriptInstance i in instances) 1537 foreach (IScriptInstance i in instances)
1452 { 1538 {
@@ -1823,5 +1909,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1823 if (instance != null) 1909 if (instance != null)
1824 instance.Resume(); 1910 instance.Resume();
1825 } 1911 }
1912
1913 public bool HasScript(UUID itemID, out bool running)
1914 {
1915 running = true;
1916
1917 IScriptInstance instance = GetInstance(itemID);
1918 if (instance == null)
1919 return false;
1920
1921 running = instance.Running;
1922 return true;
1923 }
1826 } 1924 }
1827} \ No newline at end of file 1925}