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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.cs753
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs12
-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.cs65
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs115
-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.cs204
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs26
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs43
-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.cs63
-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.cs60
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs16
-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.cs72
-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.cs8
-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/Animation/ScenePresenceAnimator.cs244
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs7
-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.cs355
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs503
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs563
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs228
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs794
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs920
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs23
-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.cs10
-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/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs202
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs13
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1437
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3874
-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/ODECharacter.cs1
-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.cs2243
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs7
-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.cs3
-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.cs11
-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.cs52
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs357
114 files changed, 17266 insertions, 3008 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 09958b1..9d3a1cd 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -454,7 +454,7 @@ namespace OpenSim
454 if (alert != null) 454 if (alert != null)
455 presence.ControllingClient.Kick(alert); 455 presence.ControllingClient.Kick(alert);
456 else 456 else
457 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 457 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
458 458
459 // ...and close on our side 459 // ...and close on our side
460 presence.Scene.IncomingCloseAgent(presence.UUID); 460 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1152,7 +1152,7 @@ namespace OpenSim
1152 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1152 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1153 } 1153 }
1154 } 1154 }
1155 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1155 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1156 } 1156 }
1157 else 1157 else
1158 { 1158 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index e867bc2..5918843 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -92,6 +92,10 @@ namespace OpenSim
92 92
93 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 93 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
94 94
95 private List<string> m_permsModules;
96
97 private bool m_securePermissionsLoading = true;
98
95 /// <value> 99 /// <value>
96 /// The config information passed into the OpenSimulator region server. 100 /// The config information passed into the OpenSimulator region server.
97 /// </value> 101 /// </value>
@@ -189,6 +193,11 @@ namespace OpenSim
189 CreatePIDFile(pidFile); 193 CreatePIDFile(pidFile);
190 194
191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 195 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
196
197 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
198
199 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
200 m_permsModules = new List<string>(permissionModules.Split(','));
192 } 201 }
193 202
194 // Load the simulation data service 203 // Load the simulation data service
@@ -217,6 +226,12 @@ namespace OpenSim
217 m_moduleLoader = new ModuleLoader(m_config.Source); 226 m_moduleLoader = new ModuleLoader(m_config.Source);
218 227
219 LoadPlugins(); 228 LoadPlugins();
229
230 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
231 {
232 Environment.Exit(1);
233 }
234
220 foreach (IApplicationPlugin plugin in m_plugins) 235 foreach (IApplicationPlugin plugin in m_plugins)
221 { 236 {
222 plugin.PostInitialise(); 237 plugin.PostInitialise();
@@ -364,7 +379,41 @@ namespace OpenSim
364 } 379 }
365 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
366 381
382 if (m_securePermissionsLoading)
383 {
384 foreach (string s in m_permsModules)
385 {
386 if (!scene.RegionModules.ContainsKey(s))
387 {
388 bool found = false;
389 foreach (IRegionModule m in modules)
390 {
391 if (m.Name == s)
392 {
393 found = true;
394 }
395 }
396 if (!found)
397 {
398 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
399 Environment.Exit(0);
400 }
401 }
402 }
403 }
404
367 scene.SetModuleInterfaces(); 405 scene.SetModuleInterfaces();
406// First Step of bootreport sequence
407 if (scene.SnmpService != null)
408 {
409 scene.SnmpService.ColdStart(1,scene);
410 scene.SnmpService.LinkDown(scene);
411 }
412
413 if (scene.SnmpService != null)
414 {
415 scene.SnmpService.BootInfo("Loading prins", scene);
416 }
368 417
369 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 418 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
370 SetUpEstateOwner(scene); 419 SetUpEstateOwner(scene);
@@ -375,6 +424,10 @@ namespace OpenSim
375 // TODO : Try setting resource for region xstats here on scene 424 // TODO : Try setting resource for region xstats here on scene
376 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 425 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
377 426
427 if (scene.SnmpService != null)
428 {
429 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
430 }
378 try 431 try
379 { 432 {
380 scene.RegisterRegionWithGrid(); 433 scene.RegisterRegionWithGrid();
@@ -385,11 +438,20 @@ namespace OpenSim
385 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 438 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
386 e.Message, e.StackTrace); 439 e.Message, e.StackTrace);
387 440
441 if (scene.SnmpService != null)
442 {
443 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
444 }
388 // Carrying on now causes a lot of confusion down the 445 // Carrying on now causes a lot of confusion down the
389 // line - we need to get the user's attention 446 // line - we need to get the user's attention
390 Environment.Exit(1); 447 Environment.Exit(1);
391 } 448 }
392 449
450 if (scene.SnmpService != null)
451 {
452 scene.SnmpService.BootInfo("Grid Registration done", scene);
453 }
454
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 455 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 456 scene.EventManager.TriggerParcelPrimCountUpdate();
395 457
@@ -397,6 +459,11 @@ namespace OpenSim
397 // scripting engines. 459 // scripting engines.
398 scene.CreateScriptInstances(); 460 scene.CreateScriptInstances();
399 461
462 if (scene.SnmpService != null)
463 {
464 scene.SnmpService.BootInfo("ScriptEngine started", scene);
465 }
466
400 m_sceneManager.Add(scene); 467 m_sceneManager.Add(scene);
401 468
402 if (m_autoCreateClientStack) 469 if (m_autoCreateClientStack)
@@ -405,6 +472,10 @@ namespace OpenSim
405 clientServer.Start(); 472 clientServer.Start();
406 } 473 }
407 474
475 if (scene.SnmpService != null)
476 {
477 scene.SnmpService.BootInfo("Initializing region modules", scene);
478 }
408 if (do_post_init) 479 if (do_post_init)
409 { 480 {
410 foreach (IRegionModule module in modules) 481 foreach (IRegionModule module in modules)
@@ -416,7 +487,14 @@ namespace OpenSim
416 487
417 mscene = scene; 488 mscene = scene;
418 489
490 if (scene.SnmpService != null)
491 {
492 scene.SnmpService.BootInfo("The region is operational", scene);
493 scene.SnmpService.LinkUp(scene);
494 }
495
419 scene.StartTimer(); 496 scene.StartTimer();
497 scene.StartTimerWatchdog();
420 498
421 scene.StartScripts(); 499 scene.StartScripts();
422 500
@@ -493,6 +571,11 @@ namespace OpenSim
493 private void ShutdownRegion(Scene scene) 571 private void ShutdownRegion(Scene scene)
494 { 572 {
495 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 573 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
574 if (scene.SnmpService != null)
575 {
576 scene.SnmpService.BootInfo("The region is shutting down", scene);
577 scene.SnmpService.LinkDown(scene);
578 }
496 IRegionModulesController controller; 579 IRegionModulesController controller;
497 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 580 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
498 { 581 {
@@ -936,7 +1019,7 @@ namespace OpenSim
936 = MainConsole.Instance.CmdPrompt( 1019 = MainConsole.Instance.CmdPrompt(
937 string.Format( 1020 string.Format(
938 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1021 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
939 "yes", 1022 "no",
940 new List<string>() { "yes", "no" }); 1023 new List<string>() { "yes", "no" });
941 1024
942 if (response == "no") 1025 if (response == "no")
@@ -952,12 +1035,15 @@ namespace OpenSim
952 = MainConsole.Instance.CmdPrompt( 1035 = MainConsole.Instance.CmdPrompt(
953 string.Format( 1036 string.Format(
954 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1037 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
955 estateNames[0]); 1038 "None");
1039
1040 if (response == "None")
1041 continue;
956 1042
957 List<int> estateIDs = EstateDataService.GetEstates(response); 1043 List<int> estateIDs = EstateDataService.GetEstates(response);
958 if (estateIDs.Count < 1) 1044 if (estateIDs.Count < 1)
959 { 1045 {
960 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1046 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
961 continue; 1047 continue;
962 } 1048 }
963 1049
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index c30e559..2f16e04 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -157,6 +157,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
157 public event RequestTaskInventory OnRequestTaskInventory; 157 public event RequestTaskInventory OnRequestTaskInventory;
158 public event UpdateInventoryItem OnUpdateInventoryItem; 158 public event UpdateInventoryItem OnUpdateInventoryItem;
159 public event CopyInventoryItem OnCopyInventoryItem; 159 public event CopyInventoryItem OnCopyInventoryItem;
160 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoveInventoryItem OnMoveInventoryItem; 161 public event MoveInventoryItem OnMoveInventoryItem;
161 public event RemoveInventoryItem OnRemoveInventoryItem; 162 public event RemoveInventoryItem OnRemoveInventoryItem;
162 public event RemoveInventoryFolder OnRemoveInventoryFolder; 163 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -254,7 +255,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
254 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 255 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
255 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
256 public event ClassifiedDelete OnClassifiedDelete; 257 public event ClassifiedDelete OnClassifiedDelete;
257 public event ClassifiedDelete OnClassifiedGodDelete; 258 public event ClassifiedGodDelete OnClassifiedGodDelete;
258 public event EventNotificationAddRequest OnEventNotificationAddRequest; 259 public event EventNotificationAddRequest OnEventNotificationAddRequest;
259 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 260 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
260 public event EventGodDelete OnEventGodDelete; 261 public event EventGodDelete OnEventGodDelete;
@@ -330,7 +331,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
330 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 331 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
331 /// ownerless phantom. 332 /// ownerless phantom.
332 /// 333 ///
333 /// All manipulation of this set has to occur under a lock 334 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
334 /// 335 ///
335 /// </value> 336 /// </value>
336 protected HashSet<uint> m_killRecord; 337 protected HashSet<uint> m_killRecord;
@@ -338,6 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
338// protected HashSet<uint> m_attachmentsSent; 339// protected HashSet<uint> m_attachmentsSent;
339 340
340 private int m_moneyBalance; 341 private int m_moneyBalance;
342 private bool m_deliverPackets = true;
341 private int m_animationSequenceNumber = 1; 343 private int m_animationSequenceNumber = 1;
342 private bool m_SendLogoutPacketWhenClosing = true; 344 private bool m_SendLogoutPacketWhenClosing = true;
343 private AgentUpdateArgs lastarg; 345 private AgentUpdateArgs lastarg;
@@ -378,6 +380,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
378 get { return m_startpos; } 380 get { return m_startpos; }
379 set { m_startpos = value; } 381 set { m_startpos = value; }
380 } 382 }
383 public bool DeliverPackets
384 {
385 get { return m_deliverPackets; }
386 set {
387 m_deliverPackets = value;
388 m_udpClient.m_deliverPackets = value;
389 }
390 }
381 public UUID AgentId { get { return m_agentId; } } 391 public UUID AgentId { get { return m_agentId; } }
382 public UUID ActiveGroupId { get { return m_activeGroupID; } } 392 public UUID ActiveGroupId { get { return m_activeGroupID; } }
383 public string ActiveGroupName { get { return m_activeGroupName; } } 393 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -484,18 +494,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
484 494
485 #region Client Methods 495 #region Client Methods
486 496
497
487 /// <summary> 498 /// <summary>
488 /// Shut down the client view 499 /// Shut down the client view
489 /// </summary> 500 /// </summary>
490 public void Close() 501 public void Close()
491 { 502 {
503 Close(true);
504 }
505
506 /// <summary>
507 /// Shut down the client view
508 /// </summary>
509 public void Close(bool sendStop)
510 {
492 m_log.DebugFormat( 511 m_log.DebugFormat(
493 "[CLIENT]: Close has been called for {0} attached to scene {1}", 512 "[CLIENT]: Close has been called for {0} attached to scene {1}",
494 Name, m_scene.RegionInfo.RegionName); 513 Name, m_scene.RegionInfo.RegionName);
495 514
496 // Send the STOP packet 515 if (sendStop)
497 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 516 {
498 OutPacket(disable, ThrottleOutPacketType.Unknown); 517 // Send the STOP packet
518 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
519 OutPacket(disable, ThrottleOutPacketType.Unknown);
520 }
499 521
500 IsActive = false; 522 IsActive = false;
501 523
@@ -796,7 +818,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 818 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 819 reply.ChatData.SourceID = fromAgentID;
798 820
799 OutPacket(reply, ThrottleOutPacketType.Task); 821 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 822 }
801 823
802 /// <summary> 824 /// <summary>
@@ -1082,6 +1104,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1104 public virtual void SendLayerData(float[] map)
1083 { 1105 {
1084 Util.FireAndForget(DoSendLayerData, map); 1106 Util.FireAndForget(DoSendLayerData, map);
1107
1108 // Send it sync, and async. It's not that much data
1109 // and it improves user experience just so much!
1110 DoSendLayerData(map);
1085 } 1111 }
1086 1112
1087 /// <summary> 1113 /// <summary>
@@ -1094,16 +1120,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1120
1095 try 1121 try
1096 { 1122 {
1097 //for (int y = 0; y < 16; y++) 1123 for (int y = 0; y < 16; y++)
1098 //{ 1124 {
1099 // for (int x = 0; x < 16; x++) 1125 for (int x = 0; x < 16; x+=4)
1100 // { 1126 {
1101 // SendLayerData(x, y, map); 1127 SendLayerPacket(x, y, map);
1102 // } 1128 }
1103 //} 1129 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1130 }
1108 catch (Exception e) 1131 catch (Exception e)
1109 { 1132 {
@@ -1111,51 +1134,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1134 }
1112 } 1135 }
1113 1136
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1137 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1138 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1139 /// </summary>
1145 /// <param name="map">heightmap</param> 1140 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1141 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1142 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1143 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1144 {
1150 // int[] patches = new int[4]; 1145 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1146 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1147 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1148 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1149 patches[3] = x + 3 + y * 16;
1155 1150
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1151 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1152 map :
1158 // } 1153 LLHeightFieldMoronize(map);
1154
1155 try
1156 {
1157 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1158 OutPacket(layerpack, ThrottleOutPacketType.Land);
1159 }
1160 catch
1161 {
1162 for (int px = x ; px < x + 4 ; px++)
1163 SendLayerData(px, y, map);
1164 }
1165 }
1159 1166
1160 /// <summary> 1167 /// <summary>
1161 /// Sends a specified patch to a client 1168 /// Sends a specified patch to a client
@@ -1175,7 +1182,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1182 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1183 layerpack.Header.Reliable = true;
1177 1184
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1185 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1186 }
1180 catch (Exception e) 1187 catch (Exception e)
1181 { 1188 {
@@ -1536,38 +1543,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1536 OutPacket(pc, ThrottleOutPacketType.Unknown); 1543 OutPacket(pc, ThrottleOutPacketType.Unknown);
1537 } 1544 }
1538 1545
1539 public void SendKillObject(ulong regionHandle, uint localID) 1546 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1547 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1548// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
1542 1549
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1550 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1551 // TODO: don't create new blocks if recycling an old packet
1545 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1]; 1552 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
1546 kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock(); 1553 for (int i = 0 ; i < localIDs.Count ; i++ )
1547 kill.ObjectData[0].ID = localID; 1554 {
1555 kill.ObjectData[i] = new KillObjectPacket.ObjectDataBlock();
1556 kill.ObjectData[i].ID = localIDs[i];
1557 }
1548 kill.Header.Reliable = true; 1558 kill.Header.Reliable = true;
1549 kill.Header.Zerocoded = true; 1559 kill.Header.Zerocoded = true;
1550 1560
1551 if (m_scene.GetScenePresence(localID) == null) 1561 lock (m_killRecord)
1552 { 1562 {
1553 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 1563 if (localIDs.Count == 1)
1554 // condition where a kill can be processed before an out-of-date update for the same object.
1555 lock (m_killRecord)
1556 { 1564 {
1557 m_killRecord.Add(localID); 1565 if (m_scene.GetScenePresence(localIDs[0]) != null)
1558 1566 {
1559 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1567 OutPacket(kill, ThrottleOutPacketType.State);
1560 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1568 return;
1561 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1569 }
1562 // scene objects in a viewer until that viewer is relogged in. 1570 m_killRecord.Add(localIDs[0]);
1563 OutPacket(kill, ThrottleOutPacketType.Task); 1571 }
1572 else
1573 {
1574 lock (m_entityUpdates.SyncRoot)
1575 {
1576 foreach (uint localID in localIDs)
1577 m_killRecord.Add(localID);
1578 }
1564 } 1579 }
1565 } 1580 }
1566 else 1581
1567 { 1582 // The throttle queue used here must match that being used for
1568 // OutPacket(kill, ThrottleOutPacketType.State); 1583 // updates. Otherwise, there is a chance that a kill packet put
1569 OutPacket(kill, ThrottleOutPacketType.Task); 1584 // on a separate queue will be sent to the client before an
1570 } 1585 // existing update packet on another queue. Receiving updates
1586 // after kills results in unowned and undeletable
1587 // scene objects in a viewer until that viewer is relogged in.
1588 OutPacket(kill, ThrottleOutPacketType.Task);
1571 } 1589 }
1572 1590
1573 /// <summary> 1591 /// <summary>
@@ -2292,6 +2310,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2292 OutPacket(sound, ThrottleOutPacketType.Task); 2310 OutPacket(sound, ThrottleOutPacketType.Task);
2293 } 2311 }
2294 2312
2313 public void SendTransferAbort(TransferRequestPacket transferRequest)
2314 {
2315 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2316 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2317 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2318 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2319 OutPacket(abort, ThrottleOutPacketType.Task);
2320 }
2321
2295 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2296 { 2323 {
2297 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3594,7 +3621,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3594 /// </summary> 3621 /// </summary>
3595 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3622 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3596 { 3623 {
3597 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3624 if (entity is SceneObjectPart)
3625 {
3626 SceneObjectPart e = (SceneObjectPart)entity;
3627 SceneObjectGroup g = e.ParentGroup;
3628 if (g.RootPart.Shape.State > 30) // HUD
3629 if (g.OwnerID != AgentId)
3630 return; // Don't send updates for other people's HUDs
3631 }
3632
3598 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3633 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3599 3634
3600 lock (m_entityUpdates.SyncRoot) 3635 lock (m_entityUpdates.SyncRoot)
@@ -3661,211 +3696,230 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3661 3696
3662 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3697 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3663 // condition where a kill can be processed before an out-of-date update for the same object. 3698 // condition where a kill can be processed before an out-of-date update for the same object.
3664 lock (m_killRecord) 3699 float avgTimeDilation = 1.0f;
3700 IEntityUpdate iupdate;
3701 Int32 timeinqueue; // this is just debugging code & can be dropped later
3702
3703 while (updatesThisCall < maxUpdates)
3665 { 3704 {
3666 float avgTimeDilation = 1.0f; 3705 lock (m_entityUpdates.SyncRoot)
3667 IEntityUpdate iupdate; 3706 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3668 Int32 timeinqueue; // this is just debugging code & can be dropped later 3707 break;
3669
3670 while (updatesThisCall < maxUpdates)
3671 {
3672 lock (m_entityUpdates.SyncRoot)
3673 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3674 break;
3675 3708
3676 EntityUpdate update = (EntityUpdate)iupdate; 3709 EntityUpdate update = (EntityUpdate)iupdate;
3677 3710
3678 avgTimeDilation += update.TimeDilation; 3711 avgTimeDilation += update.TimeDilation;
3679 avgTimeDilation *= 0.5f; 3712 avgTimeDilation *= 0.5f;
3680 3713
3681 if (update.Entity is SceneObjectPart) 3714 if (update.Entity is SceneObjectPart)
3715 {
3716 SceneObjectPart part = (SceneObjectPart)update.Entity;
3717
3718 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3719 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3720 // safety measure.
3721 //
3722 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3723 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3724 // updates and kills on different threads with different scheduling strategies, hence this protection.
3725 //
3726 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3727 // after the root prim has been deleted.
3728 lock (m_killRecord)
3682 { 3729 {
3683 SceneObjectPart part = (SceneObjectPart)update.Entity;
3684
3685 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3686 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3687 // safety measure.
3688 //
3689 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3690 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3691 // updates and kills on different threads with different scheduling strategies, hence this protection.
3692 //
3693 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3694 // after the root prim has been deleted.
3695 if (m_killRecord.Contains(part.LocalId)) 3730 if (m_killRecord.Contains(part.LocalId))
3696 {
3697 // m_log.WarnFormat(
3698 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3699 // part.LocalId, Name);
3700 continue; 3731 continue;
3701 } 3732 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3702 3733 continue;
3703 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3734 }
3735
3736 if (part.ParentGroup.IsDeleted)
3737 continue;
3738
3739 if (part.ParentGroup.IsAttachment)
3740 { // Someone else's HUD, why are we getting these?
3741 if (part.ParentGroup.OwnerID != AgentId &&
3742 part.ParentGroup.RootPart.Shape.State >= 30)
3743 continue;
3744 ScenePresence sp;
3745 // Owner is not in the sim, don't update it to
3746 // anyone
3747 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3748 continue;
3749
3750 List<SceneObjectGroup> atts = sp.GetAttachments();
3751 bool found = false;
3752 foreach (SceneObjectGroup att in atts)
3704 { 3753 {
3705 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3754 if (att == part.ParentGroup)
3706 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3707 { 3755 {
3708 part.Shape.LightEntry = false; 3756 found = true;
3757 break;
3709 } 3758 }
3710 } 3759 }
3760
3761 // It's an attachment of a valid avatar, but
3762 // doesn't seem to be attached, skip
3763 if (!found)
3764 continue;
3711 } 3765 }
3712 3766 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3713 ++updatesThisCall;
3714
3715 #region UpdateFlags to packet type conversion
3716
3717 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3718
3719 bool canUseCompressed = true;
3720 bool canUseImproved = true;
3721
3722 // Compressed object updates only make sense for LL primitives
3723 if (!(update.Entity is SceneObjectPart))
3724 {
3725 canUseCompressed = false;
3726 }
3727
3728 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3729 {
3730 canUseCompressed = false;
3731 canUseImproved = false;
3732 }
3733 else
3734 { 3767 {
3735 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3768 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3736 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3769 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3737 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3738 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3739 {
3740 canUseCompressed = false;
3741 }
3742
3743 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3744 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3745 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3746 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3747 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3748 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3749 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3750 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3751 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3752 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3753 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3755 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3757 { 3770 {
3758 canUseImproved = false; 3771 part.Shape.LightEntry = false;
3759 } 3772 }
3760 } 3773 }
3761 3774 }
3762 #endregion UpdateFlags to packet type conversion 3775
3763 3776 ++updatesThisCall;
3764 #region Block Construction 3777
3765 3778 #region UpdateFlags to packet type conversion
3766 // TODO: Remove this once we can build compressed updates 3779
3780 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3781
3782 bool canUseCompressed = true;
3783 bool canUseImproved = true;
3784
3785 // Compressed object updates only make sense for LL primitives
3786 if (!(update.Entity is SceneObjectPart))
3787 {
3767 canUseCompressed = false; 3788 canUseCompressed = false;
3768 3789 }
3769 if (!canUseImproved && !canUseCompressed) 3790
3770 { 3791 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3771 if (update.Entity is ScenePresence) 3792 {
3772 { 3793 canUseCompressed = false;
3773 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3794 canUseImproved = false;
3774 objectUpdates.Value.Add(update); 3795 }
3775 } 3796 else
3776 else 3797 {
3777 { 3798 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3778 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3799 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3779 objectUpdates.Value.Add(update); 3800 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3780 } 3801 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3781 }
3782 else if (!canUseImproved)
3783 { 3802 {
3784 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3803 canUseCompressed = false;
3785 compressedUpdates.Value.Add(update);
3786 } 3804 }
3787 else 3805
3806 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3807 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3808 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3809 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3810 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3811 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3812 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3813 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3814 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3815 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3816 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3817 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3818 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3819 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3788 { 3820 {
3789 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3821 canUseImproved = false;
3790 {
3791 // Self updates go into a special list
3792 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3793 terseAgentUpdates.Value.Add(update);
3794 }
3795 else
3796 {
3797 // Everything else goes here
3798 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3799 terseUpdates.Value.Add(update);
3800 }
3801 } 3822 }
3802
3803 #endregion Block Construction
3804 } 3823 }
3805
3806
3807 #region Packet Sending
3808 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3809 3824
3810 if (terseAgentUpdateBlocks.IsValueCreated) 3825 #endregion UpdateFlags to packet type conversion
3811 {
3812 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3813 3826
3814 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3827 #region Block Construction
3815 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3816 packet.RegionData.TimeDilation = timeDilation;
3817 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3818 3828
3819 for (int i = 0; i < blocks.Count; i++) 3829 // TODO: Remove this once we can build compressed updates
3820 packet.ObjectData[i] = blocks[i]; 3830 canUseCompressed = false;
3821 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3822 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3823 }
3824 3831
3825 if (objectUpdateBlocks.IsValueCreated) 3832 if (!canUseImproved && !canUseCompressed)
3826 { 3833 {
3827 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3834 if (update.Entity is ScenePresence)
3828 3835 {
3829 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3836 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3830 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3837 }
3831 packet.RegionData.TimeDilation = timeDilation; 3838 else
3832 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3839 {
3833 3840 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3834 for (int i = 0; i < blocks.Count; i++) 3841 }
3835 packet.ObjectData[i] = blocks[i];
3836 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3837 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3838 } 3842 }
3839 3843 else if (!canUseImproved)
3840 if (compressedUpdateBlocks.IsValueCreated)
3841 { 3844 {
3842 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3845 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3843
3844 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3845 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3846 packet.RegionData.TimeDilation = timeDilation;
3847 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3848
3849 for (int i = 0; i < blocks.Count; i++)
3850 packet.ObjectData[i] = blocks[i];
3851 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3852 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3853 } 3846 }
3854 3847 else
3855 if (terseUpdateBlocks.IsValueCreated)
3856 { 3848 {
3857 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3849 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3858 3850 // Self updates go into a special list
3859 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3851 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3860 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3852 else
3861 packet.RegionData.TimeDilation = timeDilation; 3853 // Everything else goes here
3862 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3854 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3863
3864 for (int i = 0; i < blocks.Count; i++)
3865 packet.ObjectData[i] = blocks[i];
3866 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3867 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3868 } 3855 }
3856
3857 #endregion Block Construction
3858 }
3859
3860 #region Packet Sending
3861
3862 const float TIME_DILATION = 1.0f;
3863 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3864
3865 if (terseAgentUpdateBlocks.IsValueCreated)
3866 {
3867 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3868
3869 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3870 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3871 packet.RegionData.TimeDilation = timeDilation;
3872 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3873
3874 for (int i = 0; i < blocks.Count; i++)
3875 packet.ObjectData[i] = blocks[i];
3876
3877 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3878 }
3879
3880 if (objectUpdateBlocks.IsValueCreated)
3881 {
3882 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3883
3884 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3885 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3886 packet.RegionData.TimeDilation = timeDilation;
3887 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3888
3889 for (int i = 0; i < blocks.Count; i++)
3890 packet.ObjectData[i] = blocks[i];
3891
3892 OutPacket(packet, ThrottleOutPacketType.Task, true);
3893 }
3894
3895 if (compressedUpdateBlocks.IsValueCreated)
3896 {
3897 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3898
3899 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3900 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3901 packet.RegionData.TimeDilation = timeDilation;
3902 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3903
3904 for (int i = 0; i < blocks.Count; i++)
3905 packet.ObjectData[i] = blocks[i];
3906
3907 OutPacket(packet, ThrottleOutPacketType.Task, true);
3908 }
3909
3910 if (terseUpdateBlocks.IsValueCreated)
3911 {
3912 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3913
3914 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3915 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3916 packet.RegionData.TimeDilation = timeDilation;
3917 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3918
3919 for (int i = 0; i < blocks.Count; i++)
3920 packet.ObjectData[i] = blocks[i];
3921
3922 OutPacket(packet, ThrottleOutPacketType.Task, true);
3869 } 3923 }
3870 3924
3871 #endregion Packet Sending 3925 #endregion Packet Sending
@@ -4166,11 +4220,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4166 4220
4167 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4221 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4168 // of the object rather than the properties when the packet was created 4222 // of the object rather than the properties when the packet was created
4169 OutPacket(packet, ThrottleOutPacketType.Task, true, 4223 // HACK : Remove intelligent resending until it's fixed in core
4170 delegate(OutgoingPacket oPacket) 4224 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4171 { 4225 // delegate(OutgoingPacket oPacket)
4172 ResendPropertyUpdates(updates, oPacket); 4226 // {
4173 }); 4227 // ResendPropertyUpdates(updates, oPacket);
4228 // });
4229 OutPacket(packet, ThrottleOutPacketType.Task, true);
4174 4230
4175 // pbcnt += blocks.Count; 4231 // pbcnt += blocks.Count;
4176 // ppcnt++; 4232 // ppcnt++;
@@ -4196,11 +4252,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4196 // of the object rather than the properties when the packet was created 4252 // of the object rather than the properties when the packet was created
4197 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4253 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4198 updates.Add(familyUpdates.Value[i]); 4254 updates.Add(familyUpdates.Value[i]);
4199 OutPacket(packet, ThrottleOutPacketType.Task, true, 4255 // HACK : Remove intelligent resending until it's fixed in core
4200 delegate(OutgoingPacket oPacket) 4256 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4201 { 4257 // delegate(OutgoingPacket oPacket)
4202 ResendPropertyUpdates(updates, oPacket); 4258 // {
4203 }); 4259 // ResendPropertyUpdates(updates, oPacket);
4260 // });
4261 OutPacket(packet, ThrottleOutPacketType.Task, true);
4204 4262
4205 // fpcnt++; 4263 // fpcnt++;
4206 // fbcnt++; 4264 // fbcnt++;
@@ -4349,37 +4407,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4349 if (bl[i].BannedUserID == UUID.Zero) 4407 if (bl[i].BannedUserID == UUID.Zero)
4350 continue; 4408 continue;
4351 BannedUsers.Add(bl[i].BannedUserID); 4409 BannedUsers.Add(bl[i].BannedUserID);
4352 }
4353 4410
4354 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4411 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4355 packet.AgentData.TransactionID = UUID.Random(); 4412 {
4356 packet.AgentData.AgentID = AgentId; 4413 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4357 packet.AgentData.SessionID = SessionId; 4414 packet.AgentData.TransactionID = UUID.Random();
4358 packet.MethodData.Invoice = invoice; 4415 packet.AgentData.AgentID = AgentId;
4359 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4416 packet.AgentData.SessionID = SessionId;
4417 packet.MethodData.Invoice = invoice;
4418 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4360 4419
4361 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4420 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4362 4421
4363 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4422 int j;
4364 { 4423 for (j = 0; j < (6 + BannedUsers.Count); j++)
4365 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4424 {
4366 } 4425 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4367 int j = 0; 4426 }
4427 j = 0;
4368 4428
4369 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4429 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4370 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4430 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4371 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4431 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4372 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4432 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4373 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4433 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4374 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4434 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4375 4435
4376 foreach (UUID banned in BannedUsers) 4436 foreach (UUID banned in BannedUsers)
4377 { 4437 {
4378 returnblock[j].Parameter = banned.GetBytes(); j++; 4438 returnblock[j].Parameter = banned.GetBytes(); j++;
4439 }
4440 packet.ParamList = returnblock;
4441 packet.Header.Reliable = true;
4442 OutPacket(packet, ThrottleOutPacketType.Task);
4443
4444 BannedUsers.Clear();
4445 }
4379 } 4446 }
4380 packet.ParamList = returnblock; 4447
4381 packet.Header.Reliable = false;
4382 OutPacket(packet, ThrottleOutPacketType.Task);
4383 } 4448 }
4384 4449
4385 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4450 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4548,7 +4613,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4548 4613
4549 if (landData.SimwideArea > 0) 4614 if (landData.SimwideArea > 0)
4550 { 4615 {
4551 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4616 int simulatorCapacity = (int)((double)(landData.SimwideArea * m_scene.RegionInfo.ObjectCapacity) * m_scene.RegionInfo.RegionSettings.ObjectBonus) / 65536;
4617 // Never report more than sim total capacity
4618 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4619 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4552 updateMessage.SimWideMaxPrims = simulatorCapacity; 4620 updateMessage.SimWideMaxPrims = simulatorCapacity;
4553 } 4621 }
4554 else 4622 else
@@ -4677,14 +4745,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4677 4745
4678 if (notifyCount > 0) 4746 if (notifyCount > 0)
4679 { 4747 {
4680 if (notifyCount > 32) 4748// if (notifyCount > 32)
4681 { 4749// {
4682 m_log.InfoFormat( 4750// m_log.InfoFormat(
4683 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4751// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4684 + " - a developer might want to investigate whether this is a hard limit", 32); 4752// + " - a developer might want to investigate whether this is a hard limit", 32);
4685 4753//
4686 notifyCount = 32; 4754// notifyCount = 32;
4687 } 4755// }
4688 4756
4689 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4757 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4690 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4758 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -5218,6 +5286,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5218 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5286 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5219 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5287 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5220 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5288 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5289 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5221 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5290 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5222 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5291 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5223 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5292 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5319,6 +5388,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5319 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5388 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5320 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5389 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5321 (x.ControlFlags != lastarg.ControlFlags) || 5390 (x.ControlFlags != lastarg.ControlFlags) ||
5391 (x.ControlFlags != 0) ||
5322 (x.Far != lastarg.Far) || 5392 (x.Far != lastarg.Far) ||
5323 (x.Flags != lastarg.Flags) || 5393 (x.Flags != lastarg.Flags) ||
5324 (x.State != lastarg.State) || 5394 (x.State != lastarg.State) ||
@@ -5696,7 +5766,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5696 args.Channel = ch; 5766 args.Channel = ch;
5697 args.From = String.Empty; 5767 args.From = String.Empty;
5698 args.Message = Utils.BytesToString(msg); 5768 args.Message = Utils.BytesToString(msg);
5699 args.Type = ChatTypeEnum.Shout; 5769 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5700 args.Position = new Vector3(); 5770 args.Position = new Vector3();
5701 args.Scene = Scene; 5771 args.Scene = Scene;
5702 args.Sender = this; 5772 args.Sender = this;
@@ -9702,7 +9772,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9702 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9772 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9703 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9773 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9704 UpdateMuteListEntry.MuteData.MuteType, 9774 UpdateMuteListEntry.MuteData.MuteType,
9705 UpdateMuteListEntry.AgentData.AgentID); 9775 UpdateMuteListEntry.MuteData.MuteFlags);
9706 return true; 9776 return true;
9707 } 9777 }
9708 return false; 9778 return false;
@@ -9717,8 +9787,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9717 { 9787 {
9718 handlerRemoveMuteListEntry(this, 9788 handlerRemoveMuteListEntry(this,
9719 RemoveMuteListEntry.MuteData.MuteID, 9789 RemoveMuteListEntry.MuteData.MuteID,
9720 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9790 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9721 RemoveMuteListEntry.AgentData.AgentID);
9722 return true; 9791 return true;
9723 } 9792 }
9724 return false; 9793 return false;
@@ -9766,6 +9835,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9766 { 9835 {
9767 return true; 9836 return true;
9768 } 9837 }
9838
9839 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9840 {
9841 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9842
9843 #region Packet Session and User Check
9844 if (m_checkPackets)
9845 {
9846 if (packet.AgentData.SessionID != SessionId ||
9847 packet.AgentData.AgentID != AgentId)
9848 return true;
9849 }
9850 #endregion
9851 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9852 List<InventoryItemBase> items = new List<InventoryItemBase>();
9853 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9854 {
9855 InventoryItemBase b = new InventoryItemBase();
9856 b.ID = n.OldItemID;
9857 b.Folder = n.OldFolderID;
9858 items.Add(b);
9859 }
9860
9861 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9862 if (handlerMoveItemsAndLeaveCopy != null)
9863 {
9864 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9865 }
9866
9867 return true;
9868 }
9769 9869
9770 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9870 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9771 { 9871 {
@@ -10192,6 +10292,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10192 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10292 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10193 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10293 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10194 10294
10295 Scene scene = (Scene)m_scene;
10296 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10297 {
10298 ScenePresence p;
10299 if (scene.TryGetScenePresence(sender.AgentId, out p))
10300 {
10301 if (p.GodLevel >= 200)
10302 {
10303 groupProfileReply.GroupData.OpenEnrollment = true;
10304 groupProfileReply.GroupData.MembershipFee = 0;
10305 }
10306 }
10307 }
10308
10195 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10309 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10196 } 10310 }
10197 return true; 10311 return true;
@@ -10764,11 +10878,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10764 10878
10765 StartLure handlerStartLure = OnStartLure; 10879 StartLure handlerStartLure = OnStartLure;
10766 if (handlerStartLure != null) 10880 if (handlerStartLure != null)
10767 handlerStartLure(startLureRequest.Info.LureType, 10881 {
10768 Utils.BytesToString( 10882 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10769 startLureRequest.Info.Message), 10883 {
10770 startLureRequest.TargetData[0].TargetID, 10884 handlerStartLure(startLureRequest.Info.LureType,
10771 this); 10885 Utils.BytesToString(
10886 startLureRequest.Info.Message),
10887 startLureRequest.TargetData[i].TargetID,
10888 this);
10889 }
10890 }
10772 return true; 10891 return true;
10773 } 10892 }
10774 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10893 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10882,10 +11001,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10882 } 11001 }
10883 #endregion 11002 #endregion
10884 11003
10885 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11004 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10886 if (handlerClassifiedGodDelete != null) 11005 if (handlerClassifiedGodDelete != null)
10887 handlerClassifiedGodDelete( 11006 handlerClassifiedGodDelete(
10888 classifiedGodDelete.Data.ClassifiedID, 11007 classifiedGodDelete.Data.ClassifiedID,
11008 classifiedGodDelete.Data.QueryID,
10889 this); 11009 this);
10890 return true; 11010 return true;
10891 } 11011 }
@@ -11268,7 +11388,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11268 { 11388 {
11269 // It's a ghost! tell the client to delete it from view. 11389 // It's a ghost! tell the client to delete it from view.
11270 simClient.SendKillObject(Scene.RegionInfo.RegionHandle, 11390 simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
11271 localId); 11391 new List<uint>() { localId });
11272 } 11392 }
11273 else 11393 else
11274 { 11394 {
@@ -11658,22 +11778,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11658 /// <param name="Pack">OpenMetaverse.packet</param> 11778 /// <param name="Pack">OpenMetaverse.packet</param>
11659 public void ProcessInPacket(Packet packet) 11779 public void ProcessInPacket(Packet packet)
11660 { 11780 {
11661 if (m_debugPacketLevel > 0) 11781 if (m_debugPacketLevel >= 255)
11662 { 11782 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11663 bool outputPacket = true;
11664
11665 if (m_debugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
11666 outputPacket = false;
11667
11668 if (m_debugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
11669 outputPacket = false;
11670
11671 if (m_debugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
11672 outputPacket = false;
11673
11674 if (outputPacket)
11675 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11676 }
11677 11783
11678 if (!ProcessPacketMethod(packet)) 11784 if (!ProcessPacketMethod(packet))
11679 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type); 11785 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
@@ -11915,7 +12021,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11915 12021
11916// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12022// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11917 12023
12024
12025 //Note, the bool returned from the below function is useless since it is always false.
11918 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12026 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12027
11919 } 12028 }
11920 12029
11921 /// <summary> 12030 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..c951071 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
@@ -488,6 +496,8 @@ 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 {
499 if (m_deliverPackets == false) return false;
500
491 OutgoingPacket packet; 501 OutgoingPacket packet;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
@@ -520,7 +530,7 @@ 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 && queue.Dequeue(out packet))
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 // A packet was pulled off the queue. See if we have
526 // enough tokens in the bucket to send it out 536 // enough tokens in the bucket to send it out
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index ccad241..ae8251a 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -991,7 +991,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
991 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 991 if (m_scene.TryGetClient(udpClient.AgentID, out client))
992 { 992 {
993 client.IsLoggingOut = true; 993 client.IsLoggingOut = true;
994 client.Close(); 994 client.Close(false);
995 } 995 }
996 } 996 }
997 997
@@ -1003,6 +1003,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1003 1003
1004 while (base.IsRunning) 1004 while (base.IsRunning)
1005 { 1005 {
1006 m_scene.ThreadAlive(1);
1006 try 1007 try
1007 { 1008 {
1008 IncomingPacket incomingPacket = null; 1009 IncomingPacket incomingPacket = null;
@@ -1045,6 +1046,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1045 1046
1046 while (base.IsRunning) 1047 while (base.IsRunning)
1047 { 1048 {
1049 m_scene.ThreadAlive(2);
1048 try 1050 try
1049 { 1051 {
1050 m_packetSent = false; 1052 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 6eebd9d..d2779ba 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 f893eb3..09781c7 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;
@@ -135,7 +136,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
135 // If we're an NPC then skip all the item checks and manipulations since we don't have an 136 // If we're an NPC then skip all the item checks and manipulations since we don't have an
136 // inventory right now. 137 // inventory right now.
137 if (sp.PresenceType == PresenceType.Npc) 138 if (sp.PresenceType == PresenceType.Npc)
138 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 139 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
139 else 140 else
140 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 141 RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
141 } 142 }
@@ -265,6 +266,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
265 } 266 }
266 267
267 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 268 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
269 {
270 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
271 }
272
273 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
268 { 274 {
269 if (!Enabled) 275 if (!Enabled)
270 return null; 276 return null;
@@ -303,7 +309,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
303 return null; 309 return null;
304 } 310 }
305 311
306 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 312 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
307 313
308 if (att == null) 314 if (att == null)
309 DetachSingleAttachmentToInv(sp, itemID); 315 DetachSingleAttachmentToInv(sp, itemID);
@@ -545,15 +551,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
545 551
546 if (!silent) 552 if (!silent)
547 { 553 {
548 // Killing it here will cause the client to deselect it
549 // It then reappears on the avatar, deselected
550 // through the full update below
551 //
552 if (so.IsSelected)
553 {
554 m_scene.SendKillObject(so.RootPart.LocalId);
555 }
556
557 so.IsSelected = false; // fudge.... 554 so.IsSelected = false; // fudge....
558 so.ScheduleGroupForFullUpdate(); 555 so.ScheduleGroupForFullUpdate();
559 } 556 }
@@ -577,11 +574,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
577 574
578 Vector3 inventoryStoredPosition = new Vector3 575 Vector3 inventoryStoredPosition = new Vector3
579 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 576 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
580 ? Constants.RegionSize - 6 577 ? (float)Constants.RegionSize - 6
581 : grp.AbsolutePosition.X) 578 : grp.AbsolutePosition.X)
582 , 579 ,
583 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 580 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
584 ? Constants.RegionSize - 6 581 ? (float)Constants.RegionSize - 6
585 : grp.AbsolutePosition.Y, 582 : grp.AbsolutePosition.Y,
586 grp.AbsolutePosition.Z); 583 grp.AbsolutePosition.Z);
587 584
@@ -699,8 +696,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
699 } 696 }
700 } 697 }
701 698
702 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 699 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
703 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 700 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
704 { 701 {
705 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 702 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
706 if (invAccess != null) 703 if (invAccess != null)
@@ -708,7 +705,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
708 lock (sp.AttachmentsSyncLock) 705 lock (sp.AttachmentsSyncLock)
709 { 706 {
710 SceneObjectGroup objatt; 707 SceneObjectGroup objatt;
711 708
712 if (itemID != UUID.Zero) 709 if (itemID != UUID.Zero)
713 objatt = invAccess.RezObject(sp.ControllingClient, 710 objatt = invAccess.RezObject(sp.ControllingClient,
714 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 711 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -717,11 +714,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
717 objatt = invAccess.RezObject(sp.ControllingClient, 714 objatt = invAccess.RezObject(sp.ControllingClient,
718 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 715 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
719 false, false, sp.UUID, true); 716 false, false, sp.UUID, true);
720 717
721 // m_log.DebugFormat( 718 // m_log.DebugFormat(
722 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 719 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
723 // objatt.Name, remoteClient.Name, AttachmentPt); 720 // objatt.Name, remoteClient.Name, AttachmentPt);
724 721
725 if (objatt != null) 722 if (objatt != null)
726 { 723 {
727 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 724 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -729,7 +726,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
729 bool tainted = false; 726 bool tainted = false;
730 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 727 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
731 tainted = true; 728 tainted = true;
732 729
733 // This will throw if the attachment fails 730 // This will throw if the attachment fails
734 try 731 try
735 { 732 {
@@ -740,21 +737,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
740 m_log.ErrorFormat( 737 m_log.ErrorFormat(
741 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 738 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
742 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 739 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
743 740
744 // Make sure the object doesn't stick around and bail 741 // Make sure the object doesn't stick around and bail
745 sp.RemoveAttachment(objatt); 742 sp.RemoveAttachment(objatt);
746 m_scene.DeleteSceneObject(objatt, false); 743 m_scene.DeleteSceneObject(objatt, false);
747 return null; 744 return null;
748 } 745 }
749 746
750 if (tainted) 747 if (tainted)
751 objatt.HasGroupChanged = true; 748 objatt.HasGroupChanged = true;
752 749
753 // Fire after attach, so we don't get messy perms dialogs 750 // Fire after attach, so we don't get messy perms dialogs
754 // 4 == AttachedRez 751 // 4 == AttachedRez
755 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 752 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
756 objatt.ResumeScripts(); 753 objatt.ResumeScripts();
757 754
758 // Do this last so that event listeners have access to all the effects of the attachment 755 // Do this last so that event listeners have access to all the effects of the attachment
759 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 756 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
760 757
@@ -766,9 +763,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
766 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 763 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
767 itemID, sp.Name, attachmentPt); 764 itemID, sp.Name, attachmentPt);
768 } 765 }
766
767 if (doc != null)
768 {
769 objatt.LoadScriptState(doc);
770 objatt.ResetOwnerChangeFlag();
771 }
772
773 // Fire after attach, so we don't get messy perms dialogs
774 // 4 == AttachedRez
775 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
776 objatt.ResumeScripts();
777
778 // Do this last so that event listeners have access to all the effects of the attachment
779 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
769 } 780 }
770 } 781 }
771 782
772 return null; 783 return null;
773 } 784 }
774 785
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 4359c01..35a3f43 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:
@@ -231,8 +245,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
231 s.ForEachScenePresence( 245 s.ForEachScenePresence(
232 delegate(ScenePresence presence) 246 delegate(ScenePresence presence)
233 { 247 {
234 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 248 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
235 receiverIDs.Add(presence.UUID); 249 if (Presencecheck != null)
250 {
251 // This will pass all chat from objects. Not
252 // perfect, but it will do. For now. Better
253 // than the prior behavior of muting all
254 // objects on a parcel with access restrictions
255 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
256 {
257 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
258 receiverIDs.Add(presence.UUID);
259 }
260 }
261
236 } 262 }
237 ); 263 );
238 } 264 }
@@ -276,31 +302,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
276 } 302 }
277 303
278 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 304 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
279
280 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 305 HashSet<UUID> receiverIDs = new HashSet<UUID>();
281 306
282 ((Scene)c.Scene).ForEachScenePresence( 307 if (c.Scene != null)
283 delegate(ScenePresence presence) 308 {
284 { 309 ((Scene)c.Scene).ForEachScenePresence
285 // ignore chat from child agents 310 (
286 if (presence.IsChildAgent) return; 311 delegate(ScenePresence presence)
287 312 {
288 IClientAPI client = presence.ControllingClient; 313 // ignore chat from child agents
289 314 if (presence.IsChildAgent) return;
290 // don't forward SayOwner chat from objects to 315
291 // non-owner agents 316 IClientAPI client = presence.ControllingClient;
292 if ((c.Type == ChatTypeEnum.Owner) && 317
293 (null != c.SenderObject) && 318 // don't forward SayOwner chat from objects to
294 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 319 // non-owner agents
295 return; 320 if ((c.Type == ChatTypeEnum.Owner) &&
296 321 (null != c.SenderObject) &&
297 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 322 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
298 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 323 return;
299 receiverIDs.Add(presence.UUID); 324
300 }); 325 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
301 326 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
302 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 327 receiverIDs.Add(presence.UUID);
303 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 328 }
329 );
330 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
331 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
332 }
304 } 333 }
305 334
306 /// <summary> 335 /// <summary>
@@ -343,5 +372,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
343 372
344 return true; 373 return true;
345 } 374 }
375
376 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
377 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
378 {
379 System.Threading.Timer Timer;
380 if (flags == 0)
381 {
382 FreezeCache.Add(target.ToString());
383 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
384 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
385 Timers.Add(target, Timer);
386 }
387 else
388 {
389 FreezeCache.Remove(target.ToString());
390 Timers.TryGetValue(target, out Timer);
391 Timers.Remove(target);
392 Timer.Dispose();
393 }
394 }
395
396 private void OnEndParcelFrozen(object avatar)
397 {
398 UUID target = (UUID)avatar;
399 FreezeCache.Remove(target.ToString());
400 System.Threading.Timer Timer;
401 Timers.TryGetValue(target, out Timer);
402 Timers.Remove(target);
403 Timer.Dispose();
404 }
346 } 405 }
347} 406}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 36fe040..f343f80 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -218,4 +218,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
218 return result; 218 return result;
219 } 219 }
220 } 220 }
221} \ No newline at end of file 221}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 3a7178c..4350cde 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -304,7 +304,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
304 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 304 //m_log.DebugFormat("[XXX]: OnClientLogin!");
305 // Inform the friends that this user is online 305 // Inform the friends that this user is online
306 StatusChange(agentID, true); 306 StatusChange(agentID, true);
307 307
308 // Register that we need to send the list of online friends to this user 308 // Register that we need to send the list of online friends to this user
309 lock (m_NeedsListOfFriends) 309 lock (m_NeedsListOfFriends)
310 m_NeedsListOfFriends.Add(agentID); 310 m_NeedsListOfFriends.Add(agentID);
@@ -579,6 +579,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
579 579
580 StoreFriendships(agentID, friendID); 580 StoreFriendships(agentID, friendID);
581 581
582 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
583 if (ccm != null)
584 {
585 ccm.CreateCallingCard(agentID, friendID, UUID.Zero);
586 }
587
582 // Update the local cache 588 // Update the local cache
583 RefetchFriends(client); 589 RefetchFriends(client);
584 590
@@ -755,6 +761,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
755 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 761 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
756 friendClient.SendInstantMessage(im); 762 friendClient.SendInstantMessage(im);
757 763
764 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
765 if (ccm != null)
766 {
767 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
768 }
769
770
758 // Update the local cache 771 // Update the local cache
759 RefetchFriends(friendClient); 772 RefetchFriends(friendClient);
760 773
@@ -777,7 +790,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
777 // we're done 790 // we're done
778 return true; 791 return true;
779 } 792 }
780 793
781 return false; 794 return false;
782 } 795 }
783 796
@@ -830,7 +843,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
830 843
831 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 844 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
832 { 845 {
833// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 846 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
834 IClientAPI friendClient = LocateClientObject(friendID); 847 IClientAPI friendClient = LocateClientObject(friendID);
835 if (friendClient != null) 848 if (friendClient != null)
836 { 849 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 5ec64d5..a83b3df 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, OSHttpRequest httpRequest,
115 OSHttpResponse 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 {
@@ -115,71 +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.ForEachScenePresence(
144 delegate(ScenePresence p)
145 {
146 if (p.UUID != godID && !p.IsChildAgent)
147 {
148 // Possibly this should really be p.Close() though that method doesn't send a close
149 // to the client
150 p.ControllingClient.Close();
151 }
152 }
153 );
154 }
155 else
156 {
157 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
158 214
159 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
160 sp.ControllingClient.Close(); 216 {
161 } 217 case 0:
162 } 218 if (sp != null)
163 219 {
164 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
165 {
166 sp.AllowMovement = false;
167 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
168 m_dialogModule.SendAlertToUser(godID, "User Frozen");
169 }
170
171 if (kickflags == 2)
172 {
173 sp.AllowMovement = true;
174 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
175 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
176 }
177 } 221 }
178 else 222 else if (agentID == ALL_AGENTS)
179 { 223 {
180 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
181 } 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));
182 } 272 }
183 } 273 }
184 } 274 }
185} \ 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 af39565..feb5fb8 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 //DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 //try
165 //{
166 // // Convert that to the PST timezone
167 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 //}
170 //catch
171 //{
172 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 //}
174
175 //// And make it look local again to fool the unix time util
176 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 // If client is null, this message comes from storage and IS offline
179 if (client != null)
180 im.offline = 0;
181
182 if (im.offline == 0)
183 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
184
159 if (m_TransferModule != null) 185 if (m_TransferModule != null)
160 { 186 {
161 if (client != null) 187 if (client != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 77c7147..c1caf44 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -47,6 +47,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 private bool m_Enabled = false; 49 private bool m_Enabled = false;
50 protected string m_MessageKey = String.Empty;
50 protected List<Scene> m_Scenes = new List<Scene>(); 51 protected List<Scene> m_Scenes = new List<Scene>();
51 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
52 53
@@ -66,14 +67,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
66 public virtual void Initialise(IConfigSource config) 67 public virtual void Initialise(IConfigSource config)
67 { 68 {
68 IConfig cnf = config.Configs["Messaging"]; 69 IConfig cnf = config.Configs["Messaging"];
69 if (cnf != null && cnf.GetString( 70 if (cnf != null)
70 "MessageTransferModule", "MessageTransferModule") !=
71 "MessageTransferModule")
72 { 71 {
73 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 72 if (cnf.GetString("MessageTransferModule",
74 return; 73 "MessageTransferModule") != "MessageTransferModule")
75 } 74 {
75 return;
76 }
76 77
78 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
79 }
80 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
77 m_Enabled = true; 81 m_Enabled = true;
78 } 82 }
79 83
@@ -145,8 +149,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 149 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 150 if (!user.IsChildAgent)
147 { 151 {
148 // Local message 152 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
149// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
150 user.ControllingClient.SendInstantMessage(im); 153 user.ControllingClient.SendInstantMessage(im);
151 154
152 // Message sent 155 // Message sent
@@ -168,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 171 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 172 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 173
171// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 174 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 175 user.ControllingClient.SendInstantMessage(im);
173 176
174 // Message sent 177 // Message sent
@@ -251,6 +254,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
251 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 254 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
252 && requestData.ContainsKey("binary_bucket")) 255 && requestData.ContainsKey("binary_bucket"))
253 { 256 {
257 if (m_MessageKey != String.Empty)
258 {
259 XmlRpcResponse error_resp = new XmlRpcResponse();
260 Hashtable error_respdata = new Hashtable();
261 error_respdata["success"] = "FALSE";
262 error_resp.Value = error_respdata;
263
264 if (!requestData.Contains("message_key"))
265 return error_resp;
266 if (m_MessageKey != (string)requestData["message_key"])
267 return error_resp;
268 }
269
254 // Do the easy way of validating the UUIDs 270 // Do the easy way of validating the UUIDs
255 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 271 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
256 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 272 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -433,24 +449,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
433 return resp; 449 return resp;
434 } 450 }
435 451
436 /// <summary> 452 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
437 /// delegate for sending a grid instant message asynchronously
438 /// </summary>
439 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
440 453
441 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 454 private class GIM {
442 { 455 public GridInstantMessage im;
443 GridInstantMessageDelegate icon = 456 public MessageResultNotification result;
444 (GridInstantMessageDelegate)iar.AsyncState; 457 };
445 icon.EndInvoke(iar);
446 }
447 458
459 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
460 private int numInstantMessageThreads = 0;
448 461
449 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 462 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
450 { 463 {
451 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 464 lock (pendingInstantMessages) {
465 if (numInstantMessageThreads >= 4) {
466 GIM gim = new GIM();
467 gim.im = im;
468 gim.result = result;
469 pendingInstantMessages.Enqueue(gim);
470 } else {
471 ++ numInstantMessageThreads;
472 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
473 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
474 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
475 }
476 }
477 }
452 478
453 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 479 private void GridInstantMessageCompleted(IAsyncResult iar)
480 {
481 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
482 d.EndInvoke(iar);
454 } 483 }
455 484
456 /// <summary> 485 /// <summary>
@@ -465,8 +494,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
465 /// Pass in 0 the first time this method is called. It will be called recursively with the last 494 /// Pass in 0 the first time this method is called. It will be called recursively with the last
466 /// regionhandle tried 495 /// regionhandle tried
467 /// </param> 496 /// </param>
468 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 497 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
469 { 498 {
499 GIM gim;
500 do {
501 try {
502 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
503 } catch (Exception e) {
504 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
505 }
506 lock (pendingInstantMessages) {
507 if (pendingInstantMessages.Count > 0) {
508 gim = pendingInstantMessages.Dequeue();
509 im = gim.im;
510 result = gim.result;
511 } else {
512 gim = null;
513 -- numInstantMessageThreads;
514 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
515 }
516 }
517 } while (gim != null);
518 }
519 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
520 {
521
470 UUID toAgentID = new UUID(im.toAgentID); 522 UUID toAgentID = new UUID(im.toAgentID);
471 523
472 PresenceInfo upd = null; 524 PresenceInfo upd = null;
@@ -533,7 +585,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
533 585
534 if (upd != null) 586 if (upd != null)
535 { 587 {
536 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 588 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
537 upd.RegionID); 589 upd.RegionID);
538 if (reginfo != null) 590 if (reginfo != null)
539 { 591 {
@@ -682,6 +734,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
682 gim["position_z"] = msg.Position.Z.ToString(); 734 gim["position_z"] = msg.Position.Z.ToString();
683 gim["region_id"] = msg.RegionID.ToString(); 735 gim["region_id"] = msg.RegionID.ToString();
684 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 736 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
737 if (m_MessageKey != String.Empty)
738 gim["message_key"] = m_MessageKey;
685 return gim; 739 return gim;
686 } 740 }
687 741
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 8d055d4..3373bd5 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 }
@@ -205,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 212 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages)))
206 { 213 {
207 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 214 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
208 "POST", m_RestURL+"/SaveMessage/", im); 215 "POST", m_RestURL + "/SaveMessage/", im);
209 216
210 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 217 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
211 { 218 {
@@ -217,7 +224,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
217 null, new UUID(im.toAgentID), 224 null, new UUID(im.toAgentID),
218 "System", new UUID(im.fromAgentID), 225 "System", new UUID(im.fromAgentID),
219 (byte)InstantMessageDialog.MessageFromAgent, 226 (byte)InstantMessageDialog.MessageFromAgent,
220 "User is not logged in. "+ 227 "User is not logged in. " +
221 (success ? "Message saved." : "Message not saved"), 228 (success ? "Message saved." : "Message not saved"),
222 false, new Vector3())); 229 false, new Vector3()));
223 } 230 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 6b24718..a19bbfd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -632,4 +632,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
632 m_assetsLoaded = true; 632 m_assetsLoaded = true;
633 } 633 }
634 } 634 }
635} \ No newline at end of file 635}
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 f46d9f7..120fd43 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 = 1; // Remember these
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.
@@ -427,22 +429,67 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
427 /// 429 ///
428 /// </summary> 430 /// </summary>
429 /// <param name="msg"></param> 431 /// <param name="msg"></param>
430 private void OnGridInstantMessage(GridInstantMessage msg) 432 private void OnGridInstantMessage(GridInstantMessage im)
431 { 433 {
432 // Check if this is ours to handle 434 // Check if this is ours to handle
433 // 435 //
434 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 436 Scene scene = FindClientScene(new UUID(im.toAgentID));
435 437
436 if (scene == null) 438 if (scene == null)
437 return; 439 return;
438 440
439 // Find agent to deliver to 441 // Find agent to deliver to
440 // 442 //
441 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 443 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
444 if (user == null)
445 return;
446
447 // This requires a little bit of processing because we have to make the
448 // new item visible in the recipient's inventory here
449 //
450 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
451 {
452 if (im.binaryBucket.Length < 17) // Invalid
453 return;
454
455 UUID recipientID = new UUID(im.toAgentID);
456
457 // First byte is the asset type
458 AssetType assetType = (AssetType)im.binaryBucket[0];
459
460 if (AssetType.Folder == assetType)
461 {
462 UUID folderID = new UUID(im.binaryBucket, 1);
463
464 InventoryFolderBase given =
465 new InventoryFolderBase(folderID, recipientID);
466 InventoryFolderBase folder =
467 scene.InventoryService.GetFolder(given);
468
469 if (folder != null)
470 user.ControllingClient.SendBulkUpdateInventory(folder);
471 }
472 else
473 {
474 UUID itemID = new UUID(im.binaryBucket, 1);
442 475
443 // Just forward to local handling 476 InventoryItemBase given =
444 OnInstantMessage(user.ControllingClient, msg); 477 new InventoryItemBase(itemID, recipientID);
478 InventoryItemBase item =
479 scene.InventoryService.GetItem(given);
445 480
481 if (item != null)
482 {
483 user.ControllingClient.SendBulkUpdateInventory(item);
484 }
485 }
486 user.ControllingClient.SendInstantMessage(im);
487 }
488 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
489 im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
490 {
491 user.ControllingClient.SendInstantMessage(im);
492 }
446 } 493 }
447 } 494 }
448} 495}
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 eb776fe..7ae304c 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -97,7 +97,8 @@ namespace OpenSim.Region.CoreModules.Framework
97 97
98 public void CreateCaps(UUID agentId) 98 public void CreateCaps(UUID agentId)
99 { 99 {
100 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 100 int flags = m_scene.GetUserFlags(agentId);
101 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
101 return; 102 return;
102 103
103 String capsObjectPath = GetCapsPath(agentId); 104 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index f4d2fda..7263b51 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 = (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
@@ -570,7 +571,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
570 571
571 protected void KillEntity(Scene scene, uint localID) 572 protected void KillEntity(Scene scene, uint localID)
572 { 573 {
573 scene.SendKillObject(localID); 574 scene.SendKillObject(new List<uint>() { localID });
574 } 575 }
575 576
576 protected virtual GridRegion GetFinalDestination(GridRegion region) 577 protected virtual GridRegion GetFinalDestination(GridRegion region)
@@ -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
@@ -999,15 +1018,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
999 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1018 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
1000 1019
1001 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 1020 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
1002 if (eq != null) 1021 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
1003 { 1022 if (neighbourExternal != null)
1004 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
1005 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1006 }
1007 else
1008 { 1023 {
1009 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 1024 if (eq != null)
1010 capsPath); 1025 {
1026 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
1027 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1028 }
1029 else
1030 {
1031 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
1032 capsPath);
1033 }
1011 } 1034 }
1012 1035
1013 if (!WaitForCallback(agent.UUID)) 1036 if (!WaitForCallback(agent.UUID))
@@ -1122,10 +1145,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1122 agent.Id0 = currentAgentCircuit.Id0; 1145 agent.Id0 = currentAgentCircuit.Id0;
1123 } 1146 }
1124 1147
1125 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1148 IPEndPoint external = region.ExternalEndPoint;
1126 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1149 if (external != null)
1150 {
1151 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1152 d.BeginInvoke(sp, agent, region, external, true,
1127 InformClientOfNeighbourCompleted, 1153 InformClientOfNeighbourCompleted,
1128 d); 1154 d);
1155 }
1129 } 1156 }
1130 #endregion 1157 #endregion
1131 1158
@@ -1259,6 +1286,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1259 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1286 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1260 try 1287 try
1261 { 1288 {
1289 //neighbour.ExternalEndPoint may return null, which will be caught
1262 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1290 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1263 InformClientOfNeighbourCompleted, 1291 InformClientOfNeighbourCompleted,
1264 d); 1292 d);
@@ -1362,8 +1390,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1362 1390
1363 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1391 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1364 } 1392 }
1365 if (!regionAccepted)
1366 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1367 } 1393 }
1368 1394
1369 /// <summary> 1395 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index a87279a..6daae62 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 }
@@ -179,7 +179,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
179 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 179 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
180 } 180 }
181 181
182 public override void TeleportHome(UUID id, IClientAPI client) 182 public void TriggerTeleportHome(UUID id, IClientAPI client)
183 {
184 TeleportHome(id, client);
185 }
186
187 public override bool TeleportHome(UUID id, IClientAPI client)
183 { 188 {
184 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 189 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
185 190
@@ -189,8 +194,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
189 { 194 {
190 // local grid user 195 // local grid user
191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 196 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
192 base.TeleportHome(id, client); 197 return base.TeleportHome(id, client);
193 return;
194 } 198 }
195 199
196 // Foreign user wants to go home 200 // Foreign user wants to go home
@@ -200,7 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
200 { 204 {
201 client.SendTeleportFailed("Your information has been lost"); 205 client.SendTeleportFailed("Your information has been lost");
202 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 206 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
203 return; 207 return false;
204 } 208 }
205 209
206 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 210 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -210,7 +214,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 { 214 {
211 client.SendTeleportFailed("Your home region could not be found"); 215 client.SendTeleportFailed("Your home region could not be found");
212 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 216 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
213 return; 217 return false;
214 } 218 }
215 219
216 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 220 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -218,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
218 { 222 {
219 client.SendTeleportFailed("Internal error"); 223 client.SendTeleportFailed("Internal error");
220 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 224 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
221 return; 225 return false;
222 } 226 }
223 227
224 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 228 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -228,6 +232,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
228 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 232 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
229 233
230 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 234 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
235 return true;
231 } 236 }
232 237
233 /// <summary> 238 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 54b422b..e0f8240 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -674,19 +674,21 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
674 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 674 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
675 { 675 {
676// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 676// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
677
678 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 677 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
679 item = m_Scene.InventoryService.GetItem(item); 678 item = m_Scene.InventoryService.GetItem(item);
680 679
681 if (item == null) 680 if (item == null)
682 { 681 {
683 m_log.WarnFormat(
684 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
685 itemID, remoteClient.Name);
686 682
687 return null; 683 return null;
688 } 684 }
689 685
686
687
688
689
690
691
690 item.Owner = remoteClient.AgentId; 692 item.Owner = remoteClient.AgentId;
691 693
692 return RezObject( 694 return RezObject(
@@ -784,10 +786,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
784 786
785 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 787 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
786 return null; 788 return null;
787
788 for (int i = 0; i < objlist.Count; i++) 789 for (int i = 0; i < objlist.Count; i++)
789 { 790 {
790 group = objlist[i]; 791 group = objlist[i];
792 SceneObjectPart rootPart = group.RootPart;
791 793
792// Vector3 storedPosition = group.AbsolutePosition; 794// Vector3 storedPosition = group.AbsolutePosition;
793 if (group.UUID == UUID.Zero) 795 if (group.UUID == UUID.Zero)
@@ -842,8 +844,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
842 844
843 if (!attachment) 845 if (!attachment)
844 { 846 {
845 SceneObjectPart rootPart = group.RootPart;
846
847 if (rootPart.Shape.PCode == (byte)PCode.Prim) 847 if (rootPart.Shape.PCode == (byte)PCode.Prim)
848 group.ClearPartAttachmentData(); 848 group.ClearPartAttachmentData();
849 849
@@ -854,11 +854,47 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
854 rootPart.ScheduleFullUpdate(); 854 rootPart.ScheduleFullUpdate();
855 } 855 }
856 856
857 if ((rootPart.OwnerID != item.Owner) ||
858 (item.CurrentPermissions & 16) != 0 || // Magic number
859 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
860 {
861 //Need to kill the for sale here
862 rootPart.ObjectSaleType = 0;
863 rootPart.SalePrice = 10;
864
865 if (m_Scene.Permissions.PropagatePermissions())
866 {
867 foreach (SceneObjectPart part in group.Parts)
868 {
869 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
870 {
871 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
872 part.EveryoneMask = item.EveryOnePermissions;
873 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
874 part.NextOwnerMask = item.NextPermissions;
875 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
876 part.GroupMask = item.GroupPermissions;
877 }
878 }
879
880 foreach (SceneObjectPart part in group.Parts)
881 {
882 part.LastOwnerID = part.OwnerID;
883 part.OwnerID = item.Owner;
884 part.Inventory.ChangeInventoryOwner(item.Owner);
885 }
886
887 group.ApplyNextOwnerPermissions();
888 }
889 }
890
857// m_log.DebugFormat( 891// m_log.DebugFormat(
858// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}", 892// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}",
859// group.Name, group.LocalId, group.UUID, remoteClient.Name); 893// group.Name, group.LocalId, group.UUID, remoteClient.Name);
860 } 894 }
861 895
896 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
897 // TODO: Remove the magic number badness
862 if (item != null) 898 if (item != null)
863 DoPostRezWhenFromItem(item, attachment); 899 DoPostRezWhenFromItem(item, attachment);
864 900
@@ -1111,4 +1147,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1111 1147
1112 #endregion 1148 #endregion
1113 } 1149 }
1114} \ No newline at end of file 1150}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 2de8d7a..93e65c3 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -181,7 +181,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
181 } 181 }
182 private void EventManager_OnMakeRootAgent(ScenePresence presence) 182 private void EventManager_OnMakeRootAgent(ScenePresence presence)
183 { 183 {
184 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 184 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
185 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
185 SendProfileToClient(presence); 186 SendProfileToClient(presence);
186 } 187 }
187 private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID) 188 private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID)
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index 43672d1..5e28ee1 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
@@ -440,7 +444,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
440 { 444 {
441 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response; 445 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
442 Status = (int)webRsp.StatusCode; 446 Status = (int)webRsp.StatusCode;
443 ResponseBody = webRsp.StatusDescription; 447 try
448 {
449 using (Stream responseStream = webRsp.GetResponseStream())
450 {
451 ResponseBody = responseStream.GetStreamString();
452 }
453 }
454 catch
455 {
456 ResponseBody = webRsp.StatusDescription;
457 }
444 } 458 }
445 else 459 else
446 { 460 {
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index a552a28..b6af1f2 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -60,6 +60,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
60 //public ManualResetEvent ev; 60 //public ManualResetEvent ev;
61 public bool requestDone; 61 public bool requestDone;
62 public int startTime; 62 public int startTime;
63 public bool responseSent;
63 public string uri; 64 public string uri;
64 } 65 }
65 66
@@ -76,7 +77,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
76 new Dictionary<string, UrlData>(); 77 new Dictionary<string, UrlData>();
77 78
78 79
79 private int m_TotalUrls = 100; 80 private int m_TotalUrls = 5000;
80 81
81 private uint https_port = 0; 82 private uint https_port = 0;
82 private IHttpServer m_HttpServer = null; 83 private IHttpServer m_HttpServer = null;
@@ -155,7 +156,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
155 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 156 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
156 return urlcode; 157 return urlcode;
157 } 158 }
158 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 159 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
159 160
160 UrlData urlData = new UrlData(); 161 UrlData urlData = new UrlData();
161 urlData.hostID = host.UUID; 162 urlData.hostID = host.UUID;
@@ -165,10 +166,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
165 urlData.urlcode = urlcode; 166 urlData.urlcode = urlcode;
166 urlData.requests = new Dictionary<UUID, RequestData>(); 167 urlData.requests = new Dictionary<UUID, RequestData>();
167 168
168
169 m_UrlMap[url] = urlData; 169 m_UrlMap[url] = urlData;
170 170
171 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 171 string uri = "/lslhttp/" + urlcode.ToString();
172 172
173 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 173 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
174 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 174 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -233,9 +233,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
233 return; 233 return;
234 } 234 }
235 235
236 foreach (UUID req in data.requests.Keys) 236 lock (m_RequestMap)
237 m_RequestMap.Remove(req); 237 {
238 238 foreach (UUID req in data.requests.Keys)
239 m_RequestMap.Remove(req);
240 }
241
239 RemoveUrl(data); 242 RemoveUrl(data);
240 m_UrlMap.Remove(url); 243 m_UrlMap.Remove(url);
241 } 244 }
@@ -243,32 +246,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
243 246
244 public void HttpResponse(UUID request, int status, string body) 247 public void HttpResponse(UUID request, int status, string body)
245 { 248 {
246 if (m_RequestMap.ContainsKey(request)) 249 lock (m_RequestMap)
247 {
248 UrlData urlData = m_RequestMap[request];
249 urlData.requests[request].responseCode = status;
250 urlData.requests[request].responseBody = body;
251 //urlData.requests[request].ev.Set();
252 urlData.requests[request].requestDone =true;
253 }
254 else
255 { 250 {
256 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 251 if (m_RequestMap.ContainsKey(request))
252 {
253 UrlData urlData = m_RequestMap[request];
254 if (!urlData.requests[request].responseSent)
255 {
256 urlData.requests[request].responseCode = status;
257 urlData.requests[request].responseBody = body;
258 //urlData.requests[request].ev.Set();
259 urlData.requests[request].requestDone = true;
260 urlData.requests[request].responseSent = true;
261 }
262 }
263 else
264 {
265 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
266 }
257 } 267 }
258 } 268 }
259 269
260 public string GetHttpHeader(UUID requestId, string header) 270 public string GetHttpHeader(UUID requestId, string header)
261 { 271 {
262 if (m_RequestMap.ContainsKey(requestId)) 272 lock (m_RequestMap)
263 {
264 UrlData urlData=m_RequestMap[requestId];
265 string value;
266 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
267 return value;
268 }
269 else
270 { 273 {
271 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 274 if (m_RequestMap.ContainsKey(requestId))
275 {
276 UrlData urlData = m_RequestMap[requestId];
277 string value;
278 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
279 return value;
280 }
281 else
282 {
283 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
284 }
272 } 285 }
273 return String.Empty; 286 return String.Empty;
274 } 287 }
@@ -290,8 +303,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
290 { 303 {
291 RemoveUrl(url.Value); 304 RemoveUrl(url.Value);
292 removeURLs.Add(url.Key); 305 removeURLs.Add(url.Key);
293 foreach (UUID req in url.Value.requests.Keys) 306 lock (m_RequestMap)
294 m_RequestMap.Remove(req); 307 {
308 foreach (UUID req in url.Value.requests.Keys)
309 m_RequestMap.Remove(req);
310 }
295 } 311 }
296 } 312 }
297 313
@@ -312,8 +328,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
312 { 328 {
313 RemoveUrl(url.Value); 329 RemoveUrl(url.Value);
314 removeURLs.Add(url.Key); 330 removeURLs.Add(url.Key);
315 foreach (UUID req in url.Value.requests.Keys) 331 lock (m_RequestMap)
316 m_RequestMap.Remove(req); 332 {
333 foreach (UUID req in url.Value.requests.Keys)
334 m_RequestMap.Remove(req);
335 }
317 } 336 }
318 } 337 }
319 338
@@ -332,14 +351,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
332 { 351 {
333 Hashtable response = new Hashtable(); 352 Hashtable response = new Hashtable();
334 UrlData url; 353 UrlData url;
354 int startTime = 0;
335 lock (m_RequestMap) 355 lock (m_RequestMap)
336 { 356 {
337 if (!m_RequestMap.ContainsKey(requestID)) 357 if (!m_RequestMap.ContainsKey(requestID))
338 return response; 358 return response;
339 url = m_RequestMap[requestID]; 359 url = m_RequestMap[requestID];
360 startTime = url.requests[requestID].startTime;
340 } 361 }
341 362
342 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 363 if (System.Environment.TickCount - startTime > 25000)
343 { 364 {
344 response["int_response_code"] = 500; 365 response["int_response_code"] = 500;
345 response["str_response_string"] = "Script timeout"; 366 response["str_response_string"] = "Script timeout";
@@ -348,9 +369,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
348 response["reusecontext"] = false; 369 response["reusecontext"] = false;
349 370
350 //remove from map 371 //remove from map
351 lock (url) 372 lock (url.requests)
352 { 373 {
353 url.requests.Remove(requestID); 374 url.requests.Remove(requestID);
375 }
376 lock (m_RequestMap)
377 {
354 m_RequestMap.Remove(requestID); 378 m_RequestMap.Remove(requestID);
355 } 379 }
356 380
@@ -372,22 +396,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
372 return false; 396 return false;
373 } 397 }
374 url = m_RequestMap[requestID]; 398 url = m_RequestMap[requestID];
399 }
400 lock (url.requests)
401 {
375 if (!url.requests.ContainsKey(requestID)) 402 if (!url.requests.ContainsKey(requestID))
376 { 403 {
377 return false; 404 return false;
378 } 405 }
406 else
407 {
408 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
409 {
410 return true;
411 }
412 if (url.requests[requestID].requestDone)
413 return true;
414 else
415 return false;
416 }
379 } 417 }
380
381 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
382 {
383 return true;
384 }
385
386 if (url.requests[requestID].requestDone)
387 return true;
388 else
389 return false;
390
391 } 418 }
392 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 419 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
393 { 420 {
@@ -399,9 +426,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
399 if (!m_RequestMap.ContainsKey(requestID)) 426 if (!m_RequestMap.ContainsKey(requestID))
400 return NoEvents(requestID,sessionID); 427 return NoEvents(requestID,sessionID);
401 url = m_RequestMap[requestID]; 428 url = m_RequestMap[requestID];
429 }
430 lock (url.requests)
431 {
402 requestData = url.requests[requestID]; 432 requestData = url.requests[requestID];
403 } 433 }
404 434
405 if (!requestData.requestDone) 435 if (!requestData.requestDone)
406 return NoEvents(requestID,sessionID); 436 return NoEvents(requestID,sessionID);
407 437
@@ -424,14 +454,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
424 response["reusecontext"] = false; 454 response["reusecontext"] = false;
425 455
426 //remove from map 456 //remove from map
427 lock (url) 457 lock (url.requests)
428 { 458 {
429 url.requests.Remove(requestID); 459 url.requests.Remove(requestID);
460 }
461 lock (m_RequestMap)
462 {
430 m_RequestMap.Remove(requestID); 463 m_RequestMap.Remove(requestID);
431 } 464 }
432 465
433 return response; 466 return response;
434 } 467 }
468
435 public void HttpRequestHandler(UUID requestID, Hashtable request) 469 public void HttpRequestHandler(UUID requestID, Hashtable request)
436 { 470 {
437 lock (request) 471 lock (request)
@@ -447,8 +481,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
447 481
448 int pos1 = uri.IndexOf("/");// /lslhttp 482 int pos1 = uri.IndexOf("/");// /lslhttp
449 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 483 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
450 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 484 int pos3 = pos2 + 37; // /lslhttp/urlcode
451 string uri_tmp = uri.Substring(0, pos3 + 1); 485 string uri_tmp = uri.Substring(0, pos3);
452 //HTTP server code doesn't provide us with QueryStrings 486 //HTTP server code doesn't provide us with QueryStrings
453 string pathInfo; 487 string pathInfo;
454 string queryString; 488 string queryString;
@@ -457,10 +491,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
457 pathInfo = uri.Substring(pos3); 491 pathInfo = uri.Substring(pos3);
458 492
459 UrlData url = null; 493 UrlData url = null;
494 string urlkey;
460 if (!is_ssl) 495 if (!is_ssl)
461 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 496 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
497 //m_UrlMap[];
462 else 498 else
463 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 499 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
500
501 if (m_UrlMap.ContainsKey(urlkey))
502 {
503 url = m_UrlMap[urlkey];
504 }
505 else
506 {
507 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
508 }
464 509
465 //for llGetHttpHeader support we need to store original URI here 510 //for llGetHttpHeader support we need to store original URI here
466 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 511 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -490,7 +535,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
490 if (request.ContainsKey(key)) 535 if (request.ContainsKey(key))
491 { 536 {
492 string val = (String)request[key]; 537 string val = (String)request[key];
493 queryString = queryString + key + "=" + val + "&"; 538 if (key != "")
539 {
540 queryString = queryString + key + "=" + val + "&";
541 }
542 else
543 {
544 queryString = queryString + val + "&";
545 }
494 } 546 }
495 } 547 }
496 if (queryString.Length > 1) 548 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 2cf02b5..9714c36 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -272,7 +272,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
272 if (s.RegionInfo.RegionID == destination.RegionID) 272 if (s.RegionInfo.RegionID == destination.RegionID)
273 return s.QueryAccess(id, position, out reason); 273 return s.QueryAccess(id, position, out reason);
274 } 274 }
275 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
276 return false; 275 return false;
277 } 276 }
278 277
@@ -302,10 +301,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
302 if (s.RegionInfo.RegionID == destination.RegionID) 301 if (s.RegionInfo.RegionID == destination.RegionID)
303 { 302 {
304 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
305 // Let's spawn a threadlet right here, because this may take 304 return s.IncomingCloseAgent(id);
306 // a while 305 }
307 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 306 }
308 return true; 307 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
308 return false;
309 }
310
311 public bool CloseChildAgent(GridRegion destination, UUID id)
312 {
313 if (destination == null)
314 return false;
315
316 foreach (Scene s in m_sceneList)
317 {
318 if (s.RegionInfo.RegionID == destination.RegionID)
319 {
320 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
321 return s.IncomingCloseChildAgent(id);
309 } 322 }
310 } 323 }
311 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 324 //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 587d260..238863e 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 6a9c3d0..f8f3713 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 c199a77..321f6b6 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
@@ -60,8 +62,15 @@ 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 {
73 m_log.DebugFormat("[ESTATE]: Invoice is {0}", invoice.ToString());
65 uint sun = 0; 74 uint sun = 0;
66 75
67 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime) 76 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime)
@@ -81,7 +90,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
81 Scene.RegionInfo.RegionSettings.Covenant, 90 Scene.RegionInfo.RegionSettings.Covenant,
82 Scene.RegionInfo.EstateSettings.AbuseEmail, 91 Scene.RegionInfo.EstateSettings.AbuseEmail,
83 estateOwner); 92 estateOwner);
93 }
84 94
95 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
96 {
85 remote_client.SendEstateList(invoice, 97 remote_client.SendEstateList(invoice,
86 (int)Constants.EstateAccessCodex.EstateManagers, 98 (int)Constants.EstateAccessCodex.EstateManagers,
87 Scene.RegionInfo.EstateSettings.EstateManagers, 99 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -256,7 +268,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
256 timeInSeconds -= 15; 268 timeInSeconds -= 15;
257 } 269 }
258 270
259 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 271 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
260 } 272 }
261 } 273 }
262 274
@@ -463,7 +475,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
463 { 475 {
464 if (!s.IsChildAgent) 476 if (!s.IsChildAgent)
465 { 477 {
466 Scene.TeleportClientHome(user, s.ControllingClient); 478 if (!Scene.TeleportClientHome(user, s.ControllingClient))
479 {
480 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
481 s.ControllingClient.Close();
482 }
467 } 483 }
468 } 484 }
469 485
@@ -472,7 +488,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
472 { 488 {
473 remote_client.SendAlertMessage("User is already on the region ban list"); 489 remote_client.SendAlertMessage("User is already on the region ban list");
474 } 490 }
475 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 491 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
476 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 492 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
477 } 493 }
478 else 494 else
@@ -527,7 +543,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
527 remote_client.SendAlertMessage("User is not on the region ban list"); 543 remote_client.SendAlertMessage("User is not on the region ban list");
528 } 544 }
529 545
530 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 546 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
531 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 547 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
532 } 548 }
533 else 549 else
@@ -648,7 +664,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
648 ScenePresence s = Scene.GetScenePresence(prey); 664 ScenePresence s = Scene.GetScenePresence(prey);
649 if (s != null) 665 if (s != null)
650 { 666 {
651 Scene.TeleportClientHome(prey, s.ControllingClient); 667 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
668 {
669 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
670 s.ControllingClient.Close();
671 }
652 } 672 }
653 } 673 }
654 } 674 }
@@ -667,7 +687,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
667 // Also make sure they are actually in the region 687 // Also make sure they are actually in the region
668 if (p != null && !p.IsChildAgent) 688 if (p != null && !p.IsChildAgent)
669 { 689 {
670 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 690 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
691 {
692 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
693 p.ControllingClient.Close();
694 }
671 } 695 }
672 } 696 }
673 }); 697 });
@@ -912,7 +936,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
912 936
913 for (int i = 0; i < uuidarr.Length; i++) 937 for (int i = 0; i < uuidarr.Length; i++)
914 { 938 {
915 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 939 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
916 940
917 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 941 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
918 if (userManager != null) 942 if (userManager != null)
@@ -1054,6 +1078,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1054 1078
1055 public void AddRegion(Scene scene) 1079 public void AddRegion(Scene scene)
1056 { 1080 {
1081 m_regionChangeTimer.AutoReset = false;
1082 m_regionChangeTimer.Interval = 2000;
1083 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1084
1057 Scene = scene; 1085 Scene = scene;
1058 Scene.RegisterModuleInterface<IEstateModule>(this); 1086 Scene.RegisterModuleInterface<IEstateModule>(this);
1059 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1087 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1102,7 +1130,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1102 1130
1103 private void EventManager_OnNewClient(IClientAPI client) 1131 private void EventManager_OnNewClient(IClientAPI client)
1104 { 1132 {
1105 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1133 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1106 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1134 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1107// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1135// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1108 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1136 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1153,6 +1181,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1153 flags |= RegionFlags.AllowParcelChanges; 1181 flags |= RegionFlags.AllowParcelChanges;
1154 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1182 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1155 flags |= RegionFlags.BlockParcelSearch; 1183 flags |= RegionFlags.BlockParcelSearch;
1184 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1185 flags |= (RegionFlags)(1 << 11);
1186 if (Scene.RegionInfo.RegionSettings.Casino)
1187 flags |= (RegionFlags)(1 << 10);
1156 1188
1157 if (Scene.RegionInfo.RegionSettings.FixedSun) 1189 if (Scene.RegionInfo.RegionSettings.FixedSun)
1158 flags |= RegionFlags.SunFixed; 1190 flags |= RegionFlags.SunFixed;
@@ -1160,11 +1192,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1160 flags |= RegionFlags.Sandbox; 1192 flags |= RegionFlags.Sandbox;
1161 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1193 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1162 flags |= RegionFlags.AllowVoice; 1194 flags |= RegionFlags.AllowVoice;
1195 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1196 flags |= RegionFlags.AllowLandmark;
1197 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1198 flags |= RegionFlags.AllowSetHome;
1199 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1200 flags |= RegionFlags.BlockDwell;
1201 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1202 flags |= RegionFlags.ResetHomeOnTeleport;
1163 1203
1164 // Fudge these to always on, so the menu options activate
1165 //
1166 flags |= RegionFlags.AllowLandmark;
1167 flags |= RegionFlags.AllowSetHome;
1168 1204
1169 // TODO: SkipUpdateInterestList 1205 // TODO: SkipUpdateInterestList
1170 1206
@@ -1205,6 +1241,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1205 flags |= RegionFlags.ResetHomeOnTeleport; 1241 flags |= RegionFlags.ResetHomeOnTeleport;
1206 if (Scene.RegionInfo.EstateSettings.TaxFree) 1242 if (Scene.RegionInfo.EstateSettings.TaxFree)
1207 flags |= RegionFlags.TaxFree; 1243 flags |= RegionFlags.TaxFree;
1244 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1245 flags |= RegionFlags.AllowLandmark;
1246 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1247 flags |= RegionFlags.AllowParcelChanges;
1248 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1249 flags |= RegionFlags.AllowSetHome;
1208 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1250 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1209 flags |= (RegionFlags)(1 << 30); 1251 flags |= (RegionFlags)(1 << 30);
1210 1252
@@ -1225,6 +1267,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1225 1267
1226 public void TriggerRegionInfoChange() 1268 public void TriggerRegionInfoChange()
1227 { 1269 {
1270 m_regionChangeTimer.Stop();
1271 m_regionChangeTimer.Start();
1272 }
1273
1274 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1275 {
1228 ChangeDelegate change = OnRegionInfoChange; 1276 ChangeDelegate change = OnRegionInfoChange;
1229 1277
1230 if (change != null) 1278 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 2117827..474905a 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 8c40171..950dff7 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 3b661ed..2e877f0 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -364,7 +364,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
364 364
365 public string Name 365 public string Name
366 { 366 {
367 get { return "PermissionsModule"; } 367 get { return "DefaultPermissionsModule"; }
368 } 368 }
369 369
370 public bool IsSharedModule 370 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 c832520..a93ffaa 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -584,6 +584,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
584 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 584 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
585 m_scene.SaveTerrain(); 585 m_scene.SaveTerrain();
586 586
587 m_scene.EventManager.TriggerTerrainUpdate();
588
587 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 589 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
588 //m_scene.CreateTerrainTexture(true); 590 //m_scene.CreateTerrainTexture(true);
589 } 591 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 3804017..c13e9c6 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
@@ -99,7 +99,7 @@ m_log.DebugFormat("MAP NAME=({0})", mapName);
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 @@ m_log.DebugFormat("MAP NAME=({0})", mapName);
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 857079c..21e3ecb 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1179,7 +1179,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1179 } 1179 }
1180 else 1180 else
1181 { 1181 {
1182 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1182 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1183 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 1183 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
1184 { 1184 {
1185 OSDMap responsemapdata = new OSDMap(); 1185 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 b27b7da..7dde586 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -51,6 +51,8 @@ namespace OpenSim.Region.Framework.Interfaces
51 51
52 ArrayList GetScriptErrors(UUID itemID); 52 ArrayList GetScriptErrors(UUID itemID);
53 53
54 bool HasScript(UUID itemID, out bool running);
55
54 void SaveAllState(); 56 void SaveAllState();
55 57
56 /// <summary> 58 /// <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/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e9e1845..175e8ed 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using log4net; 32using log4net;
@@ -42,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
42 /// </summary> 43 /// </summary>
43 public class ScenePresenceAnimator 44 public class ScenePresenceAnimator
44 { 45 {
45// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 47
47 public AnimationSet Animations 48 public AnimationSet Animations
48 { 49 {
@@ -57,11 +58,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
57 { 58 {
58 get { return m_movementAnimation; } 59 get { return m_movementAnimation; }
59 } 60 }
60 protected string m_movementAnimation = "DEFAULT"; 61 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
61 62 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
62 private int m_animTickFall; 63 private int m_animTickFall;
63 private int m_animTickJump; 64// private int m_animTickJump;
64 65 public int m_animTickJump; // ScenePresence has to see this to control +Z force
66 public bool m_jumping = false; // Add for jumping
67 public float m_jumpVelocity = 0f; // Add for jumping
68 private int m_landing = 0; // Add for jumping
69 public bool m_falling = false; // Add for falling
70 private float m_fallHeight; // Add for falling
71
65 /// <value> 72 /// <value>
66 /// The scene presence that this animator applies to 73 /// The scene presence that this animator applies to
67 /// </value> 74 /// </value>
@@ -122,7 +129,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
122 129
123 public void ResetAnimations() 130 public void ResetAnimations()
124 { 131 {
132Console.WriteLine("ResetA.............");
125 m_animations.Clear(); 133 m_animations.Clear();
134TrySetMovementAnimation("STAND");
126 } 135 }
127 136
128 /// <summary> 137 /// <summary>
@@ -152,15 +161,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
152 /// </summary> 161 /// </summary>
153 public string GetMovementAnimation() 162 public string GetMovementAnimation()
154 { 163 {
155 const float FALL_DELAY = 0.33f; 164//Console.WriteLine("GMA-------"); //##
156 const float PREJUMP_DELAY = 0.25f; 165//#@ const float FALL_DELAY = 0.33f;
157 166 const float FALL_DELAY = 800f; //## mS
167//rm for jumping const float PREJUMP_DELAY = 0.25f;
168 const float PREJUMP_DELAY = 200f; // mS add for jumping
169 const float JUMP_PERIOD = 800f; // mS add for jumping
158 #region Inputs 170 #region Inputs
159 if (m_scenePresence.SitGround) 171
160 {
161 return "SIT_GROUND_CONSTRAINED";
162 }
163 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 172 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
173// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags);
164 PhysicsActor actor = m_scenePresence.PhysicsActor; 174 PhysicsActor actor = m_scenePresence.PhysicsActor;
165 175
166 // Create forward and left vectors from the current avatar rotation 176 // Create forward and left vectors from the current avatar rotation
@@ -169,13 +179,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
169 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 179 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
170 180
171 // Check control flags 181 // Check control flags
172 bool heldForward = 182 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
173 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 183 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
174 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 184 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
175 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 185 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
176 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; 186 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
177 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 187 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
178 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
179 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 188 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
180 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; 189 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
181 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; 190 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -183,17 +192,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
183 192
184 // Direction in which the avatar is trying to move 193 // Direction in which the avatar is trying to move
185 Vector3 move = Vector3.Zero; 194 Vector3 move = Vector3.Zero;
186 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
187 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } 195 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
188 if (heldLeft) { move.X += left.X; move.Y += left.Y; } 196 if (heldLeft) { move.X += left.X; move.Y += left.Y; }
189 if (heldRight) { move.X -= left.X; move.Y -= left.Y; } 197 if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
190 if (heldUp) { move.Z += 1; } 198 if (heldUp) { move.Z += 1; }
191 if (heldDown) { move.Z -= 1; } 199 if (heldDown) { move.Z -= 1; }
200 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
192 201
193 // Is the avatar trying to move? 202 // Is the avatar trying to move?
194// bool moving = (move != Vector3.Zero); 203// bool moving = (move != Vector3.Zero);
195 bool jumping = m_animTickJump != 0; 204// rm for jumping bool jumping = m_animTickJump != 0;
196
197 #endregion Inputs 205 #endregion Inputs
198 206
199 #region Flying 207 #region Flying
@@ -202,6 +210,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
202 { 210 {
203 m_animTickFall = 0; 211 m_animTickFall = 0;
204 m_animTickJump = 0; 212 m_animTickJump = 0;
213 m_jumping = false; //add for jumping
214 m_falling = true; //add for falling
215 m_jumpVelocity = 0f; //add for jumping
216 actor.Selected = false; //add for jumping flag
217 m_fallHeight = actor.Position.Z; // save latest flying height
205 218
206 if (move.X != 0f || move.Y != 0f) 219 if (move.X != 0f || move.Y != 0f)
207 { 220 {
@@ -213,8 +226,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
213 } 226 }
214 else if (move.Z < 0f) 227 else if (move.Z < 0f)
215 { 228 {
216 if (actor != null && actor.IsColliding) 229 if (actor != null && actor.IsColliding)
230 { //##
231//Console.WriteLine("LAND FLYING"); // ##
217 return "LAND"; 232 return "LAND";
233 } //#
218 else 234 else
219 return "HOVER_DOWN"; 235 return "HOVER_DOWN";
220 } 236 }
@@ -228,48 +244,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
228 244
229 #region Falling/Floating/Landing 245 #region Falling/Floating/Landing
230 246
231 if (actor == null || !actor.IsColliding) 247// rm for jumping if (actor == null || !actor.IsColliding)
248 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
232 { 249 {
233 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 250// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
251 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
234 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 252 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
253//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
254
255// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
256 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
235 257
236 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 258 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
259 // not falling yet or going up
237 { 260 {
238 // Just started falling 261 // reset start of fall time
239 m_animTickFall = Environment.TickCount; 262 m_animTickFall = Environment.TickCount;
240 } 263 }
241 else if (!jumping && fallElapsed > FALL_DELAY) 264// else if (!jumping && fallElapsed > FALL_DELAY)
265 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
242 { 266 {
243 // Falling long enough to trigger the animation 267 // Falling long enough to trigger the animation
268//Console.WriteLine("FALLDOWN"); //##
244 return "FALLDOWN"; 269 return "FALLDOWN";
245 } 270 }
246 else if (m_animTickJump == -1)
247 {
248 m_animTickJump = 0;
249 return "STAND";
250 }
251 271
252 return m_movementAnimation; 272 return m_movementAnimation;
253 } 273 }
254 274
255 #endregion Falling/Floating/Landing 275 #endregion Falling/Floating/Landing
256 276
277
278 #region Jumping // section added for jumping...
279
280 int jumptime;
281 jumptime = Environment.TickCount - m_animTickJump;
282
283
284 if ((move.Z > 0f) && (!m_jumping))
285 {
286//Console.WriteLine("PJ {0}", jumptime); //##
287 // Start jumping, prejump
288 m_animTickFall = 0;
289 m_jumping = true;
290 m_falling = false;
291 actor.Selected = true; // borrowed for jmping flag
292 m_animTickJump = Environment.TickCount;
293 m_jumpVelocity = 0.35f;
294 return "PREJUMP";
295 }
296
297 if(m_jumping)
298 {
299 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
300 {
301//Console.WriteLine("LA {0}", jumptime); //##
302 // end jumping
303 m_jumping = false;
304 m_falling = false;
305 actor.Selected = false; // borrowed for jumping flag
306 m_jumpVelocity = 0f;
307 m_animTickFall = Environment.TickCount;
308 return "LAND";
309 }
310 else if (jumptime > JUMP_PERIOD)
311 {
312//Console.WriteLine("JD {0}", jumptime); //##
313 // jump down
314 m_jumpVelocity = 0f;
315 return "JUMP";
316 }
317 else if (jumptime > PREJUMP_DELAY)
318 {
319//Console.WriteLine("JU {0}", jumptime); //##
320 // jump up
321 m_jumping = true;
322 m_jumpVelocity = 10f;
323 return "JUMP";
324 }
325 }
326
327 #endregion Jumping // end added section
328
257 #region Ground Movement 329 #region Ground Movement
258 330
259 if (m_movementAnimation == "FALLDOWN") 331 if (m_movementAnimation == "FALLDOWN")
260 { 332 {
333 m_falling = false;
261 m_animTickFall = Environment.TickCount; 334 m_animTickFall = Environment.TickCount;
262
263 // TODO: SOFT_LAND support 335 // TODO: SOFT_LAND support
264 return "LAND"; 336 float fallHeight = m_fallHeight - actor.Position.Z;
337//Console.WriteLine("Hit from {0}", fallHeight); //##
338 if (fallHeight > 15.0f) // add for falling
339 return "STANDUP";
340 else if (fallHeight > 8.0f) // add for falling
341 return "SOFT_LAND"; // add for falling
342 else // add for falling
343 return "LAND"; // add for falling
265 } 344 }
266 else if (m_movementAnimation == "LAND") 345// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
346// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
347// rm for landing return "LAND";
348 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
267 { 349 {
268 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 350 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
269 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 351 int limit = 1000; // add for jumping
270 return "LAND"; 352 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
271 } 353 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
272 354
355 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
356 {
357//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
358 return m_movementAnimation;
359 }
360 else
361 {
362//Console.WriteLine("end/STAND"); //##
363 m_fallHeight = actor.Position.Z; // save latest flying height
364 return "STAND";
365 }
366 }
367/* This section removed, replaced by jumping section
273 m_animTickFall = 0; 368 m_animTickFall = 0;
274 369
275 if (move.Z > 0.2f) 370 if (move.Z > 0.2f)
@@ -281,7 +376,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
281 m_animTickJump = Environment.TickCount; 376 m_animTickJump = Environment.TickCount;
282 return "PREJUMP"; 377 return "PREJUMP";
283 } 378 }
284 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 379 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
285 { 380 {
286 // Start actual jump 381 // Start actual jump
287 if (m_animTickJump == -1) 382 if (m_animTickJump == -1)
@@ -294,41 +389,44 @@ namespace OpenSim.Region.Framework.Scenes.Animation
294 m_animTickJump = -1; 389 m_animTickJump = -1;
295 return "JUMP"; 390 return "JUMP";
296 } 391 }
297 else
298 return "JUMP";
299 } 392 }
300 else 393 else
301 { 394 {
302 // Not jumping 395 // Not jumping
303 m_animTickJump = 0; 396 m_animTickJump = 0;
304 397 */
305 if (move.X != 0f || move.Y != 0f) 398 // next section moved outside paren. and realigned for jumping
306 { 399 if (move.X != 0f || move.Y != 0f)
307 // Walking / crouchwalking / running 400 {
308 if (move.Z < 0) 401 m_fallHeight = actor.Position.Z; // save latest flying height
309 return "CROUCHWALK"; 402 m_falling = false; // Add for falling
310 else if (m_scenePresence.SetAlwaysRun) 403 // Walking / crouchwalking / running
311 return "RUN"; 404 if (move.Z < 0f)
312 else 405 return "CROUCHWALK";
313 return "WALK"; 406 else if (m_scenePresence.SetAlwaysRun)
314 } 407 return "RUN";
315 else 408 else
316 { 409 return "WALK";
317 // Not walking
318 if (move.Z < 0)
319 return "CROUCH";
320 else if (heldTurnLeft)
321 return "TURNLEFT";
322 else if (heldTurnRight)
323 return "TURNRIGHT";
324 else
325 return "STAND";
326 }
327 } 410 }
328 411// rm for jumping else
412 else if (!m_jumping) // add for jumping
413 {
414 m_falling = false; // Add for falling
415 // Not walking
416 if (move.Z < 0)
417 return "CROUCH";
418// else if (heldTurnLeft)
419// return "TURNLEFT";
420// else if (heldTurnRight)
421// return "TURNRIGHT";
422 else
423 return "STAND";
424 }
425 // end section realign for jumping
329 #endregion Ground Movement 426 #endregion Ground Movement
330 427
331 //return m_movementAnimation; 428 m_falling = false; // Add for falling
429 return m_movementAnimation;
332 } 430 }
333 431
334 /// <summary> 432 /// <summary>
@@ -337,9 +435,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
337 public void UpdateMovementAnimations() 435 public void UpdateMovementAnimations()
338 { 436 {
339 m_movementAnimation = GetMovementAnimation(); 437 m_movementAnimation = GetMovementAnimation();
340// m_log.DebugFormat( 438/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
341// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name); 439 {
342 TrySetMovementAnimation(m_movementAnimation); 440 // This was the previous behavior before PREJUMP
441 TrySetMovementAnimation("JUMP");
442 }
443 else
444 { removed for jumping */
445 TrySetMovementAnimation(m_movementAnimation);
446// rm for jumping }
343 } 447 }
344 448
345 public UUID[] GetAnimationArray() 449 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 0ac3899..12688bd 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 96da2c3..65c6a29 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;
@@ -775,6 +779,26 @@ namespace OpenSim.Region.Framework.Scenes
775 } 779 }
776 } 780 }
777 } 781 }
782 public void TriggerTerrainUpdate()
783 {
784 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
785 if (handlerTerrainUpdate != null)
786 {
787 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
788 {
789 try
790 {
791 d();
792 }
793 catch (Exception e)
794 {
795 m_log.ErrorFormat(
796 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
797 e.Message, e.StackTrace);
798 }
799 }
800 }
801 }
778 802
779 public void TriggerTerrainTick() 803 public void TriggerTerrainTick()
780 { 804 {
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 663aa22..53f0f2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -124,34 +124,22 @@ namespace OpenSim.Region.Framework.Scenes
124 /// <param name="item"></param> 124 /// <param name="item"></param>
125 public bool AddInventoryItem(InventoryItemBase item) 125 public bool AddInventoryItem(InventoryItemBase item)
126 { 126 {
127 if (UUID.Zero == item.Folder) 127 InventoryFolderBase folder;
128
129 if (item.Folder == UUID.Zero)
128 { 130 {
129 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 131 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
130 if (f != null) 132 if (folder == null)
131 { 133 {
132// m_log.DebugFormat( 134 folder = InventoryService.GetRootFolder(item.Owner);
133// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 135
134// f.Name, (AssetType)f.Type, item.Name); 136 if (folder == null)
135
136 item.Folder = f.ID;
137 }
138 else
139 {
140 f = InventoryService.GetRootFolder(item.Owner);
141 if (f != null)
142 {
143 item.Folder = f.ID;
144 }
145 else
146 {
147 m_log.WarnFormat(
148 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
149 item.Owner, item.Name);
150 return false; 137 return false;
151 }
152 } 138 }
139
140 item.Folder = folder.ID;
153 } 141 }
154 142
155 if (InventoryService.AddItem(item)) 143 if (InventoryService.AddItem(item))
156 { 144 {
157 int userlevel = 0; 145 int userlevel = 0;
@@ -271,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
271 259
272 // Update item with new asset 260 // Update item with new asset
273 item.AssetID = asset.FullID; 261 item.AssetID = asset.FullID;
274 if (group.UpdateInventoryItem(item)) 262 group.UpdateInventoryItem(item);
275 remoteClient.SendAgentAlertMessage("Script saved", false);
276 263
277 part.SendPropertiesToClient(remoteClient); 264 part.SendPropertiesToClient(remoteClient);
278 265
@@ -283,12 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
283 { 270 {
284 // Needs to determine which engine was running it and use that 271 // Needs to determine which engine was running it and use that
285 // 272 //
286 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 273 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
287 errors = part.Inventory.GetScriptErrors(item.ItemID);
288 }
289 else
290 {
291 remoteClient.SendAgentAlertMessage("Script saved", false);
292 } 274 }
293 part.ParentGroup.ResumeScripts(); 275 part.ParentGroup.ResumeScripts();
294 return errors; 276 return errors;
@@ -351,6 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
351 { 333 {
352 if (UUID.Zero == transactionID) 334 if (UUID.Zero == transactionID)
353 { 335 {
336 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
354 item.Name = itemUpd.Name; 337 item.Name = itemUpd.Name;
355 item.Description = itemUpd.Description; 338 item.Description = itemUpd.Description;
356 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 339 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -728,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes
728 return; 711 return;
729 } 712 }
730 713
714 if (newName == null) newName = item.Name;
715
731 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 716 AssetBase asset = AssetService.Get(item.AssetID.ToString());
732 717
733 if (asset != null) 718 if (asset != null)
@@ -784,6 +769,24 @@ namespace OpenSim.Region.Framework.Scenes
784 } 769 }
785 770
786 /// <summary> 771 /// <summary>
772 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
773 /// </summary>
774 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
775 {
776 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
777 foreach (InventoryItemBase b in items)
778 {
779 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
780 InventoryItemBase n = InventoryService.GetItem(b);
781 n.Folder = destfolder;
782 moveitems.Add(n);
783 remoteClient.SendInventoryItemCreateUpdate(n, 0);
784 }
785
786 MoveInventoryItem(remoteClient, moveitems);
787 }
788
789 /// <summary>
787 /// Move an item within the agent's inventory. 790 /// Move an item within the agent's inventory.
788 /// </summary> 791 /// </summary>
789 /// <param name="remoteClient"></param> 792 /// <param name="remoteClient"></param>
@@ -984,25 +987,29 @@ namespace OpenSim.Region.Framework.Scenes
984 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 987 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
985 { 988 {
986 SceneObjectPart part = GetSceneObjectPart(localID); 989 SceneObjectPart part = GetSceneObjectPart(localID);
987 if (part == null) 990 SceneObjectGroup group = null;
988 return; 991 if (part != null)
992 {
993 group = part.ParentGroup;
994 }
995 if (part != null && group != null)
996 {
997 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
998 return;
989 999
990 SceneObjectGroup group = part.ParentGroup; 1000 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
991 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 1001 if (item == null)
992 return; 1002 return;
993
994 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
995 if (item == null)
996 return;
997 1003
998 if (item.Type == 10) 1004 if (item.Type == 10)
999 { 1005 {
1000 part.RemoveScriptEvents(itemID); 1006 part.RemoveScriptEvents(itemID);
1001 EventManager.TriggerRemoveScript(localID, itemID); 1007 EventManager.TriggerRemoveScript(localID, itemID);
1008 }
1009
1010 group.RemoveInventoryItem(localID, itemID);
1011 part.SendPropertiesToClient(remoteClient);
1002 } 1012 }
1003
1004 group.RemoveInventoryItem(localID, itemID);
1005 part.SendPropertiesToClient(remoteClient);
1006 } 1013 }
1007 1014
1008 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1015 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1213,6 +1220,10 @@ namespace OpenSim.Region.Framework.Scenes
1213 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1220 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1214 return; 1221 return;
1215 1222
1223 bool overrideNoMod = false;
1224 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1225 overrideNoMod = true;
1226
1216 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1227 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1217 { 1228 {
1218 // object cannot copy items to an object owned by a different owner 1229 // object cannot copy items to an object owned by a different owner
@@ -1222,7 +1233,7 @@ namespace OpenSim.Region.Framework.Scenes
1222 } 1233 }
1223 1234
1224 // must have both move and modify permission to put an item in an object 1235 // must have both move and modify permission to put an item in an object
1225 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1236 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1226 { 1237 {
1227 return; 1238 return;
1228 } 1239 }
@@ -1281,6 +1292,14 @@ namespace OpenSim.Region.Framework.Scenes
1281 1292
1282 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1293 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1283 { 1294 {
1295 SceneObjectPart destPart = GetSceneObjectPart(destID);
1296 if (destPart != null) // Move into a prim
1297 {
1298 foreach(UUID itemID in items)
1299 MoveTaskInventoryItem(destID, host, itemID);
1300 return destID; // Prim folder ID == prim ID
1301 }
1302
1284 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1303 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1285 1304
1286 UUID newFolderID = UUID.Random(); 1305 UUID newFolderID = UUID.Random();
@@ -1460,13 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
1460 { 1479 {
1461 agentTransactions.HandleTaskItemUpdateFromTransaction( 1480 agentTransactions.HandleTaskItemUpdateFromTransaction(
1462 remoteClient, part, transactionID, currentItem); 1481 remoteClient, part, transactionID, currentItem);
1463
1464 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1465 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1466 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1467 remoteClient.SendAgentAlertMessage("Script saved", false);
1468 else
1469 remoteClient.SendAgentAlertMessage("Item saved", false);
1470 } 1482 }
1471 1483
1472 // Base ALWAYS has move 1484 // Base ALWAYS has move
@@ -1607,7 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 return; 1619 return;
1608 1620
1609 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1621 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1610 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1622 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1611 remoteClient.AgentId); 1623 remoteClient.AgentId);
1612 AssetService.Store(asset); 1624 AssetService.Store(asset);
1613 1625
@@ -1760,23 +1772,32 @@ namespace OpenSim.Region.Framework.Scenes
1760 // build a list of eligible objects 1772 // build a list of eligible objects
1761 List<uint> deleteIDs = new List<uint>(); 1773 List<uint> deleteIDs = new List<uint>();
1762 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1774 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1763 1775 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1764 // Start with true for both, then remove the flags if objects
1765 // that we can't derez are part of the selection
1766 bool permissionToTake = true;
1767 bool permissionToTakeCopy = true;
1768 bool permissionToDelete = true;
1769 1776
1770 foreach (uint localID in localIDs) 1777 foreach (uint localID in localIDs)
1771 { 1778 {
1779 // Start with true for both, then remove the flags if objects
1780 // that we can't derez are part of the selection
1781 bool permissionToTake = true;
1782 bool permissionToTakeCopy = true;
1783 bool permissionToDelete = true;
1784
1772 // Invalid id 1785 // Invalid id
1773 SceneObjectPart part = GetSceneObjectPart(localID); 1786 SceneObjectPart part = GetSceneObjectPart(localID);
1774 if (part == null) 1787 if (part == null)
1788 {
1789 //Client still thinks the object exists, kill it
1790 deleteIDs.Add(localID);
1775 continue; 1791 continue;
1792 }
1776 1793
1777 // Already deleted by someone else 1794 // Already deleted by someone else
1778 if (part.ParentGroup.IsDeleted) 1795 if (part.ParentGroup.IsDeleted)
1796 {
1797 //Client still thinks the object exists, kill it
1798 deleteIDs.Add(localID);
1779 continue; 1799 continue;
1800 }
1780 1801
1781 // Can't delete child prims 1802 // Can't delete child prims
1782 if (part != part.ParentGroup.RootPart) 1803 if (part != part.ParentGroup.RootPart)
@@ -1784,9 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes
1784 1805
1785 SceneObjectGroup grp = part.ParentGroup; 1806 SceneObjectGroup grp = part.ParentGroup;
1786 1807
1787 deleteIDs.Add(localID);
1788 deleteGroups.Add(grp);
1789
1790 if (remoteClient == null) 1808 if (remoteClient == null)
1791 { 1809 {
1792 // Autoreturn has a null client. Nothing else does. So 1810 // Autoreturn has a null client. Nothing else does. So
@@ -1803,81 +1821,193 @@ namespace OpenSim.Region.Framework.Scenes
1803 } 1821 }
1804 else 1822 else
1805 { 1823 {
1806 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1824 if (action == DeRezAction.TakeCopy)
1825 {
1826 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1827 permissionToTakeCopy = false;
1828 }
1829 else
1830 {
1807 permissionToTakeCopy = false; 1831 permissionToTakeCopy = false;
1808 1832 }
1809 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1833 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1810 permissionToTake = false; 1834 permissionToTake = false;
1811 1835
1812 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1836 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1813 permissionToDelete = false; 1837 permissionToDelete = false;
1814 } 1838 }
1815 }
1816 1839
1817 // Handle god perms 1840 // Handle god perms
1818 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1841 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1819 { 1842 {
1820 permissionToTake = true; 1843 permissionToTake = true;
1821 permissionToTakeCopy = true; 1844 permissionToTakeCopy = true;
1822 permissionToDelete = true; 1845 permissionToDelete = true;
1823 } 1846 }
1824 1847
1825 // If we're re-saving, we don't even want to delete 1848 // If we're re-saving, we don't even want to delete
1826 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1849 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1827 permissionToDelete = false; 1850 permissionToDelete = false;
1828 1851
1829 // if we want to take a copy, we also don't want to delete 1852 // if we want to take a copy, we also don't want to delete
1830 // Note: after this point, the permissionToTakeCopy flag 1853 // Note: after this point, the permissionToTakeCopy flag
1831 // becomes irrelevant. It already includes the permissionToTake 1854 // becomes irrelevant. It already includes the permissionToTake
1832 // permission and after excluding no copy items here, we can 1855 // permission and after excluding no copy items here, we can
1833 // just use that. 1856 // just use that.
1834 if (action == DeRezAction.TakeCopy) 1857 if (action == DeRezAction.TakeCopy)
1835 { 1858 {
1836 // If we don't have permission, stop right here 1859 // If we don't have permission, stop right here
1837 if (!permissionToTakeCopy) 1860 if (!permissionToTakeCopy)
1838 return; 1861 return;
1839 1862
1840 permissionToTake = true; 1863 permissionToTake = true;
1841 // Don't delete 1864 // Don't delete
1842 permissionToDelete = false; 1865 permissionToDelete = false;
1843 } 1866 }
1844 1867
1845 if (action == DeRezAction.Return) 1868 if (action == DeRezAction.Return)
1846 {
1847 if (remoteClient != null)
1848 { 1869 {
1849 if (Permissions.CanReturnObjects( 1870 if (remoteClient != null)
1850 null,
1851 remoteClient.AgentId,
1852 deleteGroups))
1853 { 1871 {
1854 permissionToTake = true; 1872 if (Permissions.CanReturnObjects(
1855 permissionToDelete = true; 1873 null,
1856 1874 remoteClient.AgentId,
1857 foreach (SceneObjectGroup g in deleteGroups) 1875 deleteGroups))
1858 { 1876 {
1859 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1877 permissionToTake = true;
1878 permissionToDelete = true;
1879
1880 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1860 } 1881 }
1861 } 1882 }
1883 else // Auto return passes through here with null agent
1884 {
1885 permissionToTake = true;
1886 permissionToDelete = true;
1887 }
1862 } 1888 }
1863 else // Auto return passes through here with null agent 1889
1890 if (permissionToTake && (!permissionToDelete))
1891 takeGroups.Add(grp);
1892
1893 if (permissionToDelete)
1864 { 1894 {
1865 permissionToTake = true; 1895 if (permissionToTake)
1866 permissionToDelete = true; 1896 deleteGroups.Add(grp);
1897 deleteIDs.Add(grp.LocalId);
1867 } 1898 }
1868 } 1899 }
1869 1900
1870 if (permissionToTake) 1901 SendKillObject(deleteIDs);
1902
1903 if (deleteGroups.Count > 0)
1871 { 1904 {
1905 foreach (SceneObjectGroup g in deleteGroups)
1906 deleteIDs.Remove(g.LocalId);
1907
1872 m_asyncSceneObjectDeleter.DeleteToInventory( 1908 m_asyncSceneObjectDeleter.DeleteToInventory(
1873 action, destinationID, deleteGroups, remoteClient, 1909 action, destinationID, deleteGroups, remoteClient,
1874 permissionToDelete); 1910 true);
1875 } 1911 }
1876 else if (permissionToDelete) 1912 if (takeGroups.Count > 0)
1913 {
1914 m_asyncSceneObjectDeleter.DeleteToInventory(
1915 action, destinationID, takeGroups, remoteClient,
1916 false);
1917 }
1918 if (deleteIDs.Count > 0)
1877 { 1919 {
1878 foreach (SceneObjectGroup g in deleteGroups) 1920 foreach (SceneObjectGroup g in deleteGroups)
1879 DeleteSceneObject(g, false); 1921 DeleteSceneObject(g, true);
1922 }
1923 }
1924
1925 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1926 {
1927 itemID = UUID.Zero;
1928 if (grp != null)
1929 {
1930 Vector3 inventoryStoredPosition = new Vector3
1931 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1932 ? 250
1933 : grp.AbsolutePosition.X)
1934 ,
1935 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1936 ? 250
1937 : grp.AbsolutePosition.X,
1938 grp.AbsolutePosition.Z);
1939
1940 Vector3 originalPosition = grp.AbsolutePosition;
1941
1942 grp.AbsolutePosition = inventoryStoredPosition;
1943
1944 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1945
1946 grp.AbsolutePosition = originalPosition;
1947
1948 AssetBase asset = CreateAsset(
1949 grp.GetPartName(grp.LocalId),
1950 grp.GetPartDescription(grp.LocalId),
1951 (sbyte)AssetType.Object,
1952 Utils.StringToBytes(sceneObjectXml),
1953 remoteClient.AgentId);
1954 AssetService.Store(asset);
1955
1956 InventoryItemBase item = new InventoryItemBase();
1957 item.CreatorId = grp.RootPart.CreatorID.ToString();
1958 item.CreatorData = grp.RootPart.CreatorData;
1959 item.Owner = remoteClient.AgentId;
1960 item.ID = UUID.Random();
1961 item.AssetID = asset.FullID;
1962 item.Description = asset.Description;
1963 item.Name = asset.Name;
1964 item.AssetType = asset.Type;
1965 item.InvType = (int)InventoryType.Object;
1966
1967 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1968 if (folder != null)
1969 item.Folder = folder.ID;
1970 else // oopsies
1971 item.Folder = UUID.Zero;
1972
1973 // Set up base perms properly
1974 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1975 permsBase &= grp.RootPart.BaseMask;
1976 permsBase |= (uint)PermissionMask.Move;
1977
1978 // Make sure we don't lock it
1979 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1980
1981 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1982 {
1983 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1984 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1985 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1986 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1987 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1988 }
1989 else
1990 {
1991 item.BasePermissions = permsBase;
1992 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1993 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1994 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1995 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1996 }
1997 item.CreationDate = Util.UnixTimeSinceEpoch();
1998
1999 // sets itemID so client can show item as 'attached' in inventory
2000 grp.SetFromItemID(item.ID);
2001
2002 if (AddInventoryItem(item))
2003 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2004 else
2005 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2006
2007 itemID = item.ID;
2008 return item.AssetID;
1880 } 2009 }
2010 return UUID.Zero;
1881 } 2011 }
1882 2012
1883 /// <summary> 2013 /// <summary>
@@ -2006,6 +2136,9 @@ namespace OpenSim.Region.Framework.Scenes
2006 2136
2007 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2137 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2008 { 2138 {
2139 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2140 return;
2141
2009 SceneObjectPart part = GetSceneObjectPart(objectID); 2142 SceneObjectPart part = GetSceneObjectPart(objectID);
2010 if (part == null) 2143 if (part == null)
2011 return; 2144 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 270e582..575079f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f2b7014..935cac5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
94 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
95 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
96 public bool m_seeIntoBannedRegion = false;
96 public int MaxUndoCount = 5; 97 public int MaxUndoCount = 5;
97 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 98 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
98 public bool LoginLock = false; 99 public bool LoginLock = false;
@@ -108,12 +109,14 @@ namespace OpenSim.Region.Framework.Scenes
108 109
109 protected int m_splitRegionID; 110 protected int m_splitRegionID;
110 protected Timer m_restartWaitTimer = new Timer(); 111 protected Timer m_restartWaitTimer = new Timer();
112 protected Timer m_timerWatchdog = new Timer();
111 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
112 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
113 protected string m_simulatorVersion = "OpenSimulator Server"; 115 protected string m_simulatorVersion = "OpenSimulator Server";
114 protected ModuleLoader m_moduleLoader; 116 protected ModuleLoader m_moduleLoader;
115 protected AgentCircuitManager m_authenticateHandler; 117 protected AgentCircuitManager m_authenticateHandler;
116 protected SceneCommunicationService m_sceneGridService; 118 protected SceneCommunicationService m_sceneGridService;
119 protected ISnmpModule m_snmpService = null;
117 120
118 protected ISimulationDataService m_SimulationDataService; 121 protected ISimulationDataService m_SimulationDataService;
119 protected IEstateDataService m_EstateDataService; 122 protected IEstateDataService m_EstateDataService;
@@ -170,7 +173,7 @@ namespace OpenSim.Region.Framework.Scenes
170 private int m_update_events = 1; 173 private int m_update_events = 1;
171 private int m_update_backup = 200; 174 private int m_update_backup = 200;
172 private int m_update_terrain = 50; 175 private int m_update_terrain = 50;
173// private int m_update_land = 1; 176 private int m_update_land = 10;
174 private int m_update_coarse_locations = 50; 177 private int m_update_coarse_locations = 50;
175 178
176 private int agentMS; 179 private int agentMS;
@@ -185,6 +188,7 @@ namespace OpenSim.Region.Framework.Scenes
185 private int landMS; 188 private int landMS;
186 private int lastCompletedFrame; 189 private int lastCompletedFrame;
187 190
191 public bool CombineRegions = false;
188 /// <summary> 192 /// <summary>
189 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 193 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
190 /// asynchronously from the update loop. 194 /// asynchronously from the update loop.
@@ -207,10 +211,12 @@ namespace OpenSim.Region.Framework.Scenes
207 private bool m_scripts_enabled = true; 211 private bool m_scripts_enabled = true;
208 private string m_defaultScriptEngine; 212 private string m_defaultScriptEngine;
209 private int m_LastLogin; 213 private int m_LastLogin;
210 private Thread HeartbeatThread; 214 private Thread HeartbeatThread = null;
211 private volatile bool shuttingdown; 215 private volatile bool shuttingdown;
212 216
213 private int m_lastUpdate; 217 private int m_lastUpdate;
218 private int m_lastIncoming;
219 private int m_lastOutgoing;
214 private bool m_firstHeartbeat = true; 220 private bool m_firstHeartbeat = true;
215 221
216 private object m_deleting_scene_object = new object(); 222 private object m_deleting_scene_object = new object();
@@ -258,6 +264,19 @@ namespace OpenSim.Region.Framework.Scenes
258 get { return m_sceneGridService; } 264 get { return m_sceneGridService; }
259 } 265 }
260 266
267 public ISnmpModule SnmpService
268 {
269 get
270 {
271 if (m_snmpService == null)
272 {
273 m_snmpService = RequestModuleInterface<ISnmpModule>();
274 }
275
276 return m_snmpService;
277 }
278 }
279
261 public ISimulationDataService SimulationDataService 280 public ISimulationDataService SimulationDataService
262 { 281 {
263 get 282 get
@@ -550,6 +569,9 @@ namespace OpenSim.Region.Framework.Scenes
550 m_EstateDataService = estateDataService; 569 m_EstateDataService = estateDataService;
551 m_regionHandle = m_regInfo.RegionHandle; 570 m_regionHandle = m_regInfo.RegionHandle;
552 m_regionName = m_regInfo.RegionName; 571 m_regionName = m_regInfo.RegionName;
572 m_lastUpdate = Util.EnvironmentTickCount();
573 m_lastIncoming = 0;
574 m_lastOutgoing = 0;
553 575
554 m_physicalPrim = physicalPrim; 576 m_physicalPrim = physicalPrim;
555 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 577 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -674,9 +696,10 @@ namespace OpenSim.Region.Framework.Scenes
674 //Animation states 696 //Animation states
675 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 697 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
676 // TODO: Change default to true once the feature is supported 698 // TODO: Change default to true once the feature is supported
677 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 699 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
678
679 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 700 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
701
702 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
680 if (RegionInfo.NonphysPrimMax > 0) 703 if (RegionInfo.NonphysPrimMax > 0)
681 { 704 {
682 m_maxNonphys = RegionInfo.NonphysPrimMax; 705 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -708,6 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
708 m_persistAfter *= 10000000; 731 m_persistAfter *= 10000000;
709 732
710 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 733 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
734 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
711 735
712 IConfig packetConfig = m_config.Configs["PacketPool"]; 736 IConfig packetConfig = m_config.Configs["PacketPool"];
713 if (packetConfig != null) 737 if (packetConfig != null)
@@ -717,6 +741,8 @@ namespace OpenSim.Region.Framework.Scenes
717 } 741 }
718 742
719 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 743 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
744 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
745 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
720 746
721 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 747 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
722 if (m_generateMaptiles) 748 if (m_generateMaptiles)
@@ -752,9 +778,9 @@ namespace OpenSim.Region.Framework.Scenes
752 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 778 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
753 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 779 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
754 } 780 }
755 catch 781 catch (Exception e)
756 { 782 {
757 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 783 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
758 } 784 }
759 785
760 #endregion Region Config 786 #endregion Region Config
@@ -1134,7 +1160,9 @@ namespace OpenSim.Region.Framework.Scenes
1134 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1160 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1135 if (HeartbeatThread != null) 1161 if (HeartbeatThread != null)
1136 { 1162 {
1163 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1137 HeartbeatThread.Abort(); 1164 HeartbeatThread.Abort();
1165 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1138 HeartbeatThread = null; 1166 HeartbeatThread = null;
1139 } 1167 }
1140 m_lastUpdate = Util.EnvironmentTickCount(); 1168 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1177,9 +1205,6 @@ namespace OpenSim.Region.Framework.Scenes
1177 { 1205 {
1178 while (!shuttingdown) 1206 while (!shuttingdown)
1179 Update(); 1207 Update();
1180
1181 m_lastUpdate = Util.EnvironmentTickCount();
1182 m_firstHeartbeat = false;
1183 } 1208 }
1184 catch (ThreadAbortException) 1209 catch (ThreadAbortException)
1185 { 1210 {
@@ -1277,6 +1302,13 @@ namespace OpenSim.Region.Framework.Scenes
1277 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1302 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1278 } 1303 }
1279 1304
1305 // if (Frame % m_update_land == 0)
1306 // {
1307 // int ldMS = Util.EnvironmentTickCount();
1308 // UpdateLand();
1309 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1310 // }
1311
1280 if (Frame % m_update_backup == 0) 1312 if (Frame % m_update_backup == 0)
1281 { 1313 {
1282 int backMS = Util.EnvironmentTickCount(); 1314 int backMS = Util.EnvironmentTickCount();
@@ -1378,12 +1410,16 @@ namespace OpenSim.Region.Framework.Scenes
1378 maintc = Util.EnvironmentTickCountSubtract(maintc); 1410 maintc = Util.EnvironmentTickCountSubtract(maintc);
1379 maintc = (int)(MinFrameTime * 1000) - maintc; 1411 maintc = (int)(MinFrameTime * 1000) - maintc;
1380 1412
1413
1414 m_lastUpdate = Util.EnvironmentTickCount();
1415 m_firstHeartbeat = false;
1416
1381 if (maintc > 0) 1417 if (maintc > 0)
1382 Thread.Sleep(maintc); 1418 Thread.Sleep(maintc);
1383 1419
1384 // Tell the watchdog that this thread is still alive 1420 // Tell the watchdog that this thread is still alive
1385 Watchdog.UpdateThread(); 1421 Watchdog.UpdateThread();
1386 } 1422 }
1387 1423
1388 public void AddGroupTarget(SceneObjectGroup grp) 1424 public void AddGroupTarget(SceneObjectGroup grp)
1389 { 1425 {
@@ -1399,9 +1435,9 @@ namespace OpenSim.Region.Framework.Scenes
1399 1435
1400 private void CheckAtTargets() 1436 private void CheckAtTargets()
1401 { 1437 {
1402 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1438 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1403 lock (m_groupsWithTargets) 1439 lock (m_groupsWithTargets)
1404 objs = m_groupsWithTargets.Values; 1440 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1405 1441
1406 foreach (SceneObjectGroup entry in objs) 1442 foreach (SceneObjectGroup entry in objs)
1407 entry.checkAtTargets(); 1443 entry.checkAtTargets();
@@ -1721,14 +1757,24 @@ namespace OpenSim.Region.Framework.Scenes
1721 /// <returns></returns> 1757 /// <returns></returns>
1722 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1758 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1723 { 1759 {
1760
1761 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1762 Vector3 wpos = Vector3.Zero;
1763 // Check for water surface intersection from above
1764 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1765 {
1766 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1767 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1768 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1769 wpos.Z = wheight;
1770 }
1771
1724 Vector3 pos = Vector3.Zero; 1772 Vector3 pos = Vector3.Zero;
1725 if (RayEndIsIntersection == (byte)1) 1773 if (RayEndIsIntersection == (byte)1)
1726 { 1774 {
1727 pos = RayEnd; 1775 pos = RayEnd;
1728 return pos;
1729 } 1776 }
1730 1777 else if (RayTargetID != UUID.Zero)
1731 if (RayTargetID != UUID.Zero)
1732 { 1778 {
1733 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1779 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1734 1780
@@ -1750,7 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1750 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1796 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1751 1797
1752 // Un-comment out the following line to Get Raytrace results printed to the console. 1798 // Un-comment out the following line to Get Raytrace results printed to the console.
1753 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1799 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1754 float ScaleOffset = 0.5f; 1800 float ScaleOffset = 0.5f;
1755 1801
1756 // If we hit something 1802 // If we hit something
@@ -1773,13 +1819,10 @@ namespace OpenSim.Region.Framework.Scenes
1773 //pos.Z -= 0.25F; 1819 //pos.Z -= 0.25F;
1774 1820
1775 } 1821 }
1776
1777 return pos;
1778 } 1822 }
1779 else 1823 else
1780 { 1824 {
1781 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1825 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1782
1783 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1826 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1784 1827
1785 // Un-comment the following line to print the raytrace results to the console. 1828 // Un-comment the following line to print the raytrace results to the console.
@@ -1788,13 +1831,12 @@ namespace OpenSim.Region.Framework.Scenes
1788 if (ei.HitTF) 1831 if (ei.HitTF)
1789 { 1832 {
1790 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1833 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1791 } else 1834 }
1835 else
1792 { 1836 {
1793 // fall back to our stupid functionality 1837 // fall back to our stupid functionality
1794 pos = RayEnd; 1838 pos = RayEnd;
1795 } 1839 }
1796
1797 return pos;
1798 } 1840 }
1799 } 1841 }
1800 else 1842 else
@@ -1805,8 +1847,12 @@ namespace OpenSim.Region.Framework.Scenes
1805 //increase height so its above the ground. 1847 //increase height so its above the ground.
1806 //should be getting the normal of the ground at the rez point and using that? 1848 //should be getting the normal of the ground at the rez point and using that?
1807 pos.Z += scale.Z / 2f; 1849 pos.Z += scale.Z / 2f;
1808 return pos; 1850// return pos;
1809 } 1851 }
1852
1853 // check against posible water intercept
1854 if (wpos.Z > pos.Z) pos = wpos;
1855 return pos;
1810 } 1856 }
1811 1857
1812 1858
@@ -1890,7 +1936,10 @@ namespace OpenSim.Region.Framework.Scenes
1890 public bool AddRestoredSceneObject( 1936 public bool AddRestoredSceneObject(
1891 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1937 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1892 { 1938 {
1893 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1939 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1940 if (result)
1941 sceneObject.IsDeleted = false;
1942 return result;
1894 } 1943 }
1895 1944
1896 /// <summary> 1945 /// <summary>
@@ -1980,6 +2029,15 @@ namespace OpenSim.Region.Framework.Scenes
1980 /// </summary> 2029 /// </summary>
1981 public void DeleteAllSceneObjects() 2030 public void DeleteAllSceneObjects()
1982 { 2031 {
2032 DeleteAllSceneObjects(false);
2033 }
2034
2035 /// <summary>
2036 /// Delete every object from the scene. This does not include attachments worn by avatars.
2037 /// </summary>
2038 public void DeleteAllSceneObjects(bool exceptNoCopy)
2039 {
2040 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1983 lock (Entities) 2041 lock (Entities)
1984 { 2042 {
1985 EntityBase[] entities = Entities.GetEntities(); 2043 EntityBase[] entities = Entities.GetEntities();
@@ -1988,11 +2046,24 @@ namespace OpenSim.Region.Framework.Scenes
1988 if (e is SceneObjectGroup) 2046 if (e is SceneObjectGroup)
1989 { 2047 {
1990 SceneObjectGroup sog = (SceneObjectGroup)e; 2048 SceneObjectGroup sog = (SceneObjectGroup)e;
1991 if (!sog.IsAttachment) 2049 if (sog != null && !sog.IsAttachment)
1992 DeleteSceneObject((SceneObjectGroup)e, false); 2050 {
2051 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2052 {
2053 DeleteSceneObject((SceneObjectGroup)e, false);
2054 }
2055 else
2056 {
2057 toReturn.Add((SceneObjectGroup)e);
2058 }
2059 }
1993 } 2060 }
1994 } 2061 }
1995 } 2062 }
2063 if (toReturn.Count > 0)
2064 {
2065 returnObjects(toReturn.ToArray(), UUID.Zero);
2066 }
1996 } 2067 }
1997 2068
1998 /// <summary> 2069 /// <summary>
@@ -2041,6 +2112,8 @@ namespace OpenSim.Region.Framework.Scenes
2041 } 2112 }
2042 2113
2043 group.DeleteGroupFromScene(silent); 2114 group.DeleteGroupFromScene(silent);
2115 if (!silent)
2116 SendKillObject(new List<uint>() { group.LocalId });
2044 2117
2045// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2118// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2046 } 2119 }
@@ -2395,10 +2468,17 @@ namespace OpenSim.Region.Framework.Scenes
2395 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2468 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2396 public bool AddSceneObject(SceneObjectGroup sceneObject) 2469 public bool AddSceneObject(SceneObjectGroup sceneObject)
2397 { 2470 {
2471 if (sceneObject.OwnerID == UUID.Zero)
2472 {
2473 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2474 return false;
2475 }
2476
2398 // If the user is banned, we won't let any of their objects 2477 // If the user is banned, we won't let any of their objects
2399 // enter. Period. 2478 // enter. Period.
2400 // 2479 //
2401 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2480 int flags = GetUserFlags(sceneObject.OwnerID);
2481 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2402 { 2482 {
2403 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2483 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2404 "banned avatar"); 2484 "banned avatar");
@@ -2445,12 +2525,23 @@ namespace OpenSim.Region.Framework.Scenes
2445 } 2525 }
2446 else 2526 else
2447 { 2527 {
2528 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2448 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2529 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2449 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2530 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2450 } 2531 }
2532 if (sceneObject.OwnerID == UUID.Zero)
2533 {
2534 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2535 return false;
2536 }
2451 } 2537 }
2452 else 2538 else
2453 { 2539 {
2540 if (sceneObject.OwnerID == UUID.Zero)
2541 {
2542 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2543 return false;
2544 }
2454 AddRestoredSceneObject(sceneObject, true, false); 2545 AddRestoredSceneObject(sceneObject, true, false);
2455 2546
2456 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2547 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2480,6 +2571,24 @@ namespace OpenSim.Region.Framework.Scenes
2480 return 2; // StateSource.PrimCrossing 2571 return 2; // StateSource.PrimCrossing
2481 } 2572 }
2482 2573
2574 public int GetUserFlags(UUID user)
2575 {
2576 //Unfortunately the SP approach means that the value is cached until region is restarted
2577 /*
2578 ScenePresence sp;
2579 if (TryGetScenePresence(user, out sp))
2580 {
2581 return sp.UserFlags;
2582 }
2583 else
2584 {
2585 */
2586 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2587 if (uac == null)
2588 return 0;
2589 return uac.UserFlags;
2590 //}
2591 }
2483 #endregion 2592 #endregion
2484 2593
2485 #region Add/Remove Avatar Methods 2594 #region Add/Remove Avatar Methods
@@ -2501,6 +2610,7 @@ namespace OpenSim.Region.Framework.Scenes
2501 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2610 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2502 2611
2503 CheckHeartbeat(); 2612 CheckHeartbeat();
2613 ScenePresence presence;
2504 2614
2505 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2615 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2506 { 2616 {
@@ -2534,7 +2644,14 @@ namespace OpenSim.Region.Framework.Scenes
2534 2644
2535 EventManager.TriggerOnNewClient(client); 2645 EventManager.TriggerOnNewClient(client);
2536 if (vialogin) 2646 if (vialogin)
2647 {
2537 EventManager.TriggerOnClientLogin(client); 2648 EventManager.TriggerOnClientLogin(client);
2649
2650 // Send initial parcel data
2651 Vector3 pos = createdSp.AbsolutePosition;
2652 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2653 land.SendLandUpdateToClient(client);
2654 }
2538 } 2655 }
2539 } 2656 }
2540 2657
@@ -2623,19 +2740,12 @@ namespace OpenSim.Region.Framework.Scenes
2623 // and the scene presence and the client, if they exist 2740 // and the scene presence and the client, if they exist
2624 try 2741 try
2625 { 2742 {
2626 // We need to wait for the client to make UDP contact first. 2743 ScenePresence sp = GetScenePresence(agentID);
2627 // It's the UDP contact that creates the scene presence 2744 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2628 ScenePresence sp = WaitGetScenePresence(agentID); 2745
2629 if (sp != null) 2746 if (sp != null)
2630 {
2631 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2632
2633 sp.ControllingClient.Close(); 2747 sp.ControllingClient.Close();
2634 } 2748
2635 else
2636 {
2637 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2638 }
2639 // BANG! SLASH! 2749 // BANG! SLASH!
2640 m_authenticateHandler.RemoveCircuit(agentID); 2750 m_authenticateHandler.RemoveCircuit(agentID);
2641 2751
@@ -2735,6 +2845,7 @@ namespace OpenSim.Region.Framework.Scenes
2735 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2845 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2736 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2846 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2737 client.OnCopyInventoryItem += CopyInventoryItem; 2847 client.OnCopyInventoryItem += CopyInventoryItem;
2848 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2738 client.OnMoveInventoryItem += MoveInventoryItem; 2849 client.OnMoveInventoryItem += MoveInventoryItem;
2739 client.OnRemoveInventoryItem += RemoveInventoryItem; 2850 client.OnRemoveInventoryItem += RemoveInventoryItem;
2740 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2851 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2912,15 +3023,16 @@ namespace OpenSim.Region.Framework.Scenes
2912 /// </summary> 3023 /// </summary>
2913 /// <param name="agentId">The avatar's Unique ID</param> 3024 /// <param name="agentId">The avatar's Unique ID</param>
2914 /// <param name="client">The IClientAPI for the client</param> 3025 /// <param name="client">The IClientAPI for the client</param>
2915 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3026 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2916 { 3027 {
2917 if (m_teleportModule != null) 3028 if (m_teleportModule != null)
2918 m_teleportModule.TeleportHome(agentId, client); 3029 return m_teleportModule.TeleportHome(agentId, client);
2919 else 3030 else
2920 { 3031 {
2921 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3032 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2922 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3033 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2923 } 3034 }
3035 return false;
2924 } 3036 }
2925 3037
2926 /// <summary> 3038 /// <summary>
@@ -3012,6 +3124,16 @@ namespace OpenSim.Region.Framework.Scenes
3012 /// <param name="flags"></param> 3124 /// <param name="flags"></param>
3013 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3125 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3014 { 3126 {
3127 //Add half the avatar's height so that the user doesn't fall through prims
3128 ScenePresence presence;
3129 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3130 {
3131 if (presence.Appearance != null)
3132 {
3133 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3134 }
3135 }
3136
3015 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3137 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3016 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3138 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3017 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3139 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3080,8 +3202,9 @@ namespace OpenSim.Region.Framework.Scenes
3080 regions.Remove(RegionInfo.RegionHandle); 3202 regions.Remove(RegionInfo.RegionHandle);
3081 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3203 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3082 } 3204 }
3083 3205 m_log.Debug("[Scene] Beginning ClientClosed");
3084 m_eventManager.TriggerClientClosed(agentID, this); 3206 m_eventManager.TriggerClientClosed(agentID, this);
3207 m_log.Debug("[Scene] Finished ClientClosed");
3085 } 3208 }
3086 catch (NullReferenceException) 3209 catch (NullReferenceException)
3087 { 3210 {
@@ -3089,7 +3212,12 @@ namespace OpenSim.Region.Framework.Scenes
3089 // Avatar is already disposed :/ 3212 // Avatar is already disposed :/
3090 } 3213 }
3091 3214
3215 m_log.Debug("[Scene] Beginning OnRemovePresence");
3092 m_eventManager.TriggerOnRemovePresence(agentID); 3216 m_eventManager.TriggerOnRemovePresence(agentID);
3217 m_log.Debug("[Scene] Finished OnRemovePresence");
3218
3219 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3220 AttachmentsModule.SaveChangedAttachments(avatar);
3093 3221
3094 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3222 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3095 AttachmentsModule.SaveChangedAttachments(avatar); 3223 AttachmentsModule.SaveChangedAttachments(avatar);
@@ -3098,7 +3226,7 @@ namespace OpenSim.Region.Framework.Scenes
3098 delegate(IClientAPI client) 3226 delegate(IClientAPI client)
3099 { 3227 {
3100 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3228 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3101 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3229 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3102 catch (NullReferenceException) { } 3230 catch (NullReferenceException) { }
3103 }); 3231 });
3104 3232
@@ -3109,8 +3237,11 @@ namespace OpenSim.Region.Framework.Scenes
3109 } 3237 }
3110 3238
3111 // Remove the avatar from the scene 3239 // Remove the avatar from the scene
3240 m_log.Debug("[Scene] Begin RemoveScenePresence");
3112 m_sceneGraph.RemoveScenePresence(agentID); 3241 m_sceneGraph.RemoveScenePresence(agentID);
3242 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3113 m_clientManager.Remove(agentID); 3243 m_clientManager.Remove(agentID);
3244 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3114 3245
3115 try 3246 try
3116 { 3247 {
@@ -3124,9 +3255,10 @@ namespace OpenSim.Region.Framework.Scenes
3124 { 3255 {
3125 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3256 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3126 } 3257 }
3127 3258 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3128 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3259 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3129// CleanDroppedAttachments(); 3260// CleanDroppedAttachments();
3261 m_log.Debug("[Scene] The avatar has left the building");
3130 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3262 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3131 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3263 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3132 } 3264 }
@@ -3157,19 +3289,24 @@ namespace OpenSim.Region.Framework.Scenes
3157 3289
3158 #region Entities 3290 #region Entities
3159 3291
3160 public void SendKillObject(uint localID) 3292 public void SendKillObject(List<uint> localIDs)
3161 { 3293 {
3162 SceneObjectPart part = GetSceneObjectPart(localID); 3294 List<uint> deleteIDs = new List<uint>();
3163 if (part != null) // It is a prim 3295
3296 foreach (uint localID in localIDs)
3164 { 3297 {
3165 if (!part.ParentGroup.IsDeleted) // Valid 3298 SceneObjectPart part = GetSceneObjectPart(localID);
3299 if (part != null) // It is a prim
3166 { 3300 {
3167 if (part.ParentGroup.RootPart != part) // Child part 3301 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3168 return; 3302 {
3303 if (part.ParentGroup.RootPart != part) // Child part
3304 continue;
3305 }
3169 } 3306 }
3307 deleteIDs.Add(localID);
3170 } 3308 }
3171 3309 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3172 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
3173 } 3310 }
3174 3311
3175 #endregion 3312 #endregion
@@ -3187,7 +3324,6 @@ namespace OpenSim.Region.Framework.Scenes
3187 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3324 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3188 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3325 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3189 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3326 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3190 m_sceneGridService.KiPrimitive += SendKillObject;
3191 m_sceneGridService.OnGetLandData += GetLandData; 3327 m_sceneGridService.OnGetLandData += GetLandData;
3192 } 3328 }
3193 3329
@@ -3196,7 +3332,6 @@ namespace OpenSim.Region.Framework.Scenes
3196 /// </summary> 3332 /// </summary>
3197 public void UnRegisterRegionWithComms() 3333 public void UnRegisterRegionWithComms()
3198 { 3334 {
3199 m_sceneGridService.KiPrimitive -= SendKillObject;
3200 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3335 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3201 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3336 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3202 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3337 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3276,13 +3411,16 @@ namespace OpenSim.Region.Framework.Scenes
3276 sp = null; 3411 sp = null;
3277 } 3412 }
3278 3413
3279 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3280 3414
3281 //On login test land permisions 3415 //On login test land permisions
3282 if (vialogin) 3416 if (vialogin)
3283 { 3417 {
3284 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3418 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3419 if (cache != null)
3420 cache.Remove(agent.firstname + " " + agent.lastname);
3421 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3285 { 3422 {
3423 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3286 return false; 3424 return false;
3287 } 3425 }
3288 } 3426 }
@@ -3305,8 +3443,13 @@ namespace OpenSim.Region.Framework.Scenes
3305 3443
3306 try 3444 try
3307 { 3445 {
3308 if (!AuthorizeUser(agent, out reason)) 3446 // Always check estate if this is a login. Always
3309 return false; 3447 // check if banned regions are to be blacked out.
3448 if (vialogin || (!m_seeIntoBannedRegion))
3449 {
3450 if (!AuthorizeUser(agent, out reason))
3451 return false;
3452 }
3310 } 3453 }
3311 catch (Exception e) 3454 catch (Exception e)
3312 { 3455 {
@@ -3408,6 +3551,8 @@ namespace OpenSim.Region.Framework.Scenes
3408 } 3551 }
3409 } 3552 }
3410 // Honor parcel landing type and position. 3553 // Honor parcel landing type and position.
3554 /*
3555 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3411 if (land != null) 3556 if (land != null)
3412 { 3557 {
3413 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3558 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3415,26 +3560,34 @@ namespace OpenSim.Region.Framework.Scenes
3415 agent.startpos = land.LandData.UserLocation; 3560 agent.startpos = land.LandData.UserLocation;
3416 } 3561 }
3417 } 3562 }
3563 */// This is now handled properly in ScenePresence.MakeRootAgent
3418 } 3564 }
3419 3565
3420 return true; 3566 return true;
3421 } 3567 }
3422 3568
3423 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3569 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3424 { 3570 {
3425 3571 reason = String.Empty;
3426 bool banned = land.IsBannedFromLand(agent.AgentID); 3572 if (Permissions.IsGod(agentID))
3427 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3573 return true;
3574
3575 ILandObject land = LandChannel.GetLandObject(posX, posY);
3576 if (land == null)
3577 return false;
3578
3579 bool banned = land.IsBannedFromLand(agentID);
3580 bool restricted = land.IsRestrictedFromLand(agentID);
3428 3581
3429 if (banned || restricted) 3582 if (banned || restricted)
3430 { 3583 {
3431 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3584 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3432 if (nearestParcel != null) 3585 if (nearestParcel != null)
3433 { 3586 {
3434 //Move agent to nearest allowed 3587 //Move agent to nearest allowed
3435 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3588 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3436 agent.startpos.X = newPosition.X; 3589 posX = newPosition.X;
3437 agent.startpos.Y = newPosition.Y; 3590 posY = newPosition.Y;
3438 } 3591 }
3439 else 3592 else
3440 { 3593 {
@@ -3496,7 +3649,7 @@ namespace OpenSim.Region.Framework.Scenes
3496 3649
3497 if (!m_strictAccessControl) return true; 3650 if (!m_strictAccessControl) return true;
3498 if (Permissions.IsGod(agent.AgentID)) return true; 3651 if (Permissions.IsGod(agent.AgentID)) return true;
3499 3652
3500 if (AuthorizationService != null) 3653 if (AuthorizationService != null)
3501 { 3654 {
3502 if (!AuthorizationService.IsAuthorizedForRegion( 3655 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3504,14 +3657,14 @@ namespace OpenSim.Region.Framework.Scenes
3504 { 3657 {
3505 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3658 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3506 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3659 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3507 3660
3508 return false; 3661 return false;
3509 } 3662 }
3510 } 3663 }
3511 3664
3512 if (m_regInfo.EstateSettings != null) 3665 if (m_regInfo.EstateSettings != null)
3513 { 3666 {
3514 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3667 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3515 { 3668 {
3516 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3669 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3517 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3670 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3701,6 +3854,13 @@ namespace OpenSim.Region.Framework.Scenes
3701 3854
3702 // We have to wait until the viewer contacts this region after receiving EAC. 3855 // We have to wait until the viewer contacts this region after receiving EAC.
3703 // That calls AddNewClient, which finally creates the ScenePresence 3856 // That calls AddNewClient, which finally creates the ScenePresence
3857 int flags = GetUserFlags(cAgentData.AgentID);
3858 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3859 {
3860 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3861 return false;
3862 }
3863
3704 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3864 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3705 if (nearestParcel == null) 3865 if (nearestParcel == null)
3706 { 3866 {
@@ -3716,7 +3876,6 @@ namespace OpenSim.Region.Framework.Scenes
3716 return false; 3876 return false;
3717 } 3877 }
3718 3878
3719
3720 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3879 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3721 3880
3722 if (childAgentUpdate != null) 3881 if (childAgentUpdate != null)
@@ -3783,12 +3942,22 @@ namespace OpenSim.Region.Framework.Scenes
3783 return false; 3942 return false;
3784 } 3943 }
3785 3944
3945 public bool IncomingCloseAgent(UUID agentID)
3946 {
3947 return IncomingCloseAgent(agentID, false);
3948 }
3949
3950 public bool IncomingCloseChildAgent(UUID agentID)
3951 {
3952 return IncomingCloseAgent(agentID, true);
3953 }
3954
3786 /// <summary> 3955 /// <summary>
3787 /// Tell a single agent to disconnect from the region. 3956 /// Tell a single agent to disconnect from the region.
3788 /// </summary> 3957 /// </summary>
3789 /// <param name="regionHandle"></param>
3790 /// <param name="agentID"></param> 3958 /// <param name="agentID"></param>
3791 public bool IncomingCloseAgent(UUID agentID) 3959 /// <param name="childOnly"></param>
3960 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3792 { 3961 {
3793 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3962 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3794 3963
@@ -3800,7 +3969,7 @@ namespace OpenSim.Region.Framework.Scenes
3800 { 3969 {
3801 m_sceneGraph.removeUserCount(false); 3970 m_sceneGraph.removeUserCount(false);
3802 } 3971 }
3803 else 3972 else if (!childOnly)
3804 { 3973 {
3805 m_sceneGraph.removeUserCount(true); 3974 m_sceneGraph.removeUserCount(true);
3806 } 3975 }
@@ -3816,9 +3985,12 @@ namespace OpenSim.Region.Framework.Scenes
3816 } 3985 }
3817 else 3986 else
3818 presence.ControllingClient.SendShutdownConnectionNotice(); 3987 presence.ControllingClient.SendShutdownConnectionNotice();
3988 presence.ControllingClient.Close(false);
3989 }
3990 else if (!childOnly)
3991 {
3992 presence.ControllingClient.Close(true);
3819 } 3993 }
3820
3821 presence.ControllingClient.Close();
3822 return true; 3994 return true;
3823 } 3995 }
3824 3996
@@ -4433,34 +4605,66 @@ namespace OpenSim.Region.Framework.Scenes
4433 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4605 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4434 } 4606 }
4435 4607
4436 public int GetHealth() 4608 public int GetHealth(out int flags, out string message)
4437 { 4609 {
4438 // Returns: 4610 // Returns:
4439 // 1 = sim is up and accepting http requests. The heartbeat has 4611 // 1 = sim is up and accepting http requests. The heartbeat has
4440 // stopped and the sim is probably locked up, but a remote 4612 // stopped and the sim is probably locked up, but a remote
4441 // admin restart may succeed 4613 // admin restart may succeed
4442 // 4614 //
4443 // 2 = Sim is up and the heartbeat is running. The sim is likely 4615 // 2 = Sim is up and the heartbeat is running. The sim is likely
4444 // usable for people within and logins _may_ work 4616 // usable for people within
4445 // 4617 //
4446 // 3 = We have seen a new user enter within the past 4 minutes 4618 // 3 = Sim is up and one packet thread is running. Sim is
4619 // unstable and will not accept new logins
4620 //
4621 // 4 = Sim is up and both packet threads are running. Sim is
4622 // likely usable
4623 //
4624 // 5 = We have seen a new user enter within the past 4 minutes
4447 // which can be seen as positive confirmation of sim health 4625 // which can be seen as positive confirmation of sim health
4448 // 4626 //
4627
4628 flags = 0;
4629 message = String.Empty;
4630
4631 CheckHeartbeat();
4632
4633 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4634 {
4635 // We're still starting
4636 // 0 means "in startup", it can't happen another way, since
4637 // to get here, we must be able to accept http connections
4638 return 0;
4639 }
4640
4449 int health=1; // Start at 1, means we're up 4641 int health=1; // Start at 1, means we're up
4450 4642
4451 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4643 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4644 {
4452 health+=1; 4645 health+=1;
4453 else 4646 flags |= 1;
4647 }
4648
4649 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4650 {
4651 health+=1;
4652 flags |= 2;
4653 }
4654
4655 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4656 {
4657 health+=1;
4658 flags |= 4;
4659 }
4660
4661 if (flags != 7)
4454 return health; 4662 return health;
4455 4663
4456 // A login in the last 4 mins? We can't be doing too badly 4664 // A login in the last 4 mins? We can't be doing too badly
4457 // 4665 //
4458 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4666 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4459 health++; 4667 health++;
4460 else
4461 return health;
4462
4463 CheckHeartbeat();
4464 4668
4465 return health; 4669 return health;
4466 } 4670 }
@@ -4653,7 +4857,7 @@ namespace OpenSim.Region.Framework.Scenes
4653 if (m_firstHeartbeat) 4857 if (m_firstHeartbeat)
4654 return; 4858 return;
4655 4859
4656 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4860 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4657 StartTimer(); 4861 StartTimer();
4658 } 4862 }
4659 4863
@@ -5067,6 +5271,54 @@ namespace OpenSim.Region.Framework.Scenes
5067 } 5271 }
5068 } 5272 }
5069 5273
5274// public void CleanDroppedAttachments()
5275// {
5276// List<SceneObjectGroup> objectsToDelete =
5277// new List<SceneObjectGroup>();
5278//
5279// lock (m_cleaningAttachments)
5280// {
5281// ForEachSOG(delegate (SceneObjectGroup grp)
5282// {
5283// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5284// {
5285// UUID agentID = grp.OwnerID;
5286// if (agentID == UUID.Zero)
5287// {
5288// objectsToDelete.Add(grp);
5289// return;
5290// }
5291//
5292// ScenePresence sp = GetScenePresence(agentID);
5293// if (sp == null)
5294// {
5295// objectsToDelete.Add(grp);
5296// return;
5297// }
5298// }
5299// });
5300// }
5301//
5302// foreach (SceneObjectGroup grp in objectsToDelete)
5303// {
5304// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5305// DeleteSceneObject(grp, true);
5306// }
5307// }
5308
5309 public void ThreadAlive(int threadCode)
5310 {
5311 switch(threadCode)
5312 {
5313 case 1: // Incoming
5314 m_lastIncoming = Util.EnvironmentTickCount();
5315 break;
5316 case 2: // Incoming
5317 m_lastOutgoing = Util.EnvironmentTickCount();
5318 break;
5319 }
5320 }
5321
5070 // This method is called across the simulation connector to 5322 // This method is called across the simulation connector to
5071 // determine if a given agent is allowed in this region 5323 // determine if a given agent is allowed in this region
5072 // AS A ROOT AGENT. Returning false here will prevent them 5324 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5075,6 +5327,14 @@ namespace OpenSim.Region.Framework.Scenes
5075 // child agent creation, thereby emulating the SL behavior. 5327 // child agent creation, thereby emulating the SL behavior.
5076 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5328 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5077 { 5329 {
5330 reason = "You are banned from the region";
5331
5332 if (Permissions.IsGod(agentID))
5333 {
5334 reason = String.Empty;
5335 return true;
5336 }
5337
5078 int num = m_sceneGraph.GetNumberOfScenePresences(); 5338 int num = m_sceneGraph.GetNumberOfScenePresences();
5079 5339
5080 if (num >= RegionInfo.RegionSettings.AgentLimit) 5340 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5086,11 +5346,82 @@ namespace OpenSim.Region.Framework.Scenes
5086 } 5346 }
5087 } 5347 }
5088 5348
5349 ScenePresence presence = GetScenePresence(agentID);
5350 IClientAPI client = null;
5351 AgentCircuitData aCircuit = null;
5352
5353 if (presence != null)
5354 {
5355 client = presence.ControllingClient;
5356 if (client != null)
5357 aCircuit = client.RequestClientInfo();
5358 }
5359
5360 // We may be called before there is a presence or a client.
5361 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5362 if (client == null)
5363 {
5364 aCircuit = new AgentCircuitData();
5365 aCircuit.AgentID = agentID;
5366 aCircuit.firstname = String.Empty;
5367 aCircuit.lastname = String.Empty;
5368 }
5369
5370 try
5371 {
5372 if (!AuthorizeUser(aCircuit, out reason))
5373 {
5374 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5375 return false;
5376 }
5377 }
5378 catch (Exception e)
5379 {
5380 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5381 return false;
5382 }
5383
5384 if (position == Vector3.Zero) // Teleport
5385 {
5386 float posX = 128.0f;
5387 float posY = 128.0f;
5388
5389 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5390 {
5391 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5392 return false;
5393 }
5394 }
5395 else // Walking
5396 {
5397 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5398 if (land == null)
5399 return false;
5400
5401 bool banned = land.IsBannedFromLand(agentID);
5402 bool restricted = land.IsRestrictedFromLand(agentID);
5403
5404 if (banned || restricted)
5405 return false;
5406 }
5407
5089 reason = String.Empty; 5408 reason = String.Empty;
5090 return true; 5409 return true;
5091 } 5410 }
5092 5411
5093 /// <summary> 5412 public void StartTimerWatchdog()
5413 {
5414 m_timerWatchdog.Interval = 1000;
5415 m_timerWatchdog.Elapsed += TimerWatchdog;
5416 m_timerWatchdog.AutoReset = true;
5417 m_timerWatchdog.Start();
5418 }
5419
5420 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5421 {
5422 CheckHeartbeat();
5423 }
5424
5094 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5425 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5095 /// autopilot that moves an avatar to a sit target!. 5426 /// autopilot that moves an avatar to a sit target!.
5096 /// </summary> 5427 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index ec94f10..bf861b8 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 7cffa70..fe9fe31 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index caec704..13668ab 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
@@ -132,13 +141,18 @@ namespace OpenSim.Region.Framework.Scenes
132 141
133 protected internal void Close() 142 protected internal void Close()
134 { 143 {
135 lock (m_presenceLock) 144 m_scenePresencesLock.EnterWriteLock();
145 try
136 { 146 {
137 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 147 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
138 List<ScenePresence> newlist = new List<ScenePresence>(); 148 List<ScenePresence> newlist = new List<ScenePresence>();
139 m_scenePresenceMap = newmap; 149 m_scenePresenceMap = newmap;
140 m_scenePresenceArray = newlist; 150 m_scenePresenceArray = newlist;
141 } 151 }
152 finally
153 {
154 m_scenePresencesLock.ExitWriteLock();
155 }
142 156
143 lock (SceneObjectGroupsByFullID) 157 lock (SceneObjectGroupsByFullID)
144 SceneObjectGroupsByFullID.Clear(); 158 SceneObjectGroupsByFullID.Clear();
@@ -281,6 +295,33 @@ namespace OpenSim.Region.Framework.Scenes
281 protected internal bool AddRestoredSceneObject( 295 protected internal bool AddRestoredSceneObject(
282 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 296 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
283 { 297 {
298 if (!m_parentScene.CombineRegions)
299 {
300 // KF: Check for out-of-region, move inside and make static.
301 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
302 sceneObject.RootPart.GroupPosition.Y,
303 sceneObject.RootPart.GroupPosition.Z);
304 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 ||
305 npos.X > Constants.RegionSize ||
306 npos.Y > Constants.RegionSize))
307 {
308 if (npos.X < 0.0) npos.X = 1.0f;
309 if (npos.Y < 0.0) npos.Y = 1.0f;
310 if (npos.Z < 0.0) npos.Z = 0.0f;
311 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
312 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
313
314 foreach (SceneObjectPart part in sceneObject.Parts)
315 {
316 part.GroupPosition = npos;
317 }
318 sceneObject.RootPart.Velocity = Vector3.Zero;
319 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
320 sceneObject.RootPart.Acceleration = Vector3.Zero;
321 sceneObject.RootPart.Velocity = Vector3.Zero;
322 }
323 }
324
284 if (attachToBackup && (!alreadyPersisted)) 325 if (attachToBackup && (!alreadyPersisted))
285 { 326 {
286 sceneObject.ForceInventoryPersistence(); 327 sceneObject.ForceInventoryPersistence();
@@ -498,6 +539,30 @@ namespace OpenSim.Region.Framework.Scenes
498 m_updateList[obj.UUID] = obj; 539 m_updateList[obj.UUID] = obj;
499 } 540 }
500 541
542 public void FireAttachToBackup(SceneObjectGroup obj)
543 {
544 if (OnAttachToBackup != null)
545 {
546 OnAttachToBackup(obj);
547 }
548 }
549
550 public void FireDetachFromBackup(SceneObjectGroup obj)
551 {
552 if (OnDetachFromBackup != null)
553 {
554 OnDetachFromBackup(obj);
555 }
556 }
557
558 public void FireChangeBackup(SceneObjectGroup obj)
559 {
560 if (OnChangeBackup != null)
561 {
562 OnChangeBackup(obj);
563 }
564 }
565
501 /// <summary> 566 /// <summary>
502 /// Process all pending updates 567 /// Process all pending updates
503 /// </summary> 568 /// </summary>
@@ -629,7 +694,8 @@ namespace OpenSim.Region.Framework.Scenes
629 694
630 Entities[presence.UUID] = presence; 695 Entities[presence.UUID] = presence;
631 696
632 lock (m_presenceLock) 697 m_scenePresencesLock.EnterWriteLock();
698 try
633 { 699 {
634 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 700 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
635 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 701 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -653,6 +719,10 @@ namespace OpenSim.Region.Framework.Scenes
653 m_scenePresenceMap = newmap; 719 m_scenePresenceMap = newmap;
654 m_scenePresenceArray = newlist; 720 m_scenePresenceArray = newlist;
655 } 721 }
722 finally
723 {
724 m_scenePresencesLock.ExitWriteLock();
725 }
656 } 726 }
657 727
658 /// <summary> 728 /// <summary>
@@ -667,7 +737,8 @@ namespace OpenSim.Region.Framework.Scenes
667 agentID); 737 agentID);
668 } 738 }
669 739
670 lock (m_presenceLock) 740 m_scenePresencesLock.EnterWriteLock();
741 try
671 { 742 {
672 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 743 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
673 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 744 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -689,6 +760,10 @@ namespace OpenSim.Region.Framework.Scenes
689 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 760 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
690 } 761 }
691 } 762 }
763 finally
764 {
765 m_scenePresencesLock.ExitWriteLock();
766 }
692 } 767 }
693 768
694 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 769 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1388,8 +1463,13 @@ namespace OpenSim.Region.Framework.Scenes
1388 { 1463 {
1389 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1464 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1390 { 1465 {
1391 if (m_parentScene.AttachmentsModule != null) 1466 // Set the new attachment point data in the object
1392 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1467 byte attachmentPoint = group.GetAttachmentPoint();
1468 group.UpdateGroupPosition(pos);
1469 group.IsAttachment = false;
1470 group.AbsolutePosition = group.RootPart.AttachedPos;
1471 group.AttachmentPoint = attachmentPoint;
1472 group.HasGroupChanged = true;
1393 } 1473 }
1394 else 1474 else
1395 { 1475 {
@@ -1653,10 +1733,13 @@ namespace OpenSim.Region.Framework.Scenes
1653 /// <param name="childPrims"></param> 1733 /// <param name="childPrims"></param>
1654 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1734 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1655 { 1735 {
1736 SceneObjectGroup parentGroup = root.ParentGroup;
1737 if (parentGroup == null) return;
1656 Monitor.Enter(m_updateLock); 1738 Monitor.Enter(m_updateLock);
1739
1657 try 1740 try
1658 { 1741 {
1659 SceneObjectGroup parentGroup = root.ParentGroup; 1742 parentGroup.areUpdatesSuspended = true;
1660 1743
1661 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1744 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1662 1745
@@ -1668,9 +1751,13 @@ namespace OpenSim.Region.Framework.Scenes
1668 // Make sure no child prim is set for sale 1751 // Make sure no child prim is set for sale
1669 // So that, on delink, no prims are unwittingly 1752 // So that, on delink, no prims are unwittingly
1670 // left for sale and sold off 1753 // left for sale and sold off
1671 child.RootPart.ObjectSaleType = 0; 1754
1672 child.RootPart.SalePrice = 10; 1755 if (child != null)
1673 childGroups.Add(child); 1756 {
1757 child.RootPart.ObjectSaleType = 0;
1758 child.RootPart.SalePrice = 10;
1759 childGroups.Add(child);
1760 }
1674 } 1761 }
1675 1762
1676 foreach (SceneObjectGroup child in childGroups) 1763 foreach (SceneObjectGroup child in childGroups)
@@ -1686,12 +1773,13 @@ namespace OpenSim.Region.Framework.Scenes
1686 // occur on link to invoke this elsewhere (such as object selection) 1773 // occur on link to invoke this elsewhere (such as object selection)
1687 parentGroup.RootPart.CreateSelected = true; 1774 parentGroup.RootPart.CreateSelected = true;
1688 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1775 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1689 parentGroup.HasGroupChanged = true;
1690 parentGroup.ScheduleGroupForFullUpdate();
1691
1692 } 1776 }
1693 finally 1777 finally
1694 { 1778 {
1779 parentGroup.areUpdatesSuspended = false;
1780 parentGroup.HasGroupChanged = true;
1781 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1782 parentGroup.ScheduleGroupForFullUpdate();
1695 Monitor.Exit(m_updateLock); 1783 Monitor.Exit(m_updateLock);
1696 } 1784 }
1697 } 1785 }
@@ -1723,21 +1811,24 @@ namespace OpenSim.Region.Framework.Scenes
1723 1811
1724 SceneObjectGroup group = part.ParentGroup; 1812 SceneObjectGroup group = part.ParentGroup;
1725 if (!affectedGroups.Contains(group)) 1813 if (!affectedGroups.Contains(group))
1814 {
1815 group.areUpdatesSuspended = true;
1726 affectedGroups.Add(group); 1816 affectedGroups.Add(group);
1817 }
1727 } 1818 }
1728 } 1819 }
1729 } 1820 }
1730 1821
1731 foreach (SceneObjectPart child in childParts) 1822 if (childParts.Count > 0)
1732 { 1823 {
1733 // Unlink all child parts from their groups 1824 foreach (SceneObjectPart child in childParts)
1734 // 1825 {
1735 child.ParentGroup.DelinkFromGroup(child, true); 1826 // Unlink all child parts from their groups
1736 1827 //
1737 // These are not in affected groups and will not be 1828 child.ParentGroup.DelinkFromGroup(child, true);
1738 // handled further. Do the honors here. 1829 child.ParentGroup.HasGroupChanged = true;
1739 child.ParentGroup.HasGroupChanged = true; 1830 child.ParentGroup.ScheduleGroupForFullUpdate();
1740 child.ParentGroup.ScheduleGroupForFullUpdate(); 1831 }
1741 } 1832 }
1742 1833
1743 foreach (SceneObjectPart root in rootParts) 1834 foreach (SceneObjectPart root in rootParts)
@@ -1747,56 +1838,68 @@ namespace OpenSim.Region.Framework.Scenes
1747 // However, editing linked parts and unlinking may be different 1838 // However, editing linked parts and unlinking may be different
1748 // 1839 //
1749 SceneObjectGroup group = root.ParentGroup; 1840 SceneObjectGroup group = root.ParentGroup;
1841 group.areUpdatesSuspended = true;
1750 1842
1751 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1843 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1752 int numChildren = newSet.Count; 1844 int numChildren = newSet.Count;
1753 1845
1846 if (numChildren == 1)
1847 break;
1848
1754 // If there are prims left in a link set, but the root is 1849 // If there are prims left in a link set, but the root is
1755 // slated for unlink, we need to do this 1850 // slated for unlink, we need to do this
1851 // Unlink the remaining set
1756 // 1852 //
1757 if (numChildren != 1) 1853 bool sendEventsToRemainder = true;
1758 { 1854 if (numChildren > 1)
1759 // Unlink the remaining set 1855 sendEventsToRemainder = false;
1760 //
1761 bool sendEventsToRemainder = true;
1762 if (numChildren > 1)
1763 sendEventsToRemainder = false;
1764 1856
1765 foreach (SceneObjectPart p in newSet) 1857 foreach (SceneObjectPart p in newSet)
1858 {
1859 if (p != group.RootPart)
1766 { 1860 {
1767 if (p != group.RootPart) 1861 group.DelinkFromGroup(p, sendEventsToRemainder);
1768 group.DelinkFromGroup(p, sendEventsToRemainder); 1862 if (numChildren > 2)
1863 {
1864 p.ParentGroup.areUpdatesSuspended = true;
1865 }
1866 else
1867 {
1868 p.ParentGroup.HasGroupChanged = true;
1869 p.ParentGroup.ScheduleGroupForFullUpdate();
1870 }
1769 } 1871 }
1872 }
1770 1873
1771 // If there is more than one prim remaining, we 1874 // If there is more than one prim remaining, we
1772 // need to re-link 1875 // need to re-link
1876 //
1877 if (numChildren > 2)
1878 {
1879 // Remove old root
1880 //
1881 if (newSet.Contains(root))
1882 newSet.Remove(root);
1883
1884 // Preserve link ordering
1773 // 1885 //
1774 if (numChildren > 2) 1886 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1775 { 1887 {
1776 // Remove old root 1888 return a.LinkNum.CompareTo(b.LinkNum);
1777 // 1889 });
1778 if (newSet.Contains(root))
1779 newSet.Remove(root);
1780
1781 // Preserve link ordering
1782 //
1783 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1784 {
1785 return a.LinkNum.CompareTo(b.LinkNum);
1786 });
1787 1890
1788 // Determine new root 1891 // Determine new root
1789 // 1892 //
1790 SceneObjectPart newRoot = newSet[0]; 1893 SceneObjectPart newRoot = newSet[0];
1791 newSet.RemoveAt(0); 1894 newSet.RemoveAt(0);
1792 1895
1793 foreach (SceneObjectPart newChild in newSet) 1896 foreach (SceneObjectPart newChild in newSet)
1794 newChild.UpdateFlag = 0; 1897 newChild.UpdateFlag = 0;
1795 1898
1796 LinkObjects(newRoot, newSet); 1899 newRoot.ParentGroup.areUpdatesSuspended = true;
1797 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1900 LinkObjects(newRoot, newSet);
1798 affectedGroups.Add(newRoot.ParentGroup); 1901 if (!affectedGroups.Contains(newRoot.ParentGroup))
1799 } 1902 affectedGroups.Add(newRoot.ParentGroup);
1800 } 1903 }
1801 } 1904 }
1802 1905
@@ -1804,8 +1907,14 @@ namespace OpenSim.Region.Framework.Scenes
1804 // 1907 //
1805 foreach (SceneObjectGroup g in affectedGroups) 1908 foreach (SceneObjectGroup g in affectedGroups)
1806 { 1909 {
1910 // Child prims that have been unlinked and deleted will
1911 // return unless the root is deleted. This will remove them
1912 // from the database. They will be rewritten immediately,
1913 // minus the rows for the unlinked child prims.
1914 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1807 g.TriggerScriptChangedEvent(Changed.LINK); 1915 g.TriggerScriptChangedEvent(Changed.LINK);
1808 g.HasGroupChanged = true; // Persist 1916 g.HasGroupChanged = true; // Persist
1917 g.areUpdatesSuspended = false;
1809 g.ScheduleGroupForFullUpdate(); 1918 g.ScheduleGroupForFullUpdate();
1810 } 1919 }
1811 } 1920 }
@@ -1923,9 +2032,6 @@ namespace OpenSim.Region.Framework.Scenes
1923 child.ApplyNextOwnerPermissions(); 2032 child.ApplyNextOwnerPermissions();
1924 } 2033 }
1925 } 2034 }
1926
1927 copy.RootPart.ObjectSaleType = 0;
1928 copy.RootPart.SalePrice = 10;
1929 } 2035 }
1930 2036
1931 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2037 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..6bd9183 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();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d983d7f..7493368 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
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes
286 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
287 { 350 {
288 get { return m_rotation; } 351 get { return m_rotation; }
289 set { m_rotation = value; } 352 set {
353 m_rotation = value;
354 }
290 } 355 }
291 356
292 public Quaternion GroupRotation 357 public Quaternion GroupRotation
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
397 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
398 } 463 }
399 } 464 }
400 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
401 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
402 { 471 {
403 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
411 return; 480 return;
412 } 481 }
413 } 482 }
414
415 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
416 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
417 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p;
497 if (m_parts.TryGetValue(av.LinkedPrim, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
418 506
419 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
420 //{ 508 //{
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 661 /// </summary>
574 public SceneObjectGroup() 662 public SceneObjectGroup()
575 { 663 {
664
576 } 665 }
577 666
578 /// <summary> 667 /// <summary>
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
589 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
590 /// </summary> 679 /// </summary>
591 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
592 { 681 {
593 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
594 } 683 }
595 684
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
637 /// </summary> 726 /// </summary>
638 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
639 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
640 if (InSceneBackup) 732 if (InSceneBackup)
641 { 733 {
642 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
679 771
680 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
681 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
682 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
683 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
684 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
724 result.normal = inter.normal; 819 result.normal = inter.normal;
725 result.distance = inter.distance; 820 result.distance = inter.distance;
726 } 821 }
822
727 } 823 }
728 } 824 }
729
730 return result; 825 return result;
731 } 826 }
732 827
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
746 minZ = 8192f; 841 minZ = 8192f;
747 842
748 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
749 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
750 { 845 {
751 SceneObjectPart part = parts[i];
752
753 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
754 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
755 Quaternion worldRot; 848 Quaternion worldRot;
756 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
757 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
758 else 853 else
854 {
759 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
760 857
761 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
762 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
768 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
769 Vector3 backBottomRight; 866 Vector3 backBottomRight;
770 867
868 // Vector3[] corners = new Vector3[8];
869
771 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
772 871
773 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
802 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
803 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
804 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
805 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
806 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
807 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
823 backTopLeft += offset; 954 backTopLeft += offset;
824 backTopRight += offset; 955 backTopRight += offset;
825 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
826 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
827 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
828 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
968 1108
969 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
970 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
971 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
972 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
973 1118
974 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
975 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
976 { 1121 {
977 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
978 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
979 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
980 } 1125 }
981 1126
982 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
996 } 1141 }
997 1142
998 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
999 /// 1306 ///
1000 /// </summary> 1307 /// </summary>
1001 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1045,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1045 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1046 { 1353 {
1047 part.SetParent(this); 1354 part.SetParent(this);
1048 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1049 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1050 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1051 } 1361 }
@@ -1153,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1153 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1154 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1155 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1156 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1157 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1158 { 1473 {
@@ -1164,17 +1479,19 @@ namespace OpenSim.Region.Framework.Scenes
1164 avatar.StandUp(); 1479 avatar.StandUp();
1165 1480
1166 if (!silent) 1481 if (!silent)
1167 { 1482 {
1168 part.UpdateFlag = 0; 1483 part.UpdateFlag = 0;
1169 if (part == m_rootPart) 1484 if (part == m_rootPart)
1170 { 1485 {
1171 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1486 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1172 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1487 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1173 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1488 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId});
1174 } 1489 }
1175 } 1490 }
1176 }); 1491 });
1177 } 1492 }
1493
1494
1178 } 1495 }
1179 1496
1180 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1271,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1271 1588
1272 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1273 { 1590 {
1274 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1275 } 1597 }
1276 1598
1277 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1303,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1303 return; 1625 return;
1304 } 1626 }
1305 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1306 // 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
1307 // any exception propogate upwards. 1632 // any exception propogate upwards.
1308 try 1633 try
1309 { 1634 {
1310 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
1311 { 1639 {
1312 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1313 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1334,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1334 } 1662 }
1335 } 1663 }
1336 } 1664 }
1665
1337 } 1666 }
1338 1667
1339 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1341,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1341 // 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.
1342 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1343 { 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 }
1344// m_log.DebugFormat( 1687// m_log.DebugFormat(
1345// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1346// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1418,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1418 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1419 1762
1420 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1421 1764
1422 if (!userExposed) 1765 if (!userExposed)
1423 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1424 1767
@@ -1436,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1436 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1437 1780
1438 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1439 1782
1440 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1441 { 1784 {
1442 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1443 } 1786 }
1444 ); 1787 );
1445 1788
1446 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1460,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1461 { 1804 {
1462 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1463 1806
1464 newPart.PhysActor 1807 newPart.PhysActor
1465 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1466 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1470,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1470 newPart.RotationOffset, 1813 newPart.RotationOffset,
1471 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1472 newPart.LocalId); 1815 newPart.LocalId);
1473 1816
1474 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1475 } 1818 }
1476 } 1819 }
1477 1820
1478 if (userExposed) 1821 if (userExposed)
1479 { 1822 {
1480 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1589,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 return Vector3.Zero; 1932 return Vector3.Zero;
1590 } 1933 }
1591 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1592 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1593 { 1937 {
1594 if (IsAttachment) 1938 if (IsAttachment)
@@ -1616,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1616 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1617 } 1961 }
1618 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1619 public void stopLookAt() 1990 public void stopLookAt()
1620 { 1991 {
1621 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1622 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1623 } 2001 }
1624 2002
1625 /// <summary> 2003 /// <summary>
@@ -1677,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1677 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1678 { 2056 {
1679 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1680 AddPart(newPart); 2060 AddPart(newPart);
1681 2061
1682 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1823,11 +2203,11 @@ namespace OpenSim.Region.Framework.Scenes
1823 /// Immediately send a full update for this scene object. 2203 /// Immediately send a full update for this scene object.
1824 /// </summary> 2204 /// </summary>
1825 public void SendGroupFullUpdate() 2205 public void SendGroupFullUpdate()
1826 { 2206 {
1827 if (IsDeleted) 2207 if (IsDeleted)
1828 return; 2208 return;
1829 2209
1830// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2210// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1831 2211
1832 RootPart.SendFullUpdateToAllClients(); 2212 RootPart.SendFullUpdateToAllClients();
1833 2213
@@ -1991,6 +2371,7 @@ namespace OpenSim.Region.Framework.Scenes
1991 Quaternion oldRootRotation = linkPart.RotationOffset; 2371 Quaternion oldRootRotation = linkPart.RotationOffset;
1992 2372
1993 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2373 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2374 linkPart.ParentID = m_rootPart.LocalId;
1994 linkPart.GroupPosition = AbsolutePosition; 2375 linkPart.GroupPosition = AbsolutePosition;
1995 Vector3 axPos = linkPart.OffsetPosition; 2376 Vector3 axPos = linkPart.OffsetPosition;
1996 2377
@@ -2023,12 +2404,15 @@ namespace OpenSim.Region.Framework.Scenes
2023 part.LinkNum += objectGroup.PrimCount; 2404 part.LinkNum += objectGroup.PrimCount;
2024 } 2405 }
2025 } 2406 }
2407 }
2026 2408
2027 linkPart.LinkNum = 2; 2409 linkPart.LinkNum = 2;
2028 2410
2029 linkPart.SetParent(this); 2411 linkPart.SetParent(this);
2030 linkPart.CreateSelected = true; 2412 linkPart.CreateSelected = true;
2031 2413
2414 lock (m_parts.SyncRoot)
2415 {
2032 //if (linkPart.PhysActor != null) 2416 //if (linkPart.PhysActor != null)
2033 //{ 2417 //{
2034 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2418 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2186,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// <param name="objectGroup"></param> 2570 /// <param name="objectGroup"></param>
2187 public virtual void DetachFromBackup() 2571 public virtual void DetachFromBackup()
2188 { 2572 {
2573 m_scene.SceneGraph.FireDetachFromBackup(this);
2189 if (m_isBackedUp && Scene != null) 2574 if (m_isBackedUp && Scene != null)
2190 m_scene.EventManager.OnBackup -= ProcessBackup; 2575 m_scene.EventManager.OnBackup -= ProcessBackup;
2191 2576
@@ -2204,7 +2589,8 @@ namespace OpenSim.Region.Framework.Scenes
2204 2589
2205 axPos *= parentRot; 2590 axPos *= parentRot;
2206 part.OffsetPosition = axPos; 2591 part.OffsetPosition = axPos;
2207 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2592 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2593 part.GroupPosition = newPos;
2208 part.OffsetPosition = Vector3.Zero; 2594 part.OffsetPosition = Vector3.Zero;
2209 part.RotationOffset = worldRot; 2595 part.RotationOffset = worldRot;
2210 2596
@@ -2215,7 +2601,7 @@ namespace OpenSim.Region.Framework.Scenes
2215 2601
2216 part.LinkNum = linkNum; 2602 part.LinkNum = linkNum;
2217 2603
2218 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2604 part.OffsetPosition = newPos - AbsolutePosition;
2219 2605
2220 Quaternion rootRotation = m_rootPart.RotationOffset; 2606 Quaternion rootRotation = m_rootPart.RotationOffset;
2221 2607
@@ -2225,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes
2225 2611
2226 parentRot = m_rootPart.RotationOffset; 2612 parentRot = m_rootPart.RotationOffset;
2227 oldRot = part.RotationOffset; 2613 oldRot = part.RotationOffset;
2228 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2614 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2229 part.RotationOffset = newRot; 2615 part.RotationOffset = newRot;
2230 } 2616 }
2231 2617
@@ -2472,8 +2858,12 @@ namespace OpenSim.Region.Framework.Scenes
2472 } 2858 }
2473 } 2859 }
2474 2860
2861 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2475 for (int i = 0; i < parts.Length; i++) 2862 for (int i = 0; i < parts.Length; i++)
2476 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2863 {
2864 if (parts[i] != RootPart)
2865 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2866 }
2477 } 2867 }
2478 } 2868 }
2479 2869
@@ -2486,6 +2876,17 @@ namespace OpenSim.Region.Framework.Scenes
2486 } 2876 }
2487 } 2877 }
2488 2878
2879
2880
2881 /// <summary>
2882 /// Gets the number of parts
2883 /// </summary>
2884 /// <returns></returns>
2885 public int GetPartCount()
2886 {
2887 return Parts.Count();
2888 }
2889
2489 /// <summary> 2890 /// <summary>
2490 /// Update the texture entry for this part 2891 /// Update the texture entry for this part
2491 /// </summary> 2892 /// </summary>
@@ -2542,7 +2943,6 @@ namespace OpenSim.Region.Framework.Scenes
2542 { 2943 {
2543// m_log.DebugFormat( 2944// m_log.DebugFormat(
2544// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2945// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2545
2546 RootPart.StoreUndoState(true); 2946 RootPart.StoreUndoState(true);
2547 2947
2548 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2948 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2643,7 +3043,6 @@ namespace OpenSim.Region.Framework.Scenes
2643 prevScale.X *= x; 3043 prevScale.X *= x;
2644 prevScale.Y *= y; 3044 prevScale.Y *= y;
2645 prevScale.Z *= z; 3045 prevScale.Z *= z;
2646
2647// RootPart.IgnoreUndoUpdate = true; 3046// RootPart.IgnoreUndoUpdate = true;
2648 RootPart.Resize(prevScale); 3047 RootPart.Resize(prevScale);
2649// RootPart.IgnoreUndoUpdate = false; 3048// RootPart.IgnoreUndoUpdate = false;
@@ -2674,7 +3073,9 @@ namespace OpenSim.Region.Framework.Scenes
2674 } 3073 }
2675 3074
2676// obPart.IgnoreUndoUpdate = false; 3075// obPart.IgnoreUndoUpdate = false;
2677// obPart.StoreUndoState(); 3076 HasGroupChanged = true;
3077 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3078 ScheduleGroupForTerseUpdate();
2678 } 3079 }
2679 3080
2680// m_log.DebugFormat( 3081// m_log.DebugFormat(
@@ -2734,9 +3135,9 @@ namespace OpenSim.Region.Framework.Scenes
2734 { 3135 {
2735 SceneObjectPart part = GetChildPart(localID); 3136 SceneObjectPart part = GetChildPart(localID);
2736 3137
2737// SceneObjectPart[] parts = m_parts.GetArray(); 3138 SceneObjectPart[] parts = m_parts.GetArray();
2738// for (int i = 0; i < parts.Length; i++) 3139 for (int i = 0; i < parts.Length; i++)
2739// parts[i].StoreUndoState(); 3140 parts[i].StoreUndoState();
2740 3141
2741 if (part != null) 3142 if (part != null)
2742 { 3143 {
@@ -2792,10 +3193,27 @@ namespace OpenSim.Region.Framework.Scenes
2792 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3193 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2793 } 3194 }
2794 3195
2795 AbsolutePosition = newPos; 3196 //We have to set undoing here because otherwise an undo state will be saved
3197 if (!m_rootPart.Undoing)
3198 {
3199 m_rootPart.Undoing = true;
3200 AbsolutePosition = newPos;
3201 m_rootPart.Undoing = false;
3202 }
3203 else
3204 {
3205 AbsolutePosition = newPos;
3206 }
2796 3207
2797 HasGroupChanged = true; 3208 HasGroupChanged = true;
2798 ScheduleGroupForTerseUpdate(); 3209 if (m_rootPart.Undoing)
3210 {
3211 ScheduleGroupForFullUpdate();
3212 }
3213 else
3214 {
3215 ScheduleGroupForTerseUpdate();
3216 }
2799 } 3217 }
2800 3218
2801 public void OffsetForNewRegion(Vector3 offset) 3219 public void OffsetForNewRegion(Vector3 offset)
@@ -2877,10 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
2877 public void UpdateSingleRotation(Quaternion rot, uint localID) 3295 public void UpdateSingleRotation(Quaternion rot, uint localID)
2878 { 3296 {
2879 SceneObjectPart part = GetChildPart(localID); 3297 SceneObjectPart part = GetChildPart(localID);
2880
2881 SceneObjectPart[] parts = m_parts.GetArray(); 3298 SceneObjectPart[] parts = m_parts.GetArray();
2882 for (int i = 0; i < parts.Length; i++)
2883 parts[i].StoreUndoState();
2884 3299
2885 if (part != null) 3300 if (part != null)
2886 { 3301 {
@@ -2918,7 +3333,16 @@ namespace OpenSim.Region.Framework.Scenes
2918 if (part.UUID == m_rootPart.UUID) 3333 if (part.UUID == m_rootPart.UUID)
2919 { 3334 {
2920 UpdateRootRotation(rot); 3335 UpdateRootRotation(rot);
2921 AbsolutePosition = pos; 3336 if (!m_rootPart.Undoing)
3337 {
3338 m_rootPart.Undoing = true;
3339 AbsolutePosition = pos;
3340 m_rootPart.Undoing = false;
3341 }
3342 else
3343 {
3344 AbsolutePosition = pos;
3345 }
2922 } 3346 }
2923 else 3347 else
2924 { 3348 {
@@ -2942,9 +3366,10 @@ namespace OpenSim.Region.Framework.Scenes
2942 3366
2943 Quaternion axRot = rot; 3367 Quaternion axRot = rot;
2944 Quaternion oldParentRot = m_rootPart.RotationOffset; 3368 Quaternion oldParentRot = m_rootPart.RotationOffset;
2945
2946 m_rootPart.StoreUndoState(); 3369 m_rootPart.StoreUndoState();
2947 m_rootPart.UpdateRotation(rot); 3370
3371 //Don't use UpdateRotation because it schedules an update prematurely
3372 m_rootPart.RotationOffset = rot;
2948 if (m_rootPart.PhysActor != null) 3373 if (m_rootPart.PhysActor != null)
2949 { 3374 {
2950 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3375 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2958,15 +3383,18 @@ namespace OpenSim.Region.Framework.Scenes
2958 if (prim.UUID != m_rootPart.UUID) 3383 if (prim.UUID != m_rootPart.UUID)
2959 { 3384 {
2960 prim.IgnoreUndoUpdate = true; 3385 prim.IgnoreUndoUpdate = true;
3386
3387 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3388 NewRot = Quaternion.Inverse(axRot) * NewRot;
3389 prim.RotationOffset = NewRot;
3390
2961 Vector3 axPos = prim.OffsetPosition; 3391 Vector3 axPos = prim.OffsetPosition;
3392
2962 axPos *= oldParentRot; 3393 axPos *= oldParentRot;
2963 axPos *= Quaternion.Inverse(axRot); 3394 axPos *= Quaternion.Inverse(axRot);
2964 prim.OffsetPosition = axPos; 3395 prim.OffsetPosition = axPos;
2965 Quaternion primsRot = prim.RotationOffset; 3396
2966 Quaternion newRot = primsRot * oldParentRot; 3397 prim.IgnoreUndoUpdate = false;
2967 newRot *= Quaternion.Inverse(axRot);
2968 prim.RotationOffset = newRot;
2969 prim.ScheduleTerseUpdate();
2970 prim.IgnoreUndoUpdate = false; 3398 prim.IgnoreUndoUpdate = false;
2971 } 3399 }
2972 } 3400 }
@@ -2980,8 +3408,8 @@ namespace OpenSim.Region.Framework.Scenes
2980//// childpart.StoreUndoState(); 3408//// childpart.StoreUndoState();
2981// } 3409// }
2982// } 3410// }
2983 3411 HasGroupChanged = true;
2984 m_rootPart.ScheduleTerseUpdate(); 3412 ScheduleGroupForFullUpdate();
2985 3413
2986// m_log.DebugFormat( 3414// m_log.DebugFormat(
2987// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3415// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3209,7 +3637,6 @@ namespace OpenSim.Region.Framework.Scenes
3209 public float GetMass() 3637 public float GetMass()
3210 { 3638 {
3211 float retmass = 0f; 3639 float retmass = 0f;
3212
3213 SceneObjectPart[] parts = m_parts.GetArray(); 3640 SceneObjectPart[] parts = m_parts.GetArray();
3214 for (int i = 0; i < parts.Length; i++) 3641 for (int i = 0; i < parts.Length; i++)
3215 retmass += parts[i].GetMass(); 3642 retmass += parts[i].GetMass();
@@ -3303,6 +3730,14 @@ namespace OpenSim.Region.Framework.Scenes
3303 SetFromItemID(uuid); 3730 SetFromItemID(uuid);
3304 } 3731 }
3305 3732
3733 public void ResetOwnerChangeFlag()
3734 {
3735 ForEachPart(delegate(SceneObjectPart part)
3736 {
3737 part.ResetOwnerChangeFlag();
3738 });
3739 }
3740
3306 #endregion 3741 #endregion
3307 } 3742 }
3308} 3743}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e52131e..370c55b 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.
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -272,6 +281,7 @@ namespace OpenSim.Region.Framework.Scenes
272 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 281 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
273 private Vector3 m_sitTargetPosition; 282 private Vector3 m_sitTargetPosition;
274 private string m_sitAnimation = "SIT"; 283 private string m_sitAnimation = "SIT";
284 private bool m_occupied; // KF if any av is sitting on this prim
275 private string m_text = String.Empty; 285 private string m_text = String.Empty;
276 private string m_touchName = String.Empty; 286 private string m_touchName = String.Empty;
277 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 287 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -315,6 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
315 protected Vector3 m_lastAcceleration; 325 protected Vector3 m_lastAcceleration;
316 protected Vector3 m_lastAngularVelocity; 326 protected Vector3 m_lastAngularVelocity;
317 protected int m_lastTerseSent; 327 protected int m_lastTerseSent;
328 protected float m_buoyancy = 0.0f;
318 329
319 /// <summary> 330 /// <summary>
320 /// Stores media texture data 331 /// Stores media texture data
@@ -367,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) 379 Quaternion rotationOffset, Vector3 offsetPosition)
369 { 380 {
370 m_name = "Primitive"; 381 m_name = "Object";
371 382
372 Rezzed = DateTime.UtcNow; 383 Rezzed = DateTime.UtcNow;
373 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 384 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -422,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
422 private uint _ownerMask = (uint)PermissionMask.All; 433 private uint _ownerMask = (uint)PermissionMask.All;
423 private uint _groupMask = (uint)PermissionMask.None; 434 private uint _groupMask = (uint)PermissionMask.None;
424 private uint _everyoneMask = (uint)PermissionMask.None; 435 private uint _everyoneMask = (uint)PermissionMask.None;
425 private uint _nextOwnerMask = (uint)PermissionMask.All; 436 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
426 private PrimFlags _flags = PrimFlags.None; 437 private PrimFlags _flags = PrimFlags.None;
427 private DateTime m_expires; 438 private DateTime m_expires;
428 private DateTime m_rezzed; 439 private DateTime m_rezzed;
@@ -521,12 +532,16 @@ namespace OpenSim.Region.Framework.Scenes
521 } 532 }
522 533
523 /// <value> 534 /// <value>
524 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 535 /// Get the inventory list
525 /// </value> 536 /// </value>
526 public TaskInventoryDictionary TaskInventory 537 public TaskInventoryDictionary TaskInventory
527 { 538 {
528 get { return m_inventory.Items; } 539 get {
529 set { m_inventory.Items = value; } 540 return m_inventory.Items;
541 }
542 set {
543 m_inventory.Items = value;
544 }
530 } 545 }
531 546
532 /// <summary> 547 /// <summary>
@@ -667,14 +682,12 @@ namespace OpenSim.Region.Framework.Scenes
667 set { m_LoopSoundSlavePrims = value; } 682 set { m_LoopSoundSlavePrims = value; }
668 } 683 }
669 684
670
671 public Byte[] TextureAnimation 685 public Byte[] TextureAnimation
672 { 686 {
673 get { return m_TextureAnimation; } 687 get { return m_TextureAnimation; }
674 set { m_TextureAnimation = value; } 688 set { m_TextureAnimation = value; }
675 } 689 }
676 690
677
678 public Byte[] ParticleSystem 691 public Byte[] ParticleSystem
679 { 692 {
680 get { return m_particleSystem; } 693 get { return m_particleSystem; }
@@ -711,9 +724,11 @@ namespace OpenSim.Region.Framework.Scenes
711 { 724 {
712 // If this is a linkset, we don't want the physics engine mucking up our group position here. 725 // If this is a linkset, we don't want the physics engine mucking up our group position here.
713 PhysicsActor actor = PhysActor; 726 PhysicsActor actor = PhysActor;
714 if (actor != null && _parentID == 0) 727 if (_parentID == 0)
715 { 728 {
716 m_groupPosition = actor.Position; 729 if (actor != null)
730 m_groupPosition = actor.Position;
731 return m_groupPosition;
717 } 732 }
718 733
719 if (m_parentGroup.IsAttachment) 734 if (m_parentGroup.IsAttachment)
@@ -723,12 +738,14 @@ namespace OpenSim.Region.Framework.Scenes
723 return sp.AbsolutePosition; 738 return sp.AbsolutePosition;
724 } 739 }
725 740
741 // use root prim's group position. Physics may have updated it
742 if (ParentGroup.RootPart != this)
743 m_groupPosition = ParentGroup.RootPart.GroupPosition;
726 return m_groupPosition; 744 return m_groupPosition;
727 } 745 }
728 set 746 set
729 { 747 {
730 m_groupPosition = value; 748 m_groupPosition = value;
731
732 PhysicsActor actor = PhysActor; 749 PhysicsActor actor = PhysActor;
733 if (actor != null) 750 if (actor != null)
734 { 751 {
@@ -748,22 +765,13 @@ namespace OpenSim.Region.Framework.Scenes
748 765
749 // Tell the physics engines that this prim changed. 766 // Tell the physics engines that this prim changed.
750 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 767 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
768
751 } 769 }
752 catch (Exception e) 770 catch (Exception e)
753 { 771 {
754 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 772 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
755 } 773 }
756 } 774 }
757
758 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
759 if (m_sitTargetAvatar != UUID.Zero)
760 {
761 ScenePresence avatar;
762 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
763 {
764 avatar.ParentPosition = GetWorldPosition();
765 }
766 }
767 } 775 }
768 } 776 }
769 777
@@ -772,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
772 get { return m_offsetPosition; } 780 get { return m_offsetPosition; }
773 set 781 set
774 { 782 {
775// StoreUndoState(); 783 Vector3 oldpos = m_offsetPosition;
776 m_offsetPosition = value; 784 m_offsetPosition = value;
777 785
778 if (ParentGroup != null && !ParentGroup.IsDeleted) 786 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -787,7 +795,22 @@ namespace OpenSim.Region.Framework.Scenes
787 if (m_parentGroup.Scene != null) 795 if (m_parentGroup.Scene != null)
788 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 796 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
789 } 797 }
798
799 if (!m_parentGroup.m_dupeInProgress)
800 {
801 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
802 foreach (ScenePresence av in avs)
803 {
804 if (av.LinkedPrim == m_uuid)
805 {
806 Vector3 offset = (m_offsetPosition - oldpos);
807 av.AbsolutePosition += offset;
808 av.SendAvatarDataToAllAgents();
809 }
810 }
811 }
790 } 812 }
813 TriggerScriptChangedEvent(Changed.POSITION);
791 } 814 }
792 } 815 }
793 816
@@ -914,7 +937,16 @@ namespace OpenSim.Region.Framework.Scenes
914 /// <summary></summary> 937 /// <summary></summary>
915 public Vector3 Acceleration 938 public Vector3 Acceleration
916 { 939 {
917 get { return m_acceleration; } 940 get
941 {
942 PhysicsActor actor = PhysActor;
943 if (actor != null)
944 {
945 m_acceleration = actor.Acceleration;
946 }
947 return m_acceleration;
948 }
949
918 set { m_acceleration = value; } 950 set { m_acceleration = value; }
919 } 951 }
920 952
@@ -1245,6 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
1245 _flags = value; 1277 _flags = value;
1246 } 1278 }
1247 } 1279 }
1280
1281 [XmlIgnore]
1282 public bool IsOccupied // KF If an av is sittingon this prim
1283 {
1284 get { return m_occupied; }
1285 set { m_occupied = value; }
1286 }
1248 1287
1249 1288
1250 public UUID SitTargetAvatar 1289 public UUID SitTargetAvatar
@@ -1303,6 +1342,19 @@ namespace OpenSim.Region.Framework.Scenes
1303 set { m_collisionSoundVolume = value; } 1342 set { m_collisionSoundVolume = value; }
1304 } 1343 }
1305 1344
1345 public float Buoyancy
1346 {
1347 get { return m_buoyancy; }
1348 set
1349 {
1350 m_buoyancy = value;
1351 if (PhysActor != null)
1352 {
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356 }
1357
1306 #endregion Public Properties with only Get 1358 #endregion Public Properties with only Get
1307 1359
1308 private uint ApplyMask(uint val, bool set, uint mask) 1360 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1672,6 +1724,9 @@ namespace OpenSim.Region.Framework.Scenes
1672 1724
1673 // Move afterwards ResetIDs as it clears the localID 1725 // Move afterwards ResetIDs as it clears the localID
1674 dupe.LocalId = localID; 1726 dupe.LocalId = localID;
1727 if(dupe.PhysActor != null)
1728 dupe.PhysActor.LocalID = localID;
1729
1675 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1730 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1676 dupe._lastOwnerID = OwnerID; 1731 dupe._lastOwnerID = OwnerID;
1677 1732
@@ -2035,19 +2090,17 @@ namespace OpenSim.Region.Framework.Scenes
2035 public Vector3 GetWorldPosition() 2090 public Vector3 GetWorldPosition()
2036 { 2091 {
2037 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2092 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2038
2039 Vector3 axPos = OffsetPosition; 2093 Vector3 axPos = OffsetPosition;
2040
2041 axPos *= parentRot; 2094 axPos *= parentRot;
2042 Vector3 translationOffsetPosition = axPos; 2095 Vector3 translationOffsetPosition = axPos;
2043 2096 if(_parentID == 0)
2044// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2097 {
2045 2098 return GroupPosition;
2046 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2099 }
2047 2100 else
2048// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2101 {
2049 2102 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2050 return worldPos; 2103 }
2051 } 2104 }
2052 2105
2053 /// <summary> 2106 /// <summary>
@@ -2687,17 +2740,18 @@ namespace OpenSim.Region.Framework.Scenes
2687 //Trys to fetch sound id from prim's inventory. 2740 //Trys to fetch sound id from prim's inventory.
2688 //Prim's inventory doesn't support non script items yet 2741 //Prim's inventory doesn't support non script items yet
2689 2742
2690 lock (TaskInventory) 2743 TaskInventory.LockItemsForRead(true);
2744
2745 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2691 { 2746 {
2692 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2747 if (item.Value.Name == sound)
2693 { 2748 {
2694 if (item.Value.Name == sound) 2749 soundID = item.Value.ItemID;
2695 { 2750 break;
2696 soundID = item.Value.ItemID;
2697 break;
2698 }
2699 } 2751 }
2700 } 2752 }
2753
2754 TaskInventory.LockItemsForRead(false);
2701 } 2755 }
2702 2756
2703 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2757 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2782,7 +2836,7 @@ namespace OpenSim.Region.Framework.Scenes
2782 2836
2783 public void RotLookAt(Quaternion target, float strength, float damping) 2837 public void RotLookAt(Quaternion target, float strength, float damping)
2784 { 2838 {
2785 rotLookAt(target, strength, damping); 2839 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2786 } 2840 }
2787 2841
2788 public void rotLookAt(Quaternion target, float strength, float damping) 2842 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3028,8 +3082,8 @@ namespace OpenSim.Region.Framework.Scenes
3028 { 3082 {
3029 const float ROTATION_TOLERANCE = 0.01f; 3083 const float ROTATION_TOLERANCE = 0.01f;
3030 const float VELOCITY_TOLERANCE = 0.001f; 3084 const float VELOCITY_TOLERANCE = 0.001f;
3031 const float POSITION_TOLERANCE = 0.05f; 3085 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3032 const int TIME_MS_TOLERANCE = 3000; 3086 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3033 3087
3034 if (m_updateFlag == 1) 3088 if (m_updateFlag == 1)
3035 { 3089 {
@@ -3043,7 +3097,7 @@ namespace OpenSim.Region.Framework.Scenes
3043 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3097 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3044 { 3098 {
3045 AddTerseUpdateToAllAvatars(); 3099 AddTerseUpdateToAllAvatars();
3046 ClearUpdateSchedule(); 3100
3047 3101
3048 // This causes the Scene to 'poll' physical objects every couple of frames 3102 // This causes the Scene to 'poll' physical objects every couple of frames
3049 // bad, so it's been replaced by an event driven method. 3103 // bad, so it's been replaced by an event driven method.
@@ -3061,16 +3115,18 @@ namespace OpenSim.Region.Framework.Scenes
3061 m_lastAngularVelocity = AngularVelocity; 3115 m_lastAngularVelocity = AngularVelocity;
3062 m_lastTerseSent = Environment.TickCount; 3116 m_lastTerseSent = Environment.TickCount;
3063 } 3117 }
3118 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3119 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3064 } 3120 }
3065 else 3121 else
3066 { 3122 {
3067 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3123 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3068 { 3124 {
3069 AddFullUpdateToAllAvatars(); 3125 AddFullUpdateToAllAvatars();
3070 ClearUpdateSchedule(); 3126 m_updateFlag = 0; //Same here
3071 } 3127 }
3072 } 3128 }
3073 ClearUpdateSchedule(); 3129 m_updateFlag = 0;
3074 } 3130 }
3075 3131
3076 /// <summary> 3132 /// <summary>
@@ -3098,17 +3154,16 @@ namespace OpenSim.Region.Framework.Scenes
3098 if (!UUID.TryParse(sound, out soundID)) 3154 if (!UUID.TryParse(sound, out soundID))
3099 { 3155 {
3100 // search sound file from inventory 3156 // search sound file from inventory
3101 lock (TaskInventory) 3157 TaskInventory.LockItemsForRead(true);
3158 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3102 { 3159 {
3103 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3160 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3104 { 3161 {
3105 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3162 soundID = item.Value.ItemID;
3106 { 3163 break;
3107 soundID = item.Value.ItemID;
3108 break;
3109 }
3110 } 3164 }
3111 } 3165 }
3166 TaskInventory.LockItemsForRead(false);
3112 } 3167 }
3113 3168
3114 if (soundID == UUID.Zero) 3169 if (soundID == UUID.Zero)
@@ -3519,7 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes
3519 3574
3520 public void StopLookAt() 3575 public void StopLookAt()
3521 { 3576 {
3522 m_parentGroup.stopLookAt(); 3577 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3523 3578
3524 m_parentGroup.ScheduleGroupForTerseUpdate(); 3579 m_parentGroup.ScheduleGroupForTerseUpdate();
3525 } 3580 }
@@ -3570,45 +3625,45 @@ namespace OpenSim.Region.Framework.Scenes
3570 // TODO: May need to fix for group comparison 3625 // TODO: May need to fix for group comparison
3571 if (last.Compare(this)) 3626 if (last.Compare(this))
3572 { 3627 {
3573 // m_log.DebugFormat( 3628 // m_log.DebugFormat(
3574 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3629 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3575 // Name, LocalId, m_undo.Count); 3630 // Name, LocalId, m_undo.Count);
3576 3631
3577 return; 3632 return;
3578 } 3633 }
3579 } 3634 }
3580 } 3635 }
3581 3636
3582 // m_log.DebugFormat( 3637 // m_log.DebugFormat(
3583 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3638 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3584 // Name, LocalId, forGroup, m_undo.Count); 3639 // Name, LocalId, forGroup, m_undo.Count);
3585 3640
3586 if (m_parentGroup.GetSceneMaxUndo() > 0) 3641 if (m_parentGroup.GetSceneMaxUndo() > 0)
3587 { 3642 {
3588 UndoState nUndo = new UndoState(this, forGroup); 3643 UndoState nUndo = new UndoState(this, forGroup);
3589 3644
3590 m_undo.Push(nUndo); 3645 m_undo.Push(nUndo);
3591 3646
3592 if (m_redo.Count > 0) 3647 if (m_redo.Count > 0)
3593 m_redo.Clear(); 3648 m_redo.Clear();
3594 3649
3595 // m_log.DebugFormat( 3650 // m_log.DebugFormat(
3596 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3651 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3597 // Name, LocalId, forGroup, m_undo.Count); 3652 // Name, LocalId, forGroup, m_undo.Count);
3598 } 3653 }
3599 } 3654 }
3600 } 3655 }
3601 } 3656 }
3602// else 3657 // else
3603// { 3658 // {
3604// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3659 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3605// } 3660 // }
3606 } 3661 }
3607// else 3662 // else
3608// { 3663 // {
3609// m_log.DebugFormat( 3664 // m_log.DebugFormat(
3610// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3665 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3611// } 3666 // }
3612 } 3667 }
3613 3668
3614 /// <summary> 3669 /// <summary>
@@ -4654,8 +4709,9 @@ namespace OpenSim.Region.Framework.Scenes
4654 { 4709 {
4655 m_shape.TextureEntry = textureEntry; 4710 m_shape.TextureEntry = textureEntry;
4656 TriggerScriptChangedEvent(Changed.TEXTURE); 4711 TriggerScriptChangedEvent(Changed.TEXTURE);
4657 4712 m_updateFlag = 1;
4658 ParentGroup.HasGroupChanged = true; 4713 ParentGroup.HasGroupChanged = true;
4714
4659 //This is madness.. 4715 //This is madness..
4660 //ParentGroup.ScheduleGroupForFullUpdate(); 4716 //ParentGroup.ScheduleGroupForFullUpdate();
4661 //This is sparta 4717 //This is sparta
@@ -4852,5 +4908,17 @@ namespace OpenSim.Region.Framework.Scenes
4852 Color color = Color; 4908 Color color = Color;
4853 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4909 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4854 } 4910 }
4911
4912 public void ResetOwnerChangeFlag()
4913 {
4914 List<UUID> inv = Inventory.GetInventoryList();
4915
4916 foreach (UUID itemID in inv)
4917 {
4918 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4919 item.OwnerChanged = false;
4920 Inventory.UpdateInventoryItem(item, false, false);
4921 }
4922 }
4855 } 4923 }
4856} 4924}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 9446741..4edc220 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
217 } 231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -257,9 +307,18 @@ namespace OpenSim.Region.Framework.Scenes
257 /// </param> 307 /// </param>
258 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 308 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
259 { 309 {
260 List<TaskInventoryItem> scripts = GetInventoryScripts(); 310 Items.LockItemsForRead(true);
261 foreach (TaskInventoryItem item in scripts) 311 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
262 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 312 Items.LockItemsForRead(false);
313
314 foreach (TaskInventoryItem item in items)
315 {
316 if ((int)InventoryType.LSL == item.InvType)
317 {
318 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
319 m_part.RemoveScriptEvents(item.ItemID);
320 }
321 }
263 } 322 }
264 323
265 /// <summary> 324 /// <summary>
@@ -275,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
275 // item.Name, item.ItemID, Name, UUID); 334 // item.Name, item.ItemID, Name, UUID);
276 335
277 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 336 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
337 {
338 StoreScriptError(item.ItemID, "no permission");
278 return; 339 return;
340 }
279 341
280 m_part.AddFlag(PrimFlags.Scripted); 342 m_part.AddFlag(PrimFlags.Scripted);
281 343
@@ -284,14 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
284 if (stateSource == 2 && // Prim crossing 346 if (stateSource == 2 && // Prim crossing
285 m_part.ParentGroup.Scene.m_trustBinaries) 347 m_part.ParentGroup.Scene.m_trustBinaries)
286 { 348 {
287 lock (m_items) 349 m_items.LockItemsForWrite(true);
288 { 350 m_items[item.ItemID].PermsMask = 0;
289 m_items[item.ItemID].PermsMask = 0; 351 m_items[item.ItemID].PermsGranter = UUID.Zero;
290 m_items[item.ItemID].PermsGranter = UUID.Zero; 352 m_items.LockItemsForWrite(false);
291 }
292
293 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 353 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
294 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 354 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
355 StoreScriptErrors(item.ItemID, null);
295 m_part.ParentGroup.AddActiveScriptCount(1); 356 m_part.ParentGroup.AddActiveScriptCount(1);
296 m_part.ScheduleFullUpdate(); 357 m_part.ScheduleFullUpdate();
297 return; 358 return;
@@ -300,6 +361,8 @@ namespace OpenSim.Region.Framework.Scenes
300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 361 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
301 if (null == asset) 362 if (null == asset)
302 { 363 {
364 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
365 StoreScriptError(item.ItemID, msg);
303 m_log.ErrorFormat( 366 m_log.ErrorFormat(
304 "[PRIM INVENTORY]: " + 367 "[PRIM INVENTORY]: " +
305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 368 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -311,15 +374,20 @@ namespace OpenSim.Region.Framework.Scenes
311 if (m_part.ParentGroup.m_savedScriptState != null) 374 if (m_part.ParentGroup.m_savedScriptState != null)
312 RestoreSavedScriptState(item.OldItemID, item.ItemID); 375 RestoreSavedScriptState(item.OldItemID, item.ItemID);
313 376
314 lock (m_items) 377 m_items.LockItemsForWrite(true);
315 { 378
316 m_items[item.ItemID].PermsMask = 0; 379 m_items[item.ItemID].PermsMask = 0;
317 m_items[item.ItemID].PermsGranter = UUID.Zero; 380 m_items[item.ItemID].PermsGranter = UUID.Zero;
318 } 381
382 m_items.LockItemsForWrite(false);
319 383
320 string script = Utils.BytesToString(asset.Data); 384 string script = Utils.BytesToString(asset.Data);
321 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
322 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 386 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
387 StoreScriptErrors(item.ItemID, null);
388 if (!item.ScriptRunning)
389 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
390 m_part.LocalId, item.ItemID);
323 m_part.ParentGroup.AddActiveScriptCount(1); 391 m_part.ParentGroup.AddActiveScriptCount(1);
324 m_part.ScheduleFullUpdate(); 392 m_part.ScheduleFullUpdate();
325 } 393 }
@@ -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 +995,124 @@ 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 return;
1037 }
1038
1039 if (!changed)
1040 {
1041 if (m_inventoryFileData.Length > 2)
801 { 1042 {
802 foreach (TaskInventoryItem item in m_items.Values) 1043 xferManager.AddNewFile(m_inventoryFileName,
803 { 1044 m_inventoryFileData);
804// m_log.DebugFormat( 1045 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1046 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1047
808 UUID ownerID = item.OwnerID; 1048 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1049 return;
810 uint baseMask = item.BasePermissions; 1050 }
811 uint ownerMask = item.CurrentPermissions; 1051 }
812 uint groupMask = item.GroupPermissions;
813 1052
814 invString.AddItemStart(); 1053 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1054
818 invString.AddPermissionsStart(); 1055 foreach (TaskInventoryItem item in m_items.Values)
1056 {
1057 UUID ownerID = item.OwnerID;
1058 uint everyoneMask = 0;
1059 uint baseMask = item.BasePermissions;
1060 uint ownerMask = item.CurrentPermissions;
1061 uint groupMask = item.GroupPermissions;
819 1062
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1063 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1064 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1065 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 1066
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1067 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1068
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1069 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1070 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1071 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1072 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1073 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1074
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1075 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1076 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1077
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1078 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
836 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1079
839 invString.AddSaleStart(); 1080 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1081 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1082
844 invString.AddNameValueLine("name", item.Name + "|"); 1083 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1084 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1085 else
1086 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1087 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1088 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1089 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1090
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1091 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1092 invString.AddNameValueLine("sale_type", "not");
849 } 1093 invString.AddNameValueLine("sale_price", "0");
850 } 1094 invString.AddSectionEnd();
851 1095
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1096 invString.AddNameValueLine("name", item.Name + "|");
1097 invString.AddNameValueLine("desc", item.Description + "|");
853 1098
854 return true; 1099 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1100 invString.AddSectionEnd();
855 } 1101 }
856 1102
857 // No need to recreate, the existing file is fine 1103 Items.LockItemsForRead(false);
858 return false;
859 }
860 1104
861 /// <summary> 1105 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 1106
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1107 if (m_inventoryFileData.Length > 2)
878 return; 1108 {
879 } 1109 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1110 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1111 Util.StringToBytes256(m_inventoryFileName));
882 1112 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 } 1113 }
1114
1115 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1116 }
905 1117
906 /// <summary> 1118 /// <summary>
@@ -911,10 +1123,11 @@ namespace OpenSim.Region.Framework.Scenes
911 { 1123 {
912 if (HasInventoryChanged) 1124 if (HasInventoryChanged)
913 { 1125 {
914 HasInventoryChanged = false; 1126 Items.LockItemsForRead(true);
915 List<TaskInventoryItem> items = GetInventoryItems(); 1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
916 datastore.StorePrimInventory(m_part.UUID, items); 1128 Items.LockItemsForRead(false);
917 1129
1130 HasInventoryChanged = false;
918 } 1131 }
919 } 1132 }
920 1133
@@ -981,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1194 {
982 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
983 1196
984 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
985 { 1198 {
986 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
987 { 1207 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 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 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1021 } 1222 }
1022
1023 return mask; 1223 return mask;
1024 } 1224 }
1025 1225
1026 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1027 { 1227 {
1028 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1229 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1231 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 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 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1048 } 1245 }
1049 } 1246 }
1050 1247
1051 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1052 { 1249 {
1053 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1251 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1056 { 1253 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1254 }
1061 1255
1062 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1069,17 +1263,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1263 /// <returns></returns>
1070 public bool ContainsScripts() 1264 public bool ContainsScripts()
1071 { 1265 {
1072 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1267 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1075 { 1269 {
1076 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1077 {
1078 return true;
1079 }
1080 } 1271 }
1081 } 1272 }
1082
1083 return false; 1273 return false;
1084 } 1274 }
1085 1275
@@ -1087,11 +1277,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1277 {
1088 List<UUID> ret = new List<UUID>(); 1278 List<UUID> ret = new List<UUID>();
1089 1279
1090 lock (m_items) 1280 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1281 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1282
1096 return ret; 1283 return ret;
1097 } 1284 }
@@ -1122,6 +1309,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1309
1123 public Dictionary<UUID, string> GetScriptStates() 1310 public Dictionary<UUID, string> GetScriptStates()
1124 { 1311 {
1312 return GetScriptStates(false);
1313 }
1314
1315 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1316 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1317 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1318
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1319 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1324,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines == null) // No engine at all 1324 if (engines == null) // No engine at all
1133 return ret; 1325 return ret;
1134 1326
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1327 Items.LockItemsForRead(true);
1136 1328 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1329 {
1139 foreach (IScriptModule e in engines) 1330 if (item.InvType == (int)InventoryType.LSL)
1140 { 1331 {
1141 if (e != null) 1332 foreach (IScriptModule e in engines)
1142 { 1333 {
1143 string n = e.GetXMLState(item.ItemID); 1334 if (e != null)
1144 if (n != String.Empty)
1145 { 1335 {
1146 if (!ret.ContainsKey(item.ItemID)) 1336 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1337 if (n != String.Empty)
1148 break; 1338 {
1339 if (oldIDs)
1340 {
1341 if (!ret.ContainsKey(item.OldItemID))
1342 ret[item.OldItemID] = n;
1343 }
1344 else
1345 {
1346 if (!ret.ContainsKey(item.ItemID))
1347 ret[item.ItemID] = n;
1348 }
1349 break;
1350 }
1149 } 1351 }
1150 } 1352 }
1151 } 1353 }
1152 } 1354 }
1153 1355 Items.LockItemsForRead(false);
1154 return ret; 1356 return ret;
1155 } 1357 }
1156 1358
@@ -1160,21 +1362,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines == null) 1362 if (engines == null)
1161 return; 1363 return;
1162 1364
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1365
1165 foreach (TaskInventoryItem item in scripts) 1366 Items.LockItemsForRead(true);
1367
1368 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1369 {
1167 foreach (IScriptModule engine in engines) 1370 if (item.InvType == (int)InventoryType.LSL)
1168 { 1371 {
1169 if (engine != null) 1372 foreach (IScriptModule engine in engines)
1170 { 1373 {
1171 if (item.OwnerChanged) 1374 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1375 {
1173 item.OwnerChanged = false; 1376 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1377 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1378 item.OwnerChanged = false;
1379 engine.ResumeScript(item.ItemID);
1380 }
1175 } 1381 }
1176 } 1382 }
1177 } 1383 }
1384
1385 Items.LockItemsForRead(false);
1178 } 1386 }
1179 } 1387 }
1180} 1388}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 972e7fc..bdfad40 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[SCENE PRESENCE] Destructor called"); 74// m_log.Debug("[SCENE PRESENCE] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 public PresenceType PresenceType { get; private set; } 79 public PresenceType PresenceType { get; private set; }
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 /// <summary> 97 /// <summary>
95 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -117,6 +120,7 @@ namespace OpenSim.Region.Framework.Scenes
117 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 120 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
118 /// necessary. 121 /// necessary.
119 /// </remarks> 122 /// </remarks>
123
120 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 124 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
121 125
122 public Object AttachmentsSyncLock { get; private set; } 126 public Object AttachmentsSyncLock { get; private set; }
@@ -130,13 +134,21 @@ namespace OpenSim.Region.Framework.Scenes
130 public Vector3 lastKnownAllowedPosition; 134 public Vector3 lastKnownAllowedPosition;
131 public bool sentMessageAboutRestrictedParcelFlyingDown; 135 public bool sentMessageAboutRestrictedParcelFlyingDown;
132 public Vector4 CollisionPlane = Vector4.UnitW; 136 public Vector4 CollisionPlane = Vector4.UnitW;
133 137
138 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
139 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
134 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
141 private Vector3 m_lastWorldPosition;
135 private Quaternion m_lastRotation; 142 private Quaternion m_lastRotation;
136 private Vector3 m_lastVelocity; 143 private Vector3 m_lastVelocity;
137 //private int m_lastTerseSent; 144 //private int m_lastTerseSent;
138 145
139 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
147 private int m_userFlags;
148 public int UserFlags
149 {
150 get { return m_userFlags; }
151 }
140 private TeleportFlags m_teleportFlags; 152 private TeleportFlags m_teleportFlags;
141 public TeleportFlags TeleportFlags 153 public TeleportFlags TeleportFlags
142 { 154 {
@@ -159,6 +171,9 @@ namespace OpenSim.Region.Framework.Scenes
159 private Vector3 m_lastChildAgentUpdatePosition; 171 private Vector3 m_lastChildAgentUpdatePosition;
160 private Vector3 m_lastChildAgentUpdateCamPosition; 172 private Vector3 m_lastChildAgentUpdateCamPosition;
161 173
174 private bool m_flyingOld; // add for fly velocity control
175 public bool m_wasFlying; // add for fly velocity control
176
162 private const int LAND_VELOCITYMAG_MAX = 12; 177 private const int LAND_VELOCITYMAG_MAX = 12;
163 178
164 public bool IsRestrictedToRegion; 179 public bool IsRestrictedToRegion;
@@ -169,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
169 184
170 protected ulong crossingFromRegion; 185 protected ulong crossingFromRegion;
171 186
172 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 187 private readonly Vector3[] Dir_Vectors = new Vector3[11];
173 188
174 189
175 protected Timer m_reprioritization_timer; 190 protected Timer m_reprioritization_timer;
@@ -184,12 +199,14 @@ namespace OpenSim.Region.Framework.Scenes
184 private bool m_autopilotMoving; 199 private bool m_autopilotMoving;
185 private Vector3 m_autoPilotTarget; 200 private Vector3 m_autoPilotTarget;
186 private bool m_sitAtAutoTarget; 201 private bool m_sitAtAutoTarget;
202 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
187 203
188 private string m_nextSitAnimation = String.Empty; 204 private string m_nextSitAnimation = String.Empty;
189 205
190 //PauPaw:Proper PID Controler for autopilot************ 206 //PauPaw:Proper PID Controler for autopilot************
191 public bool MovingToTarget { get; private set; } 207 public bool MovingToTarget { get; private set; }
192 public Vector3 MoveToPositionTarget { get; private set; } 208 public Vector3 MoveToPositionTarget { get; private set; }
209 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
193 210
194 /// <summary> 211 /// <summary>
195 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). 212 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
@@ -199,7 +216,13 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_followCamAuto; 216 private bool m_followCamAuto;
200 217
201 private int m_movementUpdateCount; 218 private int m_movementUpdateCount;
219 private int m_lastColCount = -1; //KF: Look for Collision chnages
220 private int m_updateCount = 0; //KF: Update Anims for a while
221 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
202 private const int NumMovementsBetweenRayCast = 5; 222 private const int NumMovementsBetweenRayCast = 5;
223 private List<uint> m_lastColliders = new List<uint>();
224
225 private object m_syncRoot = new Object();
203 226
204 private bool CameraConstraintActive; 227 private bool CameraConstraintActive;
205 //private int m_moveToPositionStateStatus; 228 //private int m_moveToPositionStateStatus;
@@ -240,7 +263,9 @@ namespace OpenSim.Region.Framework.Scenes
240 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 263 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
241 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 264 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
242 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 265 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
243 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 266 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
267 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
268 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
244 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 269 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
245 } 270 }
246 271
@@ -476,9 +501,11 @@ namespace OpenSim.Region.Framework.Scenes
476 { 501 {
477 get 502 get
478 { 503 {
479 if (PhysicsActor != null) 504 PhysicsActor actor = m_physicsActor;
480 { 505// if (actor != null)
481 m_pos = PhysicsActor.Position; 506 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
507 {
508 m_pos = actor.Position;
482 509
483// m_log.DebugFormat( 510// m_log.DebugFormat(
484// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", 511// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
@@ -504,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes
504 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); 531 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
505 if (part != null) 532 if (part != null)
506 { 533 {
507 return ParentPosition + (m_pos * part.GetWorldRotation()); 534 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
508 } 535 }
509 else 536 else
510 { 537 {
@@ -530,8 +557,10 @@ namespace OpenSim.Region.Framework.Scenes
530 } 557 }
531 } 558 }
532 559
533 m_pos = value; 560// Changed this to update unconditionally to make npose work
534 ParentPosition = Vector3.Zero; 561// if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
562 m_pos = value;
563 m_parentPosition = Vector3.Zero;
535 564
536// m_log.DebugFormat( 565// m_log.DebugFormat(
537// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 566// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -589,15 +618,39 @@ namespace OpenSim.Region.Framework.Scenes
589 } 618 }
590 } 619 }
591 620
621 public Quaternion OffsetRotation
622 {
623 get { return m_offsetRotation; }
624 set { m_offsetRotation = value; }
625 }
592 private Quaternion m_bodyRot = Quaternion.Identity; 626 private Quaternion m_bodyRot = Quaternion.Identity;
593 627
594 public Quaternion Rotation 628 public Quaternion Rotation
595 { 629 {
596 get { return m_bodyRot; } 630 get {
597 set 631 if (m_parentID != 0)
598 { 632 {
633 if (m_offsetRotation != null)
634 {
635 return m_offsetRotation;
636 }
637 else
638 {
639 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
640 }
641
642 }
643 else
644 {
645 return m_bodyRot;
646 }
647 }
648 set {
599 m_bodyRot = value; 649 m_bodyRot = value;
600// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 650 if (m_parentID != 0)
651 {
652 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
653 }
601 } 654 }
602 } 655 }
603 656
@@ -617,11 +670,21 @@ namespace OpenSim.Region.Framework.Scenes
617 670
618 private uint m_parentID; 671 private uint m_parentID;
619 672
673
674 private UUID m_linkedPrim;
675
620 public uint ParentID 676 public uint ParentID
621 { 677 {
622 get { return m_parentID; } 678 get { return m_parentID; }
623 set { m_parentID = value; } 679 set { m_parentID = value; }
624 } 680 }
681
682 public UUID LinkedPrim
683 {
684 get { return m_linkedPrim; }
685 set { m_linkedPrim = value; }
686 }
687
625 public float Health 688 public float Health
626 { 689 {
627 get { return m_health; } 690 get { return m_health; }
@@ -753,6 +816,7 @@ namespace OpenSim.Region.Framework.Scenes
753 m_localId = m_scene.AllocateLocalId(); 816 m_localId = m_scene.AllocateLocalId();
754 817
755 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 818 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
819 m_userFlags = account.UserFlags;
756 820
757 if (account != null) 821 if (account != null)
758 UserLevel = account.UserLevel; 822 UserLevel = account.UserLevel;
@@ -771,10 +835,7 @@ namespace OpenSim.Region.Framework.Scenes
771 m_reprioritization_timer.AutoReset = false; 835 m_reprioritization_timer.AutoReset = false;
772 836
773 AdjustKnownSeeds(); 837 AdjustKnownSeeds();
774
775 // TODO: I think, this won't send anything, as we are still a child here...
776 Animator.TrySetMovementAnimation("STAND"); 838 Animator.TrySetMovementAnimation("STAND");
777
778 // we created a new ScenePresence (a new child agent) in a fresh region. 839 // we created a new ScenePresence (a new child agent) in a fresh region.
779 // Request info about all the (root) agents in this region 840 // Request info about all the (root) agents in this region
780 // Note: This won't send data *to* other clients in that region (children don't send) 841 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -815,26 +876,30 @@ namespace OpenSim.Region.Framework.Scenes
815 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 876 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
816 Dir_Vectors[4] = Vector3.UnitZ; //UP 877 Dir_Vectors[4] = Vector3.UnitZ; //UP
817 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 878 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
818 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 879 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
819 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 880 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
820 Dir_Vectors[7] = -Vector3.UnitX; //BACK 881 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
882 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
883 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
821 } 884 }
822 885
823 private Vector3[] GetWalkDirectionVectors() 886 private Vector3[] GetWalkDirectionVectors()
824 { 887 {
825 Vector3[] vector = new Vector3[9]; 888 Vector3[] vector = new Vector3[11];
826 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD 889 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
827 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK 890 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
828 vector[2] = Vector3.UnitY; //LEFT 891 vector[2] = Vector3.UnitY; //LEFT
829 vector[3] = -Vector3.UnitY; //RIGHT 892 vector[3] = -Vector3.UnitY; //RIGHT
830 vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 893 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
831 vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 894 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
832 vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 895 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
833 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge 896 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
834 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge 897 vector[8] = Vector3.UnitY; //LEFT_NUDGE
898 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
899 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
835 return vector; 900 return vector;
836 } 901 }
837 902
838 #endregion 903 #endregion
839 904
840 public uint GenerateClientFlags(UUID ObjectID) 905 public uint GenerateClientFlags(UUID ObjectID)
@@ -849,6 +914,8 @@ namespace OpenSim.Region.Framework.Scenes
849 /// </summary> 914 /// </summary>
850 public void SendPrimUpdates() 915 public void SendPrimUpdates()
851 { 916 {
917 m_sceneViewer.SendPrimUpdates();
918
852 SceneViewer.SendPrimUpdates(); 919 SceneViewer.SendPrimUpdates();
853 } 920 }
854 921
@@ -894,6 +961,62 @@ namespace OpenSim.Region.Framework.Scenes
894 pos.Y = crossedBorder.BorderLine.Z - 1; 961 pos.Y = crossedBorder.BorderLine.Z - 1;
895 } 962 }
896 963
964 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
965 if (land != null)
966 {
967 // If we come in via login, landmark or map, we want to
968 // honor landing points. If we come in via Lure, we want
969 // to ignore them.
970 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
971 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
972 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
973 {
974 // Don't restrict gods, estate managers, or land owners to
975 // the TP point. This behaviour mimics agni.
976 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
977 land.LandData.UserLocation != Vector3.Zero &&
978 GodLevel < 200 &&
979 ((land.LandData.OwnerID != m_uuid &&
980 (!m_scene.Permissions.IsGod(m_uuid)) &&
981 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
982 {
983 pos = land.LandData.UserLocation;
984 }
985 }
986
987 land.SendLandUpdateToClient(ControllingClient);
988 }
989
990 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
991 {
992 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
993
994 if (pos.X < 0)
995 {
996 emergencyPos.X = (int)Constants.RegionSize + pos.X;
997 if (!(pos.Y < 0))
998 emergencyPos.Y = pos.Y;
999 if (!(pos.Z < 0))
1000 emergencyPos.Z = pos.Z;
1001 }
1002 if (pos.Y < 0)
1003 {
1004 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
1005 if (!(pos.X < 0))
1006 emergencyPos.X = pos.X;
1007 if (!(pos.Z < 0))
1008 emergencyPos.Z = pos.Z;
1009 }
1010 if (pos.Z < 0)
1011 {
1012 emergencyPos.Z = 128;
1013 if (!(pos.Y < 0))
1014 emergencyPos.Y = pos.Y;
1015 if (!(pos.X < 0))
1016 emergencyPos.X = pos.X;
1017 }
1018 }
1019
897 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1020 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
898 { 1021 {
899 m_log.WarnFormat( 1022 m_log.WarnFormat(
@@ -1026,16 +1149,21 @@ namespace OpenSim.Region.Framework.Scenes
1026 /// <summary> 1149 /// <summary>
1027 /// Removes physics plugin scene representation of this agent if it exists. 1150 /// Removes physics plugin scene representation of this agent if it exists.
1028 /// </summary> 1151 /// </summary>
1029 private void RemoveFromPhysicalScene() 1152 public void RemoveFromPhysicalScene()
1030 { 1153 {
1031 if (PhysicsActor != null) 1154 if (PhysicsActor != null)
1032 { 1155 {
1033 PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1156 try
1034 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1157 {
1035 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1158 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1036 PhysicsActor.UnSubscribeEvents(); 1159 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1037 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1160 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1038 PhysicsActor = null; 1161 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1162 m_physicsActor.UnSubscribeEvents();
1163 PhysicsActor = null;
1164 }
1165 catch
1166 { }
1039 } 1167 }
1040 } 1168 }
1041 1169
@@ -1051,10 +1179,12 @@ namespace OpenSim.Region.Framework.Scenes
1051 1179
1052 RemoveFromPhysicalScene(); 1180 RemoveFromPhysicalScene();
1053 Velocity = Vector3.Zero; 1181 Velocity = Vector3.Zero;
1182 CheckLandingPoint(ref pos);
1054 AbsolutePosition = pos; 1183 AbsolutePosition = pos;
1055 AddToPhysicalScene(isFlying); 1184 AddToPhysicalScene(isFlying);
1056 1185
1057 SendTerseUpdateToAllClients(); 1186 SendTerseUpdateToAllClients();
1187
1058 } 1188 }
1059 1189
1060 public void TeleportWithMomentum(Vector3 pos) 1190 public void TeleportWithMomentum(Vector3 pos)
@@ -1064,6 +1194,7 @@ namespace OpenSim.Region.Framework.Scenes
1064 isFlying = PhysicsActor.Flying; 1194 isFlying = PhysicsActor.Flying;
1065 1195
1066 RemoveFromPhysicalScene(); 1196 RemoveFromPhysicalScene();
1197 CheckLandingPoint(ref pos);
1067 AbsolutePosition = pos; 1198 AbsolutePosition = pos;
1068 AddToPhysicalScene(isFlying); 1199 AddToPhysicalScene(isFlying);
1069 1200
@@ -1271,11 +1402,12 @@ namespace OpenSim.Region.Framework.Scenes
1271 /// <summary> 1402 /// <summary>
1272 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1403 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1273 /// </summary> 1404 /// </summary>
1405 /// <summary>
1406 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1407 /// </summary>
1274 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1408 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1275 { 1409 {
1276// m_log.DebugFormat( 1410 // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
1277// "[SCENE PRESENCE]: In {0} received agent update from {1}",
1278// Scene.RegionInfo.RegionName, remoteClient.Name);
1279 1411
1280 //if (IsChildAgent) 1412 //if (IsChildAgent)
1281 //{ 1413 //{
@@ -1350,6 +1482,10 @@ namespace OpenSim.Region.Framework.Scenes
1350 1482
1351 #endregion Inputs 1483 #endregion Inputs
1352 1484
1485 // Make anims work for client side autopilot
1486 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1487 m_updateCount = UPDATE_COUNT;
1488
1353 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1489 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1354 { 1490 {
1355 StandUp(); 1491 StandUp();
@@ -1380,6 +1516,9 @@ namespace OpenSim.Region.Framework.Scenes
1380 1516
1381 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1517 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1382 { 1518 {
1519 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1520 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1521
1383 // TODO: This doesn't prevent the user from walking yet. 1522 // TODO: This doesn't prevent the user from walking yet.
1384 // Setting parent ID would fix this, if we knew what value 1523 // Setting parent ID would fix this, if we knew what value
1385 // to use. Or we could add a m_isSitting variable. 1524 // to use. Or we could add a m_isSitting variable.
@@ -1469,7 +1608,7 @@ namespace OpenSim.Region.Framework.Scenes
1469 1608
1470 if ((MovementFlag & (byte)(uint)DCF) == 0) 1609 if ((MovementFlag & (byte)(uint)DCF) == 0)
1471 { 1610 {
1472 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1611 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
1473 { 1612 {
1474 MovementFlag |= (byte)nudgehack; 1613 MovementFlag |= (byte)nudgehack;
1475 } 1614 }
@@ -1481,13 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1620 }
1482 else 1621 else
1483 { 1622 {
1484 if ((MovementFlag & (byte)(uint)DCF) != 0 || 1623 if ((m_movementflag & (byte)(uint)DCF) != 0 ||
1485 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1624 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
1486 && ((MovementFlag & (byte)nudgehack) == nudgehack)) 1625 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1487 ) // This or is for Nudge forward 1626 ) // This or is for Nudge forward
1488 { 1627 {
1489// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); 1628 // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF);
1490 MovementFlag -= ((byte)(uint)DCF); 1629 m_movementflag -= ((byte)(uint)DCF);
1491 update_movementflag = true; 1630 update_movementflag = true;
1492 1631
1493 /* 1632 /*
@@ -1548,21 +1687,21 @@ namespace OpenSim.Region.Framework.Scenes
1548 // which occurs later in the main scene loop 1687 // which occurs later in the main scene loop
1549 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1688 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1550 { 1689 {
1551// m_log.DebugFormat( 1690 // m_log.DebugFormat(
1552// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", 1691 // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1553// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); 1692 // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1554 1693
1555 AddNewMovement(agent_control_v3); 1694 AddNewMovement(agent_control_v3);
1556 } 1695 }
1557// else 1696 // else
1558// { 1697 // {
1559// if (!update_movementflag) 1698 // if (!update_movementflag)
1560// { 1699 // {
1561// m_log.DebugFormat( 1700 // m_log.DebugFormat(
1562// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", 1701 // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
1563// m_scene.RegionInfo.RegionName, agent_control_v3, Name); 1702 // m_scene.RegionInfo.RegionName, agent_control_v3, Name);
1564// } 1703 // }
1565// } 1704 // }
1566 1705
1567 if (update_movementflag && ParentID == 0) 1706 if (update_movementflag && ParentID == 0)
1568 Animator.UpdateMovementAnimations(); 1707 Animator.UpdateMovementAnimations();
@@ -1581,20 +1720,20 @@ namespace OpenSim.Region.Framework.Scenes
1581 /// <returns>True if movement has been updated in some way. False otherwise.</returns> 1720 /// <returns>True if movement has been updated in some way. False otherwise.</returns>
1582 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) 1721 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
1583 { 1722 {
1584// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 1723 // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1585 1724
1586 bool updated = false; 1725 bool updated = false;
1587 1726
1588// m_log.DebugFormat( 1727 // m_log.DebugFormat(
1589// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 1728 // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
1590// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); 1729 // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
1591 1730
1592 if (!m_autopilotMoving) 1731 if (!m_autopilotMoving)
1593 { 1732 {
1594 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); 1733 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
1595// m_log.DebugFormat( 1734 // m_log.DebugFormat(
1596// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", 1735 // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
1597// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); 1736 // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
1598 1737
1599 // Check the error term of the current position in relation to the target position 1738 // Check the error term of the current position in relation to the target position
1600 if (distanceToTarget <= 1) 1739 if (distanceToTarget <= 1)
@@ -1617,7 +1756,7 @@ namespace OpenSim.Region.Framework.Scenes
1617 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1756 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1618 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords 1757 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
1619 // Ignore z component of vector 1758 // Ignore z component of vector
1620// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1759 // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1621 LocalVectorToTarget3D.Normalize(); 1760 LocalVectorToTarget3D.Normalize();
1622 1761
1623 // update avatar movement flags. the avatar coordinate system is as follows: 1762 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1683,9 +1822,9 @@ namespace OpenSim.Region.Framework.Scenes
1683 updated = true; 1822 updated = true;
1684 } 1823 }
1685 1824
1686// m_log.DebugFormat( 1825 // m_log.DebugFormat(
1687// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", 1826 // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
1688// LocalVectorToTarget3D, agent_control_v3, Name); 1827 // LocalVectorToTarget3D, agent_control_v3, Name);
1689 1828
1690 agent_control_v3 += LocalVectorToTarget3D; 1829 agent_control_v3 += LocalVectorToTarget3D;
1691 } 1830 }
@@ -1714,9 +1853,12 @@ namespace OpenSim.Region.Framework.Scenes
1714 /// </param> 1853 /// </param>
1715 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) 1854 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
1716 { 1855 {
1717 m_log.DebugFormat( 1856 if (SitGround)
1718 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1857 StandUp();
1719 Name, pos, m_scene.RegionInfo.RegionName); 1858
1859// m_log.DebugFormat(
1860// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
1861// Name, pos, m_scene.RegionInfo.RegionName);
1720 1862
1721 if (pos.X < 0 || pos.X >= Constants.RegionSize 1863 if (pos.X < 0 || pos.X >= Constants.RegionSize
1722 || pos.Y < 0 || pos.Y >= Constants.RegionSize 1864 || pos.Y < 0 || pos.Y >= Constants.RegionSize
@@ -1742,9 +1884,9 @@ namespace OpenSim.Region.Framework.Scenes
1742 if (pos.Z - terrainHeight < 0.2) 1884 if (pos.Z - terrainHeight < 0.2)
1743 pos.Z = terrainHeight; 1885 pos.Z = terrainHeight;
1744 1886
1745 m_log.DebugFormat( 1887// m_log.DebugFormat(
1746 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1888// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1747 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1889// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1748 1890
1749 if (noFly) 1891 if (noFly)
1750 PhysicsActor.Flying = false; 1892 PhysicsActor.Flying = false;
@@ -1780,7 +1922,7 @@ namespace OpenSim.Region.Framework.Scenes
1780 /// </summary> 1922 /// </summary>
1781 public void ResetMoveToTarget() 1923 public void ResetMoveToTarget()
1782 { 1924 {
1783 m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 1925// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1784 1926
1785 MovingToTarget = false; 1927 MovingToTarget = false;
1786 MoveToPositionTarget = Vector3.Zero; 1928 MoveToPositionTarget = Vector3.Zero;
@@ -1806,7 +1948,7 @@ namespace OpenSim.Region.Framework.Scenes
1806 Velocity = Vector3.Zero; 1948 Velocity = Vector3.Zero;
1807 SendAvatarDataToAllAgents(); 1949 SendAvatarDataToAllAgents();
1808 1950
1809 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1951 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1810 } 1952 }
1811 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1953 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1812 m_requestedSitTargetUUID = UUID.Zero; 1954 m_requestedSitTargetUUID = UUID.Zero;
@@ -1843,25 +1985,22 @@ namespace OpenSim.Region.Framework.Scenes
1843 1985
1844 if (ParentID != 0) 1986 if (ParentID != 0)
1845 { 1987 {
1846 m_log.Debug("StandupCode Executed"); 1988 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1847 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
1848 if (part != null) 1989 if (part != null)
1849 { 1990 {
1991 part.TaskInventory.LockItemsForRead(true);
1850 TaskInventoryDictionary taskIDict = part.TaskInventory; 1992 TaskInventoryDictionary taskIDict = part.TaskInventory;
1851 if (taskIDict != null) 1993 if (taskIDict != null)
1852 { 1994 {
1853 lock (taskIDict) 1995 foreach (UUID taskID in taskIDict.Keys)
1854 { 1996 {
1855 foreach (UUID taskID in taskIDict.Keys) 1997 UnRegisterControlEventsToScript(LocalId, taskID);
1856 { 1998 taskIDict[taskID].PermsMask &= ~(
1857 UnRegisterControlEventsToScript(LocalId, taskID); 1999 2048 | //PERMISSION_CONTROL_CAMERA
1858 taskIDict[taskID].PermsMask &= ~( 2000 4); // PERMISSION_TAKE_CONTROLS
1859 2048 | //PERMISSION_CONTROL_CAMERA
1860 4); // PERMISSION_TAKE_CONTROLS
1861 }
1862 } 2001 }
1863
1864 } 2002 }
2003 part.TaskInventory.LockItemsForRead(false);
1865 // Reset sit target. 2004 // Reset sit target.
1866 if (part.GetAvatarOnSitTarget() == UUID) 2005 if (part.GetAvatarOnSitTarget() == UUID)
1867 part.SitTargetAvatar = UUID.Zero; 2006 part.SitTargetAvatar = UUID.Zero;
@@ -1870,21 +2009,60 @@ namespace OpenSim.Region.Framework.Scenes
1870 ParentPosition = part.GetWorldPosition(); 2009 ParentPosition = part.GetWorldPosition();
1871 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2010 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1872 } 2011 }
1873 2012 // part.GetWorldRotation() is the rotation of the object being sat on
1874 if (PhysicsActor == null) 2013 // Rotation is the sittiing Av's rotation
2014
2015 Quaternion partRot;
2016// if (part.LinkNum == 1)
2017// { // Root prim of linkset
2018// partRot = part.ParentGroup.RootPart.RotationOffset;
2019// }
2020// else
2021// { // single or child prim
2022
2023// }
2024 if (part == null) //CW: Part may be gone. llDie() for example.
1875 { 2025 {
1876 AddToPhysicalScene(false); 2026 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
2027 }
2028 else
2029 {
2030 partRot = part.GetWorldRotation();
1877 } 2031 }
1878 2032
1879 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 2033 Quaternion partIRot = Quaternion.Inverse(partRot);
1880 ParentPosition = Vector3.Zero;
1881 2034
1882 ParentID = 0; 2035 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
2036 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
2037
2038
2039 if (m_physicsActor == null)
2040 {
2041 AddToPhysicalScene(false);
2042 }
2043 //CW: If the part isn't null then we can set the current position
2044 if (part != null)
2045 {
2046 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
2047 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
2048 part.IsOccupied = false;
2049 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
2050 }
2051 else
2052 {
2053 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
2054 AbsolutePosition = m_lastWorldPosition;
2055 }
2056
2057 m_parentPosition = Vector3.Zero;
2058 m_parentID = 0;
2059 m_linkedPrim = UUID.Zero;
2060 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1883 SendAvatarDataToAllAgents(); 2061 SendAvatarDataToAllAgents();
1884 m_requestedSitTargetID = 0; 2062 m_requestedSitTargetID = 0;
1885 } 2063 }
1886 2064
1887 Animator.TrySetMovementAnimation("STAND"); 2065 Animator.UpdateMovementAnimations();
1888 } 2066 }
1889 2067
1890 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 2068 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
@@ -1914,13 +2092,9 @@ namespace OpenSim.Region.Framework.Scenes
1914 Vector3 avSitOffSet = part.SitTargetPosition; 2092 Vector3 avSitOffSet = part.SitTargetPosition;
1915 Quaternion avSitOrientation = part.SitTargetOrientation; 2093 Quaternion avSitOrientation = part.SitTargetOrientation;
1916 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2094 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1917 2095 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1918 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2096 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1919 bool SitTargetisSet = 2097 if (SitTargetisSet && !SitTargetOccupied)
1920 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1921 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1922
1923 if (SitTargetisSet && SitTargetUnOccupied)
1924 { 2098 {
1925 //switch the target to this prim 2099 //switch the target to this prim
1926 return part; 2100 return part;
@@ -1934,85 +2108,168 @@ namespace OpenSim.Region.Framework.Scenes
1934 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 2108 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1935 { 2109 {
1936 bool autopilot = true; 2110 bool autopilot = true;
2111 Vector3 autopilotTarget = new Vector3();
2112 Quaternion sitOrientation = Quaternion.Identity;
1937 Vector3 pos = new Vector3(); 2113 Vector3 pos = new Vector3();
1938 Quaternion sitOrientation = pSitOrientation;
1939 Vector3 cameraEyeOffset = Vector3.Zero; 2114 Vector3 cameraEyeOffset = Vector3.Zero;
1940 Vector3 cameraAtOffset = Vector3.Zero; 2115 Vector3 cameraAtOffset = Vector3.Zero;
1941 bool forceMouselook = false; 2116 bool forceMouselook = false;
1942 2117
1943 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2118 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1944 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2119 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1945 if (part != null) 2120 if (part == null) return;
2121
2122 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2123 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2124
2125 // part is the prim to sit on
2126 // offset is the world-ref vector distance from that prim center to the click-spot
2127 // UUID is the UUID of the Avatar doing the clicking
2128
2129 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
2130
2131 // Is a sit target available?
2132 Vector3 avSitOffSet = part.SitTargetPosition;
2133 Quaternion avSitOrientation = part.SitTargetOrientation;
2134
2135 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
2136 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
2137 Quaternion partRot;
2138// if (part.LinkNum == 1)
2139// { // Root prim of linkset
2140// partRot = part.ParentGroup.RootPart.RotationOffset;
2141// }
2142// else
2143// { // single or child prim
2144 partRot = part.GetWorldRotation();
2145// }
2146 Quaternion partIRot = Quaternion.Inverse(partRot);
2147//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
2148 // Sit analysis rewritten by KF 091125
2149 if (SitTargetisSet) // scipted sit
1946 { 2150 {
1947 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2151 if (!part.IsOccupied)
1948 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2152 {
1949 2153//Console.WriteLine("Scripted, unoccupied");
1950 // Is a sit target available? 2154 part.SitTargetAvatar = UUID; // set that Av will be on it
1951 Vector3 avSitOffSet = part.SitTargetPosition; 2155 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1952 Quaternion avSitOrientation = part.SitTargetOrientation; 2156
1953 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2157 Quaternion nrot = avSitOrientation;
1954 2158 if (!part.IsRoot)
1955 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1956 bool SitTargetisSet =
1957 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
1958 (
1959 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
1960 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
1961 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
1962 )
1963 ));
1964
1965 if (SitTargetisSet && SitTargetUnOccupied)
1966 {
1967 part.SitTargetAvatar = UUID;
1968 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
1969 sitOrientation = avSitOrientation;
1970 autopilot = false;
1971 }
1972 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1973
1974 pos = part.AbsolutePosition + offset;
1975 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
1976 //{
1977 // offset = pos;
1978 //autopilot = false;
1979 //}
1980 if (PhysicsActor != null)
1981 {
1982 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1983 // We can remove the physicsActor until they stand up.
1984 m_sitAvatarHeight = PhysicsActor.Size.Z;
1985
1986 if (autopilot)
1987 { 2159 {
1988 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2160 nrot = part.RotationOffset * avSitOrientation;
1989 {
1990 autopilot = false;
1991
1992 RemoveFromPhysicalScene();
1993 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1994 }
1995 } 2161 }
1996 else 2162 sitOrientation = nrot; // Change rotatione to the scripted one
2163 OffsetRotation = nrot;
2164 autopilot = false; // Jump direct to scripted llSitPos()
2165 }
2166 else
2167 {
2168//Console.WriteLine("Scripted, occupied");
2169 return;
2170 }
2171 }
2172 else // Not Scripted
2173 {
2174 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2175 {
2176 // large prim & offset, ignore if other Avs sitting
2177// offset.Z -= 0.05f;
2178 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2179 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2180
2181//Console.WriteLine(" offset ={0}", offset);
2182//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2183//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2184
2185 }
2186 else // small offset
2187 {
2188//Console.WriteLine("Small offset");
2189 if (!part.IsOccupied)
2190 {
2191 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2192 autopilotTarget = part.AbsolutePosition;
2193//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2194 }
2195 else return; // occupied small
2196 } // end large/small
2197 } // end Scripted/not
2198
2199 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2200
2201 cameraAtOffset = part.GetCameraAtOffset();
2202 cameraEyeOffset = part.GetCameraEyeOffset();
2203 forceMouselook = part.GetForceMouselook();
2204 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2205 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2206
2207 if (m_physicsActor != null)
2208 {
2209 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2210 // We can remove the physicsActor until they stand up.
2211 m_sitAvatarHeight = m_physicsActor.Size.Z;
2212 if (autopilot)
2213 { // its not a scripted sit
2214// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2215 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1997 { 2216 {
2217 autopilot = false; // close enough
2218 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2219 Not using the part's position because returning the AV to the last known standing
2220 position is likely to be more friendly, isn't it? */
1998 RemoveFromPhysicalScene(); 2221 RemoveFromPhysicalScene();
1999 } 2222 Velocity = Vector3.Zero;
2223 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2224 } // else the autopilot will get us close
2225 }
2226 else
2227 { // its a scripted sit
2228 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2229 I *am* using the part's position this time because we have no real idea how far away
2230 the avatar is from the sit target. */
2231 RemoveFromPhysicalScene();
2232 Velocity = Vector3.Zero;
2000 } 2233 }
2001
2002 cameraAtOffset = part.GetCameraAtOffset();
2003 cameraEyeOffset = part.GetCameraEyeOffset();
2004 forceMouselook = part.GetForceMouselook();
2005 } 2234 }
2006 2235 else return; // physactor is null!
2007 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2236
2008 m_requestedSitTargetUUID = targetID; 2237 Vector3 offsetr; // = offset * partIRot;
2238 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2239 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2240 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2241 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2242 //offsetr = offset * partIRot;
2243//
2244 // }
2245 // else
2246 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2247 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2248 // (offset * partRot);
2249 // }
2250
2251//Console.WriteLine(" ");
2252//Console.WriteLine("link number ={0}", part.LinkNum);
2253//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2254//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2255//Console.WriteLine("Click offst ={0}", offset);
2256//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2257//Console.WriteLine("offsetr ={0}", offsetr);
2258//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2259//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2260
2261 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2262 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2263
2264 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2009 // This calls HandleAgentSit twice, once from here, and the client calls 2265 // This calls HandleAgentSit twice, once from here, and the client calls
2010 // HandleAgentSit itself after it gets to the location 2266 // HandleAgentSit itself after it gets to the location
2011 // It doesn't get to the location until we've moved them there though 2267 // It doesn't get to the location until we've moved them there though
2012 // which happens in HandleAgentSit :P 2268 // which happens in HandleAgentSit :P
2013 m_autopilotMoving = autopilot; 2269 m_autopilotMoving = autopilot;
2014 m_autoPilotTarget = pos; 2270 m_autoPilotTarget = autopilotTarget;
2015 m_sitAtAutoTarget = autopilot; 2271 m_sitAtAutoTarget = autopilot;
2272 m_initialSitTarget = autopilotTarget;
2016 if (!autopilot) 2273 if (!autopilot)
2017 HandleAgentSit(remoteClient, UUID); 2274 HandleAgentSit(remoteClient, UUID);
2018 } 2275 }
@@ -2277,47 +2534,131 @@ namespace OpenSim.Region.Framework.Scenes
2277 { 2534 {
2278 if (part != null) 2535 if (part != null)
2279 { 2536 {
2537//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2280 if (part.GetAvatarOnSitTarget() == UUID) 2538 if (part.GetAvatarOnSitTarget() == UUID)
2281 { 2539 {
2540//Console.WriteLine("Scripted Sit");
2541 // Scripted sit
2282 Vector3 sitTargetPos = part.SitTargetPosition; 2542 Vector3 sitTargetPos = part.SitTargetPosition;
2283 Quaternion sitTargetOrient = part.SitTargetOrientation; 2543 Quaternion sitTargetOrient = part.SitTargetOrientation;
2284
2285 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2286 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2287
2288 //Quaternion result = (sitTargetOrient * vq) * nq;
2289
2290 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2544 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2291 m_pos += SIT_TARGET_ADJUSTMENT; 2545 m_pos += SIT_TARGET_ADJUSTMENT;
2292 Rotation = sitTargetOrient; 2546 if (!part.IsRoot)
2293 //Rotation = sitTargetOrient; 2547 {
2294 ParentPosition = part.AbsolutePosition; 2548 m_pos *= part.RotationOffset;
2295 2549 }
2296 //SendTerseUpdateToAllClients(); 2550 m_bodyRot = sitTargetOrient;
2551 m_parentPosition = part.AbsolutePosition;
2552 part.IsOccupied = true;
2553 part.ParentGroup.AddAvatar(agentID);
2297 } 2554 }
2298 else 2555 else
2299 { 2556 {
2300 m_pos -= part.AbsolutePosition; 2557 // if m_avUnscriptedSitPos is zero then Av sits above center
2301 ParentPosition = part.AbsolutePosition; 2558 // Else Av sits at m_avUnscriptedSitPos
2302 } 2559
2560 // Non-scripted sit by Kitto Flora 21Nov09
2561 // Calculate angle of line from prim to Av
2562 Quaternion partIRot;
2563// if (part.LinkNum == 1)
2564// { // Root prim of linkset
2565// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2566// }
2567// else
2568// { // single or child prim
2569 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2570// }
2571 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2572 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2573 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2574 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2575 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2576 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2577 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2578 // Av sits at world euler <0,0, z>, translated by part rotation
2579 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2580
2581 m_parentPosition = part.AbsolutePosition;
2582 part.IsOccupied = true;
2583 part.ParentGroup.AddAvatar(agentID);
2584 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2585 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2586 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2587 m_avUnscriptedSitPos; // adds click offset, if any
2588 //Set up raytrace to find top surface of prim
2589 Vector3 size = part.Scale;
2590 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2591 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2592 Vector3 down = new Vector3(0f, 0f, -1f);
2593//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2594 m_scene.PhysicsScene.RaycastWorld(
2595 start, // Vector3 position,
2596 down, // Vector3 direction,
2597 mag, // float length,
2598 SitAltitudeCallback); // retMethod
2599 } // end scripted/not
2303 } 2600 }
2304 else 2601 else // no Av
2305 { 2602 {
2306 return; 2603 return;
2307 } 2604 }
2308 } 2605 }
2309 ParentID = m_requestedSitTargetID; 2606 ParentID = m_requestedSitTargetID;
2310 2607
2608 //We want our offsets to reference the root prim, not the child we may have sat on
2609 if (!part.IsRoot)
2610 {
2611 m_parentID = part.ParentGroup.RootPart.LocalId;
2612 m_pos += part.OffsetPosition;
2613 }
2614 else
2615 {
2616 m_parentID = m_requestedSitTargetID;
2617 }
2618
2619 m_linkedPrim = part.UUID;
2620 if (part.GetAvatarOnSitTarget() != UUID)
2621 {
2622 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2623 }
2311 Velocity = Vector3.Zero; 2624 Velocity = Vector3.Zero;
2312 RemoveFromPhysicalScene(); 2625 RemoveFromPhysicalScene();
2313
2314 Animator.TrySetMovementAnimation(sitAnimation); 2626 Animator.TrySetMovementAnimation(sitAnimation);
2315 SendAvatarDataToAllAgents(); 2627 SendAvatarDataToAllAgents();
2316 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2317 // So we're also sending a terse update (which has avatar rotation)
2318 // [Update] We do now.
2319 //SendTerseUpdateToAllClients(); 2628 //SendTerseUpdateToAllClients();
2320 } 2629 }
2630
2631 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2632 {
2633 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2634 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2635 if(hitYN)
2636 {
2637 // m_pos = Av offset from prim center to make look like on center
2638 // m_parentPosition = Actual center pos of prim
2639 // collisionPoint = spot on prim where we want to sit
2640 // collisionPoint.Z = global sit surface height
2641 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2642 Quaternion partIRot;
2643// if (part.LinkNum == 1)
2644/// { // Root prim of linkset
2645// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2646// }
2647// else
2648// { // single or child prim
2649 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2650// }
2651 if (m_initialSitTarget != null)
2652 {
2653 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2654 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2655 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2656 m_pos += offset;
2657 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2658 }
2659
2660 }
2661 } // End SitAltitudeCallback KF.
2321 2662
2322 /// <summary> 2663 /// <summary>
2323 /// Event handler for the 'Always run' setting on the client 2664 /// Event handler for the 'Always run' setting on the client
@@ -2347,6 +2688,19 @@ namespace OpenSim.Region.Framework.Scenes
2347 Vector3 direc = vec * Rotation; 2688 Vector3 direc = vec * Rotation;
2348 direc.Normalize(); 2689 direc.Normalize();
2349 2690
2691 if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control
2692 {
2693 m_flyingOld = PhysicsActor.Flying; // add for fly velocity control
2694 if (!PhysicsActor.Flying)
2695 m_wasFlying = true; // add for fly velocity control
2696 }
2697
2698 if (PhysicsActor.IsColliding == true)
2699 m_wasFlying = false; // add for fly velocity control
2700
2701 if ((vec.Z == 0f) && !PhysicsActor.Flying)
2702 direc.Z = 0f; // Prevent camera WASD up.
2703
2350 direc *= 0.03f * 128f * SpeedModifier; 2704 direc *= 0.03f * 128f * SpeedModifier;
2351 2705
2352 if (PhysicsActor != null) 2706 if (PhysicsActor != null)
@@ -2365,6 +2719,10 @@ namespace OpenSim.Region.Framework.Scenes
2365 // m_log.Info("[AGENT]: Stop Flying"); 2719 // m_log.Info("[AGENT]: Stop Flying");
2366 //} 2720 //}
2367 } 2721 }
2722 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2723 {
2724 direc *= 0.0f;
2725 }
2368 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) 2726 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
2369 { 2727 {
2370 if (direc.Z > 2.0f) 2728 if (direc.Z > 2.0f)
@@ -2425,6 +2783,9 @@ namespace OpenSim.Region.Framework.Scenes
2425 2783
2426 CheckForSignificantMovement(); // sends update to the modules. 2784 CheckForSignificantMovement(); // sends update to the modules.
2427 } 2785 }
2786
2787 //Sending prim updates AFTER the avatar terse updates are sent
2788 SendPrimUpdates();
2428 } 2789 }
2429 2790
2430 #endregion 2791 #endregion
@@ -3196,6 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes
3196 m_callbackURI = cAgent.CallbackURI; 3557 m_callbackURI = cAgent.CallbackURI;
3197 3558
3198 m_pos = cAgent.Position; 3559 m_pos = cAgent.Position;
3560
3199 m_velocity = cAgent.Velocity; 3561 m_velocity = cAgent.Velocity;
3200 CameraPosition = cAgent.Center; 3562 CameraPosition = cAgent.Center;
3201 CameraAtAxis = cAgent.AtAxis; 3563 CameraAtAxis = cAgent.AtAxis;
@@ -3345,14 +3707,28 @@ namespace OpenSim.Region.Framework.Scenes
3345 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3707 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3346 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( 3708 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3347 // as of this comment the interval is set in AddToPhysicalScene 3709 // as of this comment the interval is set in AddToPhysicalScene
3348 if (Animator != null) 3710 if (Animator!=null)
3349 Animator.UpdateMovementAnimations(); 3711 {
3712 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3713 { // else its will lock out other animation changes, like ground sit.
3714 Animator.UpdateMovementAnimations();
3715 m_updateCount--;
3716 }
3717 }
3350 3718
3351 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3719 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3352 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3720 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3353 3721
3354 CollisionPlane = Vector4.UnitW; 3722 CollisionPlane = Vector4.UnitW;
3355 3723
3724 // No collisions at all means we may be flying. Update always
3725 // to make falling work
3726 if (m_lastColCount != coldata.Count || coldata.Count == 0)
3727 {
3728 m_updateCount = UPDATE_COUNT;
3729 m_lastColCount = coldata.Count;
3730 }
3731
3356 if (coldata.Count != 0 && Animator != null) 3732 if (coldata.Count != 0 && Animator != null)
3357 { 3733 {
3358 switch (Animator.CurrentMovementAnimation) 3734 switch (Animator.CurrentMovementAnimation)
@@ -3382,6 +3758,148 @@ namespace OpenSim.Region.Framework.Scenes
3382 } 3758 }
3383 } 3759 }
3384 3760
3761 List<uint> thisHitColliders = new List<uint>();
3762 List<uint> endedColliders = new List<uint>();
3763 List<uint> startedColliders = new List<uint>();
3764
3765 foreach (uint localid in coldata.Keys)
3766 {
3767 thisHitColliders.Add(localid);
3768 if (!m_lastColliders.Contains(localid))
3769 {
3770 startedColliders.Add(localid);
3771 }
3772 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3773 }
3774
3775 // calculate things that ended colliding
3776 foreach (uint localID in m_lastColliders)
3777 {
3778 if (!thisHitColliders.Contains(localID))
3779 {
3780 endedColliders.Add(localID);
3781 }
3782 }
3783 //add the items that started colliding this time to the last colliders list.
3784 foreach (uint localID in startedColliders)
3785 {
3786 m_lastColliders.Add(localID);
3787 }
3788 // remove things that ended colliding from the last colliders list
3789 foreach (uint localID in endedColliders)
3790 {
3791 m_lastColliders.Remove(localID);
3792 }
3793
3794 // do event notification
3795 if (startedColliders.Count > 0)
3796 {
3797 ColliderArgs StartCollidingMessage = new ColliderArgs();
3798 List<DetectedObject> colliding = new List<DetectedObject>();
3799 foreach (uint localId in startedColliders)
3800 {
3801 if (localId == 0)
3802 continue;
3803
3804 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3805 string data = "";
3806 if (obj != null)
3807 {
3808 DetectedObject detobj = new DetectedObject();
3809 detobj.keyUUID = obj.UUID;
3810 detobj.nameStr = obj.Name;
3811 detobj.ownerUUID = obj.OwnerID;
3812 detobj.posVector = obj.AbsolutePosition;
3813 detobj.rotQuat = obj.GetWorldRotation();
3814 detobj.velVector = obj.Velocity;
3815 detobj.colliderType = 0;
3816 detobj.groupUUID = obj.GroupID;
3817 colliding.Add(detobj);
3818 }
3819 }
3820
3821 if (colliding.Count > 0)
3822 {
3823 StartCollidingMessage.Colliders = colliding;
3824
3825 foreach (SceneObjectGroup att in GetAttachments())
3826 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3827 }
3828 }
3829
3830 if (endedColliders.Count > 0)
3831 {
3832 ColliderArgs EndCollidingMessage = new ColliderArgs();
3833 List<DetectedObject> colliding = new List<DetectedObject>();
3834 foreach (uint localId in endedColliders)
3835 {
3836 if (localId == 0)
3837 continue;
3838
3839 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3840 string data = "";
3841 if (obj != null)
3842 {
3843 DetectedObject detobj = new DetectedObject();
3844 detobj.keyUUID = obj.UUID;
3845 detobj.nameStr = obj.Name;
3846 detobj.ownerUUID = obj.OwnerID;
3847 detobj.posVector = obj.AbsolutePosition;
3848 detobj.rotQuat = obj.GetWorldRotation();
3849 detobj.velVector = obj.Velocity;
3850 detobj.colliderType = 0;
3851 detobj.groupUUID = obj.GroupID;
3852 colliding.Add(detobj);
3853 }
3854 }
3855
3856 if (colliding.Count > 0)
3857 {
3858 EndCollidingMessage.Colliders = colliding;
3859
3860 foreach (SceneObjectGroup att in GetAttachments())
3861 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3862 }
3863 }
3864
3865 if (thisHitColliders.Count > 0)
3866 {
3867 ColliderArgs CollidingMessage = new ColliderArgs();
3868 List<DetectedObject> colliding = new List<DetectedObject>();
3869 foreach (uint localId in thisHitColliders)
3870 {
3871 if (localId == 0)
3872 continue;
3873
3874 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3875 string data = "";
3876 if (obj != null)
3877 {
3878 DetectedObject detobj = new DetectedObject();
3879 detobj.keyUUID = obj.UUID;
3880 detobj.nameStr = obj.Name;
3881 detobj.ownerUUID = obj.OwnerID;
3882 detobj.posVector = obj.AbsolutePosition;
3883 detobj.rotQuat = obj.GetWorldRotation();
3884 detobj.velVector = obj.Velocity;
3885 detobj.colliderType = 0;
3886 detobj.groupUUID = obj.GroupID;
3887 colliding.Add(detobj);
3888 }
3889 }
3890
3891 if (colliding.Count > 0)
3892 {
3893 CollidingMessage.Colliders = colliding;
3894
3895 lock (m_attachments)
3896 {
3897 foreach (SceneObjectGroup att in m_attachments)
3898 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3899 }
3900 }
3901 }
3902
3385 if (Invulnerable) 3903 if (Invulnerable)
3386 return; 3904 return;
3387 3905
@@ -3453,6 +3971,10 @@ namespace OpenSim.Region.Framework.Scenes
3453 { 3971 {
3454 lock (m_attachments) 3972 lock (m_attachments)
3455 { 3973 {
3974 // This may be true when the attachment comes back
3975 // from serialization after login. Clear it.
3976 gobj.IsDeleted = false;
3977
3456 m_attachments.Add(gobj); 3978 m_attachments.Add(gobj);
3457 } 3979 }
3458 } 3980 }
@@ -3816,5 +4338,39 @@ namespace OpenSim.Region.Framework.Scenes
3816 m_reprioritization_called = false; 4338 m_reprioritization_called = false;
3817 } 4339 }
3818 } 4340 }
4341
4342 private Vector3 Quat2Euler(Quaternion rot){
4343 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4344 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4345 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4346 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4347 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4348 return(new Vector3(x,y,z));
4349 }
4350
4351 private void CheckLandingPoint(ref Vector3 pos)
4352 {
4353 // Never constrain lures
4354 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4355 return;
4356
4357 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4358 return;
4359
4360 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4361
4362 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4363 land.LandData.UserLocation != Vector3.Zero &&
4364 land.LandData.OwnerID != m_uuid &&
4365 (!m_scene.Permissions.IsGod(m_uuid)) &&
4366 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4367 {
4368 float curr = Vector3.Distance(AbsolutePosition, pos);
4369 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4370 pos = land.LandData.UserLocation;
4371 else
4372 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4373 }
4374 }
3819 } 4375 }
3820} 4376}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 50e1e39..8a0d288 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
126 g.ScheduleFullUpdateToAvatar(m_presence); 126 g.ScheduleFullUpdateToAvatar(m_presence);
127 } 127 }
128 128
129 while (m_partsUpdateQueue.Count > 0) 129 while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
130 { 130 {
131 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 131 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
132 132
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e06a222..11dad6c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -346,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
349
350 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
349 #endregion 351 #endregion
350 352
351 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -735,6 +737,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
735 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 737 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
736 } 738 }
737 739
740 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
743 }
744
738 #endregion 745 #endregion
739 746
740 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1219,6 +1226,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1219 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1226 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1220 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1227 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1221 1228
1229 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1230
1222 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1223 } 1232 }
1224 1233
@@ -1503,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1503 { 1512 {
1504 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1505 1514
1506 if (reader.IsEmptyElement)
1507 {
1508 reader.Read();
1509 return tinv;
1510 }
1511
1512 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1513 1516
1514 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1551,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1551 1554
1552 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1553 1556
1554 if (reader.IsEmptyElement)
1555 {
1556 reader.Read();
1557 return shape;
1558 }
1559
1560 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1561 1558
1562 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
@@ -1596,4 +1593,4 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1596 1593
1597 #endregion 1594 #endregion
1598 } 1595 }
1599} 1596} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index d34d8e5..0a30f4b 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);
@@ -160,24 +175,24 @@ namespace OpenSim.Region.Framework.Scenes
160 { 175 {
161 if (Position != Vector3.Zero) 176 if (Position != Vector3.Zero)
162 { 177 {
163// m_log.DebugFormat( 178 // m_log.DebugFormat(
164// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 179 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
165// part.OffsetPosition, Position, part.Name, part.LocalId); 180 // part.OffsetPosition, Position, part.Name, part.LocalId);
166 181
167 part.OffsetPosition = Position; 182 part.OffsetPosition = Position;
168 } 183 }
169 184
170// m_log.DebugFormat( 185 // m_log.DebugFormat(
171// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 186 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
172// part.RotationOffset, Rotation, part.Name, part.LocalId); 187 // part.RotationOffset, Rotation, part.Name, part.LocalId);
173 188
174 part.UpdateRotation(Rotation); 189 part.UpdateRotation(Rotation);
175 190
176 if (Scale != Vector3.Zero) 191 if (Scale != Vector3.Zero)
177 { 192 {
178// m_log.DebugFormat( 193 // m_log.DebugFormat(
179// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 194 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
180// part.Shape.Scale, Scale, part.Name, part.LocalId); 195 // part.Shape.Scale, Scale, part.Name, part.LocalId);
181 196
182 part.Resize(Scale); 197 part.Resize(Scale);
183 } 198 }
@@ -249,4 +264,4 @@ namespace OpenSim.Region.Framework.Scenes
249 m_terrainModule.UndoTerrain(m_terrainChannel); 264 m_terrainModule.UndoTerrain(m_terrainChannel);
250 } 265 }
251 } 266 }
252} \ No newline at end of file 267}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3acdaf8..8d41f00 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 84f45a8..a3b65cf 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -813,6 +813,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
813 public event ObjectOwner OnObjectOwner; 813 public event ObjectOwner OnObjectOwner;
814 public event DirPlacesQuery OnDirPlacesQuery; 814 public event DirPlacesQuery OnDirPlacesQuery;
815 public event DirFindQuery OnDirFindQuery; 815 public event DirFindQuery OnDirFindQuery;
816 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
816 public event DirLandQuery OnDirLandQuery; 817 public event DirLandQuery OnDirLandQuery;
817 public event DirPopularQuery OnDirPopularQuery; 818 public event DirPopularQuery OnDirPopularQuery;
818 public event DirClassifiedQuery OnDirClassifiedQuery; 819 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -829,7 +830,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
829 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 830 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
830 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 831 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
831 public event ClassifiedDelete OnClassifiedDelete; 832 public event ClassifiedDelete OnClassifiedDelete;
832 public event ClassifiedDelete OnClassifiedGodDelete; 833 public event ClassifiedGodDelete OnClassifiedGodDelete;
833 public event EventNotificationAddRequest OnEventNotificationAddRequest; 834 public event EventNotificationAddRequest OnEventNotificationAddRequest;
834 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 835 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
835 public event EventGodDelete OnEventGodDelete; 836 public event EventGodDelete OnEventGodDelete;
@@ -883,6 +884,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
883 884
884 public void Close() 885 public void Close()
885 { 886 {
887 Close(true);
888 }
889
890 public void Close(bool sendStop)
891 {
886 Disconnect(); 892 Disconnect();
887 } 893 }
888 894
@@ -937,7 +943,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
937 943
938 } 944 }
939 945
940 public void SendKillObject(ulong regionHandle, uint localID) 946 public void SendKillObject(ulong regionHandle, List<uint> localID)
941 { 947 {
942 948
943 } 949 }
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index a5bba4f..4f86e42 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 534bf92..ae902eb 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/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/AutoBackup/AutoBackupModuleState.cs b/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs
index 2db718c..f9e118b 100644
--- a/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs
+++ b/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs
@@ -23,104 +23,104 @@
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 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 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;
30 30
31 31
32namespace OpenSim.Region.OptionalModules.World.AutoBackup 32namespace OpenSim.Region.OptionalModules.World.AutoBackup
33{ 33{
34 /// <summary>AutoBackupModuleState: Auto-Backup state for one region (scene). 34 /// <summary>AutoBackupModuleState: Auto-Backup state for one region (scene).
35 /// If you use this class in any way outside of AutoBackupModule, you should treat the class as opaque. 35 /// If you use this class in any way outside of AutoBackupModule, you should treat the class as opaque.
36 /// Since it is not part of the framework, you really should not rely upon it outside of the AutoBackupModule implementation. 36 /// Since it is not part of the framework, you really should not rely upon it outside of the AutoBackupModule implementation.
37 /// </summary> 37 /// </summary>
38 /// 38 ///
39 public class AutoBackupModuleState 39 public class AutoBackupModuleState
40 { 40 {
41 private Dictionary<Guid, string> m_liveRequests = null; 41 private Dictionary<Guid, string> m_liveRequests = null;
42 42
43 public AutoBackupModuleState() 43 public AutoBackupModuleState()
44 { 44 {
45 this.Enabled = false; 45 this.Enabled = false;
46 this.BackupDir = "."; 46 this.BackupDir = ".";
47 this.BusyCheck = true; 47 this.BusyCheck = true;
48 this.Timer = null; 48 this.Timer = null;
49 this.NamingType = NamingType.Time; 49 this.NamingType = NamingType.Time;
50 this.Script = null; 50 this.Script = null;
51 } 51 }
52 52
53 public Dictionary<Guid, string> LiveRequests 53 public Dictionary<Guid, string> LiveRequests
54 { 54 {
55 get { 55 get {
56 return this.m_liveRequests ?? 56 return this.m_liveRequests ??
57 (this.m_liveRequests = new Dictionary<Guid, string>(1)); 57 (this.m_liveRequests = new Dictionary<Guid, string>(1));
58 } 58 }
59 } 59 }
60 60
61 public bool Enabled 61 public bool Enabled
62 { 62 {
63 get; 63 get;
64 set; 64 set;
65 } 65 }
66 66
67 public System.Timers.Timer Timer 67 public System.Timers.Timer Timer
68 { 68 {
69 get; 69 get;
70 set; 70 set;
71 } 71 }
72 72
73 public double IntervalMinutes 73 public double IntervalMinutes
74 { 74 {
75 get 75 get
76 { 76 {
77 if (this.Timer == null) 77 if (this.Timer == null)
78 { 78 {
79 return -1.0; 79 return -1.0;
80 } 80 }
81 else 81 else
82 { 82 {
83 return this.Timer.Interval / 60000.0; 83 return this.Timer.Interval / 60000.0;
84 } 84 }
85 } 85 }
86 } 86 }
87 87
88 public bool BusyCheck 88 public bool BusyCheck
89 { 89 {
90 get; 90 get;
91 set; 91 set;
92 } 92 }
93 93
94 public string Script 94 public string Script
95 { 95 {
96 get; 96 get;
97 set; 97 set;
98 } 98 }
99 99
100 public string BackupDir 100 public string BackupDir
101 { 101 {
102 get; 102 get;
103 set; 103 set;
104 } 104 }
105 105
106 public NamingType NamingType 106 public NamingType NamingType
107 { 107 {
108 get; 108 get;
109 set; 109 set;
110 } 110 }
111 111
112 public new string ToString() 112 public new string ToString()
113 { 113 {
114 string retval = ""; 114 string retval = "";
115 115
116 retval += "[AUTO BACKUP]: AutoBackup: " + (Enabled ? "ENABLED" : "DISABLED") + "\n"; 116 retval += "[AUTO BACKUP]: AutoBackup: " + (Enabled ? "ENABLED" : "DISABLED") + "\n";
117 retval += "[AUTO BACKUP]: Interval: " + IntervalMinutes + " minutes" + "\n"; 117 retval += "[AUTO BACKUP]: Interval: " + IntervalMinutes + " minutes" + "\n";
118 retval += "[AUTO BACKUP]: Do Busy Check: " + (BusyCheck ? "Yes" : "No") + "\n"; 118 retval += "[AUTO BACKUP]: Do Busy Check: " + (BusyCheck ? "Yes" : "No") + "\n";
119 retval += "[AUTO BACKUP]: Naming Type: " + NamingType.ToString() + "\n"; 119 retval += "[AUTO BACKUP]: Naming Type: " + NamingType.ToString() + "\n";
120 retval += "[AUTO BACKUP]: Backup Dir: " + BackupDir + "\n"; 120 retval += "[AUTO BACKUP]: Backup Dir: " + BackupDir + "\n";
121 retval += "[AUTO BACKUP]: Script: " + Script + "\n"; 121 retval += "[AUTO BACKUP]: Script: " + Script + "\n";
122 return retval; 122 return retval;
123 } 123 }
124 } 124 }
125} 125}
126 126
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index b84a34d..d469548 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 73d8828..fd2b9c7 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
157#pragma warning disable 67 157#pragma warning disable 67
158 public event Action<IClientAPI> OnLogout; 158 public event Action<IClientAPI> OnLogout;
159 public event ObjectPermissions OnObjectPermissions; 159 public event ObjectPermissions OnObjectPermissions;
160 160 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoneyTransferRequest OnMoneyTransferRequest; 161 public event MoneyTransferRequest OnMoneyTransferRequest;
162 public event ParcelBuy OnParcelBuy; 162 public event ParcelBuy OnParcelBuy;
163 public event Action<IClientAPI> OnConnectionClosed; 163 public event Action<IClientAPI> OnConnectionClosed;
@@ -361,7 +361,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
361 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 361 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
362 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 362 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
363 public event ClassifiedDelete OnClassifiedDelete; 363 public event ClassifiedDelete OnClassifiedDelete;
364 public event ClassifiedDelete OnClassifiedGodDelete; 364 public event ClassifiedGodDelete OnClassifiedGodDelete;
365 365
366 public event EventNotificationAddRequest OnEventNotificationAddRequest; 366 public event EventNotificationAddRequest OnEventNotificationAddRequest;
367 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 367 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -520,7 +520,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
520 520
521 } 521 }
522 522
523 public virtual void SendKillObject(ulong regionHandle, uint localID) 523 public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
524 { 524 {
525 } 525 }
526 526
@@ -837,8 +837,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
837 837
838 public void Close() 838 public void Close()
839 { 839 {
840 // Remove ourselves from the scene 840 Close(true);
841 m_scene.RemoveClient(AgentId, false); 841 }
842
843 public void Close(bool sendStop)
844 {
842 } 845 }
843 846
844 public void Start() 847 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..1bce760
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1437 @@
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 }
845
846 public void SetAcceleration(Vector3 accel)
847 {
848 m_pidControllerActive = true;
849 _acceleration = accel;
850 }
851
852 /// <summary>
853 /// Adds the force supplied to the Target Velocity
854 /// The PID controller takes this target velocity and tries to make it a reality
855 /// </summary>
856 /// <param name="force"></param>
857 public override void AddForce(Vector3 force, bool pushforce)
858 {
859 if (force.IsFinite())
860 {
861 if (pushforce)
862 {
863 m_pidControllerActive = false;
864 force *= 100f;
865//Console.WriteLine("DF 1"); // ##
866 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
867 doForce(force);
868 // If uncommented, things get pushed off world
869 //
870 // m_log.Debug("Push!");
871 // _target_velocity.X += force.X;
872 // _target_velocity.Y += force.Y;
873 // _target_velocity.Z += force.Z;
874 }
875 else
876 {
877 m_pidControllerActive = true;
878 _target_velocity.X += force.X;
879 _target_velocity.Y += force.Y;
880 _target_velocity.Z += force.Z;
881 }
882 }
883 else
884 {
885 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
886 }
887 //m_lastUpdateSent = false;
888 }
889
890 public override void AddAngularForce(Vector3 force, bool pushforce)
891 {
892
893 }
894
895 /// <summary>
896 /// After all of the forces add up with 'add force' we apply them with doForce
897 /// </summary>
898 /// <param name="force"></param>
899 public void doForce(Vector3 force)
900 {
901 if (!collidelock)
902 {
903 d.BodyAddForce(Body, force.X, force.Y, force.Z);
904 //d.BodySetRotation(Body, ref m_StandUpRotation);
905 //standupStraight();
906 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
907//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
908 }
909 }
910
911 public override void SetMomentum(Vector3 momentum)
912 {
913 }
914
915
916 /// <summary>
917 /// Called from Simulate
918 /// This is the avatar's movement control + PID Controller
919 /// </summary>
920 /// <param name="timeStep"></param>
921 public void Move(float timeStep, List<OdeCharacter> defects)
922 {
923 // no lock; for now it's only called from within Simulate()
924
925 // If the PID Controller isn't active then we set our force
926 // calculating base velocity to the current position
927
928 if (Body == IntPtr.Zero)
929 return;
930
931 if (m_pidControllerActive == false)
932 {
933 _zeroPosition = d.BodyGetPosition(Body);
934 }
935 //PidStatus = true;
936
937 d.Vector3 localpos = d.BodyGetPosition(Body);
938 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
939
940 if (!localPos.IsFinite())
941 {
942
943 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
944 defects.Add(this);
945 // _parent_scene.RemoveCharacter(this);
946
947 // destroy avatar capsule and related ODE data
948 if (Amotor != IntPtr.Zero)
949 {
950 // Kill the Amotor
951 d.JointDestroy(Amotor);
952 Amotor = IntPtr.Zero;
953 }
954
955 //kill the Geometry
956 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
957
958 if (Body != IntPtr.Zero)
959 {
960 //kill the body
961 d.BodyDestroy(Body);
962
963 Body = IntPtr.Zero;
964 }
965
966 if(Shell != IntPtr.Zero)
967 {
968 try
969 {
970 d.GeomDestroy(Shell);
971 }
972 catch (System.AccessViolationException)
973 {
974 m_log.Error("[PHYSICS]: PrimGeom dead");
975 }
976 // Remove any old entries
977//string tShell;
978//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
979//Console.WriteLine("**** Remove {0}", tShell);
980
981 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
982 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
983 Shell = IntPtr.Zero;
984 }
985
986 return;
987 }
988
989 Vector3 vec = Vector3.Zero;
990 d.Vector3 vel = d.BodyGetLinearVel(Body);
991
992 float movementdivisor = 1f;
993
994 if (!m_alwaysRun)
995 {
996 movementdivisor = walkDivisor;
997 }
998 else
999 {
1000 movementdivisor = runDivisor;
1001 }
1002
1003 // if velocity is zero, use position control; otherwise, velocity control
1004 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1005 {
1006 // keep track of where we stopped. No more slippin' & slidin'
1007 if (!_zeroFlag)
1008 {
1009 _zeroFlag = true;
1010 _zeroPosition = d.BodyGetPosition(Body);
1011 }
1012 if (m_pidControllerActive)
1013 {
1014 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1015 // react to the physics scene by moving it's position.
1016 // Avatar to Avatar collisions
1017 // Prim to avatar collisions
1018
1019 d.Vector3 pos = d.BodyGetPosition(Body);
1020 float errX = _zeroPosition.X - pos.X;
1021 float errY = _zeroPosition.Y - pos.Y;
1022 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1023 {
1024 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1025 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1026 }
1027 else
1028 { // close, jump to lateral destination
1029 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1030 }
1031// if (flying)
1032 if (flying || jumping) // add for jumping
1033 {
1034 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1035 }
1036 }
1037 //PidStatus = true;
1038 }
1039 else
1040 {
1041 m_pidControllerActive = true;
1042 _zeroFlag = false;
1043 if (m_iscolliding && !flying)
1044 {
1045 // We're standing on something
1046 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1047 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1048 }
1049 else if (m_iscolliding && flying)
1050 {
1051 // We're flying and colliding with something
1052 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1053 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1054 }
1055 else if (!m_iscolliding && flying)
1056 {
1057 // we're in mid air suspended
1058 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1059 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1060 }
1061
1062 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1063 {
1064 // We're colliding with something and we're not flying but we're moving
1065 // This means we're walking or running.
1066 d.Vector3 pos = d.BodyGetPosition(Body);
1067 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1068 if (_target_velocity.X > 0)
1069 {
1070 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1071 }
1072 if (_target_velocity.Y > 0)
1073 {
1074 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1075 }
1076 }
1077 else if (!m_iscolliding && !flying)
1078 {
1079 // we're not colliding and we're not flying so that means we're falling!
1080 // m_iscolliding includes collisions with the ground.
1081
1082 // d.Vector3 pos = d.BodyGetPosition(Body);
1083 if (Math.Abs(_target_velocity.X) > 0)
1084 {
1085 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1086 }
1087 if (Math.Abs(_target_velocity.Y) > 0)
1088 {
1089 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1090 }
1091 }
1092
1093 if (flying)
1094 {
1095 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1096 }
1097 }
1098 if (flying)
1099 {
1100 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1101
1102 //Added for auto fly height. Kitto Flora
1103 //d.Vector3 pos = d.BodyGetPosition(Body);
1104 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1105
1106 if (_position.Z < target_altitude)
1107 {
1108 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1109 }
1110 // end add Kitto Flora
1111 }
1112 if (vec.IsFinite())
1113 {
1114 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1115 {
1116//Console.WriteLine("DF 2"); // ##
1117
1118 doForce(vec);
1119 if (!_zeroFlag)
1120 {
1121// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1122 }
1123 }
1124 }
1125 else
1126 {
1127 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1128 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1129 defects.Add(this);
1130 // _parent_scene.RemoveCharacter(this);
1131 // destroy avatar capsule and related ODE data
1132 if (Amotor != IntPtr.Zero)
1133 {
1134 // Kill the Amotor
1135 d.JointDestroy(Amotor);
1136 Amotor = IntPtr.Zero;
1137 }
1138 //kill the Geometry
1139 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1140
1141 if (Body != IntPtr.Zero)
1142 {
1143 //kill the body
1144 d.BodyDestroy(Body);
1145
1146 Body = IntPtr.Zero;
1147 }
1148
1149 if(Shell != IntPtr.Zero)
1150 {
1151 try
1152 {
1153 d.GeomDestroy(Shell);
1154 }
1155 catch (System.AccessViolationException)
1156 {
1157 m_log.Error("[PHYSICS]: PrimGeom dead");
1158 }
1159 // Remove any old entries
1160//string tShell;
1161//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1162//Console.WriteLine("**** Remove {0}", tShell);
1163
1164 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1165 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1166 Shell = IntPtr.Zero;
1167 }
1168 }
1169 }
1170
1171 /// <summary>
1172 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1173 /// </summary>
1174 public void UpdatePositionAndVelocity()
1175 {
1176 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1177 d.Vector3 vec;
1178 try
1179 {
1180 vec = d.BodyGetPosition(Body);
1181 }
1182 catch (NullReferenceException)
1183 {
1184 bad = true;
1185 _parent_scene.BadCharacter(this);
1186 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1187 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1188 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1189 }
1190
1191
1192 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1193 if (vec.X < 0.0f) vec.X = 0.0f;
1194 if (vec.Y < 0.0f) vec.Y = 0.0f;
1195 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1196 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1197
1198 _position.X = vec.X;
1199 _position.Y = vec.Y;
1200 _position.Z = vec.Z;
1201
1202 // Did we move last? = zeroflag
1203 // This helps keep us from sliding all over
1204
1205 if (_zeroFlag)
1206 {
1207 _velocity.X = 0.0f;
1208 _velocity.Y = 0.0f;
1209 _velocity.Z = 0.0f;
1210
1211 // Did we send out the 'stopped' message?
1212 if (!m_lastUpdateSent)
1213 {
1214 m_lastUpdateSent = true;
1215 //base.RequestPhysicsterseUpdate();
1216
1217 }
1218 }
1219 else
1220 {
1221 m_lastUpdateSent = false;
1222 try
1223 {
1224 vec = d.BodyGetLinearVel(Body);
1225 }
1226 catch (NullReferenceException)
1227 {
1228 vec.X = _velocity.X;
1229 vec.Y = _velocity.Y;
1230 vec.Z = _velocity.Z;
1231 }
1232 _velocity.X = (vec.X);
1233 _velocity.Y = (vec.Y);
1234
1235 _velocity.Z = (vec.Z);
1236
1237 if (_velocity.Z < -6 && !m_hackSentFall)
1238 {
1239 m_hackSentFall = true;
1240 m_pidControllerActive = false;
1241 }
1242 else if (flying && !m_hackSentFly)
1243 {
1244 //m_hackSentFly = true;
1245 //base.SendCollisionUpdate(new CollisionEventUpdate());
1246 }
1247 else
1248 {
1249 m_hackSentFly = false;
1250 m_hackSentFall = false;
1251 }
1252 }
1253 }
1254
1255 /// <summary>
1256 /// Cleanup the things we use in the scene.
1257 /// </summary>
1258 public void Destroy()
1259 {
1260 m_tainted_isPhysical = false;
1261 _parent_scene.AddPhysicsActorTaint(this);
1262 }
1263
1264 public override void CrossingFailure()
1265 {
1266 }
1267
1268 public override Vector3 PIDTarget { set { return; } }
1269 public override bool PIDActive { set { return; } }
1270 public override float PIDTau { set { return; } }
1271
1272 public override float PIDHoverHeight { set { return; } }
1273 public override bool PIDHoverActive { set { return; } }
1274 public override PIDHoverType PIDHoverType { set { return; } }
1275 public override float PIDHoverTau { set { return; } }
1276
1277 public override Quaternion APIDTarget{ set { return; } }
1278
1279 public override bool APIDActive{ set { return; } }
1280
1281 public override float APIDStrength{ set { return; } }
1282
1283 public override float APIDDamping{ set { return; } }
1284
1285
1286 public override void SubscribeEvents(int ms)
1287 {
1288 m_requestedUpdateFrequency = ms;
1289 m_eventsubscription = ms;
1290 _parent_scene.addCollisionEventReporting(this);
1291 }
1292 public override void UnSubscribeEvents()
1293 {
1294 _parent_scene.remCollisionEventReporting(this);
1295 m_requestedUpdateFrequency = 0;
1296 m_eventsubscription = 0;
1297 }
1298 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1299 {
1300 if (m_eventsubscription > 0)
1301 {
1302 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1303 }
1304 }
1305
1306 public void SendCollisions()
1307 {
1308 if (m_eventsubscription > m_requestedUpdateFrequency)
1309 {
1310 if (CollisionEventsThisFrame != null)
1311 {
1312 base.SendCollisionUpdate(CollisionEventsThisFrame);
1313 }
1314 CollisionEventsThisFrame = new CollisionEventUpdate();
1315 m_eventsubscription = 0;
1316 }
1317 }
1318 public override bool SubscribedEvents()
1319 {
1320 if (m_eventsubscription > 0)
1321 return true;
1322 return false;
1323 }
1324
1325 public void ProcessTaints(float timestep)
1326 {
1327 lock (m_syncRoot)
1328 {
1329
1330 if (m_tainted_isPhysical != m_isPhysical)
1331 {
1332 if (m_tainted_isPhysical)
1333 {
1334 // Create avatar capsule and related ODE data
1335 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1336 {
1337 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1338 + (Shell!=IntPtr.Zero ? "Shell ":"")
1339 + (Body!=IntPtr.Zero ? "Body ":"")
1340 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1341 }
1342 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1343 _parent_scene.AddCharacter(this);
1344 }
1345 else
1346 {
1347 _parent_scene.RemoveCharacter(this);
1348 // destroy avatar capsule and related ODE data
1349 if (Amotor != IntPtr.Zero)
1350 {
1351 // Kill the Amotor
1352 d.JointDestroy(Amotor);
1353 Amotor = IntPtr.Zero;
1354 }
1355 //kill the Geometry
1356 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1357
1358 if (Body != IntPtr.Zero)
1359 {
1360 //kill the body
1361 d.BodyDestroy(Body);
1362 Body = IntPtr.Zero;
1363 }
1364
1365 if(Shell != IntPtr.Zero)
1366 {
1367 try
1368 {
1369 d.GeomDestroy(Shell);
1370 }
1371 catch (System.AccessViolationException)
1372 {
1373 m_log.Error("[PHYSICS]: PrimGeom dead");
1374 }
1375 // Remove any old entries
1376 //string tShell;
1377 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1378 //Console.WriteLine("**** Remove {0}", tShell);
1379
1380 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1381 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1382 Shell = IntPtr.Zero;
1383 }
1384 }
1385
1386 m_isPhysical = m_tainted_isPhysical;
1387 }
1388
1389 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1390 {
1391 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1392 {
1393
1394 m_pidControllerActive = true;
1395 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1396 d.JointDestroy(Amotor);
1397 float prevCapsule = CAPSULE_LENGTH;
1398 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1399 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1400 d.BodyDestroy(Body);
1401 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1402 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1403 Velocity = Vector3.Zero;
1404 }
1405 else
1406 {
1407 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1408 + (Shell==IntPtr.Zero ? "Shell ":"")
1409 + (Body==IntPtr.Zero ? "Body ":"")
1410 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1411 }
1412 }
1413
1414 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1415 {
1416 if (Body != IntPtr.Zero)
1417 {
1418 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1419
1420 _position.X = m_taintPosition.X;
1421 _position.Y = m_taintPosition.Y;
1422 _position.Z = m_taintPosition.Z;
1423 }
1424 }
1425
1426 }
1427 }
1428
1429 internal void AddCollisionFrameTime(int p)
1430 {
1431 // protect it from overflow crashing
1432 if (m_eventsubscription + p >= int.MaxValue)
1433 m_eventsubscription = 0;
1434 m_eventsubscription += p;
1435 }
1436 }
1437}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..82f1b94
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3874 @@
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 }
677
678
679 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
680 {
681 _acceleration = accel;
682 }
683
684 public override void AddForce(Vector3 force, bool pushforce)
685 {
686 if (force.IsFinite())
687 {
688 lock (m_forcelist)
689 m_forcelist.Add(force);
690
691 m_taintforce = true;
692 }
693 else
694 {
695 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
696 }
697 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
698 }
699
700 public override void AddAngularForce(Vector3 force, bool pushforce)
701 {
702 if (force.IsFinite())
703 {
704 m_angularforcelist.Add(force);
705 m_taintaddangularforce = true;
706 }
707 else
708 {
709 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
710 }
711 }
712
713 public override Vector3 RotationalVelocity
714 {
715 get
716 {
717 return m_rotationalVelocity;
718 }
719 set
720 {
721 if (value.IsFinite())
722 {
723 m_rotationalVelocity = value;
724 }
725 else
726 {
727 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
728 }
729 }
730 }
731
732 public override void CrossingFailure()
733 {
734 m_crossingfailures++;
735 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
736 {
737 base.RaiseOutOfBounds(_position);
738 return;
739 }
740 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
741 {
742 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
743 }
744 }
745
746 public override float Buoyancy
747 {
748 get { return m_buoyancy; }
749 set { m_buoyancy = value; }
750 }
751
752 public override void link(PhysicsActor obj)
753 {
754 m_taintparent = obj;
755 }
756
757 public override void delink()
758 {
759 m_taintparent = null;
760 }
761
762 public override void LockAngularMotion(Vector3 axis)
763 {
764 // This is actually ROTATION ENABLE, not a lock.
765 // default is <1,1,1> which is all enabled.
766 // The lock value is updated inside Move(), no point in using the taint system.
767 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
768 if (axis.IsFinite())
769 {
770 axis.X = (axis.X > 0) ? 1f : 0f;
771 axis.Y = (axis.Y > 0) ? 1f : 0f;
772 axis.Z = (axis.Z > 0) ? 1f : 0f;
773 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
774 m_rotateEnableRequest = axis;
775 m_rotateEnableUpdate = true;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
780 }
781 }
782
783
784 public void SetGeom(IntPtr geom)
785 {
786 if(prim_geom != IntPtr.Zero)
787 {
788 // Remove any old entries
789//string tPA;
790//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
791//Console.WriteLine("**** Remove {0}", tPA);
792 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
793 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
794 d.GeomDestroy(prim_geom);
795 }
796
797 prim_geom = geom;
798//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
799 if (prim_geom != IntPtr.Zero)
800 {
801 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
802 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
803 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
804 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
805//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
806 }
807
808 if (childPrim)
809 {
810 if (_parent != null && _parent is OdePrim)
811 {
812 OdePrim parent = (OdePrim)_parent;
813//Console.WriteLine("SetGeom calls ChildSetGeom");
814 parent.ChildSetGeom(this);
815 }
816 }
817 //m_log.Warn("Setting Geom to: " + prim_geom);
818 }
819
820 public void enableBodySoft()
821 {
822 if (!childPrim)
823 {
824 if (m_isphysical && Body != IntPtr.Zero)
825 {
826 d.BodyEnable(Body);
827 if (m_type != Vehicle.TYPE_NONE)
828 Enable(Body, _parent_scene);
829 }
830
831 m_disabled = false;
832 }
833 }
834
835 public void disableBodySoft()
836 {
837 m_disabled = true;
838
839 if (m_isphysical && Body != IntPtr.Zero)
840 {
841 d.BodyDisable(Body);
842 Halt();
843 }
844 }
845
846 public void enableBody()
847 {
848 // Don't enable this body if we're a child prim
849 // this should be taken care of in the parent function not here
850 if (!childPrim)
851 {
852 // Sets the geom to a body
853 Body = d.BodyCreate(_parent_scene.world);
854
855 setMass();
856 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
857 d.Quaternion myrot = new d.Quaternion();
858 myrot.X = _orientation.X;
859 myrot.Y = _orientation.Y;
860 myrot.Z = _orientation.Z;
861 myrot.W = _orientation.W;
862 d.BodySetQuaternion(Body, ref myrot);
863 d.GeomSetBody(prim_geom, Body);
864 m_collisionCategories |= CollisionCategories.Body;
865 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
866
867 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
868 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
869
870 d.BodySetAutoDisableFlag(Body, true);
871 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
872
873 // disconnect from world gravity so we can apply buoyancy
874 d.BodySetGravityMode (Body, false);
875
876 m_interpenetrationcount = 0;
877 m_collisionscore = 0;
878 m_disabled = false;
879
880 if (m_type != Vehicle.TYPE_NONE)
881 {
882 Enable(Body, _parent_scene);
883 }
884
885 _parent_scene.addActivePrim(this);
886 }
887 }
888
889 #region Mass Calculation
890
891 private float CalculateMass()
892 {
893 float volume = _size.X * _size.Y * _size.Z; // default
894 float tmp;
895
896 float returnMass = 0;
897 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
898 float hollowVolume = hollowAmount * hollowAmount;
899
900 switch (_pbs.ProfileShape)
901 {
902 case ProfileShape.Square:
903 // default box
904
905 if (_pbs.PathCurve == (byte)Extrusion.Straight)
906 {
907 if (hollowAmount > 0.0)
908 {
909 switch (_pbs.HollowShape)
910 {
911 case HollowShape.Square:
912 case HollowShape.Same:
913 break;
914
915 case HollowShape.Circle:
916
917 hollowVolume *= 0.78539816339f;
918 break;
919
920 case HollowShape.Triangle:
921
922 hollowVolume *= (0.5f * .5f);
923 break;
924
925 default:
926 hollowVolume = 0;
927 break;
928 }
929 volume *= (1.0f - hollowVolume);
930 }
931 }
932
933 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
934 {
935 //a tube
936
937 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
938 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
939 volume -= volume*tmp*tmp;
940
941 if (hollowAmount > 0.0)
942 {
943 hollowVolume *= hollowAmount;
944
945 switch (_pbs.HollowShape)
946 {
947 case HollowShape.Square:
948 case HollowShape.Same:
949 break;
950
951 case HollowShape.Circle:
952 hollowVolume *= 0.78539816339f;;
953 break;
954
955 case HollowShape.Triangle:
956 hollowVolume *= 0.5f * 0.5f;
957 break;
958 default:
959 hollowVolume = 0;
960 break;
961 }
962 volume *= (1.0f - hollowVolume);
963 }
964 }
965
966 break;
967
968 case ProfileShape.Circle:
969
970 if (_pbs.PathCurve == (byte)Extrusion.Straight)
971 {
972 volume *= 0.78539816339f; // elipse base
973
974 if (hollowAmount > 0.0)
975 {
976 switch (_pbs.HollowShape)
977 {
978 case HollowShape.Same:
979 case HollowShape.Circle:
980 break;
981
982 case HollowShape.Square:
983 hollowVolume *= 0.5f * 2.5984480504799f;
984 break;
985
986 case HollowShape.Triangle:
987 hollowVolume *= .5f * 1.27323954473516f;
988 break;
989
990 default:
991 hollowVolume = 0;
992 break;
993 }
994 volume *= (1.0f - hollowVolume);
995 }
996 }
997
998 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
999 {
1000 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1001 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1002 volume *= (1.0f - tmp * tmp);
1003
1004 if (hollowAmount > 0.0)
1005 {
1006
1007 // calculate the hollow volume by it's shape compared to the prim shape
1008 hollowVolume *= hollowAmount;
1009
1010 switch (_pbs.HollowShape)
1011 {
1012 case HollowShape.Same:
1013 case HollowShape.Circle:
1014 break;
1015
1016 case HollowShape.Square:
1017 hollowVolume *= 0.5f * 2.5984480504799f;
1018 break;
1019
1020 case HollowShape.Triangle:
1021 hollowVolume *= .5f * 1.27323954473516f;
1022 break;
1023
1024 default:
1025 hollowVolume = 0;
1026 break;
1027 }
1028 volume *= (1.0f - hollowVolume);
1029 }
1030 }
1031 break;
1032
1033 case ProfileShape.HalfCircle:
1034 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1035 {
1036 volume *= 0.52359877559829887307710723054658f;
1037 }
1038 break;
1039
1040 case ProfileShape.EquilateralTriangle:
1041
1042 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1043 {
1044 volume *= 0.32475953f;
1045
1046 if (hollowAmount > 0.0)
1047 {
1048
1049 // calculate the hollow volume by it's shape compared to the prim shape
1050 switch (_pbs.HollowShape)
1051 {
1052 case HollowShape.Same:
1053 case HollowShape.Triangle:
1054 hollowVolume *= .25f;
1055 break;
1056
1057 case HollowShape.Square:
1058 hollowVolume *= 0.499849f * 3.07920140172638f;
1059 break;
1060
1061 case HollowShape.Circle:
1062 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1063 // Cyllinder hollow volume calculation
1064
1065 hollowVolume *= 0.1963495f * 3.07920140172638f;
1066 break;
1067
1068 default:
1069 hollowVolume = 0;
1070 break;
1071 }
1072 volume *= (1.0f - hollowVolume);
1073 }
1074 }
1075 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1076 {
1077 volume *= 0.32475953f;
1078 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1079 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1080 volume *= (1.0f - tmp * tmp);
1081
1082 if (hollowAmount > 0.0)
1083 {
1084
1085 hollowVolume *= hollowAmount;
1086
1087 switch (_pbs.HollowShape)
1088 {
1089 case HollowShape.Same:
1090 case HollowShape.Triangle:
1091 hollowVolume *= .25f;
1092 break;
1093
1094 case HollowShape.Square:
1095 hollowVolume *= 0.499849f * 3.07920140172638f;
1096 break;
1097
1098 case HollowShape.Circle:
1099
1100 hollowVolume *= 0.1963495f * 3.07920140172638f;
1101 break;
1102
1103 default:
1104 hollowVolume = 0;
1105 break;
1106 }
1107 volume *= (1.0f - hollowVolume);
1108 }
1109 }
1110 break;
1111
1112 default:
1113 break;
1114 }
1115
1116
1117
1118 float taperX1;
1119 float taperY1;
1120 float taperX;
1121 float taperY;
1122 float pathBegin;
1123 float pathEnd;
1124 float profileBegin;
1125 float profileEnd;
1126
1127 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1128 {
1129 taperX1 = _pbs.PathScaleX * 0.01f;
1130 if (taperX1 > 1.0f)
1131 taperX1 = 2.0f - taperX1;
1132 taperX = 1.0f - taperX1;
1133
1134 taperY1 = _pbs.PathScaleY * 0.01f;
1135 if (taperY1 > 1.0f)
1136 taperY1 = 2.0f - taperY1;
1137 taperY = 1.0f - taperY1;
1138 }
1139 else
1140 {
1141 taperX = _pbs.PathTaperX * 0.01f;
1142 if (taperX < 0.0f)
1143 taperX = -taperX;
1144 taperX1 = 1.0f - taperX;
1145
1146 taperY = _pbs.PathTaperY * 0.01f;
1147 if (taperY < 0.0f)
1148 taperY = -taperY;
1149 taperY1 = 1.0f - taperY;
1150
1151 }
1152
1153
1154 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1155
1156 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1157 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1158 volume *= (pathEnd - pathBegin);
1159
1160// this is crude aproximation
1161 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1162 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1163 volume *= (profileEnd - profileBegin);
1164
1165 returnMass = m_density * volume;
1166
1167 if (returnMass <= 0)
1168 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1169// else if (returnMass > _parent_scene.maximumMassObject)
1170// returnMass = _parent_scene.maximumMassObject;
1171
1172
1173
1174
1175 // Recursively calculate mass
1176 bool HasChildPrim = false;
1177 lock (childrenPrim)
1178 {
1179 if (childrenPrim.Count > 0)
1180 {
1181 HasChildPrim = true;
1182 }
1183
1184 }
1185 if (HasChildPrim)
1186 {
1187 OdePrim[] childPrimArr = new OdePrim[0];
1188
1189 lock (childrenPrim)
1190 childPrimArr = childrenPrim.ToArray();
1191
1192 for (int i = 0; i < childPrimArr.Length; i++)
1193 {
1194 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1195 returnMass += childPrimArr[i].CalculateMass();
1196 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1197 if (i > 256)
1198 break;
1199 }
1200 }
1201 if (returnMass > _parent_scene.maximumMassObject)
1202 returnMass = _parent_scene.maximumMassObject;
1203 return returnMass;
1204 }// end CalculateMass
1205
1206 #endregion
1207
1208 public void setMass()
1209 {
1210 if (Body != (IntPtr) 0)
1211 {
1212 float newmass = CalculateMass();
1213
1214 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1215
1216 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1217 d.BodySetMass(Body, ref pMass);
1218 }
1219 }
1220
1221 public void disableBody()
1222 {
1223 //this kills the body so things like 'mesh' can re-create it.
1224 lock (this)
1225 {
1226 if (!childPrim)
1227 {
1228 if (Body != IntPtr.Zero)
1229 {
1230 _parent_scene.remActivePrim(this);
1231 m_collisionCategories &= ~CollisionCategories.Body;
1232 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1233
1234 if (prim_geom != IntPtr.Zero)
1235 {
1236 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1237 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1238 }
1239
1240
1241 d.BodyDestroy(Body);
1242 lock (childrenPrim)
1243 {
1244 if (childrenPrim.Count > 0)
1245 {
1246 foreach (OdePrim prm in childrenPrim)
1247 {
1248 _parent_scene.remActivePrim(prm);
1249 prm.Body = IntPtr.Zero;
1250 }
1251 }
1252 }
1253 Body = IntPtr.Zero;
1254 }
1255 }
1256 else
1257 {
1258 _parent_scene.remActivePrim(this);
1259
1260 m_collisionCategories &= ~CollisionCategories.Body;
1261 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1262
1263 if (prim_geom != IntPtr.Zero)
1264 {
1265 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1266 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1267 }
1268
1269
1270 Body = IntPtr.Zero;
1271 }
1272 }
1273 m_disabled = true;
1274 m_collisionscore = 0;
1275 }
1276
1277 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1278
1279 public void setMesh(OdeScene parent_scene, IMesh mesh)
1280 {
1281 // This sleeper is there to moderate how long it takes between
1282 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1283
1284 //Thread.Sleep(10);
1285
1286 //Kill Body so that mesh can re-make the geom
1287 if (IsPhysical && Body != IntPtr.Zero)
1288 {
1289 if (childPrim)
1290 {
1291 if (_parent != null)
1292 {
1293 OdePrim parent = (OdePrim)_parent;
1294 parent.ChildDelink(this);
1295 }
1296 }
1297 else
1298 {
1299 disableBody();
1300 }
1301 }
1302 IntPtr vertices, indices;
1303 int vertexCount, indexCount;
1304 int vertexStride, triStride;
1305 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1306 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1307
1308 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1309 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1310 {
1311 _triMeshData = m_MeshToTriMeshMap[mesh];
1312 }
1313 else
1314 {
1315 _triMeshData = d.GeomTriMeshDataCreate();
1316
1317 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1318 d.GeomTriMeshDataPreprocess(_triMeshData);
1319 m_MeshToTriMeshMap[mesh] = _triMeshData;
1320 }
1321
1322 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1323 try
1324 {
1325 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1326 // {
1327 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1328 // }
1329 }
1330 catch (AccessViolationException)
1331 {
1332 m_log.Error("[PHYSICS]: MESH LOCKED");
1333 return;
1334 }
1335
1336
1337 // if (IsPhysical && Body == (IntPtr) 0)
1338 // {
1339 // Recreate the body
1340 // m_interpenetrationcount = 0;
1341 // m_collisionscore = 0;
1342
1343 // enableBody();
1344 // }
1345 }
1346
1347 public void ProcessTaints(float timestep) //=============================================================================
1348 {
1349 if (m_taintadd)
1350 {
1351 changeadd(timestep);
1352 }
1353
1354 if (prim_geom != IntPtr.Zero)
1355 {
1356 if (!_position.ApproxEquals(m_taintposition, 0f))
1357 {
1358 changemove(timestep);
1359 }
1360 if (m_taintrot != _orientation)
1361 {
1362 if(childPrim && IsPhysical) // For physical child prim...
1363 {
1364 rotate(timestep);
1365 // KF: ODE will also rotate the parent prim!
1366 // so rotate the root back to where it was
1367 OdePrim parent = (OdePrim)_parent;
1368 parent.rotate(timestep);
1369 }
1370 else
1371 {
1372 //Just rotate the prim
1373 rotate(timestep);
1374 }
1375 }
1376 //
1377
1378 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1379 {
1380 changePhysicsStatus(timestep);
1381 }//
1382
1383 if (!_size.ApproxEquals(m_taintsize,0f))
1384 changesize(timestep);
1385 //
1386
1387 if (m_taintshape)
1388 changeshape(timestep);
1389 //
1390
1391 if (m_taintforce)
1392 changeAddForce(timestep);
1393
1394 if (m_taintaddangularforce)
1395 changeAddAngularForce(timestep);
1396
1397 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1398 changeSetTorque(timestep);
1399
1400 if (m_taintdisable)
1401 changedisable(timestep);
1402
1403 if (m_taintselected != m_isSelected)
1404 changeSelectedStatus(timestep);
1405
1406 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1407 changevelocity(timestep);
1408
1409 if (m_taintparent != _parent)
1410 changelink(timestep);
1411
1412 if (m_taintCollidesWater != m_collidesWater)
1413 changefloatonwater(timestep);
1414/* obsolete
1415 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1416 changeAngularLock(timestep);
1417 */
1418 }
1419 else
1420 {
1421 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.)");
1422 }
1423 }
1424
1425/* obsolete
1426 private void changeAngularLock(float timestep)
1427 {
1428 if (_parent == null)
1429 {
1430 m_angularLock = m_taintAngularLock;
1431 m_angularLockSet = true;
1432 }
1433 }
1434 */
1435 private void changelink(float timestep)
1436 {
1437 // If the newly set parent is not null
1438 // create link
1439 if (_parent == null && m_taintparent != null)
1440 {
1441 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1442 {
1443 OdePrim obj = (OdePrim)m_taintparent;
1444 //obj.disableBody();
1445 obj.ParentPrim(this);
1446
1447 /*
1448 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1449 {
1450 _linkJointGroup = d.JointGroupCreate(0);
1451 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1452 d.JointAttach(m_linkJoint, obj.Body, Body);
1453 d.JointSetFixed(m_linkJoint);
1454 }
1455 */
1456 }
1457 }
1458 // If the newly set parent is null
1459 // destroy link
1460 else if (_parent != null && m_taintparent == null)
1461 {
1462 if (_parent is OdePrim)
1463 {
1464 OdePrim obj = (OdePrim)_parent;
1465 obj.ChildDelink(this);
1466 childPrim = false;
1467 //_parent = null;
1468 }
1469
1470 /*
1471 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1472 d.JointGroupDestroy(_linkJointGroup);
1473
1474 _linkJointGroup = (IntPtr)0;
1475 m_linkJoint = (IntPtr)0;
1476 */
1477 }
1478
1479 _parent = m_taintparent;
1480 m_taintPhysics = m_isphysical;
1481 }
1482
1483 // I'm the parent
1484 // prim is the child
1485 public void ParentPrim(OdePrim prim)
1486 {
1487 if (this.m_localID != prim.m_localID)
1488 {
1489 if (Body == IntPtr.Zero)
1490 {
1491 Body = d.BodyCreate(_parent_scene.world);
1492 // disconnect from world gravity so we can apply buoyancy
1493 d.BodySetGravityMode (Body, false);
1494
1495 setMass();
1496 }
1497 if (Body != IntPtr.Zero)
1498 {
1499 lock (childrenPrim)
1500 {
1501 if (!childrenPrim.Contains(prim))
1502 {
1503 childrenPrim.Add(prim);
1504
1505 foreach (OdePrim prm in childrenPrim)
1506 {
1507 d.Mass m2;
1508 d.MassSetZero(out m2);
1509 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1510
1511
1512 d.Quaternion quat = new d.Quaternion();
1513 quat.W = prm._orientation.W;
1514 quat.X = prm._orientation.X;
1515 quat.Y = prm._orientation.Y;
1516 quat.Z = prm._orientation.Z;
1517
1518 d.Matrix3 mat = new d.Matrix3();
1519 d.RfromQ(out mat, ref quat);
1520 d.MassRotate(ref m2, ref mat);
1521 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1522 d.MassAdd(ref pMass, ref m2);
1523 }
1524 foreach (OdePrim prm in childrenPrim)
1525 {
1526
1527 prm.m_collisionCategories |= CollisionCategories.Body;
1528 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1529
1530 if (prm.prim_geom == IntPtr.Zero)
1531 {
1532 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1533 continue;
1534 }
1535 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1536 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1537
1538
1539 d.Quaternion quat = new d.Quaternion();
1540 quat.W = prm._orientation.W;
1541 quat.X = prm._orientation.X;
1542 quat.Y = prm._orientation.Y;
1543 quat.Z = prm._orientation.Z;
1544
1545 d.Matrix3 mat = new d.Matrix3();
1546 d.RfromQ(out mat, ref quat);
1547 if (Body != IntPtr.Zero)
1548 {
1549 d.GeomSetBody(prm.prim_geom, Body);
1550 prm.childPrim = true;
1551 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1552 //d.GeomSetOffsetPosition(prim.prim_geom,
1553 // (Position.X - prm.Position.X) - pMass.c.X,
1554 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1555 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1556 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1557 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1558 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1559 d.BodySetMass(Body, ref pMass);
1560 }
1561 else
1562 {
1563 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1564 }
1565
1566
1567 prm.m_interpenetrationcount = 0;
1568 prm.m_collisionscore = 0;
1569 prm.m_disabled = false;
1570
1571 prm.Body = Body;
1572 _parent_scene.addActivePrim(prm);
1573 }
1574 m_collisionCategories |= CollisionCategories.Body;
1575 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1576
1577 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1578 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1579
1580
1581 d.Quaternion quat2 = new d.Quaternion();
1582 quat2.W = _orientation.W;
1583 quat2.X = _orientation.X;
1584 quat2.Y = _orientation.Y;
1585 quat2.Z = _orientation.Z;
1586
1587 d.Matrix3 mat2 = new d.Matrix3();
1588 d.RfromQ(out mat2, ref quat2);
1589 d.GeomSetBody(prim_geom, Body);
1590 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1591 //d.GeomSetOffsetPosition(prim.prim_geom,
1592 // (Position.X - prm.Position.X) - pMass.c.X,
1593 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1594 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1595 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1596 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1597 d.BodySetMass(Body, ref pMass);
1598
1599 d.BodySetAutoDisableFlag(Body, true);
1600 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1601
1602
1603 m_interpenetrationcount = 0;
1604 m_collisionscore = 0;
1605 m_disabled = false;
1606
1607 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1608 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1609 _parent_scene.addActivePrim(this);
1610 }
1611 }
1612 }
1613 }
1614
1615 }
1616
1617 private void ChildSetGeom(OdePrim odePrim)
1618 {
1619 //if (m_isphysical && Body != IntPtr.Zero)
1620 lock (childrenPrim)
1621 {
1622 foreach (OdePrim prm in childrenPrim)
1623 {
1624 //prm.childPrim = true;
1625 prm.disableBody();
1626 //prm.m_taintparent = null;
1627 //prm._parent = null;
1628 //prm.m_taintPhysics = false;
1629 //prm.m_disabled = true;
1630 //prm.childPrim = false;
1631 }
1632 }
1633 disableBody();
1634
1635
1636 if (Body != IntPtr.Zero)
1637 {
1638 _parent_scene.remActivePrim(this);
1639 }
1640
1641 lock (childrenPrim)
1642 {
1643 foreach (OdePrim prm in childrenPrim)
1644 {
1645 ParentPrim(prm);
1646 }
1647 }
1648
1649 }
1650
1651 private void ChildDelink(OdePrim odePrim)
1652 {
1653 // Okay, we have a delinked child.. need to rebuild the body.
1654 lock (childrenPrim)
1655 {
1656 foreach (OdePrim prm in childrenPrim)
1657 {
1658 prm.childPrim = true;
1659 prm.disableBody();
1660 //prm.m_taintparent = null;
1661 //prm._parent = null;
1662 //prm.m_taintPhysics = false;
1663 //prm.m_disabled = true;
1664 //prm.childPrim = false;
1665 }
1666 }
1667 disableBody();
1668
1669 lock (childrenPrim)
1670 {
1671 childrenPrim.Remove(odePrim);
1672 }
1673
1674 if (Body != IntPtr.Zero)
1675 {
1676 _parent_scene.remActivePrim(this);
1677 }
1678
1679 lock (childrenPrim)
1680 {
1681 foreach (OdePrim prm in childrenPrim)
1682 {
1683 ParentPrim(prm);
1684 }
1685 }
1686 }
1687
1688 private void changeSelectedStatus(float timestep)
1689 {
1690 if (m_taintselected)
1691 {
1692 m_collisionCategories = CollisionCategories.Selected;
1693 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1694
1695 // We do the body disable soft twice because 'in theory' a collision could have happened
1696 // in between the disabling and the collision properties setting
1697 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1698 // through the ground.
1699
1700 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1701 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1702 // so that causes the selected part to wake up and continue moving.
1703
1704 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1705 // assembly will stop simulating during the selection, because of the lack of atomicity
1706 // of select operations (their processing could be interrupted by a thread switch, causing
1707 // simulation to continue before all of the selected object notifications trickle down to
1708 // the physics engine).
1709
1710 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1711 // selected and disabled. then, due to a thread switch, the selection processing is
1712 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1713 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1714 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1715 // up, start simulating again, which in turn wakes up the last 50.
1716
1717 if (m_isphysical)
1718 {
1719 disableBodySoft();
1720 }
1721
1722 if (prim_geom != IntPtr.Zero)
1723 {
1724 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1725 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1726 }
1727
1728 if (m_isphysical)
1729 {
1730 disableBodySoft();
1731 }
1732 if (Body != IntPtr.Zero)
1733 {
1734 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1735 d.BodySetForce(Body, 0f, 0f, 0f);
1736 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1737 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1738 }
1739
1740 }
1741 else
1742 {
1743 m_collisionCategories = CollisionCategories.Geom;
1744
1745 if (m_isphysical)
1746 m_collisionCategories |= CollisionCategories.Body;
1747
1748 m_collisionFlags = m_default_collisionFlags;
1749
1750 if (m_collidesLand)
1751 m_collisionFlags |= CollisionCategories.Land;
1752 if (m_collidesWater)
1753 m_collisionFlags |= CollisionCategories.Water;
1754
1755 if (prim_geom != IntPtr.Zero)
1756 {
1757 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1758 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1759 }
1760 if (Body != IntPtr.Zero)
1761 {
1762 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1763 d.BodySetForce(Body, 0f, 0f, 0f);
1764 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1765 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1766 }
1767
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 enableBodySoft();
1773 }
1774 }
1775 }
1776
1777 resetCollisionAccounting();
1778 m_isSelected = m_taintselected;
1779 }//end changeSelectedStatus
1780
1781 public void ResetTaints()
1782 {
1783 m_taintposition = _position;
1784 m_taintrot = _orientation;
1785 m_taintPhysics = m_isphysical;
1786 m_taintselected = m_isSelected;
1787 m_taintsize = _size;
1788 m_taintshape = false;
1789 m_taintforce = false;
1790 m_taintdisable = false;
1791 m_taintVelocity = Vector3.Zero;
1792 }
1793
1794 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1795 {
1796 if (_mesh != null) // Special - make mesh
1797 {
1798 setMesh(_parent_scene, _mesh);
1799 }
1800 else // not a mesh
1801 {
1802 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1803 {
1804 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1805 {
1806 if (((_size.X / 2f) > 0f)) // Has size
1807 {
1808 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1809 try
1810 {
1811 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1812 }
1813 catch (AccessViolationException)
1814 {
1815 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1816 ode.dunlock(_parent_scene.world);
1817 return;
1818 }
1819 }
1820 else
1821 {
1822 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1823 try
1824 {
1825 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1826 }
1827 catch (AccessViolationException)
1828 {
1829 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1830 ode.dunlock(_parent_scene.world);
1831 return;
1832 }
1833 }
1834 }
1835 else // not equi-size
1836 {
1837 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1838 try
1839 {
1840 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1841 }
1842 catch (AccessViolationException)
1843 {
1844 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1845 ode.dunlock(_parent_scene.world);
1846 return;
1847 }
1848 }
1849 }
1850
1851 else // not special profile
1852 {
1853 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1854 try
1855 {
1856 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1857 }
1858 catch (AccessViolationException)
1859 {
1860 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1861 ode.dunlock(_parent_scene.world);
1862 return;
1863 }
1864 }
1865 }
1866 }
1867
1868 public void changeadd(float timestep)
1869 {
1870 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1871 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1872
1873 if (targetspace == IntPtr.Zero)
1874 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1875
1876 m_targetSpace = targetspace;
1877
1878 if (_mesh == null && m_meshfailed == false)
1879 {
1880 if (_parent_scene.needsMeshing(_pbs))
1881 {
1882 // Don't need to re-enable body.. it's done in SetMesh
1883 try
1884 {
1885 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1886 }
1887 catch
1888 {
1889 //Don't continuously try to mesh prims when meshing has failed
1890 m_meshfailed = true;
1891 }
1892 // createmesh returns null when it's a shape that isn't a cube.
1893 // m_log.Debug(m_localID);
1894 }
1895 }
1896
1897
1898 lock (_parent_scene.OdeLock)
1899 {
1900 CreateGeom(m_targetSpace, _mesh);
1901
1902 if (prim_geom != IntPtr.Zero)
1903 {
1904 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1905 d.Quaternion myrot = new d.Quaternion();
1906 myrot.X = _orientation.X;
1907 myrot.Y = _orientation.Y;
1908 myrot.Z = _orientation.Z;
1909 myrot.W = _orientation.W;
1910 d.GeomSetQuaternion(prim_geom, ref myrot);
1911 }
1912
1913 if (m_isphysical && Body == IntPtr.Zero)
1914 {
1915 enableBody();
1916 }
1917 }
1918
1919 changeSelectedStatus(timestep);
1920
1921 m_taintadd = false;
1922 }
1923
1924 public void changemove(float timestep)
1925 {
1926 if (m_isphysical)
1927 {
1928// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1929 if (!m_taintremove && !childPrim)
1930 {
1931 if (Body == IntPtr.Zero)
1932 enableBody();
1933 //Prim auto disable after 20 frames,
1934 //if you move it, re-enable the prim manually.
1935 if (_parent != null)
1936 {
1937 if (m_linkJoint != IntPtr.Zero)
1938 {
1939 d.JointDestroy(m_linkJoint);
1940 m_linkJoint = IntPtr.Zero;
1941 }
1942 }
1943 if (Body != IntPtr.Zero)
1944 {
1945 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1946
1947 if (_parent != null)
1948 {
1949 OdePrim odParent = (OdePrim)_parent;
1950 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1951 {
1952// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1953Console.WriteLine("ODEPrim JointCreateFixed !!!");
1954 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1955 d.JointAttach(m_linkJoint, Body, odParent.Body);
1956 d.JointSetFixed(m_linkJoint);
1957 }
1958 }
1959 d.BodyEnable(Body);
1960 if (m_type != Vehicle.TYPE_NONE)
1961 {
1962 Enable(Body, _parent_scene);
1963 }
1964 }
1965 else
1966 {
1967 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1968 }
1969 }
1970 //else
1971 // {
1972 //m_log.Debug("[BUG]: race!");
1973 //}
1974 }
1975 else
1976 {
1977 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1978 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1979 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1980
1981 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1982 m_targetSpace = tempspace;
1983
1984 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1985 if (prim_geom != IntPtr.Zero)
1986 {
1987 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1988
1989 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1990 d.SpaceAdd(m_targetSpace, prim_geom);
1991 }
1992 }
1993
1994 changeSelectedStatus(timestep);
1995
1996 resetCollisionAccounting();
1997 m_taintposition = _position;
1998 }
1999
2000
2001
2002 public void rotate(float timestep)
2003 {
2004 d.Quaternion myrot = new d.Quaternion();
2005 myrot.X = _orientation.X;
2006 myrot.Y = _orientation.Y;
2007 myrot.Z = _orientation.Z;
2008 myrot.W = _orientation.W;
2009 if (Body != IntPtr.Zero)
2010 {
2011 // KF: If this is a root prim do BodySet
2012 d.BodySetQuaternion(Body, ref myrot);
2013 }
2014 else
2015 {
2016 // daughter prim, do Geom set
2017 d.GeomSetQuaternion(prim_geom, ref myrot);
2018 }
2019
2020 resetCollisionAccounting();
2021 m_taintrot = _orientation;
2022 }
2023
2024 private void resetCollisionAccounting()
2025 {
2026 m_collisionscore = 0;
2027 m_interpenetrationcount = 0;
2028 m_disabled = false;
2029 }
2030
2031 public void changedisable(float timestep)
2032 {
2033 m_disabled = true;
2034 if (Body != IntPtr.Zero)
2035 {
2036 d.BodyDisable(Body);
2037 Body = IntPtr.Zero;
2038 }
2039
2040 m_taintdisable = false;
2041 }
2042
2043 public void changePhysicsStatus(float timestep)
2044 {
2045 if (m_isphysical == true)
2046 {
2047 if (Body == IntPtr.Zero)
2048 {
2049 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2050 {
2051 changeshape(2f);
2052 }
2053 else
2054 {
2055 enableBody();
2056 }
2057 }
2058 }
2059 else
2060 {
2061 if (Body != IntPtr.Zero)
2062 {
2063 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2064 {
2065 _mesh = null;
2066 changeadd(2f);
2067 }
2068 if (childPrim)
2069 {
2070 if (_parent != null)
2071 {
2072 OdePrim parent = (OdePrim)_parent;
2073 parent.ChildDelink(this);
2074 }
2075 }
2076 else
2077 {
2078 disableBody();
2079 }
2080 }
2081 }
2082
2083 changeSelectedStatus(timestep);
2084
2085 resetCollisionAccounting();
2086 m_taintPhysics = m_isphysical;
2087 }
2088
2089 public void changesize(float timestamp)
2090 {
2091
2092 string oldname = _parent_scene.geom_name_map[prim_geom];
2093
2094 if (_size.X <= 0) _size.X = 0.01f;
2095 if (_size.Y <= 0) _size.Y = 0.01f;
2096 if (_size.Z <= 0) _size.Z = 0.01f;
2097
2098 // Cleanup of old prim geometry
2099 if (_mesh != null)
2100 {
2101 // Cleanup meshing here
2102 }
2103 //kill body to rebuild
2104 if (IsPhysical && Body != IntPtr.Zero)
2105 {
2106 if (childPrim)
2107 {
2108 if (_parent != null)
2109 {
2110 OdePrim parent = (OdePrim)_parent;
2111 parent.ChildDelink(this);
2112 }
2113 }
2114 else
2115 {
2116 disableBody();
2117 }
2118 }
2119 if (d.SpaceQuery(m_targetSpace, prim_geom))
2120 {
2121 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2122 d.SpaceRemove(m_targetSpace, prim_geom);
2123 }
2124 // we don't need to do space calculation because the client sends a position update also.
2125
2126 // Construction of new prim
2127 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2128 {
2129 float meshlod = _parent_scene.meshSculptLOD;
2130
2131 if (IsPhysical)
2132 meshlod = _parent_scene.MeshSculptphysicalLOD;
2133 // Don't need to re-enable body.. it's done in SetMesh
2134
2135 IMesh mesh = null;
2136
2137 try
2138 {
2139 if (_parent_scene.needsMeshing(_pbs))
2140 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2141 }
2142 catch
2143 {
2144 m_meshfailed = true;
2145 }
2146
2147 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2148 CreateGeom(m_targetSpace, mesh);
2149
2150
2151 }
2152 else
2153 {
2154 _mesh = null;
2155 CreateGeom(m_targetSpace, _mesh);
2156 }
2157
2158 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2159 d.Quaternion myrot = new d.Quaternion();
2160 myrot.X = _orientation.X;
2161 myrot.Y = _orientation.Y;
2162 myrot.Z = _orientation.Z;
2163 myrot.W = _orientation.W;
2164 d.GeomSetQuaternion(prim_geom, ref myrot);
2165
2166 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2167 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2168 {
2169 // Re creates body on size.
2170 // EnableBody also does setMass()
2171 enableBody();
2172 d.BodyEnable(Body);
2173 }
2174
2175 _parent_scene.geom_name_map[prim_geom] = oldname;
2176
2177 changeSelectedStatus(timestamp);
2178 if (childPrim)
2179 {
2180 if (_parent is OdePrim)
2181 {
2182 OdePrim parent = (OdePrim)_parent;
2183 parent.ChildSetGeom(this);
2184 }
2185 }
2186 resetCollisionAccounting();
2187 m_taintsize = _size;
2188 }
2189
2190
2191
2192 public void changefloatonwater(float timestep)
2193 {
2194 m_collidesWater = m_taintCollidesWater;
2195
2196 if (prim_geom != IntPtr.Zero)
2197 {
2198 if (m_collidesWater)
2199 {
2200 m_collisionFlags |= CollisionCategories.Water;
2201 }
2202 else
2203 {
2204 m_collisionFlags &= ~CollisionCategories.Water;
2205 }
2206 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2207 }
2208 }
2209
2210 public void changeshape(float timestamp)
2211 {
2212 string oldname = _parent_scene.geom_name_map[prim_geom];
2213
2214 // Cleanup of old prim geometry and Bodies
2215 if (IsPhysical && Body != IntPtr.Zero)
2216 {
2217 if (childPrim)
2218 {
2219 if (_parent != null)
2220 {
2221 OdePrim parent = (OdePrim)_parent;
2222 parent.ChildDelink(this);
2223 }
2224 }
2225 else
2226 {
2227 disableBody();
2228 }
2229 }
2230
2231
2232 // we don't need to do space calculation because the client sends a position update also.
2233 if (_size.X <= 0) _size.X = 0.01f;
2234 if (_size.Y <= 0) _size.Y = 0.01f;
2235 if (_size.Z <= 0) _size.Z = 0.01f;
2236 // Construction of new prim
2237
2238 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2239 {
2240 // Don't need to re-enable body.. it's done in SetMesh
2241 float meshlod = _parent_scene.meshSculptLOD;
2242
2243 if (IsPhysical)
2244 meshlod = _parent_scene.MeshSculptphysicalLOD;
2245 try
2246 {
2247 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2248 CreateGeom(m_targetSpace, mesh);
2249 }
2250 catch
2251 {
2252 m_meshfailed = true;
2253 }
2254 // createmesh returns null when it doesn't mesh.
2255 }
2256 else
2257 {
2258 _mesh = null;
2259 CreateGeom(m_targetSpace, null);
2260 }
2261
2262 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2263 d.Quaternion myrot = new d.Quaternion();
2264 //myrot.W = _orientation.w;
2265 myrot.W = _orientation.W;
2266 myrot.X = _orientation.X;
2267 myrot.Y = _orientation.Y;
2268 myrot.Z = _orientation.Z;
2269 d.GeomSetQuaternion(prim_geom, ref myrot);
2270
2271 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2272 if (IsPhysical && Body == IntPtr.Zero)
2273 {
2274 // Re creates body on size.
2275 // EnableBody also does setMass()
2276 enableBody();
2277 if (Body != IntPtr.Zero)
2278 {
2279 d.BodyEnable(Body);
2280 }
2281 }
2282 _parent_scene.geom_name_map[prim_geom] = oldname;
2283
2284 changeSelectedStatus(timestamp);
2285 if (childPrim)
2286 {
2287 if (_parent is OdePrim)
2288 {
2289 OdePrim parent = (OdePrim)_parent;
2290 parent.ChildSetGeom(this);
2291 }
2292 }
2293 resetCollisionAccounting();
2294 m_taintshape = false;
2295 }
2296
2297 public void changeAddForce(float timestamp)
2298 {
2299 if (!m_isSelected)
2300 {
2301 lock (m_forcelist)
2302 {
2303 //m_log.Info("[PHYSICS]: dequeing forcelist");
2304 if (IsPhysical)
2305 {
2306 Vector3 iforce = Vector3.Zero;
2307 int i = 0;
2308 try
2309 {
2310 for (i = 0; i < m_forcelist.Count; i++)
2311 {
2312
2313 iforce = iforce + (m_forcelist[i] * 100);
2314 }
2315 }
2316 catch (IndexOutOfRangeException)
2317 {
2318 m_forcelist = new List<Vector3>();
2319 m_collisionscore = 0;
2320 m_interpenetrationcount = 0;
2321 m_taintforce = false;
2322 return;
2323 }
2324 catch (ArgumentOutOfRangeException)
2325 {
2326 m_forcelist = new List<Vector3>();
2327 m_collisionscore = 0;
2328 m_interpenetrationcount = 0;
2329 m_taintforce = false;
2330 return;
2331 }
2332 d.BodyEnable(Body);
2333
2334 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2335 }
2336 m_forcelist.Clear();
2337 }
2338
2339 m_collisionscore = 0;
2340 m_interpenetrationcount = 0;
2341 }
2342
2343 m_taintforce = false;
2344
2345 }
2346
2347
2348
2349 public void changeSetTorque(float timestamp)
2350 {
2351 if (!m_isSelected)
2352 {
2353 if (IsPhysical && Body != IntPtr.Zero)
2354 {
2355 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2356 }
2357 }
2358
2359 m_taintTorque = Vector3.Zero;
2360 }
2361
2362 public void changeAddAngularForce(float timestamp)
2363 {
2364 if (!m_isSelected)
2365 {
2366 lock (m_angularforcelist)
2367 {
2368 //m_log.Info("[PHYSICS]: dequeing forcelist");
2369 if (IsPhysical)
2370 {
2371 Vector3 iforce = Vector3.Zero;
2372 for (int i = 0; i < m_angularforcelist.Count; i++)
2373 {
2374 iforce = iforce + (m_angularforcelist[i] * 100);
2375 }
2376 d.BodyEnable(Body);
2377 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2378
2379 }
2380 m_angularforcelist.Clear();
2381 }
2382
2383 m_collisionscore = 0;
2384 m_interpenetrationcount = 0;
2385 }
2386
2387 m_taintaddangularforce = false;
2388 }
2389
2390 private void changevelocity(float timestep)
2391 {
2392 if (!m_isSelected)
2393 {
2394 Thread.Sleep(20);
2395 if (IsPhysical)
2396 {
2397 if (Body != IntPtr.Zero)
2398 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2399 }
2400
2401 //resetCollisionAccounting();
2402 }
2403 m_taintVelocity = Vector3.Zero;
2404 }
2405
2406 public void UpdatePositionAndVelocity()
2407 {
2408 return; // moved to the Move () method
2409 }
2410
2411 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2412 {
2413 obj.I.M00 = pMat[0, 0];
2414 obj.I.M01 = pMat[0, 1];
2415 obj.I.M02 = pMat[0, 2];
2416 obj.I.M10 = pMat[1, 0];
2417 obj.I.M11 = pMat[1, 1];
2418 obj.I.M12 = pMat[1, 2];
2419 obj.I.M20 = pMat[2, 0];
2420 obj.I.M21 = pMat[2, 1];
2421 obj.I.M22 = pMat[2, 2];
2422 return obj;
2423 }
2424
2425 public override void SubscribeEvents(int ms)
2426 {
2427 m_eventsubscription = ms;
2428 _parent_scene.addCollisionEventReporting(this);
2429 }
2430
2431 public override void UnSubscribeEvents()
2432 {
2433 _parent_scene.remCollisionEventReporting(this);
2434 m_eventsubscription = 0;
2435 }
2436
2437 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2438 {
2439 if (CollisionEventsThisFrame == null)
2440 CollisionEventsThisFrame = new CollisionEventUpdate();
2441 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2442 }
2443
2444 public void SendCollisions()
2445 {
2446 if (CollisionEventsThisFrame == null)
2447 return;
2448
2449 base.SendCollisionUpdate(CollisionEventsThisFrame);
2450
2451 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2452 CollisionEventsThisFrame = null;
2453 else
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 }
2456
2457 public override bool SubscribedEvents()
2458 {
2459 if (m_eventsubscription > 0)
2460 return true;
2461 return false;
2462 }
2463
2464 public static Matrix4 Inverse(Matrix4 pMat)
2465 {
2466 if (determinant3x3(pMat) == 0)
2467 {
2468 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2469 }
2470
2471
2472
2473 return (Adjoint(pMat) / determinant3x3(pMat));
2474 }
2475
2476 public static Matrix4 Adjoint(Matrix4 pMat)
2477 {
2478 Matrix4 adjointMatrix = new Matrix4();
2479 for (int i=0; i<4; i++)
2480 {
2481 for (int j=0; j<4; j++)
2482 {
2483 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2484 }
2485 }
2486
2487 adjointMatrix = Transpose(adjointMatrix);
2488 return adjointMatrix;
2489 }
2490
2491 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2492 {
2493 Matrix4 minor = new Matrix4();
2494 int m = 0, n = 0;
2495 for (int i = 0; i < 4; i++)
2496 {
2497 if (i == iRow)
2498 continue;
2499 n = 0;
2500 for (int j = 0; j < 4; j++)
2501 {
2502 if (j == iCol)
2503 continue;
2504 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2505 n++;
2506 }
2507 m++;
2508 }
2509 return minor;
2510 }
2511
2512 public static Matrix4 Transpose(Matrix4 pMat)
2513 {
2514 Matrix4 transposeMatrix = new Matrix4();
2515 for (int i = 0; i < 4; i++)
2516 for (int j = 0; j < 4; j++)
2517 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2518 return transposeMatrix;
2519 }
2520
2521 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2522 {
2523 switch (r)
2524 {
2525 case 0:
2526 switch (c)
2527 {
2528 case 0:
2529 pMat.M11 = val;
2530 break;
2531 case 1:
2532 pMat.M12 = val;
2533 break;
2534 case 2:
2535 pMat.M13 = val;
2536 break;
2537 case 3:
2538 pMat.M14 = val;
2539 break;
2540 }
2541
2542 break;
2543 case 1:
2544 switch (c)
2545 {
2546 case 0:
2547 pMat.M21 = val;
2548 break;
2549 case 1:
2550 pMat.M22 = val;
2551 break;
2552 case 2:
2553 pMat.M23 = val;
2554 break;
2555 case 3:
2556 pMat.M24 = val;
2557 break;
2558 }
2559
2560 break;
2561 case 2:
2562 switch (c)
2563 {
2564 case 0:
2565 pMat.M31 = val;
2566 break;
2567 case 1:
2568 pMat.M32 = val;
2569 break;
2570 case 2:
2571 pMat.M33 = val;
2572 break;
2573 case 3:
2574 pMat.M34 = val;
2575 break;
2576 }
2577
2578 break;
2579 case 3:
2580 switch (c)
2581 {
2582 case 0:
2583 pMat.M41 = val;
2584 break;
2585 case 1:
2586 pMat.M42 = val;
2587 break;
2588 case 2:
2589 pMat.M43 = val;
2590 break;
2591 case 3:
2592 pMat.M44 = val;
2593 break;
2594 }
2595
2596 break;
2597 }
2598 }
2599 private static float determinant3x3(Matrix4 pMat)
2600 {
2601 float det = 0;
2602 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2603 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2604 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2605 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2606 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2607 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2608
2609 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2610 return det;
2611
2612 }
2613
2614 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2615 {
2616 dst.c.W = src.c.W;
2617 dst.c.X = src.c.X;
2618 dst.c.Y = src.c.Y;
2619 dst.c.Z = src.c.Z;
2620 dst.mass = src.mass;
2621 dst.I.M00 = src.I.M00;
2622 dst.I.M01 = src.I.M01;
2623 dst.I.M02 = src.I.M02;
2624 dst.I.M10 = src.I.M10;
2625 dst.I.M11 = src.I.M11;
2626 dst.I.M12 = src.I.M12;
2627 dst.I.M20 = src.I.M20;
2628 dst.I.M21 = src.I.M21;
2629 dst.I.M22 = src.I.M22;
2630 }
2631
2632 public override void SetMaterial(int pMaterial)
2633 {
2634 m_material = pMaterial;
2635 }
2636
2637 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2638 {
2639 switch (pParam)
2640 {
2641 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2642 if (pValue < 0.01f) pValue = 0.01f;
2643 // m_angularDeflectionEfficiency = pValue;
2644 break;
2645 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2646 if (pValue < 0.1f) pValue = 0.1f;
2647 // m_angularDeflectionTimescale = pValue;
2648 break;
2649 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2650 if (pValue < 0.3f) pValue = 0.3f;
2651 m_angularMotorDecayTimescale = pValue;
2652 break;
2653 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2654 if (pValue < 0.3f) pValue = 0.3f;
2655 m_angularMotorTimescale = pValue;
2656 break;
2657 case Vehicle.BANKING_EFFICIENCY:
2658 if (pValue < 0.01f) pValue = 0.01f;
2659 // m_bankingEfficiency = pValue;
2660 break;
2661 case Vehicle.BANKING_MIX:
2662 if (pValue < 0.01f) pValue = 0.01f;
2663 // m_bankingMix = pValue;
2664 break;
2665 case Vehicle.BANKING_TIMESCALE:
2666 if (pValue < 0.01f) pValue = 0.01f;
2667 // m_bankingTimescale = pValue;
2668 break;
2669 case Vehicle.BUOYANCY:
2670 if (pValue < -1f) pValue = -1f;
2671 if (pValue > 1f) pValue = 1f;
2672 m_VehicleBuoyancy = pValue;
2673 break;
2674// case Vehicle.HOVER_EFFICIENCY:
2675// if (pValue < 0f) pValue = 0f;
2676// if (pValue > 1f) pValue = 1f;
2677// m_VhoverEfficiency = pValue;
2678// break;
2679 case Vehicle.HOVER_HEIGHT:
2680 m_VhoverHeight = pValue;
2681 break;
2682 case Vehicle.HOVER_TIMESCALE:
2683 if (pValue < 0.1f) pValue = 0.1f;
2684 m_VhoverTimescale = pValue;
2685 break;
2686 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2687 if (pValue < 0.01f) pValue = 0.01f;
2688 // m_linearDeflectionEfficiency = pValue;
2689 break;
2690 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2691 if (pValue < 0.01f) pValue = 0.01f;
2692 // m_linearDeflectionTimescale = pValue;
2693 break;
2694 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2695 if (pValue < 0.3f) pValue = 0.3f;
2696 m_linearMotorDecayTimescale = pValue;
2697 break;
2698 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2699 if (pValue < 0.1f) pValue = 0.1f;
2700 m_linearMotorTimescale = pValue;
2701 break;
2702 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2703 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2704 if (pValue > 1.0f) pValue = 1.0f;
2705 m_verticalAttractionEfficiency = pValue;
2706 break;
2707 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2708 if (pValue < 0.1f) pValue = 0.1f;
2709 m_verticalAttractionTimescale = pValue;
2710 break;
2711
2712 // These are vector properties but the engine lets you use a single float value to
2713 // set all of the components to the same value
2714 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2715 if (pValue > 30f) pValue = 30f;
2716 if (pValue < 0.1f) pValue = 0.1f;
2717 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2718 break;
2719 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2720 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2721 UpdateAngDecay();
2722 break;
2723 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2724 if (pValue < 0.1f) pValue = 0.1f;
2725 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2726 break;
2727 case Vehicle.LINEAR_MOTOR_DIRECTION:
2728 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2729 UpdateLinDecay();
2730 break;
2731 case Vehicle.LINEAR_MOTOR_OFFSET:
2732 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2733 break;
2734
2735 }
2736
2737 }//end ProcessFloatVehicleParam
2738
2739 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2740 {
2741 switch (pParam)
2742 {
2743 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2744 if (pValue.X > 30f) pValue.X = 30f;
2745 if (pValue.X < 0.1f) pValue.X = 0.1f;
2746 if (pValue.Y > 30f) pValue.Y = 30f;
2747 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2748 if (pValue.Z > 30f) pValue.Z = 30f;
2749 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2750 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2751 break;
2752 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2753 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2754 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2755 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2756 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2757 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2758 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2759 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2760 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2761 UpdateAngDecay();
2762 break;
2763 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2764 if (pValue.X < 0.1f) pValue.X = 0.1f;
2765 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2766 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2767 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 break;
2769 case Vehicle.LINEAR_MOTOR_DIRECTION:
2770 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2771 UpdateLinDecay();
2772 break;
2773 case Vehicle.LINEAR_MOTOR_OFFSET:
2774 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2775 break;
2776 }
2777
2778 }//end ProcessVectorVehicleParam
2779
2780 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2781 {
2782 switch (pParam)
2783 {
2784 case Vehicle.REFERENCE_FRAME:
2785 // m_referenceFrame = pValue;
2786 break;
2787 }
2788
2789 }//end ProcessRotationVehicleParam
2790
2791 internal void ProcessVehicleFlags(int pParam, bool remove)
2792 {
2793 if (remove)
2794 {
2795 m_flags &= ~((VehicleFlag)pParam);
2796 }
2797 else
2798 {
2799 m_flags |= (VehicleFlag)pParam;
2800 }
2801 }
2802
2803 internal void ProcessTypeChange(Vehicle pType)
2804 {
2805 // Set Defaults For Type
2806 m_type = pType;
2807 switch (pType)
2808 {
2809 case Vehicle.TYPE_SLED:
2810 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2811 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2812// m_lLinMotorVel = Vector3.Zero;
2813 m_linearMotorTimescale = 1000;
2814 m_linearMotorDecayTimescale = 120;
2815 m_angularMotorDirection = Vector3.Zero;
2816 m_angularMotorDVel = Vector3.Zero;
2817 m_angularMotorTimescale = 1000;
2818 m_angularMotorDecayTimescale = 120;
2819 m_VhoverHeight = 0;
2820// m_VhoverEfficiency = 1;
2821 m_VhoverTimescale = 10;
2822 m_VehicleBuoyancy = 0;
2823 // m_linearDeflectionEfficiency = 1;
2824 // m_linearDeflectionTimescale = 1;
2825 // m_angularDeflectionEfficiency = 1;
2826 // m_angularDeflectionTimescale = 1000;
2827 // m_bankingEfficiency = 0;
2828 // m_bankingMix = 1;
2829 // m_bankingTimescale = 10;
2830 // m_referenceFrame = Quaternion.Identity;
2831 m_flags &=
2832 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2833 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2834 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2835 break;
2836 case Vehicle.TYPE_CAR:
2837 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2838 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2839// m_lLinMotorVel = Vector3.Zero;
2840 m_linearMotorTimescale = 1;
2841 m_linearMotorDecayTimescale = 60;
2842 m_angularMotorDirection = Vector3.Zero;
2843 m_angularMotorDVel = Vector3.Zero;
2844 m_angularMotorTimescale = 1;
2845 m_angularMotorDecayTimescale = 0.8f;
2846 m_VhoverHeight = 0;
2847// m_VhoverEfficiency = 0;
2848 m_VhoverTimescale = 1000;
2849 m_VehicleBuoyancy = 0;
2850 // // m_linearDeflectionEfficiency = 1;
2851 // // m_linearDeflectionTimescale = 2;
2852 // // m_angularDeflectionEfficiency = 0;
2853 // m_angularDeflectionTimescale = 10;
2854 m_verticalAttractionEfficiency = 1f;
2855 m_verticalAttractionTimescale = 10f;
2856 // m_bankingEfficiency = -0.2f;
2857 // m_bankingMix = 1;
2858 // m_bankingTimescale = 1;
2859 // m_referenceFrame = Quaternion.Identity;
2860 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2861 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2862 VehicleFlag.LIMIT_MOTOR_UP);
2863 break;
2864 case Vehicle.TYPE_BOAT:
2865 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2866 m_angularFrictionTimescale = new Vector3(10,10,10);
2867// m_lLinMotorVel = Vector3.Zero;
2868 m_linearMotorTimescale = 5;
2869 m_linearMotorDecayTimescale = 60;
2870 m_angularMotorDirection = Vector3.Zero;
2871 m_angularMotorDVel = Vector3.Zero;
2872 m_angularMotorTimescale = 4;
2873 m_angularMotorDecayTimescale = 4;
2874 m_VhoverHeight = 0;
2875// m_VhoverEfficiency = 0.5f;
2876 m_VhoverTimescale = 2;
2877 m_VehicleBuoyancy = 1;
2878 // m_linearDeflectionEfficiency = 0.5f;
2879 // m_linearDeflectionTimescale = 3;
2880 // m_angularDeflectionEfficiency = 0.5f;
2881 // m_angularDeflectionTimescale = 5;
2882 m_verticalAttractionEfficiency = 0.5f;
2883 m_verticalAttractionTimescale = 5f;
2884 // m_bankingEfficiency = -0.3f;
2885 // m_bankingMix = 0.8f;
2886 // m_bankingTimescale = 1;
2887 // m_referenceFrame = Quaternion.Identity;
2888 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2889 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2890 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2891 VehicleFlag.LIMIT_MOTOR_UP);
2892 break;
2893 case Vehicle.TYPE_AIRPLANE:
2894 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2895 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2896// m_lLinMotorVel = Vector3.Zero;
2897 m_linearMotorTimescale = 2;
2898 m_linearMotorDecayTimescale = 60;
2899 m_angularMotorDirection = Vector3.Zero;
2900 m_angularMotorDVel = Vector3.Zero;
2901 m_angularMotorTimescale = 4;
2902 m_angularMotorDecayTimescale = 4;
2903 m_VhoverHeight = 0;
2904// m_VhoverEfficiency = 0.5f;
2905 m_VhoverTimescale = 1000;
2906 m_VehicleBuoyancy = 0;
2907 // m_linearDeflectionEfficiency = 0.5f;
2908 // m_linearDeflectionTimescale = 3;
2909 // m_angularDeflectionEfficiency = 1;
2910 // m_angularDeflectionTimescale = 2;
2911 m_verticalAttractionEfficiency = 0.9f;
2912 m_verticalAttractionTimescale = 2f;
2913 // m_bankingEfficiency = 1;
2914 // m_bankingMix = 0.7f;
2915 // m_bankingTimescale = 2;
2916 // m_referenceFrame = Quaternion.Identity;
2917 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2918 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2919 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2920 break;
2921 case Vehicle.TYPE_BALLOON:
2922 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2923 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2924 m_linearMotorTimescale = 5;
2925 m_linearMotorDecayTimescale = 60;
2926 m_angularMotorDirection = Vector3.Zero;
2927 m_angularMotorDVel = Vector3.Zero;
2928 m_angularMotorTimescale = 6;
2929 m_angularMotorDecayTimescale = 10;
2930 m_VhoverHeight = 5;
2931// m_VhoverEfficiency = 0.8f;
2932 m_VhoverTimescale = 10;
2933 m_VehicleBuoyancy = 1;
2934 // m_linearDeflectionEfficiency = 0;
2935 // m_linearDeflectionTimescale = 5;
2936 // m_angularDeflectionEfficiency = 0;
2937 // m_angularDeflectionTimescale = 5;
2938 m_verticalAttractionEfficiency = 1f;
2939 m_verticalAttractionTimescale = 100f;
2940 // m_bankingEfficiency = 0;
2941 // m_bankingMix = 0.7f;
2942 // m_bankingTimescale = 5;
2943 // m_referenceFrame = Quaternion.Identity;
2944 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2945 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2946 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2947 break;
2948
2949 }
2950 }//end SetDefaultsForType
2951
2952 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2953 {
2954 if (m_type == Vehicle.TYPE_NONE)
2955 return;
2956
2957 m_body = pBody;
2958 }
2959
2960
2961 internal void Halt()
2962 { // Kill all motions, when non-physical
2963 // m_linearMotorDirection = Vector3.Zero;
2964 m_lLinMotorDVel = Vector3.Zero;
2965 m_lLinObjectVel = Vector3.Zero;
2966 m_wLinObjectVel = Vector3.Zero;
2967 m_angularMotorDirection = Vector3.Zero;
2968 m_lastAngularVelocity = Vector3.Zero;
2969 m_angularMotorDVel = Vector3.Zero;
2970 _acceleration = Vector3.Zero;
2971 }
2972
2973 private void UpdateLinDecay()
2974 {
2975// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2976// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2977// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2978 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2979 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2980 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2981 } // else let the motor decay on its own
2982
2983 private void UpdateAngDecay()
2984 {
2985// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2986// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2987// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2988 m_angularMotorDVel.X = m_angularMotorDirection.X;
2989 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2990 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2991 } // else let the motor decay on its own
2992
2993 public void Move(float timestep)
2994 {
2995 float fx = 0;
2996 float fy = 0;
2997 float fz = 0;
2998 Vector3 linvel; // velocity applied, including any reversal
2999 int outside = 0;
3000
3001 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3002 // This is a temp patch until proper region crossing is developed.
3003
3004 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3005 float fence = _parent_scene.geomRegionFence;
3006
3007 frcount++; // used to limit debug comment output
3008 if (frcount > 50)
3009 frcount = 0;
3010
3011 if(revcount > 0) revcount--;
3012
3013 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3014 {
3015 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3016 bool lastZeroFlag = _zeroFlag; // was it stopped
3017
3018 d.Vector3 vec = d.BodyGetPosition(Body);
3019 Vector3 l_position = Vector3.Zero;
3020 l_position.X = vec.X;
3021 l_position.Y = vec.Y;
3022 l_position.Z = vec.Z;
3023 m_lastposition = _position;
3024 _position = l_position;
3025
3026 d.Quaternion ori = d.BodyGetQuaternion(Body);
3027 // Quaternion l_orientation = Quaternion.Identity;
3028 _orientation.X = ori.X;
3029 _orientation.Y = ori.Y;
3030 _orientation.Z = ori.Z;
3031 _orientation.W = ori.W;
3032 m_lastorientation = _orientation;
3033
3034 d.Vector3 vel = d.BodyGetLinearVel(Body);
3035 m_lastVelocity = _velocity;
3036 _velocity.X = vel.X;
3037 _velocity.Y = vel.Y;
3038 _velocity.Z = vel.Z;
3039 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3040
3041 d.Vector3 torque = d.BodyGetTorque(Body);
3042 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3043
3044 base.RequestPhysicsterseUpdate();
3045
3046//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3047
3048 // Check if outside region
3049 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3050 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3051 {
3052 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3053 outside = 1;
3054 }
3055
3056 if (l_position.X < fence)
3057 {
3058 l_position.X = fence;
3059 outside = 2;
3060 }
3061 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3062 {
3063 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3064 outside = 3;
3065 }
3066
3067 if (l_position.Y < fence)
3068 {
3069 l_position.Y = fence;
3070 outside = 4;
3071 }
3072
3073 if (outside > 0)
3074 {
3075
3076//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3077 if (fence > 0.0f) // bounce object off boundary
3078 {
3079 if (revcount == 0)
3080 {
3081 if (outside < 3)
3082 {
3083 _velocity.X = -_velocity.X;
3084 }
3085 else
3086 {
3087 _velocity.Y = -_velocity.Y;
3088 }
3089 if (m_type != Vehicle.TYPE_NONE) Halt();
3090 _position = l_position;
3091 m_taintposition = _position;
3092 m_lastVelocity = _velocity;
3093 _acceleration = Vector3.Zero;
3094 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3095 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3096 base.RequestPhysicsterseUpdate();
3097
3098 revcount = 25; // wait for object to move away from border
3099 }
3100 } // else old crossing mode
3101 else if (m_crossingfailures < failureLimit)
3102 { // keep trying to cross?
3103 _position = l_position;
3104 //_parent_scene.remActivePrim(this);
3105 if (_parent == null) base.RequestPhysicsterseUpdate();
3106 return; // Dont process any other motion?
3107 }
3108 else
3109 { // Too many tries
3110 if (_parent == null) base.RaiseOutOfBounds(l_position);
3111 return; // Dont process any other motion?
3112 } // end various methods
3113 } // end outside region horizontally
3114
3115
3116 if (l_position.Z < 0)
3117 {
3118 // This is so prim that get lost underground don't fall forever and suck up
3119 //
3120 // Sim resources and memory.
3121 // Disables the prim's movement physics....
3122 // It's a hack and will generate a console message if it fails.
3123
3124 //IsPhysical = false;
3125 if (_parent == null) base.RaiseOutOfBounds(_position);
3126
3127
3128 _acceleration.X = 0; // This stuff may stop client display but it has no
3129 _acceleration.Y = 0; // effect on the object in phys engine!
3130 _acceleration.Z = 0;
3131
3132 _velocity.X = 0;
3133 _velocity.Y = 0;
3134 _velocity.Z = 0;
3135 m_lastVelocity = Vector3.Zero;
3136 m_rotationalVelocity.X = 0;
3137 m_rotationalVelocity.Y = 0;
3138 m_rotationalVelocity.Z = 0;
3139
3140 if (_parent == null) base.RequestPhysicsterseUpdate();
3141
3142 m_throttleUpdates = false;
3143 throttleCounter = 0;
3144 _zeroFlag = true;
3145 //outofBounds = true;
3146 } // end neg Z check
3147
3148 // Is it moving?
3149 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3150 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3151 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3152 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3153 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3154 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3155 {
3156 _zeroFlag = true;
3157 m_throttleUpdates = false;
3158 }
3159 else
3160 {
3161 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3162 _zeroFlag = false;
3163 m_lastUpdateSent = false;
3164 //m_throttleUpdates = false;
3165 }
3166
3167 if (_zeroFlag)
3168 { // Its stopped
3169 _velocity.X = 0.0f;
3170 _velocity.Y = 0.0f;
3171 // _velocity.Z = 0.0f;
3172
3173 _acceleration.X = 0;
3174 _acceleration.Y = 0;
3175 // _acceleration.Z = 0;
3176
3177 m_rotationalVelocity.X = 0;
3178 m_rotationalVelocity.Y = 0;
3179 m_rotationalVelocity.Z = 0;
3180 // Stop it in the phys engine
3181 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3182 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3183 d.BodySetForce(Body, 0f, 0f, 0f);
3184
3185 if (!m_lastUpdateSent)
3186 {
3187 m_throttleUpdates = false;
3188 throttleCounter = 0;
3189 if (_parent == null)
3190 {
3191 base.RequestPhysicsterseUpdate();
3192 }
3193
3194 m_lastUpdateSent = true;
3195 }
3196 }
3197 else
3198 { // Its moving
3199 if (lastZeroFlag != _zeroFlag)
3200 {
3201 if (_parent == null)
3202 {
3203 base.RequestPhysicsterseUpdate();
3204 }
3205 }
3206 m_lastUpdateSent = false;
3207 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3208 {
3209 if (_parent == null)
3210 {
3211 base.RequestPhysicsterseUpdate();
3212 }
3213 }
3214 else
3215 {
3216 throttleCounter++;
3217 }
3218 }
3219 m_lastposition = l_position;
3220
3221 /// End UpdatePositionAndVelocity insert
3222
3223
3224 // Rotation lock =====================================
3225 if(m_rotateEnableUpdate)
3226 {
3227 // Snapshot current angles, set up Amotor(s)
3228 m_rotateEnableUpdate = false;
3229 m_rotateEnable = m_rotateEnableRequest;
3230//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3231
3232 if (Amotor != IntPtr.Zero)
3233 {
3234 d.JointDestroy(Amotor);
3235 Amotor = IntPtr.Zero;
3236//Console.WriteLine("Old Amotor Destroyed");
3237 }
3238
3239 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3240 { // not all are enabled
3241 d.Quaternion r = d.BodyGetQuaternion(Body);
3242 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3243 // extract the axes vectors
3244 Vector3 vX = new Vector3(1f,0f,0f);
3245 Vector3 vY = new Vector3(0f,1f,0f);
3246 Vector3 vZ = new Vector3(0f,0f,1f);
3247 vX = vX * locrot;
3248 vY = vY * locrot;
3249 vZ = vZ * locrot;
3250 // snapshot the current angle vectors
3251 m_lockX = vX;
3252 m_lockY = vY;
3253 m_lockZ = vZ;
3254 // m_lockRot = locrot;
3255 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3256 d.JointAttach(Amotor, Body, IntPtr.Zero);
3257 d.JointSetAMotorMode(Amotor, 0); // User mode??
3258//Console.WriteLine("New Amotor Created for {0}", m_primName);
3259
3260 float axisnum = 3; // how many to lock
3261 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3262 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3263//Console.WriteLine("AxisNum={0}",(int)axisnum);
3264
3265 int i = 0;
3266
3267 if (m_rotateEnable.X == 0)
3268 {
3269 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3270//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3271 i++;
3272 }
3273
3274 if (m_rotateEnable.Y == 0)
3275 {
3276 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3277//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3278 i++;
3279 }
3280
3281 if (m_rotateEnable.Z == 0)
3282 {
3283 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3284//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3285 i++;
3286 }
3287
3288 // These lowstops and high stops are effectively (no wiggle room)
3289 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3293 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3294 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3295 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3296 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3297 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3298 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3299 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3300 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3301 } // else none are locked
3302 } // end Rotation Update
3303
3304
3305 // VEHICLE processing ==========================================
3306 if (m_type != Vehicle.TYPE_NONE)
3307 {
3308 // get body attitude
3309 d.Quaternion rot = d.BodyGetQuaternion(Body);
3310 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3311 Quaternion irotq = Quaternion.Inverse(rotq);
3312
3313 // VEHICLE Linear Motion
3314 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3315 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3316 m_lLinObjectVel = vel_now * irotq;
3317 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3318 {
3319 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3320 {
3321 float decayfactor = m_linearMotorDecayTimescale/timestep;
3322 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3323 m_lLinMotorDVel -= decayAmount;
3324 }
3325 else
3326 {
3327 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3328 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3329 m_lLinMotorDVel -= decel;
3330 }
3331 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3332 {
3333 m_lLinMotorDVel = Vector3.Zero;
3334 }
3335
3336 /* else
3337 {
3338 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3339 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3340 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3341 } */
3342 } // end linear motor decay
3343
3344 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3345 {
3346 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3347 if (m_linearMotorTimescale < 300.0f)
3348 {
3349 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3350 float linfactor = m_linearMotorTimescale/timestep;
3351 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3352 m_lLinObjectVel += attackAmount;
3353 }
3354 if (m_linearFrictionTimescale.X < 300.0f)
3355 {
3356 float fricfactor = m_linearFrictionTimescale.X / timestep;
3357 float fricX = m_lLinObjectVel.X / fricfactor;
3358 m_lLinObjectVel.X -= fricX;
3359 }
3360 if (m_linearFrictionTimescale.Y < 300.0f)
3361 {
3362 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3363 float fricY = m_lLinObjectVel.Y / fricfactor;
3364 m_lLinObjectVel.Y -= fricY;
3365 }
3366 if (m_linearFrictionTimescale.Z < 300.0f)
3367 {
3368 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3369 float fricZ = m_lLinObjectVel.Z / fricfactor;
3370 m_lLinObjectVel.Z -= fricZ;
3371 }
3372 }
3373 m_wLinObjectVel = m_lLinObjectVel * rotq;
3374
3375 // Gravity and Buoyancy
3376 Vector3 grav = Vector3.Zero;
3377 if(m_VehicleBuoyancy < 1.0f)
3378 {
3379 // There is some gravity, make a gravity force vector
3380 // that is applied after object velocity.
3381 d.Mass objMass;
3382 d.BodyGetMass(Body, out objMass);
3383 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3384 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3385 } // else its 1.0, no gravity.
3386
3387 // Hovering
3388 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3389 {
3390 // We should hover, get the target height
3391 d.Vector3 pos = d.BodyGetPosition(Body);
3392 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3393 {
3394 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3395 }
3396 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3397 {
3398 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3399 }
3400 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3401 {
3402 m_VhoverTargetHeight = m_VhoverHeight;
3403 }
3404
3405 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3406 {
3407 // If body is aready heigher, use its height as target height
3408 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3409 }
3410
3411// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3412// m_VhoverTimescale = 0f; // time to acheive height
3413// timestep is time since last frame,in secs
3414 float herr0 = pos.Z - m_VhoverTargetHeight;
3415 // Replace Vertical speed with correction figure if significant
3416 if(Math.Abs(herr0) > 0.01f )
3417 {
3418 //? d.Mass objMass;
3419 //? d.BodyGetMass(Body, out objMass);
3420 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3421 //KF: m_VhoverEfficiency is not yet implemented
3422 }
3423 else
3424 {
3425 m_wLinObjectVel.Z = 0f;
3426 }
3427 }
3428 else
3429 { // not hovering
3430 if (m_wLinObjectVel.Z == 0f)
3431 { // Gravity rules
3432 m_wLinObjectVel.Z = vel_now.Z;
3433 } // else the motor has it
3434 }
3435 linvel = m_wLinObjectVel;
3436
3437 // Vehicle Linear Motion done =======================================
3438 // Apply velocity
3439 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3440 // apply gravity force
3441 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3442//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3443 // end MoveLinear()
3444
3445
3446 // MoveAngular
3447 /*
3448 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3449
3450 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3451 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3452 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3453
3454 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3455 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3456 */
3457//if(frcount == 0) Console.WriteLine("MoveAngular ");
3458
3459 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3460 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3461 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3462
3463//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3464
3465 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3466 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3467 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3468 // Decay Angular Motor 2.
3469 if (m_angularMotorDecayTimescale < 300.0f)
3470 {
3471 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3472 {
3473 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3474 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3475 m_angularMotorDVel -= decayAmount;
3476 }
3477 else
3478 {
3479 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3480 m_angularMotorDVel -= decel;
3481 }
3482
3483 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3484 {
3485 m_angularMotorDVel = Vector3.Zero;
3486 }
3487 else
3488 {
3489 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3490 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3491 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3492 }
3493 } // end decay angular motor
3494//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3495
3496//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3497
3498 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3499 { // if motor or object have motion
3500 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3501
3502 if (m_angularMotorTimescale < 300.0f)
3503 {
3504 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3505 float angfactor = m_angularMotorTimescale/timestep;
3506 Vector3 attackAmount = (attack_error/angfactor);
3507 angObjectVel += attackAmount;
3508//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3509//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3510 }
3511
3512 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3513 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3514 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3515 } // else no signif. motion
3516
3517//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3518 // Bank section tba
3519 // Deflection section tba
3520//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3521
3522
3523 /* // Rotation Axis Disables:
3524 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3525 {
3526 if (m_angularEnable.X == 0)
3527 angObjectVel.X = 0f;
3528 if (m_angularEnable.Y == 0)
3529 angObjectVel.Y = 0f;
3530 if (m_angularEnable.Z == 0)
3531 angObjectVel.Z = 0f;
3532 }
3533 */
3534 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3535
3536 // Vertical attractor section
3537 Vector3 vertattr = Vector3.Zero;
3538
3539 if(m_verticalAttractionTimescale < 300)
3540 {
3541 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3542 // make a vector pointing up
3543 Vector3 verterr = Vector3.Zero;
3544 verterr.Z = 1.0f;
3545 // rotate it to Body Angle
3546 verterr = verterr * rotq;
3547 // 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.
3548 // 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
3549 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3550
3551 if (verterr.Z < 0.0f)
3552 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3553 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3554//Console.WriteLine("InvertFlip");
3555 verterr.X = 2.0f - verterr.X;
3556 verterr.Y = 2.0f - verterr.Y;
3557 }
3558 verterr *= 0.5f;
3559 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3560 Vector3 xyav = angObjectVel;
3561 xyav.Z = 0.0f;
3562 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3563 {
3564 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3565 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3566 vertattr.X = verterr.Y;
3567 vertattr.Y = - verterr.X;
3568 vertattr.Z = 0f;
3569//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3570
3571 // scaling appears better usingsquare-law
3572 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3573 float bounce = 1.0f - damped;
3574 // 0 = crit damp, 1 = bouncy
3575 float oavz = angObjectVel.Z; // retain z velocity
3576 // time-scaled correction, which sums, therefore is bouncy:
3577 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3578 // damped, good @ < 90:
3579 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3580 angObjectVel.Z = oavz;
3581//if(frcount == 0) Console.WriteLine("VA+");
3582//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3583 }
3584 else
3585 {
3586 // else error is very small
3587 angObjectVel.X = 0f;
3588 angObjectVel.Y = 0f;
3589//if(frcount == 0) Console.WriteLine("VA0");
3590 }
3591 } // else vertical attractor is off
3592//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3593
3594
3595 m_lastAngularVelocity = angObjectVel;
3596 // apply Angular Velocity to body
3597 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3598//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3599
3600 } // end VEHICLES
3601 else
3602 {
3603 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3604
3605 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3606
3607 /// Dynamics Buoyancy
3608 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3609 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3610 // NB Prims in ODE are no subject to global gravity
3611 // This should only affect gravity operations
3612
3613 float m_mass = CalculateMass();
3614 // calculate z-force due togravity on object.
3615 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3616 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3617 {
3618 fz = 0; // llMoveToTarget ignores gravity.
3619 // it also ignores mass of object, and any physical resting on it.
3620 // Vector3 m_PIDTarget is where we are going
3621 // float m_PIDTau is time to get there
3622 fx = 0;
3623 fy = 0;
3624 d.Vector3 pos = d.BodyGetPosition(Body);
3625 Vector3 error = new Vector3(
3626 (m_PIDTarget.X - pos.X),
3627 (m_PIDTarget.Y - pos.Y),
3628 (m_PIDTarget.Z - pos.Z));
3629 if (error.ApproxEquals(Vector3.Zero,0.01f))
3630 { // Very close, Jump there and quit move
3631
3632 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3633 _target_velocity = Vector3.Zero;
3634 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3635 d.BodySetForce(Body, 0f, 0f, 0f);
3636 }
3637 else
3638 {
3639 float scale = 50.0f * timestep / m_PIDTau;
3640 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3641 {
3642 // Nearby, quit update of velocity
3643 }
3644 else
3645 { // Far, calc damped velocity
3646 _target_velocity = error * scale;
3647 }
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 } // end PID MoveToTarget
3651
3652
3653 /// Dynamics Hover ===================================================================================
3654 // Hover PID Controller can only run if the PIDcontroller is not in use.
3655 if (m_useHoverPID && !m_usePID)
3656 {
3657//Console.WriteLine("Hover " + m_primName);
3658
3659 // If we're using the PID controller, then we have no gravity
3660 fz = (-1 * _parent_scene.gravityz) * m_mass;
3661
3662 // no lock; for now it's only called from within Simulate()
3663
3664 // If the PID Controller isn't active then we set our force
3665 // calculating base velocity to the current position
3666
3667 if ((m_PIDTau < 1))
3668 {
3669 PID_G = PID_G / m_PIDTau;
3670 }
3671
3672 if ((PID_G - m_PIDTau) <= 0)
3673 {
3674 PID_G = m_PIDTau + 1;
3675 }
3676
3677
3678 // Where are we, and where are we headed?
3679 d.Vector3 pos = d.BodyGetPosition(Body);
3680// d.Vector3 vel = d.BodyGetLinearVel(Body);
3681
3682
3683 // Non-Vehicles have a limited set of Hover options.
3684 // determine what our target height really is based on HoverType
3685 switch (m_PIDHoverType)
3686 {
3687 case PIDHoverType.Ground:
3688 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3689 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3690 break;
3691 case PIDHoverType.GroundAndWater:
3692 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3693 m_waterHeight = _parent_scene.GetWaterLevel();
3694 if (m_groundHeight > m_waterHeight)
3695 {
3696 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3697 }
3698 else
3699 {
3700 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3701 }
3702 break;
3703
3704 } // end switch (m_PIDHoverType)
3705
3706
3707 _target_velocity =
3708 new Vector3(0.0f, 0.0f,
3709 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3710 );
3711
3712 // if velocity is zero, use position control; otherwise, velocity control
3713
3714 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3715 {
3716 // keep track of where we stopped. No more slippin' & slidin'
3717
3718 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3719 // react to the physics scene by moving it's position.
3720 // Avatar to Avatar collisions
3721 // Prim to avatar collisions
3722 d.Vector3 dlinvel = vel;
3723 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3724 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3725 d.BodyAddForce(Body, 0, 0, fz);
3726 //KF this prevents furthur motions return;
3727 }
3728 else
3729 {
3730 _zeroFlag = false;
3731
3732 // We're flying and colliding with something
3733 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3734 }
3735 } // end m_useHoverPID && !m_usePID
3736
3737
3738 /// Dynamics Apply Forces ===================================================================================
3739 fx *= m_mass;
3740 fy *= m_mass;
3741 //fz *= m_mass;
3742 fx += m_force.X;
3743 fy += m_force.Y;
3744 fz += m_force.Z;
3745
3746 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3747 if (fx != 0 || fy != 0 || fz != 0)
3748 {
3749 //m_taintdisable = true;
3750 //base.RaiseOutOfBounds(Position);
3751 //d.BodySetLinearVel(Body, fx, fy, 0f);
3752 if (!d.BodyIsEnabled(Body))
3753 {
3754 // A physical body at rest on a surface will auto-disable after a while,
3755 // this appears to re-enable it incase the surface it is upon vanishes,
3756 // and the body should fall again.
3757 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3758 d.BodySetForce(Body, 0f, 0f, 0f);
3759 enableBodySoft();
3760 }
3761
3762 // 35x10 = 350n times the mass per second applied maximum.
3763 float nmax = 35f * m_mass;
3764 float nmin = -35f * m_mass;
3765
3766
3767 if (fx > nmax)
3768 fx = nmax;
3769 if (fx < nmin)
3770 fx = nmin;
3771 if (fy > nmax)
3772 fy = nmax;
3773 if (fy < nmin)
3774 fy = nmin;
3775 d.BodyAddForce(Body, fx, fy, fz);
3776 } // end apply forces
3777 } // end Vehicle/Dynamics
3778
3779 /// RotLookAt / LookAt =================================================================================
3780 if (m_useAPID)
3781 {
3782 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3783 // Quaternion m_APIDTarget
3784 // float m_APIDStrength // From SL experiments, this is the time to get there
3785 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3786 // Also in SL the mass of the object has no effect on time to get there.
3787 // Factors:
3788 // get present body rotation
3789 float limit = 1.0f;
3790 float rscaler = 50f; // adjusts rotation damping time
3791 float lscaler = 10f; // adjusts linear damping time in llLookAt
3792 float RLAservo = 0f;
3793 Vector3 diff_axis;
3794 float diff_angle;
3795 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3796 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3797 Quaternion rtarget = new Quaternion();
3798
3799 if(m_APIDTarget.W == -99.9f)
3800 {
3801 // this is really a llLookAt(), x,y,z is the target vector
3802 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3803 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3804 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3805 float twopi = 2.0f * (float)Math.PI;
3806 Vector3 dir = target - _position;
3807 dir.Normalize();
3808 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3809 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3810 float terot = (float)Math.Atan2(dir.Z, txy);
3811 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3812 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3813 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3814 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3815 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3816 float roll = (float)Math.Atan2(ra, rb);
3817 float errorz = tzrot - ozrot;
3818 if(errorz > (float)Math.PI) errorz -= twopi;
3819 else if(errorz < -(float)Math.PI) errorz += twopi;
3820 float errory = oerot - terot;
3821 if(errory > (float)Math.PI) errory -= twopi;
3822 else if(errory < -(float)Math.PI) errory += twopi;
3823 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3824 if(diff_angle > 0.01f * m_APIDdamper)
3825 {
3826 m_APIDdamper = 1.0f;
3827 RLAservo = timestep / m_APIDStrength * rscaler;
3828 errorz *= RLAservo;
3829 errory *= RLAservo;
3830 error.X = -roll * 8.0f;
3831 error.Y = errory;
3832 error.Z = errorz;
3833 error *= rotq;
3834 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3835 }
3836 else
3837 {
3838 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3839 m_APIDdamper = 2.0f;
3840 }
3841 }
3842 else
3843 {
3844 // this is a llRotLookAt()
3845 rtarget = m_APIDTarget;
3846
3847 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3848 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3849//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3850
3851 // diff_axis.Normalize(); it already is!
3852 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3853 {
3854 m_APIDdamper = 1.0f;
3855 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3856 rotforce = rotforce * rotq;
3857 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3858 RLAservo = timestep / m_APIDStrength * lscaler;
3859 rotforce = rotforce * RLAservo * diff_angle ;
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863 else
3864 { // close enough
3865 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3866 m_APIDdamper = 2.0f;
3867 }
3868 } // end llLookAt/llRotLookAt
3869//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3870 } // end m_useAPID
3871 } // end root prims
3872 } // end Move()
3873 } // end class
3874}
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 f1cc8e6..30623a0 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -117,6 +117,9 @@ namespace OpenSim.Region.Physics.Manager
117 /// <param name="prim"></param> 117 /// <param name="prim"></param>
118 public abstract void RemovePrim(PhysicsActor prim); 118 public abstract void RemovePrim(PhysicsActor prim);
119 119
120 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
121 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
122
120 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 123 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
121 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 124 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
122 125
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 7f3ae6b..7788fba 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1221,7 +1221,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1221 1221
1222 public override float APIDDamping{ set { return; } } 1222 public override float APIDDamping{ set { return; } }
1223 1223
1224
1225 public override void SubscribeEvents(int ms) 1224 public override void SubscribeEvents(int ms)
1226 { 1225 {
1227 m_requestedUpdateFrequency = ms; 1226 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index ac92b8b..8ad0b7f 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -600,8 +600,8 @@ namespace OpenSim.Region.Physics.OdePlugin
600 break; 600 break;
601 601
602 case HollowShape.Circle: 602 case HollowShape.Circle:
603 // Hollow shape is a perfect cyllinder in respect to the cube's scale 603 // Hollow shape is a perfect cylinder in respect to the cube's scale
604 // Cyllinder hollow volume calculation 604 // Cylinder hollow volume calculation
605 605
606 hollowVolume *= 0.1963495f * 3.07920140172638f; 606 hollowVolume *= 0.1963495f * 3.07920140172638f;
607 break; 607 break;
@@ -2808,7 +2808,7 @@ Console.WriteLine(" JointCreateFixed");
2808 } 2808 }
2809 public override bool PIDActive { set { m_usePID = value; } } 2809 public override bool PIDActive { set { m_usePID = value; } }
2810 public override float PIDTau { set { m_PIDTau = value; } } 2810 public override float PIDTau { set { m_PIDTau = value; } }
2811 2811
2812 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2812 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2813 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2813 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2814 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2814 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 6c2bdde..9d7aa94 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 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 4a24c7d..3edc3a2 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/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 53c9297..eadf69c 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{
@@ -81,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 85 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 86 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 87 {
84 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 88// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 89 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 90 protected SceneObjectPart m_host;
87 protected uint m_localID; 91 protected uint m_localID;
@@ -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())
349 {
350 m_host.TaskInventory.LockItemsForRead(true);
351 unlock = true;
352 }
353 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
280 { 354 {
281 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 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
@@ -468,26 +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 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 552 // Utility function for llRot2Euler
472 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 553
554 // normalize an angle between -PI and PI (-180 to +180 degrees)
555 protected double NormalizeAngle(double angle)
556 {
557 if (angle > -Math.PI && angle < Math.PI)
558 return angle;
559
560 int numPis = (int)(Math.PI / angle);
561 double remainder = angle - Math.PI * numPis;
562 if (numPis % 2 == 1)
563 return Math.PI - angle;
564 return remainder;
565 }
473 566
474 public LSL_Vector llRot2Euler(LSL_Rotation r) 567 public LSL_Vector llRot2Euler(LSL_Rotation q1)
475 { 568 {
476 m_host.AddScriptLPS(1); 569 m_host.AddScriptLPS(1);
477 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 570 LSL_Vector eul = new LSL_Vector();
478 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 571
479 double m = (t.x + t.y + t.z + t.s); 572 double sqw = q1.s*q1.s;
480 if (m == 0) return new LSL_Vector(); 573 double sqx = q1.x*q1.x;
481 double n = 2 * (r.y * r.s + r.x * r.z); 574 double sqy = q1.z*q1.z;
482 double p = m * m - n * n; 575 double sqz = q1.y*q1.y;
483 if (p > 0) 576 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
484 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 577 double test = q1.x*q1.z + q1.y*q1.s;
485 Math.Atan2(n, Math.Sqrt(p)), 578 if (test > 0.4999*unit) { // singularity at north pole
486 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 579 eul.z = 2 * Math.Atan2(q1.x,q1.s);
487 else if (n > 0) 580 eul.y = Math.PI/2;
488 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 581 eul.x = 0;
489 else 582 return eul;
490 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 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;
491 } 594 }
492 595
493 /* From wiki: 596 /* From wiki:
@@ -689,77 +792,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 792 {
690 //A and B should both be normalized 793 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 794 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 795 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 796 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 797
695 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)
696 { 826 {
697 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);
698 } 828 }
699 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)
700 { 840 {
701 a = LSL_Vector.Norm(a); 841 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 842 }
703 double dotProduct = LSL_Vector.Dot(a, b); 843
704 // There are two degenerate cases possible. These are for vectors 180 or 844 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 845 else if (cos_theta < -0.99999)
706 // 846 {
707 // 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);
708 // 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);
709 if (dotProduct < -0.9999999f) 849 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 850 }
711 // First assume X axis is orthogonal to the vectors. 851 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 852 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 853 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 854 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 855 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 856 s = Math.Cos(theta);
717 { 857 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 858 x = axis.x * t;
719 } 859 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 860 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 861 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 862 }
760 return rotBetween;
761 } 863 }
762 864
763 public void llWhisper(int channelID, string text) 865 public void llWhisper(int channelID, string text)
764 { 866 {
765 m_host.AddScriptLPS(1); 867 m_host.AddScriptLPS(1);
@@ -779,6 +881,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 881 {
780 m_host.AddScriptLPS(1); 882 m_host.AddScriptLPS(1);
781 883
884 if (channelID == 0)
885 m_SayShoutCount++;
886
887 if (m_SayShoutCount >= 11)
888 ScriptSleep(2000);
889
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 890 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 891 {
784 Console.WriteLine(text); 892 Console.WriteLine(text);
@@ -801,6 +909,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 909 {
802 m_host.AddScriptLPS(1); 910 m_host.AddScriptLPS(1);
803 911
912 if (channelID == 0)
913 m_SayShoutCount++;
914
915 if (m_SayShoutCount >= 11)
916 ScriptSleep(2000);
917
804 if (text.Length > 1023) 918 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 919 text = text.Substring(0, 1023);
806 920
@@ -1101,10 +1215,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1215 return detectedParams.TouchUV;
1102 } 1216 }
1103 1217
1218 [DebuggerNonUserCode]
1104 public virtual void llDie() 1219 public virtual void llDie()
1105 { 1220 {
1106 m_host.AddScriptLPS(1); 1221 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1222 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1223 }
1109 1224
1110 public LSL_Float llGround(LSL_Vector offset) 1225 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1292,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1292
1178 public void llSetStatus(int status, int value) 1293 public void llSetStatus(int status, int value)
1179 { 1294 {
1295 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1296 return;
1180 m_host.AddScriptLPS(1); 1297 m_host.AddScriptLPS(1);
1181 1298
1182 int statusrotationaxis = 0; 1299 int statusrotationaxis = 0;
@@ -1406,6 +1523,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1523 {
1407 m_host.AddScriptLPS(1); 1524 m_host.AddScriptLPS(1);
1408 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.UpdateTexture(tex);
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.UpdateTexture(tex);
1565 return;
1566 }
1567
1409 if (face == ScriptBaseClass.ALL_SIDES) 1568 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1569 face = SceneObjectPart.ALL_SIDES;
1411 1570
@@ -1414,6 +1573,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1573
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1574 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1575 {
1576 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1577 return;
1578
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1579 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1580 MappingType textype;
1419 textype = MappingType.Default; 1581 textype = MappingType.Default;
@@ -1444,6 +1606,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1606
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1607 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1608 {
1609 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1610 return;
1611
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1612 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1613 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1614 {
@@ -1469,6 +1634,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1634
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1635 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1636 {
1637 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1638 return;
1472 1639
1473 Shininess sval = new Shininess(); 1640 Shininess sval = new Shininess();
1474 1641
@@ -1519,6 +1686,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1686
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1687 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1688 {
1689 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1690 return;
1691
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1692 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1693 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1694 {
@@ -1579,13 +1749,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1749 m_host.AddScriptLPS(1);
1580 1750
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1751 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1752 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1753 {
1584 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 }
1585 } 1765 }
1586 1766
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1767 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1768 {
1769 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1770 return;
1771
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1772 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1773 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1774 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1821,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 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,
1639 float wind, float tension, LSL_Vector Force) 1822 float wind, float tension, LSL_Vector Force)
1640 { 1823 {
1641 if (part == null) 1824 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1825 return;
1643 1826
1644 if (flexi) 1827 if (flexi)
@@ -1673,7 +1856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1673 /// <param name="falloff"></param> 1856 /// <param name="falloff"></param>
1674 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1857 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1675 { 1858 {
1676 if (part == null) 1859 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1677 return; 1860 return;
1678 1861
1679 if (light) 1862 if (light)
@@ -1750,15 +1933,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1750 m_host.AddScriptLPS(1); 1933 m_host.AddScriptLPS(1);
1751 1934
1752 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1935 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1753 1936 if (parts.Count > 0)
1754 foreach (SceneObjectPart part in parts) 1937 {
1755 SetTexture(part, texture, face); 1938 try
1756 1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = true;
1941 foreach (SceneObjectPart part in parts)
1942 SetTexture(part, texture, face);
1943 }
1944 finally
1945 {
1946 parts[0].ParentGroup.areUpdatesSuspended = false;
1947 }
1948 }
1757 ScriptSleep(200); 1949 ScriptSleep(200);
1758 } 1950 }
1759 1951
1760 protected void SetTexture(SceneObjectPart part, string texture, int face) 1952 protected void SetTexture(SceneObjectPart part, string texture, int face)
1761 { 1953 {
1954 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1955 return;
1956
1762 UUID textureID = new UUID(); 1957 UUID textureID = new UUID();
1763 1958
1764 textureID = InventoryKey(texture, (int)AssetType.Texture); 1959 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1803,6 +1998,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1803 1998
1804 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1999 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1805 { 2000 {
2001 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2002 return;
2003
1806 Primitive.TextureEntry tex = part.Shape.Textures; 2004 Primitive.TextureEntry tex = part.Shape.Textures;
1807 if (face >= 0 && face < GetNumberOfSides(part)) 2005 if (face >= 0 && face < GetNumberOfSides(part))
1808 { 2006 {
@@ -1839,6 +2037,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1839 2037
1840 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2038 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1841 { 2039 {
2040 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2041 return;
2042
1842 Primitive.TextureEntry tex = part.Shape.Textures; 2043 Primitive.TextureEntry tex = part.Shape.Textures;
1843 if (face >= 0 && face < GetNumberOfSides(part)) 2044 if (face >= 0 && face < GetNumberOfSides(part))
1844 { 2045 {
@@ -1875,6 +2076,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1875 2076
1876 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2077 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1877 { 2078 {
2079 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2080 return;
2081
1878 Primitive.TextureEntry tex = part.Shape.Textures; 2082 Primitive.TextureEntry tex = part.Shape.Textures;
1879 if (face >= 0 && face < GetNumberOfSides(part)) 2083 if (face >= 0 && face < GetNumberOfSides(part))
1880 { 2084 {
@@ -1958,10 +2162,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1958 return end; 2162 return end;
1959 } 2163 }
1960 2164
1961 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2165 protected LSL_Vector GetSetPosTarget(SceneObjectPart part, LSL_Vector targetPos, LSL_Vector fromPos)
1962 { 2166 {
2167 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2168 return fromPos;
2169
1963 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2170 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1964 LSL_Vector currentPos = GetPartLocalPos(part); 2171
1965 2172
1966 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2173 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1967 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2174 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
@@ -1970,14 +2177,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1970 { 2177 {
1971 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0) 2178 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1972 targetPos.z = ground; 2179 targetPos.z = ground;
2180 }
2181 LSL_Vector real_vec = SetPosAdjust(fromPos, targetPos);
2182
2183 return real_vec;
2184 }
2185
2186 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
2187 {
2188 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2189 return;
2190
2191 LSL_Vector currentPos = GetPartLocalPos(part);
2192 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
2193
2194 if (part.ParentGroup.RootPart == part)
2195 {
1973 SceneObjectGroup parent = part.ParentGroup; 2196 SceneObjectGroup parent = part.ParentGroup;
1974 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2197 parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
1975 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
1976 } 2198 }
1977 else 2199 else
1978 { 2200 {
1979 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2201 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1980 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1981 SceneObjectGroup parent = part.ParentGroup; 2202 SceneObjectGroup parent = part.ParentGroup;
1982 parent.HasGroupChanged = true; 2203 parent.HasGroupChanged = true;
1983 parent.ScheduleGroupForTerseUpdate(); 2204 parent.ScheduleGroupForTerseUpdate();
@@ -2028,9 +2249,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2028 m_host.AddScriptLPS(1); 2249 m_host.AddScriptLPS(1);
2029 2250
2030 // try to let this work as in SL... 2251 // try to let this work as in SL...
2031 if (m_host.ParentID == 0) 2252 if (m_host.LinkNum < 2)
2032 { 2253 {
2033 // special case: If we are root, rotate complete SOG to new rotation 2254 // Special case: If we are root, rotate complete SOG to new
2255 // rotation.
2256 // We are root if the link number is 0 (single prim) or 1
2257 // (root prim). ParentID may be nonzero in attachments and
2258 // using it would cause attachments and HUDs to rotate
2259 // to the wrong positions.
2034 SetRot(m_host, Rot2Quaternion(rot)); 2260 SetRot(m_host, Rot2Quaternion(rot));
2035 } 2261 }
2036 else 2262 else
@@ -2055,6 +2281,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2055 2281
2056 protected void SetRot(SceneObjectPart part, Quaternion rot) 2282 protected void SetRot(SceneObjectPart part, Quaternion rot)
2057 { 2283 {
2284 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2285 return;
2286
2058 part.UpdateRotation(rot); 2287 part.UpdateRotation(rot);
2059 // Update rotation does not move the object in the physics scene if it's a linkset. 2288 // Update rotation does not move the object in the physics scene if it's a linkset.
2060 2289
@@ -2680,12 +2909,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2680 2909
2681 m_host.AddScriptLPS(1); 2910 m_host.AddScriptLPS(1);
2682 2911
2912 m_host.TaskInventory.LockItemsForRead(true);
2683 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2913 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2684 2914 m_host.TaskInventory.LockItemsForRead(false);
2685 lock (m_host.TaskInventory)
2686 {
2687 item = m_host.TaskInventory[invItemID];
2688 }
2689 2915
2690 if (item.PermsGranter == UUID.Zero) 2916 if (item.PermsGranter == UUID.Zero)
2691 return 0; 2917 return 0;
@@ -2760,6 +2986,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2760 if (dist > m_ScriptDistanceFactor * 10.0f) 2986 if (dist > m_ScriptDistanceFactor * 10.0f)
2761 return; 2987 return;
2762 2988
2989 //Clone is thread-safe
2763 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2990 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2764 2991
2765 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2992 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2820,6 +3047,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2820 3047
2821 public void llLookAt(LSL_Vector target, double strength, double damping) 3048 public void llLookAt(LSL_Vector target, double strength, double damping)
2822 { 3049 {
3050 /*
2823 m_host.AddScriptLPS(1); 3051 m_host.AddScriptLPS(1);
2824 // Determine where we are looking from 3052 // Determine where we are looking from
2825 LSL_Vector from = llGetPos(); 3053 LSL_Vector from = llGetPos();
@@ -2839,10 +3067,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2839 // the angles of rotation in radians into rotation value 3067 // the angles of rotation in radians into rotation value
2840 3068
2841 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3069 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2842 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3070
2843 m_host.startLookAt(rotation, (float)damping, (float)strength); 3071 // This would only work if your physics system contains an APID controller:
3072 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3073 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3074
2844 // Orient the object to the angle calculated 3075 // Orient the object to the angle calculated
2845 //llSetRot(rot); 3076 llSetRot(rot);
3077 */
3078
3079 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3080 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3081 // http://bugs.meta7.com/view.php?id=28
3082 // - Tom
3083
3084 /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
3085 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3086 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3087 */
3088 if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
3089 {
3090 // Part is non-phys, convert this to a llSetRot()
3091 Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
3092 Vector3 dir = tgt - m_host.GroupPosition;
3093 dir.Normalize();
3094 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3095 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3096 float terot = (float)Math.Atan2(-dir.Z, txy);
3097 LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
3098 LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
3099 LSL_Types.Quaternion spin = llEuler2Rot(az);
3100 LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
3101 llSetRot(rot);
3102 }
3103 else
3104 {
3105 // Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
3106 Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
3107 m_host.RotLookAt(q, (float)strength, (float)damping);
3108 }
3109
3110 }
3111
3112 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3113 {
3114 m_host.AddScriptLPS(1);
3115// NotImplemented("llRotLookAt");
3116 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3117
2846 } 3118 }
2847 3119
2848 public void llStopLookAt() 3120 public void llStopLookAt()
@@ -2891,13 +3163,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2891 { 3163 {
2892 TaskInventoryItem item; 3164 TaskInventoryItem item;
2893 3165
2894 lock (m_host.TaskInventory) 3166 m_host.TaskInventory.LockItemsForRead(true);
3167 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2895 { 3168 {
2896 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3169 m_host.TaskInventory.LockItemsForRead(false);
2897 return; 3170 return;
2898 else
2899 item = m_host.TaskInventory[InventorySelf()];
2900 } 3171 }
3172 else
3173 {
3174 item = m_host.TaskInventory[InventorySelf()];
3175 }
3176 m_host.TaskInventory.LockItemsForRead(false);
2901 3177
2902 if (item.PermsGranter != UUID.Zero) 3178 if (item.PermsGranter != UUID.Zero)
2903 { 3179 {
@@ -2919,13 +3195,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2919 { 3195 {
2920 TaskInventoryItem item; 3196 TaskInventoryItem item;
2921 3197
3198 m_host.TaskInventory.LockItemsForRead(true);
2922 lock (m_host.TaskInventory) 3199 lock (m_host.TaskInventory)
2923 { 3200 {
3201
2924 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3202 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3203 {
3204 m_host.TaskInventory.LockItemsForRead(false);
2925 return; 3205 return;
3206 }
2926 else 3207 else
3208 {
2927 item = m_host.TaskInventory[InventorySelf()]; 3209 item = m_host.TaskInventory[InventorySelf()];
3210 }
2928 } 3211 }
3212 m_host.TaskInventory.LockItemsForRead(false);
2929 3213
2930 m_host.AddScriptLPS(1); 3214 m_host.AddScriptLPS(1);
2931 3215
@@ -2957,18 +3241,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2957 { 3241 {
2958 m_host.AddScriptLPS(1); 3242 m_host.AddScriptLPS(1);
2959 3243
2960// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2961// return;
2962
2963 TaskInventoryItem item; 3244 TaskInventoryItem item;
2964 3245
2965 lock (m_host.TaskInventory) 3246 m_host.TaskInventory.LockItemsForRead(true);
3247
3248 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2966 { 3249 {
2967 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3250 m_host.TaskInventory.LockItemsForRead(false);
2968 return; 3251 return;
2969 else
2970 item = m_host.TaskInventory[InventorySelf()];
2971 } 3252 }
3253 else
3254 {
3255 item = m_host.TaskInventory[InventorySelf()];
3256 }
3257
3258 m_host.TaskInventory.LockItemsForRead(false);
2972 3259
2973 if (item.PermsGranter != m_host.OwnerID) 3260 if (item.PermsGranter != m_host.OwnerID)
2974 return; 3261 return;
@@ -2994,13 +3281,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2994 3281
2995 TaskInventoryItem item; 3282 TaskInventoryItem item;
2996 3283
2997 lock (m_host.TaskInventory) 3284 m_host.TaskInventory.LockItemsForRead(true);
3285
3286 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2998 { 3287 {
2999 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3288 m_host.TaskInventory.LockItemsForRead(false);
3000 return; 3289 return;
3001 else
3002 item = m_host.TaskInventory[InventorySelf()];
3003 } 3290 }
3291 else
3292 {
3293 item = m_host.TaskInventory[InventorySelf()];
3294 }
3295 m_host.TaskInventory.LockItemsForRead(false);
3296
3004 3297
3005 if (item.PermsGranter != m_host.OwnerID) 3298 if (item.PermsGranter != m_host.OwnerID)
3006 return; 3299 return;
@@ -3047,6 +3340,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3047 3340
3048 public void llInstantMessage(string user, string message) 3341 public void llInstantMessage(string user, string message)
3049 { 3342 {
3343 UUID result;
3344 if (!UUID.TryParse(user, out result))
3345 {
3346 ShoutError("An invalid key was passed to llInstantMessage");
3347 ScriptSleep(2000);
3348 return;
3349 }
3350
3351
3050 m_host.AddScriptLPS(1); 3352 m_host.AddScriptLPS(1);
3051 3353
3052 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3354 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3061,14 +3363,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3061 UUID friendTransactionID = UUID.Random(); 3363 UUID friendTransactionID = UUID.Random();
3062 3364
3063 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3365 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3064 3366
3065 GridInstantMessage msg = new GridInstantMessage(); 3367 GridInstantMessage msg = new GridInstantMessage();
3066 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3368 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3067 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3369 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3068 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3370 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3069// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3371// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3070// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3372// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3071 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3373// DateTime dt = DateTime.UtcNow;
3374//
3375// // Ticks from UtcNow, but make it look like local. Evil, huh?
3376// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3377//
3378// try
3379// {
3380// // Convert that to the PST timezone
3381// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3382// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3383// }
3384// catch
3385// {
3386// // No logging here, as it could be VERY spammy
3387// }
3388//
3389// // And make it look local again to fool the unix time util
3390// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3391
3392 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3393
3072 //if (client != null) 3394 //if (client != null)
3073 //{ 3395 //{
3074 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3396 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3082,12 +3404,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3082 msg.message = message.Substring(0, 1024); 3404 msg.message = message.Substring(0, 1024);
3083 else 3405 else
3084 msg.message = message; 3406 msg.message = message;
3085 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3407 msg.dialog = (byte)19; // MessageFromObject
3086 msg.fromGroup = false;// fromGroup; 3408 msg.fromGroup = false;// fromGroup;
3087 msg.offline = (byte)0; //offline; 3409 msg.offline = (byte)0; //offline;
3088 msg.ParentEstateID = 0; //ParentEstateID; 3410 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3089 msg.Position = new Vector3(m_host.AbsolutePosition); 3411 msg.Position = new Vector3(m_host.AbsolutePosition);
3090 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3412 msg.RegionID = World.RegionInfo.RegionID.Guid;
3091 msg.binaryBucket 3413 msg.binaryBucket
3092 = Util.StringToBytes256( 3414 = Util.StringToBytes256(
3093 "{0}/{1}/{2}/{3}", 3415 "{0}/{1}/{2}/{3}",
@@ -3115,7 +3437,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3115 } 3437 }
3116 3438
3117 emailModule.SendEmail(m_host.UUID, address, subject, message); 3439 emailModule.SendEmail(m_host.UUID, address, subject, message);
3118 ScriptSleep(20000); 3440 ScriptSleep(15000);
3119 } 3441 }
3120 3442
3121 public void llGetNextEmail(string address, string subject) 3443 public void llGetNextEmail(string address, string subject)
@@ -3215,13 +3537,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3215 m_host.AddScriptLPS(1); 3537 m_host.AddScriptLPS(1);
3216 } 3538 }
3217 3539
3218 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3219 {
3220 m_host.AddScriptLPS(1);
3221 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3222 m_host.RotLookAt(rot, (float)strength, (float)damping);
3223 }
3224
3225 public LSL_Integer llStringLength(string str) 3540 public LSL_Integer llStringLength(string str)
3226 { 3541 {
3227 m_host.AddScriptLPS(1); 3542 m_host.AddScriptLPS(1);
@@ -3245,14 +3560,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3245 3560
3246 TaskInventoryItem item; 3561 TaskInventoryItem item;
3247 3562
3248 lock (m_host.TaskInventory) 3563 m_host.TaskInventory.LockItemsForRead(true);
3564 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3249 { 3565 {
3250 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3566 m_host.TaskInventory.LockItemsForRead(false);
3251 return; 3567 return;
3252 else
3253 item = m_host.TaskInventory[InventorySelf()];
3254 } 3568 }
3255 3569 else
3570 {
3571 item = m_host.TaskInventory[InventorySelf()];
3572 }
3573 m_host.TaskInventory.LockItemsForRead(false);
3256 if (item.PermsGranter == UUID.Zero) 3574 if (item.PermsGranter == UUID.Zero)
3257 return; 3575 return;
3258 3576
@@ -3282,13 +3600,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3282 3600
3283 TaskInventoryItem item; 3601 TaskInventoryItem item;
3284 3602
3285 lock (m_host.TaskInventory) 3603 m_host.TaskInventory.LockItemsForRead(true);
3604 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3286 { 3605 {
3287 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3606 m_host.TaskInventory.LockItemsForRead(false);
3288 return; 3607 return;
3289 else
3290 item = m_host.TaskInventory[InventorySelf()];
3291 } 3608 }
3609 else
3610 {
3611 item = m_host.TaskInventory[InventorySelf()];
3612 }
3613 m_host.TaskInventory.LockItemsForRead(false);
3614
3292 3615
3293 if (item.PermsGranter == UUID.Zero) 3616 if (item.PermsGranter == UUID.Zero)
3294 return; 3617 return;
@@ -3353,10 +3676,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3353 3676
3354 TaskInventoryItem item; 3677 TaskInventoryItem item;
3355 3678
3356 lock (m_host.TaskInventory) 3679
3680 m_host.TaskInventory.LockItemsForRead(true);
3681 if (!m_host.TaskInventory.ContainsKey(invItemID))
3682 {
3683 m_host.TaskInventory.LockItemsForRead(false);
3684 return;
3685 }
3686 else
3357 { 3687 {
3358 item = m_host.TaskInventory[invItemID]; 3688 item = m_host.TaskInventory[invItemID];
3359 } 3689 }
3690 m_host.TaskInventory.LockItemsForRead(false);
3360 3691
3361 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3692 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3362 { 3693 {
@@ -3384,15 +3715,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3384 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3715 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3385 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3716 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3386 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3717 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3718 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3387 ScriptBaseClass.PERMISSION_ATTACH; 3719 ScriptBaseClass.PERMISSION_ATTACH;
3388 3720
3389 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3721 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3390 { 3722 {
3391 lock (m_host.TaskInventory) 3723 m_host.TaskInventory.LockItemsForWrite(true);
3392 { 3724 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3393 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3725 m_host.TaskInventory[invItemID].PermsMask = perm;
3394 m_host.TaskInventory[invItemID].PermsMask = perm; 3726 m_host.TaskInventory.LockItemsForWrite(false);
3395 }
3396 3727
3397 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3728 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3398 "run_time_permissions", new Object[] { 3729 "run_time_permissions", new Object[] {
@@ -3402,28 +3733,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3402 return; 3733 return;
3403 } 3734 }
3404 } 3735 }
3405 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3736 else
3406 { 3737 {
3407 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3738 bool sitting = false;
3408 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3739 if (m_host.SitTargetAvatar == agentID)
3409 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3740 {
3410 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3741 sitting = true;
3411 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3742 }
3743 else
3744 {
3745 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3746 {
3747 if (p.SitTargetAvatar == agentID)
3748 sitting = true;
3749 }
3750 }
3412 3751
3413 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3752 if (sitting)
3414 { 3753 {
3415 lock (m_host.TaskInventory) 3754 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3755 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3756 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3757 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3758 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3759
3760 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3416 { 3761 {
3762 m_host.TaskInventory.LockItemsForWrite(true);
3417 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3763 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3418 m_host.TaskInventory[invItemID].PermsMask = perm; 3764 m_host.TaskInventory[invItemID].PermsMask = perm;
3419 } 3765 m_host.TaskInventory.LockItemsForWrite(false);
3420 3766
3421 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3767 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3422 "run_time_permissions", new Object[] { 3768 "run_time_permissions", new Object[] {
3423 new LSL_Integer(perm) }, 3769 new LSL_Integer(perm) },
3424 new DetectParams[0])); 3770 new DetectParams[0]));
3425 3771
3426 return; 3772 return;
3773 }
3427 } 3774 }
3428 } 3775 }
3429 3776
@@ -3437,11 +3784,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3437 3784
3438 if (!m_waitingForScriptAnswer) 3785 if (!m_waitingForScriptAnswer)
3439 { 3786 {
3440 lock (m_host.TaskInventory) 3787 m_host.TaskInventory.LockItemsForWrite(true);
3441 { 3788 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3442 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3789 m_host.TaskInventory[invItemID].PermsMask = 0;
3443 m_host.TaskInventory[invItemID].PermsMask = 0; 3790 m_host.TaskInventory.LockItemsForWrite(false);
3444 }
3445 3791
3446 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3792 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3447 m_waitingForScriptAnswer=true; 3793 m_waitingForScriptAnswer=true;
@@ -3476,10 +3822,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3476 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3822 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3477 llReleaseControls(); 3823 llReleaseControls();
3478 3824
3479 lock (m_host.TaskInventory) 3825
3480 { 3826 m_host.TaskInventory.LockItemsForWrite(true);
3481 m_host.TaskInventory[invItemID].PermsMask = answer; 3827 m_host.TaskInventory[invItemID].PermsMask = answer;
3482 } 3828 m_host.TaskInventory.LockItemsForWrite(false);
3829
3483 3830
3484 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3831 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3485 "run_time_permissions", new Object[] { 3832 "run_time_permissions", new Object[] {
@@ -3491,16 +3838,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3491 { 3838 {
3492 m_host.AddScriptLPS(1); 3839 m_host.AddScriptLPS(1);
3493 3840
3494 lock (m_host.TaskInventory) 3841 m_host.TaskInventory.LockItemsForRead(true);
3842
3843 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3495 { 3844 {
3496 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3845 if (item.Type == 10 && item.ItemID == m_itemID)
3497 { 3846 {
3498 if (item.Type == 10 && item.ItemID == m_itemID) 3847 m_host.TaskInventory.LockItemsForRead(false);
3499 { 3848 return item.PermsGranter.ToString();
3500 return item.PermsGranter.ToString();
3501 }
3502 } 3849 }
3503 } 3850 }
3851 m_host.TaskInventory.LockItemsForRead(false);
3504 3852
3505 return UUID.Zero.ToString(); 3853 return UUID.Zero.ToString();
3506 } 3854 }
@@ -3509,19 +3857,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3509 { 3857 {
3510 m_host.AddScriptLPS(1); 3858 m_host.AddScriptLPS(1);
3511 3859
3512 lock (m_host.TaskInventory) 3860 m_host.TaskInventory.LockItemsForRead(true);
3861
3862 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3513 { 3863 {
3514 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3864 if (item.Type == 10 && item.ItemID == m_itemID)
3515 { 3865 {
3516 if (item.Type == 10 && item.ItemID == m_itemID) 3866 int perms = item.PermsMask;
3517 { 3867 if (m_automaticLinkPermission)
3518 int perms = item.PermsMask; 3868 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3519 if (m_automaticLinkPermission) 3869 m_host.TaskInventory.LockItemsForRead(false);
3520 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3870 return perms;
3521 return perms;
3522 }
3523 } 3871 }
3524 } 3872 }
3873 m_host.TaskInventory.LockItemsForRead(false);
3525 3874
3526 return 0; 3875 return 0;
3527 } 3876 }
@@ -3543,9 +3892,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3543 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3892 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3544 { 3893 {
3545 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3894 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3546 3895 if (parts.Count > 0)
3547 foreach (SceneObjectPart part in parts) 3896 {
3548 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3897 try
3898 {
3899 parts[0].ParentGroup.areUpdatesSuspended = true;
3900 foreach (SceneObjectPart part in parts)
3901 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3902 }
3903 finally
3904 {
3905 parts[0].ParentGroup.areUpdatesSuspended = false;
3906 }
3907 }
3549 } 3908 }
3550 3909
3551 public void llCreateLink(string target, int parent) 3910 public void llCreateLink(string target, int parent)
@@ -3558,11 +3917,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3558 return; 3917 return;
3559 3918
3560 TaskInventoryItem item; 3919 TaskInventoryItem item;
3561 lock (m_host.TaskInventory) 3920 m_host.TaskInventory.LockItemsForRead(true);
3562 { 3921 item = m_host.TaskInventory[invItemID];
3563 item = m_host.TaskInventory[invItemID]; 3922 m_host.TaskInventory.LockItemsForRead(false);
3564 } 3923
3565
3566 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3924 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3567 && !m_automaticLinkPermission) 3925 && !m_automaticLinkPermission)
3568 { 3926 {
@@ -3579,11 +3937,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3579 3937
3580 if (targetPart.ParentGroup.AttachmentPoint != 0) 3938 if (targetPart.ParentGroup.AttachmentPoint != 0)
3581 return; // Fail silently if attached 3939 return; // Fail silently if attached
3940
3941 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3942 return;
3943
3582 SceneObjectGroup parentPrim = null, childPrim = null; 3944 SceneObjectGroup parentPrim = null, childPrim = null;
3583 3945
3584 if (targetPart != null) 3946 if (targetPart != null)
3585 { 3947 {
3586 if (parent != 0) { 3948 if (parent != 0)
3949 {
3587 parentPrim = m_host.ParentGroup; 3950 parentPrim = m_host.ParentGroup;
3588 childPrim = targetPart.ParentGroup; 3951 childPrim = targetPart.ParentGroup;
3589 } 3952 }
@@ -3615,16 +3978,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3615 m_host.AddScriptLPS(1); 3978 m_host.AddScriptLPS(1);
3616 UUID invItemID = InventorySelf(); 3979 UUID invItemID = InventorySelf();
3617 3980
3618 lock (m_host.TaskInventory) 3981 m_host.TaskInventory.LockItemsForRead(true);
3619 {
3620 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3982 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3621 && !m_automaticLinkPermission) 3983 && !m_automaticLinkPermission)
3622 { 3984 {
3623 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3985 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3986 m_host.TaskInventory.LockItemsForRead(false);
3624 return; 3987 return;
3625 } 3988 }
3626 } 3989 m_host.TaskInventory.LockItemsForRead(false);
3627 3990
3628 if (linknum < ScriptBaseClass.LINK_THIS) 3991 if (linknum < ScriptBaseClass.LINK_THIS)
3629 return; 3992 return;
3630 3993
@@ -3663,10 +4026,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3663 // Restructuring Multiple Prims. 4026 // Restructuring Multiple Prims.
3664 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4027 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3665 parts.Remove(parentPrim.RootPart); 4028 parts.Remove(parentPrim.RootPart);
3666 foreach (SceneObjectPart part in parts) 4029 if (parts.Count > 0)
3667 { 4030 {
3668 parentPrim.DelinkFromGroup(part.LocalId, true); 4031 try
4032 {
4033 parts[0].ParentGroup.areUpdatesSuspended = true;
4034 foreach (SceneObjectPart part in parts)
4035 {
4036 parentPrim.DelinkFromGroup(part.LocalId, true);
4037 }
4038 }
4039 finally
4040 {
4041 parts[0].ParentGroup.areUpdatesSuspended = false;
4042 }
3669 } 4043 }
4044
3670 parentPrim.HasGroupChanged = true; 4045 parentPrim.HasGroupChanged = true;
3671 parentPrim.ScheduleGroupForFullUpdate(); 4046 parentPrim.ScheduleGroupForFullUpdate();
3672 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4047 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3675,11 +4050,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3675 { 4050 {
3676 SceneObjectPart newRoot = parts[0]; 4051 SceneObjectPart newRoot = parts[0];
3677 parts.Remove(newRoot); 4052 parts.Remove(newRoot);
3678 foreach (SceneObjectPart part in parts) 4053
4054 try
3679 { 4055 {
3680 part.UpdateFlag = 0; 4056 parts[0].ParentGroup.areUpdatesSuspended = true;
3681 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4057 foreach (SceneObjectPart part in parts)
4058 {
4059 part.UpdateFlag = 0;
4060 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4061 }
3682 } 4062 }
4063 finally
4064 {
4065 parts[0].ParentGroup.areUpdatesSuspended = false;
4066 }
4067
4068
3683 newRoot.ParentGroup.HasGroupChanged = true; 4069 newRoot.ParentGroup.HasGroupChanged = true;
3684 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4070 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3685 } 4071 }
@@ -3699,6 +4085,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3699 public void llBreakAllLinks() 4085 public void llBreakAllLinks()
3700 { 4086 {
3701 m_host.AddScriptLPS(1); 4087 m_host.AddScriptLPS(1);
4088
4089 UUID invItemID = InventorySelf();
4090
4091 TaskInventoryItem item;
4092 m_host.TaskInventory.LockItemsForRead(true);
4093 item = m_host.TaskInventory[invItemID];
4094 m_host.TaskInventory.LockItemsForRead(false);
4095
4096 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4097 && !m_automaticLinkPermission)
4098 {
4099 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4100 return;
4101 }
4102
3702 SceneObjectGroup parentPrim = m_host.ParentGroup; 4103 SceneObjectGroup parentPrim = m_host.ParentGroup;
3703 if (parentPrim.AttachmentPoint != 0) 4104 if (parentPrim.AttachmentPoint != 0)
3704 return; // Fail silently if attached 4105 return; // Fail silently if attached
@@ -3744,6 +4145,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3744 } 4145 }
3745 else 4146 else
3746 { 4147 {
4148 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4149 {
4150 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4151
4152 if (linknum < 0)
4153 return UUID.Zero.ToString();
4154
4155 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4156 if (avatars.Count > linknum)
4157 {
4158 return avatars[linknum].UUID.ToString();
4159 }
4160 }
3747 return UUID.Zero.ToString(); 4161 return UUID.Zero.ToString();
3748 } 4162 }
3749 } 4163 }
@@ -3842,17 +4256,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3842 m_host.AddScriptLPS(1); 4256 m_host.AddScriptLPS(1);
3843 int count = 0; 4257 int count = 0;
3844 4258
3845 lock (m_host.TaskInventory) 4259 m_host.TaskInventory.LockItemsForRead(true);
4260 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3846 { 4261 {
3847 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4262 if (inv.Value.Type == type || type == -1)
3848 { 4263 {
3849 if (inv.Value.Type == type || type == -1) 4264 count = count + 1;
3850 {
3851 count = count + 1;
3852 }
3853 } 4265 }
3854 } 4266 }
3855 4267
4268 m_host.TaskInventory.LockItemsForRead(false);
3856 return count; 4269 return count;
3857 } 4270 }
3858 4271
@@ -3861,16 +4274,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3861 m_host.AddScriptLPS(1); 4274 m_host.AddScriptLPS(1);
3862 ArrayList keys = new ArrayList(); 4275 ArrayList keys = new ArrayList();
3863 4276
3864 lock (m_host.TaskInventory) 4277 m_host.TaskInventory.LockItemsForRead(true);
4278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3865 { 4279 {
3866 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4280 if (inv.Value.Type == type || type == -1)
3867 { 4281 {
3868 if (inv.Value.Type == type || type == -1) 4282 keys.Add(inv.Value.Name);
3869 {
3870 keys.Add(inv.Value.Name);
3871 }
3872 } 4283 }
3873 } 4284 }
4285 m_host.TaskInventory.LockItemsForRead(false);
3874 4286
3875 if (keys.Count == 0) 4287 if (keys.Count == 0)
3876 { 4288 {
@@ -3907,25 +4319,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3907 } 4319 }
3908 4320
3909 // move the first object found with this inventory name 4321 // move the first object found with this inventory name
3910 lock (m_host.TaskInventory) 4322 m_host.TaskInventory.LockItemsForRead(true);
4323 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3911 { 4324 {
3912 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4325 if (inv.Value.Name == inventory)
3913 { 4326 {
3914 if (inv.Value.Name == inventory) 4327 found = true;
3915 { 4328 objId = inv.Key;
3916 found = true; 4329 assetType = inv.Value.Type;
3917 objId = inv.Key; 4330 objName = inv.Value.Name;
3918 assetType = inv.Value.Type; 4331 break;
3919 objName = inv.Value.Name;
3920 break;
3921 }
3922 } 4332 }
3923 } 4333 }
4334 m_host.TaskInventory.LockItemsForRead(false);
3924 4335
3925 if (!found) 4336 if (!found)
3926 { 4337 {
3927 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4338 llSay(0, String.Format("Could not find object '{0}'", inventory));
3928 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4339 return;
4340// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3929 } 4341 }
3930 4342
3931 // check if destination is an object 4343 // check if destination is an object
@@ -3951,6 +4363,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3951 return; 4363 return;
3952 } 4364 }
3953 } 4365 }
4366
3954 // destination is an avatar 4367 // destination is an avatar
3955 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4368 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3956 4369
@@ -3973,26 +4386,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3973 bucket); 4386 bucket);
3974 if (m_TransferModule != null) 4387 if (m_TransferModule != null)
3975 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4388 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4389
4390 //This delay should only occur when giving inventory to avatars.
3976 ScriptSleep(3000); 4391 ScriptSleep(3000);
3977 } 4392 }
3978 } 4393 }
3979 4394
4395 [DebuggerNonUserCode]
3980 public void llRemoveInventory(string name) 4396 public void llRemoveInventory(string name)
3981 { 4397 {
3982 m_host.AddScriptLPS(1); 4398 m_host.AddScriptLPS(1);
3983 4399
3984 lock (m_host.TaskInventory) 4400 List<TaskInventoryItem> inv;
4401 try
3985 { 4402 {
3986 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4403 m_host.TaskInventory.LockItemsForRead(true);
4404 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4405 }
4406 finally
4407 {
4408 m_host.TaskInventory.LockItemsForRead(false);
4409 }
4410 foreach (TaskInventoryItem item in inv)
4411 {
4412 if (item.Name == name)
3987 { 4413 {
3988 if (item.Name == name) 4414 if (item.ItemID == m_itemID)
3989 { 4415 throw new ScriptDeleteException();
3990 if (item.ItemID == m_itemID) 4416 else
3991 throw new ScriptDeleteException(); 4417 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3992 else 4418 return;
3993 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3994 return;
3995 }
3996 } 4419 }
3997 } 4420 }
3998 } 4421 }
@@ -4027,112 +4450,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4027 { 4450 {
4028 m_host.AddScriptLPS(1); 4451 m_host.AddScriptLPS(1);
4029 4452
4030 UUID uuid = (UUID)id; 4453 UUID uuid;
4031 PresenceInfo pinfo = null; 4454 if (UUID.TryParse(id, out uuid))
4032 UserAccount account;
4033
4034 UserInfoCacheEntry ce;
4035 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4036 { 4455 {
4037 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4456 PresenceInfo pinfo = null;
4038 if (account == null) 4457 UserAccount account;
4458
4459 UserInfoCacheEntry ce;
4460 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4039 { 4461 {
4040 m_userInfoCache[uuid] = null; // Cache negative 4462 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4041 return UUID.Zero.ToString(); 4463 if (account == null)
4042 } 4464 {
4465 m_userInfoCache[uuid] = null; // Cache negative
4466 return UUID.Zero.ToString();
4467 }
4043 4468
4044 4469
4045 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4470 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4046 if (pinfos != null && pinfos.Length > 0) 4471 if (pinfos != null && pinfos.Length > 0)
4047 {
4048 foreach (PresenceInfo p in pinfos)
4049 { 4472 {
4050 if (p.RegionID != UUID.Zero) 4473 foreach (PresenceInfo p in pinfos)
4051 { 4474 {
4052 pinfo = p; 4475 if (p.RegionID != UUID.Zero)
4476 {
4477 pinfo = p;
4478 }
4053 } 4479 }
4054 } 4480 }
4055 }
4056 4481
4057 ce = new UserInfoCacheEntry(); 4482 ce = new UserInfoCacheEntry();
4058 ce.time = Util.EnvironmentTickCount(); 4483 ce.time = Util.EnvironmentTickCount();
4059 ce.account = account; 4484 ce.account = account;
4060 ce.pinfo = pinfo; 4485 ce.pinfo = pinfo;
4061 } 4486 m_userInfoCache[uuid] = ce;
4062 else 4487 }
4063 { 4488 else
4064 if (ce == null) 4489 {
4065 return UUID.Zero.ToString(); 4490 if (ce == null)
4491 return UUID.Zero.ToString();
4066 4492
4067 account = ce.account; 4493 account = ce.account;
4068 pinfo = ce.pinfo; 4494 pinfo = ce.pinfo;
4069 } 4495 }
4070 4496
4071 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4497 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4072 {
4073 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4074 if (pinfos != null && pinfos.Length > 0)
4075 { 4498 {
4076 foreach (PresenceInfo p in pinfos) 4499 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4500 if (pinfos != null && pinfos.Length > 0)
4077 { 4501 {
4078 if (p.RegionID != UUID.Zero) 4502 foreach (PresenceInfo p in pinfos)
4079 { 4503 {
4080 pinfo = p; 4504 if (p.RegionID != UUID.Zero)
4505 {
4506 pinfo = p;
4507 }
4081 } 4508 }
4082 } 4509 }
4083 } 4510 else
4084 else 4511 pinfo = null;
4085 pinfo = null;
4086 4512
4087 ce.time = Util.EnvironmentTickCount(); 4513 ce.time = Util.EnvironmentTickCount();
4088 ce.pinfo = pinfo; 4514 ce.pinfo = pinfo;
4089 } 4515 }
4090 4516
4091 string reply = String.Empty; 4517 string reply = String.Empty;
4092 4518
4093 switch (data) 4519 switch (data)
4094 { 4520 {
4095 case 1: // DATA_ONLINE (0|1) 4521 case 1: // DATA_ONLINE (0|1)
4096 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4522 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4097 reply = "1"; 4523 reply = "1";
4098 else 4524 else
4099 reply = "0"; 4525 reply = "0";
4100 break; 4526 break;
4101 case 2: // DATA_NAME (First Last) 4527 case 2: // DATA_NAME (First Last)
4102 reply = account.FirstName + " " + account.LastName; 4528 reply = account.FirstName + " " + account.LastName;
4103 break; 4529 break;
4104 case 3: // DATA_BORN (YYYY-MM-DD) 4530 case 3: // DATA_BORN (YYYY-MM-DD)
4105 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4531 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4106 born = born.AddSeconds(account.Created); 4532 born = born.AddSeconds(account.Created);
4107 reply = born.ToString("yyyy-MM-dd"); 4533 reply = born.ToString("yyyy-MM-dd");
4108 break; 4534 break;
4109 case 4: // DATA_RATING (0,0,0,0,0,0) 4535 case 4: // DATA_RATING (0,0,0,0,0,0)
4110 reply = "0,0,0,0,0,0"; 4536 reply = "0,0,0,0,0,0";
4111 break; 4537 break;
4112 case 8: // DATA_PAYINFO (0|1|2|3) 4538 case 8: // DATA_PAYINFO (0|1|2|3)
4113 reply = "0"; 4539 reply = "0";
4114 break; 4540 break;
4115 default: 4541 default:
4116 return UUID.Zero.ToString(); // Raise no event 4542 return UUID.Zero.ToString(); // Raise no event
4117 } 4543 }
4118 4544
4119 UUID rq = UUID.Random(); 4545 UUID rq = UUID.Random();
4120 4546
4121 UUID tid = AsyncCommands. 4547 UUID tid = AsyncCommands.
4122 DataserverPlugin.RegisterRequest(m_localID, 4548 DataserverPlugin.RegisterRequest(m_localID,
4123 m_itemID, rq.ToString()); 4549 m_itemID, rq.ToString());
4124 4550
4125 AsyncCommands. 4551 AsyncCommands.
4126 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4552 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4127 4553
4128 ScriptSleep(100); 4554 ScriptSleep(100);
4129 return tid.ToString(); 4555 return tid.ToString();
4556 }
4557 else
4558 {
4559 ShoutError("Invalid UUID passed to llRequestAgentData.");
4560 }
4561 return "";
4130 } 4562 }
4131 4563
4132 public LSL_String llRequestInventoryData(string name) 4564 public LSL_String llRequestInventoryData(string name)
4133 { 4565 {
4134 m_host.AddScriptLPS(1); 4566 m_host.AddScriptLPS(1);
4135 4567
4568 //Clone is thread safe
4136 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4569 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4137 4570
4138 foreach (TaskInventoryItem item in itemDictionary.Values) 4571 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4186,6 +4619,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4186 ScenePresence presence = World.GetScenePresence(agentId); 4619 ScenePresence presence = World.GetScenePresence(agentId);
4187 if (presence != null) 4620 if (presence != null)
4188 { 4621 {
4622 // agent must not be a god
4623 if (presence.UserLevel >= 200) return;
4624
4189 // agent must be over the owners land 4625 // agent must be over the owners land
4190 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4626 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4191 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4627 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4208,7 +4644,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4208 UUID av = new UUID(); 4644 UUID av = new UUID();
4209 if (!UUID.TryParse(agent,out av)) 4645 if (!UUID.TryParse(agent,out av))
4210 { 4646 {
4211 LSLError("First parameter to llDialog needs to be a key"); 4647 //LSLError("First parameter to llDialog needs to be a key");
4212 return; 4648 return;
4213 } 4649 }
4214 4650
@@ -4245,17 +4681,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4245 UUID soundId = UUID.Zero; 4681 UUID soundId = UUID.Zero;
4246 if (!UUID.TryParse(impact_sound, out soundId)) 4682 if (!UUID.TryParse(impact_sound, out soundId))
4247 { 4683 {
4248 lock (m_host.TaskInventory) 4684 m_host.TaskInventory.LockItemsForRead(true);
4685 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4249 { 4686 {
4250 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4687 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4251 { 4688 {
4252 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4689 soundId = item.AssetID;
4253 { 4690 break;
4254 soundId = item.AssetID;
4255 break;
4256 }
4257 } 4691 }
4258 } 4692 }
4693 m_host.TaskInventory.LockItemsForRead(false);
4259 } 4694 }
4260 m_host.CollisionSound = soundId; 4695 m_host.CollisionSound = soundId;
4261 m_host.CollisionSoundVolume = (float)impact_volume; 4696 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4295,6 +4730,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4295 UUID partItemID; 4730 UUID partItemID;
4296 foreach (SceneObjectPart part in parts) 4731 foreach (SceneObjectPart part in parts)
4297 { 4732 {
4733 //Clone is thread safe
4298 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4734 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4299 4735
4300 foreach (TaskInventoryItem item in itemsDictionary.Values) 4736 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4509,17 +4945,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4509 4945
4510 m_host.AddScriptLPS(1); 4946 m_host.AddScriptLPS(1);
4511 4947
4512 lock (m_host.TaskInventory) 4948 m_host.TaskInventory.LockItemsForRead(true);
4949 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4513 { 4950 {
4514 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4951 if (item.Type == 10 && item.ItemID == m_itemID)
4515 { 4952 {
4516 if (item.Type == 10 && item.ItemID == m_itemID) 4953 result = item.Name!=null?item.Name:String.Empty;
4517 { 4954 break;
4518 result = item.Name != null ? item.Name : String.Empty;
4519 break;
4520 }
4521 } 4955 }
4522 } 4956 }
4957 m_host.TaskInventory.LockItemsForRead(false);
4523 4958
4524 return result; 4959 return result;
4525 } 4960 }
@@ -4688,23 +5123,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4688 { 5123 {
4689 m_host.AddScriptLPS(1); 5124 m_host.AddScriptLPS(1);
4690 5125
4691 lock (m_host.TaskInventory) 5126 m_host.TaskInventory.LockItemsForRead(true);
5127 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4692 { 5128 {
4693 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5129 if (inv.Value.Name == name)
4694 { 5130 {
4695 if (inv.Value.Name == name) 5131 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4696 { 5132 {
4697 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5133 m_host.TaskInventory.LockItemsForRead(false);
4698 { 5134 return inv.Value.AssetID.ToString();
4699 return inv.Value.AssetID.ToString(); 5135 }
4700 } 5136 else
4701 else 5137 {
4702 { 5138 m_host.TaskInventory.LockItemsForRead(false);
4703 return UUID.Zero.ToString(); 5139 return UUID.Zero.ToString();
4704 }
4705 } 5140 }
4706 } 5141 }
4707 } 5142 }
5143 m_host.TaskInventory.LockItemsForRead(false);
4708 5144
4709 return UUID.Zero.ToString(); 5145 return UUID.Zero.ToString();
4710 } 5146 }
@@ -4857,14 +5293,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4857 { 5293 {
4858 m_host.AddScriptLPS(1); 5294 m_host.AddScriptLPS(1);
4859 5295
4860 if (src == null) 5296 return src.Length;
4861 {
4862 return 0;
4863 }
4864 else
4865 {
4866 return src.Length;
4867 }
4868 } 5297 }
4869 5298
4870 public LSL_Integer llList2Integer(LSL_List src, int index) 5299 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4910,7 +5339,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4910 else if (src.Data[index] is LSL_Float) 5339 else if (src.Data[index] is LSL_Float)
4911 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5340 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4912 else if (src.Data[index] is LSL_String) 5341 else if (src.Data[index] is LSL_String)
4913 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5342 {
5343 string str = ((LSL_String) src.Data[index]).m_string;
5344 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5345 if (m != Match.Empty)
5346 {
5347 str = m.Value;
5348 double d = 0.0;
5349 if (!Double.TryParse(str, out d))
5350 return 0.0;
5351
5352 return d;
5353 }
5354 return 0.0;
5355 }
4914 return Convert.ToDouble(src.Data[index]); 5356 return Convert.ToDouble(src.Data[index]);
4915 } 5357 }
4916 catch (FormatException) 5358 catch (FormatException)
@@ -5183,7 +5625,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5183 } 5625 }
5184 } 5626 }
5185 } 5627 }
5186 else { 5628 else
5629 {
5187 object[] array = new object[src.Length]; 5630 object[] array = new object[src.Length];
5188 Array.Copy(src.Data, 0, array, 0, src.Length); 5631 Array.Copy(src.Data, 0, array, 0, src.Length);
5189 result = new LSL_List(array); 5632 result = new LSL_List(array);
@@ -5634,10 +6077,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5634 m_host.AddScriptLPS(1); 6077 m_host.AddScriptLPS(1);
5635 6078
5636 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6079 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5637 6080 if (parts.Count > 0)
5638 foreach (var part in parts)
5639 { 6081 {
5640 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6082 try
6083 {
6084 parts[0].ParentGroup.areUpdatesSuspended = true;
6085 foreach (var part in parts)
6086 {
6087 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6088 }
6089 }
6090 finally
6091 {
6092 parts[0].ParentGroup.areUpdatesSuspended = false;
6093 }
5641 } 6094 }
5642 } 6095 }
5643 6096
@@ -5691,6 +6144,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5691 ScriptSleep(5000); 6144 ScriptSleep(5000);
5692 } 6145 }
5693 6146
6147 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6148 {
6149 return ParseString2List(str, separators, in_spacers, false);
6150 }
6151
5694 public LSL_Integer llOverMyLand(string id) 6152 public LSL_Integer llOverMyLand(string id)
5695 { 6153 {
5696 m_host.AddScriptLPS(1); 6154 m_host.AddScriptLPS(1);
@@ -5891,7 +6349,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5891 return m_host.ParentGroup.AttachmentPoint; 6349 return m_host.ParentGroup.AttachmentPoint;
5892 } 6350 }
5893 6351
5894 public LSL_Integer llGetFreeMemory() 6352 public virtual LSL_Integer llGetFreeMemory()
5895 { 6353 {
5896 m_host.AddScriptLPS(1); 6354 m_host.AddScriptLPS(1);
5897 // Make scripts designed for LSO happy 6355 // Make scripts designed for LSO happy
@@ -6008,7 +6466,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6008 SetParticleSystem(m_host, rules); 6466 SetParticleSystem(m_host, rules);
6009 } 6467 }
6010 6468
6011 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6469 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6470 {
6012 6471
6013 6472
6014 if (rules.Length == 0) 6473 if (rules.Length == 0)
@@ -6202,14 +6661,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6202 6661
6203 protected UUID GetTaskInventoryItem(string name) 6662 protected UUID GetTaskInventoryItem(string name)
6204 { 6663 {
6205 lock (m_host.TaskInventory) 6664 m_host.TaskInventory.LockItemsForRead(true);
6665 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6206 { 6666 {
6207 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6667 if (inv.Value.Name == name)
6208 { 6668 {
6209 if (inv.Value.Name == name) 6669 m_host.TaskInventory.LockItemsForRead(false);
6210 return inv.Key; 6670 return inv.Key;
6211 } 6671 }
6212 } 6672 }
6673 m_host.TaskInventory.LockItemsForRead(false);
6213 6674
6214 return UUID.Zero; 6675 return UUID.Zero;
6215 } 6676 }
@@ -6459,13 +6920,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6459 UUID av = new UUID(); 6920 UUID av = new UUID();
6460 if (!UUID.TryParse(avatar,out av)) 6921 if (!UUID.TryParse(avatar,out av))
6461 { 6922 {
6462 LSLError("First parameter to llDialog needs to be a key"); 6923 //LSLError("First parameter to llDialog needs to be a key");
6463 return; 6924 return;
6464 } 6925 }
6465 if (buttons.Length < 1) 6926 if (buttons.Length < 1)
6466 { 6927 {
6467 LSLError("No less than 1 button can be shown"); 6928 buttons.Add("OK");
6468 return;
6469 } 6929 }
6470 if (buttons.Length > 12) 6930 if (buttons.Length > 12)
6471 { 6931 {
@@ -6482,7 +6942,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6482 } 6942 }
6483 if (buttons.Data[i].ToString().Length > 24) 6943 if (buttons.Data[i].ToString().Length > 24)
6484 { 6944 {
6485 LSLError("button label cannot be longer than 24 characters"); 6945 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6486 return; 6946 return;
6487 } 6947 }
6488 buts[i] = buttons.Data[i].ToString(); 6948 buts[i] = buttons.Data[i].ToString();
@@ -6541,22 +7001,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6541 } 7001 }
6542 7002
6543 // copy the first script found with this inventory name 7003 // copy the first script found with this inventory name
6544 lock (m_host.TaskInventory) 7004 TaskInventoryItem scriptItem = null;
7005 m_host.TaskInventory.LockItemsForRead(true);
7006 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6545 { 7007 {
6546 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7008 if (inv.Value.Name == name)
6547 { 7009 {
6548 if (inv.Value.Name == name) 7010 // make sure the object is a script
7011 if (10 == inv.Value.Type)
6549 { 7012 {
6550 // make sure the object is a script 7013 found = true;
6551 if (10 == inv.Value.Type) 7014 srcId = inv.Key;
6552 { 7015 scriptItem = inv.Value;
6553 found = true; 7016 break;
6554 srcId = inv.Key;
6555 break;
6556 }
6557 } 7017 }
6558 } 7018 }
6559 } 7019 }
7020 m_host.TaskInventory.LockItemsForRead(false);
6560 7021
6561 if (!found) 7022 if (!found)
6562 { 7023 {
@@ -6564,8 +7025,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6564 return; 7025 return;
6565 } 7026 }
6566 7027
6567 // the rest of the permission checks are done in RezScript, so check the pin there as well 7028 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6568 World.RezScript(srcId, m_host, destId, pin, running, start_param); 7029 if (dest != null)
7030 {
7031 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7032 {
7033 // the rest of the permission checks are done in RezScript, so check the pin there as well
7034 World.RezScript(srcId, m_host, destId, pin, running, start_param);
7035
7036 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7037 m_host.Inventory.RemoveInventoryItem(srcId);
7038 }
7039 }
6569 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7040 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6570 ScriptSleep(3000); 7041 ScriptSleep(3000);
6571 } 7042 }
@@ -6628,19 +7099,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6628 public LSL_String llMD5String(string src, int nonce) 7099 public LSL_String llMD5String(string src, int nonce)
6629 { 7100 {
6630 m_host.AddScriptLPS(1); 7101 m_host.AddScriptLPS(1);
6631 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7102 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6632 } 7103 }
6633 7104
6634 public LSL_String llSHA1String(string src) 7105 public LSL_String llSHA1String(string src)
6635 { 7106 {
6636 m_host.AddScriptLPS(1); 7107 m_host.AddScriptLPS(1);
6637 return Util.SHA1Hash(src).ToLower(); 7108 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6638 } 7109 }
6639 7110
6640 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7111 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6641 { 7112 {
6642 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7113 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6643 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7114 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7115 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7116 return shapeBlock;
6644 7117
6645 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7118 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6646 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7119 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6745,6 +7218,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6745 // Prim type box, cylinder and prism. 7218 // Prim type box, cylinder and prism.
6746 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) 7219 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)
6747 { 7220 {
7221 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7222 return;
7223
6748 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7224 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6749 ObjectShapePacket.ObjectDataBlock shapeBlock; 7225 ObjectShapePacket.ObjectDataBlock shapeBlock;
6750 7226
@@ -6798,6 +7274,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6798 // Prim type sphere. 7274 // Prim type sphere.
6799 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7275 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6800 { 7276 {
7277 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7278 return;
7279
6801 ObjectShapePacket.ObjectDataBlock shapeBlock; 7280 ObjectShapePacket.ObjectDataBlock shapeBlock;
6802 7281
6803 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7282 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6839,6 +7318,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6839 // Prim type torus, tube and ring. 7318 // Prim type torus, tube and ring.
6840 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) 7319 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)
6841 { 7320 {
7321 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7322 return;
7323
6842 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7324 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6843 ObjectShapePacket.ObjectDataBlock shapeBlock; 7325 ObjectShapePacket.ObjectDataBlock shapeBlock;
6844 7326
@@ -6974,6 +7456,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6974 // Prim type sculpt. 7456 // Prim type sculpt.
6975 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7457 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
6976 { 7458 {
7459 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7460 return;
7461
6977 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7462 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6978 UUID sculptId; 7463 UUID sculptId;
6979 7464
@@ -6990,13 +7475,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6990 shapeBlock.PathScaleX = 100; 7475 shapeBlock.PathScaleX = 100;
6991 shapeBlock.PathScaleY = 150; 7476 shapeBlock.PathScaleY = 150;
6992 7477
6993 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7478 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6994 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7479 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6995 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7480 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6996 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7481 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6997 { 7482 {
6998 // default 7483 // default
6999 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7484 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7000 } 7485 }
7001 7486
7002 part.Shape.SetSculptProperties((byte)type, sculptId); 7487 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7012,32 +7497,87 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7012 ScriptSleep(200); 7497 ScriptSleep(200);
7013 } 7498 }
7014 7499
7015 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7500 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7016 { 7501 {
7017 m_host.AddScriptLPS(1); 7502 m_host.AddScriptLPS(1);
7018 7503
7019 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7504 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7505 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7506 if (parts.Count>0)
7507 {
7508 try
7509 {
7510 parts[0].ParentGroup.areUpdatesSuspended = true;
7511 foreach (SceneObjectPart part in parts)
7512 SetPrimParams(part, rules);
7513 }
7514 finally
7515 {
7516 parts[0].ParentGroup.areUpdatesSuspended = false;
7517 }
7518 }
7519 if (avatars.Count > 0)
7520 {
7521 foreach (ScenePresence avatar in avatars)
7522 SetPrimParams(avatar, rules);
7523 }
7524 }
7020 7525
7021 foreach (SceneObjectPart part in parts) 7526 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7022 SetPrimParams(part, rules); 7527 {
7023 7528 llSetLinkPrimitiveParamsFast(linknumber, rules);
7024 ScriptSleep(200); 7529 ScriptSleep(200);
7025 } 7530 }
7026 7531
7027 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7532 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7028 { 7533 {
7029 m_host.AddScriptLPS(1); 7534 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7535 //We only support PRIM_POSITION and PRIM_ROTATION
7030 7536
7031 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7537 int idx = 0;
7032 7538
7033 foreach (SceneObjectPart part in parts) 7539 while (idx < rules.Length)
7034 SetPrimParams(part, rules); 7540 {
7541 int code = rules.GetLSLIntegerItem(idx++);
7542
7543 int remain = rules.Length - idx;
7544
7545
7546
7547 switch (code)
7548 {
7549 case (int)ScriptBaseClass.PRIM_POSITION:
7550 if (remain < 1)
7551 return;
7552 LSL_Vector v;
7553 v = rules.GetVector3Item(idx++);
7554 av.AbsolutePosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7555 av.SendAvatarDataToAllAgents();
7556
7557 break;
7558
7559 case (int)ScriptBaseClass.PRIM_ROTATION:
7560 if (remain < 1)
7561 return;
7562 LSL_Rotation r;
7563 r = rules.GetQuaternionItem(idx++);
7564 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7565 av.SendAvatarDataToAllAgents();
7566 break;
7567 }
7568 }
7035 } 7569 }
7036 7570
7037 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7571 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7038 { 7572 {
7573 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7574 return;
7575
7039 int idx = 0; 7576 int idx = 0;
7040 7577
7578 bool positionChanged = false;
7579 LSL_Vector currentPosition = GetPartLocalPos(part);
7580
7041 while (idx < rules.Length) 7581 while (idx < rules.Length)
7042 { 7582 {
7043 int code = rules.GetLSLIntegerItem(idx++); 7583 int code = rules.GetLSLIntegerItem(idx++);
@@ -7046,7 +7586,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7046 7586
7047 int face; 7587 int face;
7048 LSL_Vector v; 7588 LSL_Vector v;
7049 7589
7050 switch (code) 7590 switch (code)
7051 { 7591 {
7052 case (int)ScriptBaseClass.PRIM_POSITION: 7592 case (int)ScriptBaseClass.PRIM_POSITION:
@@ -7054,7 +7594,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7054 return; 7594 return;
7055 7595
7056 v=rules.GetVector3Item(idx++); 7596 v=rules.GetVector3Item(idx++);
7057 SetPos(part, v); 7597 positionChanged = true;
7598 currentPosition = GetSetPosTarget(part, v, currentPosition);
7058 7599
7059 break; 7600 break;
7060 case (int)ScriptBaseClass.PRIM_SIZE: 7601 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7399,6 +7940,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7399 break; 7940 break;
7400 } 7941 }
7401 } 7942 }
7943
7944 if (positionChanged)
7945 {
7946 if (part.ParentGroup.RootPart == part)
7947 {
7948 SceneObjectGroup parent = part.ParentGroup;
7949 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7950 }
7951 else
7952 {
7953 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7954 SceneObjectGroup parent = part.ParentGroup;
7955 parent.HasGroupChanged = true;
7956 parent.ScheduleGroupForTerseUpdate();
7957 }
7958 }
7402 } 7959 }
7403 7960
7404 public LSL_String llStringToBase64(string str) 7961 public LSL_String llStringToBase64(string str)
@@ -7547,13 +8104,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7547 public LSL_Integer llGetNumberOfPrims() 8104 public LSL_Integer llGetNumberOfPrims()
7548 { 8105 {
7549 m_host.AddScriptLPS(1); 8106 m_host.AddScriptLPS(1);
7550 int avatarCount = 0; 8107 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7551 World.ForEachScenePresence(delegate(ScenePresence presence) 8108
7552 {
7553 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7554 avatarCount++;
7555 });
7556
7557 return m_host.ParentGroup.PrimCount + avatarCount; 8109 return m_host.ParentGroup.PrimCount + avatarCount;
7558 } 8110 }
7559 8111
@@ -7569,55 +8121,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7569 m_host.AddScriptLPS(1); 8121 m_host.AddScriptLPS(1);
7570 UUID objID = UUID.Zero; 8122 UUID objID = UUID.Zero;
7571 LSL_List result = new LSL_List(); 8123 LSL_List result = new LSL_List();
8124
8125 // If the ID is not valid, return null result
7572 if (!UUID.TryParse(obj, out objID)) 8126 if (!UUID.TryParse(obj, out objID))
7573 { 8127 {
7574 result.Add(new LSL_Vector()); 8128 result.Add(new LSL_Vector());
7575 result.Add(new LSL_Vector()); 8129 result.Add(new LSL_Vector());
7576 return result; 8130 return result;
7577 } 8131 }
8132
8133 // Check if this is an attached prim. If so, replace
8134 // the UUID with the avatar UUID and report it's bounding box
8135 SceneObjectPart part = World.GetSceneObjectPart(objID);
8136 if (part != null && part.ParentGroup.IsAttachment)
8137 objID = part.ParentGroup.AttachedAvatar;
8138
8139 // Find out if this is an avatar ID. If so, return it's box
7578 ScenePresence presence = World.GetScenePresence(objID); 8140 ScenePresence presence = World.GetScenePresence(objID);
7579 if (presence != null) 8141 if (presence != null)
7580 { 8142 {
7581 if (presence.ParentID == 0) // not sat on an object 8143 // As per LSL Wiki, there is no difference between sitting
8144 // and standing avatar since server 1.36
8145 LSL_Vector lower;
8146 LSL_Vector upper;
8147 if (presence.Animator.Animations.DefaultAnimation.AnimID
8148 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7582 { 8149 {
7583 LSL_Vector lower; 8150 // This is for ground sitting avatars
7584 LSL_Vector upper; 8151 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7585 if (presence.Animator.Animations.DefaultAnimation.AnimID 8152 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7586 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8153 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7587 {
7588 // This is for ground sitting avatars
7589 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7590 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7591 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7592 }
7593 else
7594 {
7595 // This is for standing/flying avatars
7596 float height = presence.Appearance.AvatarHeight / 2.0f;
7597 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7598 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7599 }
7600 result.Add(lower);
7601 result.Add(upper);
7602 return result;
7603 } 8154 }
7604 else 8155 else
7605 { 8156 {
7606 // sitting on an object so we need the bounding box of that 8157 // This is for standing/flying avatars
7607 // which should include the avatar so set the UUID to the 8158 float height = presence.Appearance.AvatarHeight / 2.0f;
7608 // UUID of the object the avatar is sat on and allow it to fall through 8159 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7609 // to processing an object 8160 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7610 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7611 objID = p.UUID;
7612 } 8161 }
8162
8163 // Adjust to the documented error offsets (see LSL Wiki)
8164 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8165 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8166
8167 if (lower.x > upper.x)
8168 lower.x = upper.x;
8169 if (lower.y > upper.y)
8170 lower.y = upper.y;
8171 if (lower.z > upper.z)
8172 lower.z = upper.z;
8173
8174 result.Add(lower);
8175 result.Add(upper);
8176 return result;
7613 } 8177 }
7614 SceneObjectPart part = World.GetSceneObjectPart(objID); 8178
8179 part = World.GetSceneObjectPart(objID);
7615 // Currently only works for single prims without a sitting avatar 8180 // Currently only works for single prims without a sitting avatar
7616 if (part != null) 8181 if (part != null)
7617 { 8182 {
7618 Vector3 halfSize = part.Scale / 2.0f; 8183 float minX;
7619 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8184 float maxX;
7620 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8185 float minY;
8186 float maxY;
8187 float minZ;
8188 float maxZ;
8189
8190 // This BBox is in sim coordinates, with the offset being
8191 // a contained point.
8192 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8193 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8194
8195 minX -= offsets[0].X;
8196 maxX -= offsets[0].X;
8197 minY -= offsets[0].Y;
8198 maxY -= offsets[0].Y;
8199 minZ -= offsets[0].Z;
8200 maxZ -= offsets[0].Z;
8201
8202 LSL_Vector lower;
8203 LSL_Vector upper;
8204
8205 // Adjust to the documented error offsets (see LSL Wiki)
8206 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8207 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 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
7621 result.Add(lower); 8216 result.Add(lower);
7622 result.Add(upper); 8217 result.Add(upper);
7623 return result; 8218 return result;
@@ -7697,13 +8292,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7697 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8292 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7698 part.AbsolutePosition.Y, 8293 part.AbsolutePosition.Y,
7699 part.AbsolutePosition.Z); 8294 part.AbsolutePosition.Z);
7700 // For some reason, the part.AbsolutePosition.* values do not change if the
7701 // linkset is rotated; they always reflect the child prim's world position
7702 // as though the linkset is unrotated. This is incompatible behavior with SL's
7703 // implementation, so will break scripts imported from there (not to mention it
7704 // makes it more difficult to determine a child prim's actual inworld position).
7705 if (part.ParentID != 0)
7706 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7707 res.Add(v); 8295 res.Add(v);
7708 break; 8296 break;
7709 8297
@@ -7874,56 +8462,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7874 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8462 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7875 if (remain < 1) 8463 if (remain < 1)
7876 return res; 8464 return res;
7877 8465 face = (int)rules.GetLSLIntegerItem(idx++);
7878 face=(int)rules.GetLSLIntegerItem(idx++);
7879 8466
7880 tex = part.Shape.Textures; 8467 tex = part.Shape.Textures;
8468 int shiny;
7881 if (face == ScriptBaseClass.ALL_SIDES) 8469 if (face == ScriptBaseClass.ALL_SIDES)
7882 { 8470 {
7883 for (face = 0; face < GetNumberOfSides(part); face++) 8471 for (face = 0; face < GetNumberOfSides(part); face++)
7884 { 8472 {
7885 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8473 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7886 // Convert Shininess to PRIM_SHINY_* 8474 if (shinyness == Shininess.High)
7887 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8475 {
7888 // PRIM_BUMP_* 8476 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7889 res.Add(new LSL_Integer((int)texface.Bump)); 8477 }
8478 else if (shinyness == Shininess.Medium)
8479 {
8480 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8481 }
8482 else if (shinyness == Shininess.Low)
8483 {
8484 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8485 }
8486 else
8487 {
8488 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8489 }
8490 res.Add(new LSL_Integer(shiny));
8491 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7890 } 8492 }
7891 } 8493 }
7892 else 8494 else
7893 { 8495 {
7894 if (face >= 0 && face < GetNumberOfSides(part)) 8496 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8497 if (shinyness == Shininess.High)
7895 { 8498 {
7896 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8499 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7897 // Convert Shininess to PRIM_SHINY_* 8500 }
7898 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8501 else if (shinyness == Shininess.Medium)
7899 // PRIM_BUMP_* 8502 {
7900 res.Add(new LSL_Integer((int)texface.Bump)); 8503 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7901 } 8504 }
8505 else if (shinyness == Shininess.Low)
8506 {
8507 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8508 }
8509 else
8510 {
8511 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8512 }
8513 res.Add(new LSL_Integer(shiny));
8514 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7902 } 8515 }
7903 break; 8516 break;
7904 8517
7905 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8518 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7906 if (remain < 1) 8519 if (remain < 1)
7907 return res; 8520 return res;
7908 8521 face = (int)rules.GetLSLIntegerItem(idx++);
7909 face=(int)rules.GetLSLIntegerItem(idx++);
7910 8522
7911 tex = part.Shape.Textures; 8523 tex = part.Shape.Textures;
8524 int fullbright;
7912 if (face == ScriptBaseClass.ALL_SIDES) 8525 if (face == ScriptBaseClass.ALL_SIDES)
7913 { 8526 {
7914 for (face = 0; face < GetNumberOfSides(part); face++) 8527 for (face = 0; face < GetNumberOfSides(part); face++)
7915 { 8528 {
7916 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8529 if (tex.GetFace((uint)face).Fullbright == true)
7917 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8530 {
8531 fullbright = ScriptBaseClass.TRUE;
8532 }
8533 else
8534 {
8535 fullbright = ScriptBaseClass.FALSE;
8536 }
8537 res.Add(new LSL_Integer(fullbright));
7918 } 8538 }
7919 } 8539 }
7920 else 8540 else
7921 { 8541 {
7922 if (face >= 0 && face < GetNumberOfSides(part)) 8542 if (tex.GetFace((uint)face).Fullbright == true)
7923 { 8543 {
7924 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8544 fullbright = ScriptBaseClass.TRUE;
7925 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8545 }
8546 else
8547 {
8548 fullbright = ScriptBaseClass.FALSE;
7926 } 8549 }
8550 res.Add(new LSL_Integer(fullbright));
7927 } 8551 }
7928 break; 8552 break;
7929 8553
@@ -7945,27 +8569,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7945 break; 8569 break;
7946 8570
7947 case (int)ScriptBaseClass.PRIM_TEXGEN: 8571 case (int)ScriptBaseClass.PRIM_TEXGEN:
8572 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7948 if (remain < 1) 8573 if (remain < 1)
7949 return res; 8574 return res;
7950 8575 face = (int)rules.GetLSLIntegerItem(idx++);
7951 face=(int)rules.GetLSLIntegerItem(idx++);
7952 8576
7953 tex = part.Shape.Textures; 8577 tex = part.Shape.Textures;
7954 if (face == ScriptBaseClass.ALL_SIDES) 8578 if (face == ScriptBaseClass.ALL_SIDES)
7955 { 8579 {
7956 for (face = 0; face < GetNumberOfSides(part); face++) 8580 for (face = 0; face < GetNumberOfSides(part); face++)
7957 { 8581 {
7958 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8582 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7959 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8583 {
7960 res.Add(new LSL_Integer((uint)texgen >> 1)); 8584 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8585 }
8586 else
8587 {
8588 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8589 }
7961 } 8590 }
7962 } 8591 }
7963 else 8592 else
7964 { 8593 {
7965 if (face >= 0 && face < GetNumberOfSides(part)) 8594 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8595 {
8596 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8597 }
8598 else
7966 { 8599 {
7967 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8600 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7968 res.Add(new LSL_Integer((uint)texgen >> 1));
7969 } 8601 }
7970 } 8602 }
7971 break; 8603 break;
@@ -7988,28 +8620,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7988 case (int)ScriptBaseClass.PRIM_GLOW: 8620 case (int)ScriptBaseClass.PRIM_GLOW:
7989 if (remain < 1) 8621 if (remain < 1)
7990 return res; 8622 return res;
7991 8623 face = (int)rules.GetLSLIntegerItem(idx++);
7992 face=(int)rules.GetLSLIntegerItem(idx++);
7993 8624
7994 tex = part.Shape.Textures; 8625 tex = part.Shape.Textures;
8626 float primglow;
7995 if (face == ScriptBaseClass.ALL_SIDES) 8627 if (face == ScriptBaseClass.ALL_SIDES)
7996 { 8628 {
7997 for (face = 0; face < GetNumberOfSides(part); face++) 8629 for (face = 0; face < GetNumberOfSides(part); face++)
7998 { 8630 {
7999 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8631 primglow = tex.GetFace((uint)face).Glow;
8000 res.Add(new LSL_Float(texface.Glow)); 8632 res.Add(new LSL_Float(primglow));
8001 } 8633 }
8002 } 8634 }
8003 else 8635 else
8004 { 8636 {
8005 if (face >= 0 && face < GetNumberOfSides(part)) 8637 primglow = tex.GetFace((uint)face).Glow;
8006 { 8638 res.Add(new LSL_Float(primglow));
8007 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8008 res.Add(new LSL_Float(texface.Glow));
8009 }
8010 } 8639 }
8011 break; 8640 break;
8012
8013 case (int)ScriptBaseClass.PRIM_TEXT: 8641 case (int)ScriptBaseClass.PRIM_TEXT:
8014 Color4 textColor = part.GetTextColor(); 8642 Color4 textColor = part.GetTextColor();
8015 res.Add(new LSL_String(part.Text)); 8643 res.Add(new LSL_String(part.Text));
@@ -8558,8 +9186,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8558 // The function returns an ordered list 9186 // The function returns an ordered list
8559 // representing the tokens found in the supplied 9187 // representing the tokens found in the supplied
8560 // sources string. If two successive tokenizers 9188 // sources string. If two successive tokenizers
8561 // are encountered, then a NULL entry is added 9189 // are encountered, then a null-string entry is
8562 // to the list. 9190 // added to the list.
8563 // 9191 //
8564 // It is a precondition that the source and 9192 // It is a precondition that the source and
8565 // toekizer lisst are non-null. If they are null, 9193 // toekizer lisst are non-null. If they are null,
@@ -8567,7 +9195,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8567 // while their lengths are being determined. 9195 // while their lengths are being determined.
8568 // 9196 //
8569 // A small amount of working memoryis required 9197 // A small amount of working memoryis required
8570 // of approximately 8*#tokenizers. 9198 // of approximately 8*#tokenizers + 8*srcstrlen.
8571 // 9199 //
8572 // There are many ways in which this function 9200 // There are many ways in which this function
8573 // can be implemented, this implementation is 9201 // can be implemented, this implementation is
@@ -8583,155 +9211,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8583 // and eliminates redundant tokenizers as soon 9211 // and eliminates redundant tokenizers as soon
8584 // as is possible. 9212 // as is possible.
8585 // 9213 //
8586 // The implementation tries to avoid any copying 9214 // The implementation tries to minimize temporary
8587 // of arrays or other objects. 9215 // garbage generation.
8588 // </remarks> 9216 // </remarks>
8589 9217
8590 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9218 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8591 { 9219 {
8592 int beginning = 0; 9220 return ParseString2List(src, separators, spacers, true);
8593 int srclen = src.Length; 9221 }
8594 int seplen = separators.Length;
8595 object[] separray = separators.Data;
8596 int spclen = spacers.Length;
8597 object[] spcarray = spacers.Data;
8598 int mlen = seplen+spclen;
8599
8600 int[] offset = new int[mlen+1];
8601 bool[] active = new bool[mlen];
8602
8603 int best;
8604 int j;
8605
8606 // Initial capacity reduces resize cost
8607 9222
8608 LSL_List tokens = new LSL_List(); 9223 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9224 {
9225 int srclen = src.Length;
9226 int seplen = separators.Length;
9227 object[] separray = separators.Data;
9228 int spclen = spacers.Length;
9229 object[] spcarray = spacers.Data;
9230 int dellen = 0;
9231 string[] delarray = new string[seplen+spclen];
8609 9232
8610 // All entries are initially valid 9233 int outlen = 0;
9234 string[] outarray = new string[srclen*2+1];
8611 9235
8612 for (int i = 0; i < mlen; i++) 9236 int i, j;
8613 active[i] = true; 9237 string d;
8614 9238
8615 offset[mlen] = srclen; 9239 m_host.AddScriptLPS(1);
8616 9240
8617 while (beginning < srclen) 9241 /*
9242 * Convert separator and spacer lists to C# strings.
9243 * Also filter out null strings so we don't hang.
9244 */
9245 for (i = 0; i < seplen; i ++)
8618 { 9246 {
9247 d = separray[i].ToString();
9248 if (d.Length > 0)
9249 {
9250 delarray[dellen++] = d;
9251 }
9252 }
9253 seplen = dellen;
8619 9254
8620 best = mlen; // as bad as it gets 9255 for (i = 0; i < spclen; i ++)
9256 {
9257 d = spcarray[i].ToString();
9258 if (d.Length > 0)
9259 {
9260 delarray[dellen++] = d;
9261 }
9262 }
8621 9263
8622 // Scan for separators 9264 /*
9265 * Scan through source string from beginning to end.
9266 */
9267 for (i = 0;;)
9268 {
8623 9269
8624 for (j = 0; j < seplen; j++) 9270 /*
9271 * Find earliest delimeter in src starting at i (if any).
9272 */
9273 int earliestDel = -1;
9274 int earliestSrc = srclen;
9275 string earliestStr = null;
9276 for (j = 0; j < dellen; j ++)
8625 { 9277 {
8626 if (separray[j].ToString() == String.Empty) 9278 d = delarray[j];
8627 active[j] = false; 9279 if (d != null)
8628
8629 if (active[j])
8630 { 9280 {
8631 // scan all of the markers 9281 int index = src.IndexOf(d, i);
8632 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9282 if (index < 0)
8633 { 9283 {
8634 // not present at all 9284 delarray[j] = null; // delim nowhere in src, don't check it anymore
8635 active[j] = false;
8636 } 9285 }
8637 else 9286 else if (index < earliestSrc)
8638 { 9287 {
8639 // present and correct 9288 earliestSrc = index; // where delimeter starts in source string
8640 if (offset[j] < offset[best]) 9289 earliestDel = j; // where delimeter is in delarray[]
8641 { 9290 earliestStr = d; // the delimeter string from delarray[]
8642 // closest so far 9291 if (index == i) break; // can't do any better than found at beg of string
8643 best = j;
8644 if (offset[best] == beginning)
8645 break;
8646 }
8647 } 9292 }
8648 } 9293 }
8649 } 9294 }
8650 9295
8651 // Scan for spacers 9296 /*
8652 9297 * Output source string starting at i through start of earliest delimeter.
8653 if (offset[best] != beginning) 9298 */
9299 if (keepNulls || (earliestSrc > i))
8654 { 9300 {
8655 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9301 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8656 {
8657 if (spcarray[j-seplen].ToString() == String.Empty)
8658 active[j] = false;
8659
8660 if (active[j])
8661 {
8662 // scan all of the markers
8663 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8664 {
8665 // not present at all
8666 active[j] = false;
8667 }
8668 else
8669 {
8670 // present and correct
8671 if (offset[j] < offset[best])
8672 {
8673 // closest so far
8674 best = j;
8675 }
8676 }
8677 }
8678 }
8679 } 9302 }
8680 9303
8681 // This is the normal exit from the scanning loop 9304 /*
9305 * If no delimeter found at or after i, we're done scanning.
9306 */
9307 if (earliestDel < 0) break;
8682 9308
8683 if (best == mlen) 9309 /*
9310 * If delimeter was a spacer, output the spacer.
9311 */
9312 if (earliestDel >= seplen)
8684 { 9313 {
8685 // no markers were found on this pass 9314 outarray[outlen++] = earliestStr;
8686 // so we're pretty much done
8687 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8688 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8689 break;
8690 } 9315 }
8691 9316
8692 // Otherwise we just add the newly delimited token 9317 /*
8693 // and recalculate where the search should continue. 9318 * Look at rest of src string following delimeter.
8694 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9319 */
8695 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9320 i = earliestSrc + earliestStr.Length;
8696
8697 if (best < seplen)
8698 {
8699 beginning = offset[best] + (separray[best].ToString()).Length;
8700 }
8701 else
8702 {
8703 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8704 string str = spcarray[best - seplen].ToString();
8705 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8706 tokens.Add(new LSL_String(str));
8707 }
8708 } 9321 }
8709 9322
8710 // This an awkward an not very intuitive boundary case. If the 9323 /*
8711 // last substring is a tokenizer, then there is an implied trailing 9324 * Make up an exact-sized output array suitable for an LSL_List object.
8712 // null list entry. Hopefully the single comparison will not be too 9325 */
8713 // arduous. Alternatively the 'break' could be replced with a return 9326 object[] outlist = new object[outlen];
8714 // but that's shabby programming. 9327 for (i = 0; i < outlen; i ++)
8715
8716 if ((beginning == srclen) && (keepNulls))
8717 { 9328 {
8718 if (srclen != 0) 9329 outlist[i] = new LSL_String(outarray[i]);
8719 tokens.Add(new LSL_String(""));
8720 } 9330 }
8721 9331 return new LSL_List(outlist);
8722 return tokens;
8723 }
8724
8725 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8726 {
8727 m_host.AddScriptLPS(1);
8728 return this.ParseString(src, separators, spacers, false);
8729 }
8730
8731 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8732 {
8733 m_host.AddScriptLPS(1);
8734 return this.ParseString(src, separators, spacers, true);
8735 } 9332 }
8736 9333
8737 public LSL_Integer llGetObjectPermMask(int mask) 9334 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8808,28 +9405,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8808 { 9405 {
8809 m_host.AddScriptLPS(1); 9406 m_host.AddScriptLPS(1);
8810 9407
8811 lock (m_host.TaskInventory) 9408 m_host.TaskInventory.LockItemsForRead(true);
9409 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8812 { 9410 {
8813 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9411 if (inv.Value.Name == item)
8814 { 9412 {
8815 if (inv.Value.Name == item) 9413 m_host.TaskInventory.LockItemsForRead(false);
9414 switch (mask)
8816 { 9415 {
8817 switch (mask) 9416 case 0:
8818 { 9417 return (int)inv.Value.BasePermissions;
8819 case 0: 9418 case 1:
8820 return (int)inv.Value.BasePermissions; 9419 return (int)inv.Value.CurrentPermissions;
8821 case 1: 9420 case 2:
8822 return (int)inv.Value.CurrentPermissions; 9421 return (int)inv.Value.GroupPermissions;
8823 case 2: 9422 case 3:
8824 return (int)inv.Value.GroupPermissions; 9423 return (int)inv.Value.EveryonePermissions;
8825 case 3: 9424 case 4:
8826 return (int)inv.Value.EveryonePermissions; 9425 return (int)inv.Value.NextPermissions;
8827 case 4:
8828 return (int)inv.Value.NextPermissions;
8829 }
8830 } 9426 }
8831 } 9427 }
8832 } 9428 }
9429 m_host.TaskInventory.LockItemsForRead(false);
8833 9430
8834 return -1; 9431 return -1;
8835 } 9432 }
@@ -8876,16 +9473,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8876 { 9473 {
8877 m_host.AddScriptLPS(1); 9474 m_host.AddScriptLPS(1);
8878 9475
8879 lock (m_host.TaskInventory) 9476 m_host.TaskInventory.LockItemsForRead(true);
9477 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8880 { 9478 {
8881 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9479 if (inv.Value.Name == item)
8882 { 9480 {
8883 if (inv.Value.Name == item) 9481 m_host.TaskInventory.LockItemsForRead(false);
8884 { 9482 return inv.Value.CreatorID.ToString();
8885 return inv.Value.CreatorID.ToString();
8886 }
8887 } 9483 }
8888 } 9484 }
9485 m_host.TaskInventory.LockItemsForRead(false);
8889 9486
8890 llSay(0, "No item name '" + item + "'"); 9487 llSay(0, "No item name '" + item + "'");
8891 9488
@@ -9033,7 +9630,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9033 } 9630 }
9034 9631
9035 /// <summary> 9632 /// <summary>
9036 /// illListReplaceList removes the sub-list defined by the inclusive indices 9633 /// llListReplaceList removes the sub-list defined by the inclusive indices
9037 /// start and end and inserts the src list in its place. The inclusive 9634 /// start and end and inserts the src list in its place. The inclusive
9038 /// nature of the indices means that at least one element must be deleted 9635 /// nature of the indices means that at least one element must be deleted
9039 /// if the indices are within the bounds of the existing list. I.e. 2,2 9636 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9090,16 +9687,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9090 // based upon end. Note that if end exceeds the upper 9687 // based upon end. Note that if end exceeds the upper
9091 // bound in this case, the entire destination list 9688 // bound in this case, the entire destination list
9092 // is removed. 9689 // is removed.
9093 else 9690 else if (start == 0)
9094 { 9691 {
9095 if (end + 1 < dest.Length) 9692 if (end + 1 < dest.Length)
9096 {
9097 return src + dest.GetSublist(end + 1, -1); 9693 return src + dest.GetSublist(end + 1, -1);
9098 }
9099 else 9694 else
9100 {
9101 return src; 9695 return src;
9102 } 9696 }
9697 else // Start < 0
9698 {
9699 if (end + 1 < dest.Length)
9700 return dest.GetSublist(end + 1, -1);
9701 else
9702 return new LSL_List();
9103 } 9703 }
9104 } 9704 }
9105 // Finally, if start > end, we strip away a prefix and 9705 // Finally, if start > end, we strip away a prefix and
@@ -9150,17 +9750,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9150 int width = 0; 9750 int width = 0;
9151 int height = 0; 9751 int height = 0;
9152 9752
9153 ParcelMediaCommandEnum? commandToSend = null; 9753 uint commandToSend = 0;
9154 float time = 0.0f; // default is from start 9754 float time = 0.0f; // default is from start
9155 9755
9156 ScenePresence presence = null; 9756 ScenePresence presence = null;
9157 9757
9158 for (int i = 0; i < commandList.Data.Length; i++) 9758 for (int i = 0; i < commandList.Data.Length; i++)
9159 { 9759 {
9160 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9760 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9161 switch (command) 9761 switch (command)
9162 { 9762 {
9163 case ParcelMediaCommandEnum.Agent: 9763 case (uint)ParcelMediaCommandEnum.Agent:
9164 // we send only to one agent 9764 // we send only to one agent
9165 if ((i + 1) < commandList.Length) 9765 if ((i + 1) < commandList.Length)
9166 { 9766 {
@@ -9177,25 +9777,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9177 } 9777 }
9178 break; 9778 break;
9179 9779
9180 case ParcelMediaCommandEnum.Loop: 9780 case (uint)ParcelMediaCommandEnum.Loop:
9181 loop = 1; 9781 loop = 1;
9182 commandToSend = command; 9782 commandToSend = command;
9183 update = true; //need to send the media update packet to set looping 9783 update = true; //need to send the media update packet to set looping
9184 break; 9784 break;
9185 9785
9186 case ParcelMediaCommandEnum.Play: 9786 case (uint)ParcelMediaCommandEnum.Play:
9187 loop = 0; 9787 loop = 0;
9188 commandToSend = command; 9788 commandToSend = command;
9189 update = true; //need to send the media update packet to make sure it doesn't loop 9789 update = true; //need to send the media update packet to make sure it doesn't loop
9190 break; 9790 break;
9191 9791
9192 case ParcelMediaCommandEnum.Pause: 9792 case (uint)ParcelMediaCommandEnum.Pause:
9193 case ParcelMediaCommandEnum.Stop: 9793 case (uint)ParcelMediaCommandEnum.Stop:
9194 case ParcelMediaCommandEnum.Unload: 9794 case (uint)ParcelMediaCommandEnum.Unload:
9195 commandToSend = command; 9795 commandToSend = command;
9196 break; 9796 break;
9197 9797
9198 case ParcelMediaCommandEnum.Url: 9798 case (uint)ParcelMediaCommandEnum.Url:
9199 if ((i + 1) < commandList.Length) 9799 if ((i + 1) < commandList.Length)
9200 { 9800 {
9201 if (commandList.Data[i + 1] is LSL_String) 9801 if (commandList.Data[i + 1] is LSL_String)
@@ -9208,7 +9808,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9208 } 9808 }
9209 break; 9809 break;
9210 9810
9211 case ParcelMediaCommandEnum.Texture: 9811 case (uint)ParcelMediaCommandEnum.Texture:
9212 if ((i + 1) < commandList.Length) 9812 if ((i + 1) < commandList.Length)
9213 { 9813 {
9214 if (commandList.Data[i + 1] is LSL_String) 9814 if (commandList.Data[i + 1] is LSL_String)
@@ -9221,7 +9821,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9221 } 9821 }
9222 break; 9822 break;
9223 9823
9224 case ParcelMediaCommandEnum.Time: 9824 case (uint)ParcelMediaCommandEnum.Time:
9225 if ((i + 1) < commandList.Length) 9825 if ((i + 1) < commandList.Length)
9226 { 9826 {
9227 if (commandList.Data[i + 1] is LSL_Float) 9827 if (commandList.Data[i + 1] is LSL_Float)
@@ -9233,7 +9833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9233 } 9833 }
9234 break; 9834 break;
9235 9835
9236 case ParcelMediaCommandEnum.AutoAlign: 9836 case (uint)ParcelMediaCommandEnum.AutoAlign:
9237 if ((i + 1) < commandList.Length) 9837 if ((i + 1) < commandList.Length)
9238 { 9838 {
9239 if (commandList.Data[i + 1] is LSL_Integer) 9839 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9247,7 +9847,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9247 } 9847 }
9248 break; 9848 break;
9249 9849
9250 case ParcelMediaCommandEnum.Type: 9850 case (uint)ParcelMediaCommandEnum.Type:
9251 if ((i + 1) < commandList.Length) 9851 if ((i + 1) < commandList.Length)
9252 { 9852 {
9253 if (commandList.Data[i + 1] is LSL_String) 9853 if (commandList.Data[i + 1] is LSL_String)
@@ -9260,7 +9860,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9260 } 9860 }
9261 break; 9861 break;
9262 9862
9263 case ParcelMediaCommandEnum.Desc: 9863 case (uint)ParcelMediaCommandEnum.Desc:
9264 if ((i + 1) < commandList.Length) 9864 if ((i + 1) < commandList.Length)
9265 { 9865 {
9266 if (commandList.Data[i + 1] is LSL_String) 9866 if (commandList.Data[i + 1] is LSL_String)
@@ -9273,7 +9873,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9273 } 9873 }
9274 break; 9874 break;
9275 9875
9276 case ParcelMediaCommandEnum.Size: 9876 case (uint)ParcelMediaCommandEnum.Size:
9277 if ((i + 2) < commandList.Length) 9877 if ((i + 2) < commandList.Length)
9278 { 9878 {
9279 if (commandList.Data[i + 1] is LSL_Integer) 9879 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9343,7 +9943,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9343 } 9943 }
9344 } 9944 }
9345 9945
9346 if (commandToSend != null) 9946 if (commandToSend != 0)
9347 { 9947 {
9348 // the commandList contained a start/stop/... command, too 9948 // the commandList contained a start/stop/... command, too
9349 if (presence == null) 9949 if (presence == null)
@@ -9380,7 +9980,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9380 9980
9381 if (aList.Data[i] != null) 9981 if (aList.Data[i] != null)
9382 { 9982 {
9383 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9983 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9384 { 9984 {
9385 case ParcelMediaCommandEnum.Url: 9985 case ParcelMediaCommandEnum.Url:
9386 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9986 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9423,16 +10023,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9423 { 10023 {
9424 m_host.AddScriptLPS(1); 10024 m_host.AddScriptLPS(1);
9425 10025
9426 lock (m_host.TaskInventory) 10026 m_host.TaskInventory.LockItemsForRead(true);
10027 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9427 { 10028 {
9428 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10029 if (inv.Value.Name == name)
9429 { 10030 {
9430 if (inv.Value.Name == name) 10031 m_host.TaskInventory.LockItemsForRead(false);
9431 { 10032 return inv.Value.Type;
9432 return inv.Value.Type;
9433 }
9434 } 10033 }
9435 } 10034 }
10035 m_host.TaskInventory.LockItemsForRead(false);
9436 10036
9437 return -1; 10037 return -1;
9438 } 10038 }
@@ -9443,15 +10043,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9443 10043
9444 if (quick_pay_buttons.Data.Length < 4) 10044 if (quick_pay_buttons.Data.Length < 4)
9445 { 10045 {
9446 LSLError("List must have at least 4 elements"); 10046 int x;
9447 return; 10047 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10048 {
10049 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10050 }
9448 } 10051 }
9449 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10052 int[] nPrice = new int[5];
9450 10053 nPrice[0] = price;
9451 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10054 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9452 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10055 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9453 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10056 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9454 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10057 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10058 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9455 m_host.ParentGroup.HasGroupChanged = true; 10059 m_host.ParentGroup.HasGroupChanged = true;
9456 } 10060 }
9457 10061
@@ -9463,17 +10067,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9463 if (invItemID == UUID.Zero) 10067 if (invItemID == UUID.Zero)
9464 return new LSL_Vector(); 10068 return new LSL_Vector();
9465 10069
9466 lock (m_host.TaskInventory) 10070 m_host.TaskInventory.LockItemsForRead(true);
10071 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9467 { 10072 {
9468 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10073 m_host.TaskInventory.LockItemsForRead(false);
9469 return new LSL_Vector(); 10074 return new LSL_Vector();
10075 }
9470 10076
9471 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10077 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9472 { 10078 {
9473 ShoutError("No permissions to track the camera"); 10079 ShoutError("No permissions to track the camera");
9474 return new LSL_Vector(); 10080 m_host.TaskInventory.LockItemsForRead(false);
9475 } 10081 return new LSL_Vector();
9476 } 10082 }
10083 m_host.TaskInventory.LockItemsForRead(false);
9477 10084
9478 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10085 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9479 if (presence != null) 10086 if (presence != null)
@@ -9491,17 +10098,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9491 if (invItemID == UUID.Zero) 10098 if (invItemID == UUID.Zero)
9492 return new LSL_Rotation(); 10099 return new LSL_Rotation();
9493 10100
9494 lock (m_host.TaskInventory) 10101 m_host.TaskInventory.LockItemsForRead(true);
10102 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9495 { 10103 {
9496 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10104 m_host.TaskInventory.LockItemsForRead(false);
9497 return new LSL_Rotation(); 10105 return new LSL_Rotation();
9498 10106 }
9499 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10107 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9500 { 10108 {
9501 ShoutError("No permissions to track the camera"); 10109 ShoutError("No permissions to track the camera");
9502 return new LSL_Rotation(); 10110 m_host.TaskInventory.LockItemsForRead(false);
9503 } 10111 return new LSL_Rotation();
9504 } 10112 }
10113 m_host.TaskInventory.LockItemsForRead(false);
9505 10114
9506 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10115 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9507 if (presence != null) 10116 if (presence != null)
@@ -9563,8 +10172,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9563 { 10172 {
9564 m_host.AddScriptLPS(1); 10173 m_host.AddScriptLPS(1);
9565 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10174 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9566 if (detectedParams == null) return; // only works on the first detected avatar 10175 if (detectedParams == null)
9567 10176 {
10177 if (m_host.ParentGroup.IsAttachment == true)
10178 {
10179 detectedParams = new DetectParams();
10180 detectedParams.Key = m_host.OwnerID;
10181 }
10182 else
10183 {
10184 return;
10185 }
10186 }
10187
9568 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10188 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9569 if (avatar != null) 10189 if (avatar != null)
9570 { 10190 {
@@ -9572,6 +10192,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9572 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10192 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9573 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10193 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9574 } 10194 }
10195
9575 ScriptSleep(1000); 10196 ScriptSleep(1000);
9576 } 10197 }
9577 10198
@@ -9664,14 +10285,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9664 if (objectID == UUID.Zero) return; 10285 if (objectID == UUID.Zero) return;
9665 10286
9666 UUID agentID; 10287 UUID agentID;
9667 lock (m_host.TaskInventory) 10288 m_host.TaskInventory.LockItemsForRead(true);
9668 { 10289 // we need the permission first, to know which avatar we want to set the camera for
9669 // we need the permission first, to know which avatar we want to set the camera for 10290 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9670 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9671 10291
9672 if (agentID == UUID.Zero) return; 10292 if (agentID == UUID.Zero)
9673 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10293 {
10294 m_host.TaskInventory.LockItemsForRead(false);
10295 return;
9674 } 10296 }
10297 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10298 {
10299 m_host.TaskInventory.LockItemsForRead(false);
10300 return;
10301 }
10302 m_host.TaskInventory.LockItemsForRead(false);
9675 10303
9676 ScenePresence presence = World.GetScenePresence(agentID); 10304 ScenePresence presence = World.GetScenePresence(agentID);
9677 10305
@@ -9680,12 +10308,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9680 10308
9681 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10309 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9682 object[] data = rules.Data; 10310 object[] data = rules.Data;
9683 for (int i = 0; i < data.Length; ++i) { 10311 for (int i = 0; i < data.Length; ++i)
10312 {
9684 int type = Convert.ToInt32(data[i++].ToString()); 10313 int type = Convert.ToInt32(data[i++].ToString());
9685 if (i >= data.Length) break; // odd number of entries => ignore the last 10314 if (i >= data.Length) break; // odd number of entries => ignore the last
9686 10315
9687 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10316 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9688 switch (type) { 10317 switch (type)
10318 {
9689 case ScriptBaseClass.CAMERA_FOCUS: 10319 case ScriptBaseClass.CAMERA_FOCUS:
9690 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10320 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9691 case ScriptBaseClass.CAMERA_POSITION: 10321 case ScriptBaseClass.CAMERA_POSITION:
@@ -9721,12 +10351,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9721 10351
9722 // we need the permission first, to know which avatar we want to clear the camera for 10352 // we need the permission first, to know which avatar we want to clear the camera for
9723 UUID agentID; 10353 UUID agentID;
9724 lock (m_host.TaskInventory) 10354 m_host.TaskInventory.LockItemsForRead(true);
10355 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10356 if (agentID == UUID.Zero)
9725 { 10357 {
9726 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10358 m_host.TaskInventory.LockItemsForRead(false);
9727 if (agentID == UUID.Zero) return; 10359 return;
9728 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10360 }
10361 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10362 {
10363 m_host.TaskInventory.LockItemsForRead(false);
10364 return;
9729 } 10365 }
10366 m_host.TaskInventory.LockItemsForRead(false);
9730 10367
9731 ScenePresence presence = World.GetScenePresence(agentID); 10368 ScenePresence presence = World.GetScenePresence(agentID);
9732 10369
@@ -9793,19 +10430,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9793 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10430 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9794 { 10431 {
9795 m_host.AddScriptLPS(1); 10432 m_host.AddScriptLPS(1);
9796 string ret = String.Empty; 10433
9797 string src1 = llBase64ToString(str1); 10434 if (str1 == String.Empty)
9798 string src2 = llBase64ToString(str2); 10435 return String.Empty;
9799 int c = 0; 10436 if (str2 == String.Empty)
9800 for (int i = 0; i < src1.Length; i++) 10437 return str1;
10438
10439 int len = str2.Length;
10440 if ((len % 4) != 0) // LL is EVIL!!!!
10441 {
10442 while (str2.EndsWith("="))
10443 str2 = str2.Substring(0, str2.Length - 1);
10444
10445 len = str2.Length;
10446 int mod = len % 4;
10447
10448 if (mod == 1)
10449 str2 = str2.Substring(0, str2.Length - 1);
10450 else if (mod == 2)
10451 str2 += "==";
10452 else if (mod == 3)
10453 str2 += "=";
10454 }
10455
10456 byte[] data1;
10457 byte[] data2;
10458 try
10459 {
10460 data1 = Convert.FromBase64String(str1);
10461 data2 = Convert.FromBase64String(str2);
10462 }
10463 catch (Exception)
10464 {
10465 return new LSL_String(String.Empty);
10466 }
10467
10468 byte[] d2 = new Byte[data1.Length];
10469 int pos = 0;
10470
10471 if (data1.Length <= data2.Length)
9801 { 10472 {
9802 ret += (char) (src1[i] ^ src2[c]); 10473 Array.Copy(data2, 0, d2, 0, data1.Length);
10474 }
10475 else
10476 {
10477 while (pos < data1.Length)
10478 {
10479 len = data1.Length - pos;
10480 if (len > data2.Length)
10481 len = data2.Length;
9803 10482
9804 c++; 10483 Array.Copy(data2, 0, d2, pos, len);
9805 if (c >= src2.Length) 10484 pos += len;
9806 c = 0; 10485 }
9807 } 10486 }
9808 return llStringToBase64(ret); 10487
10488 for (pos = 0 ; pos < data1.Length ; pos++ )
10489 data1[pos] ^= d2[pos];
10490
10491 return Convert.ToBase64String(data1);
9809 } 10492 }
9810 10493
9811 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10494 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9862,12 +10545,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9862 Regex r = new Regex(authregex); 10545 Regex r = new Regex(authregex);
9863 int[] gnums = r.GetGroupNumbers(); 10546 int[] gnums = r.GetGroupNumbers();
9864 Match m = r.Match(url); 10547 Match m = r.Match(url);
9865 if (m.Success) { 10548 if (m.Success)
9866 for (int i = 1; i < gnums.Length; i++) { 10549 {
10550 for (int i = 1; i < gnums.Length; i++)
10551 {
9867 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10552 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9868 //CaptureCollection cc = g.Captures; 10553 //CaptureCollection cc = g.Captures;
9869 } 10554 }
9870 if (m.Groups.Count == 5) { 10555 if (m.Groups.Count == 5)
10556 {
9871 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10557 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9872 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10558 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9873 } 10559 }
@@ -10153,15 +10839,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10153 10839
10154 internal UUID ScriptByName(string name) 10840 internal UUID ScriptByName(string name)
10155 { 10841 {
10156 lock (m_host.TaskInventory) 10842 m_host.TaskInventory.LockItemsForRead(true);
10843
10844 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10157 { 10845 {
10158 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10846 if (item.Type == 10 && item.Name == name)
10159 { 10847 {
10160 if (item.Type == 10 && item.Name == name) 10848 m_host.TaskInventory.LockItemsForRead(false);
10161 return item.ItemID; 10849 return item.ItemID;
10162 } 10850 }
10163 } 10851 }
10164 10852
10853 m_host.TaskInventory.LockItemsForRead(false);
10854
10165 return UUID.Zero; 10855 return UUID.Zero;
10166 } 10856 }
10167 10857
@@ -10202,6 +10892,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10202 { 10892 {
10203 m_host.AddScriptLPS(1); 10893 m_host.AddScriptLPS(1);
10204 10894
10895 //Clone is thread safe
10205 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10896 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10206 10897
10207 UUID assetID = UUID.Zero; 10898 UUID assetID = UUID.Zero;
@@ -10264,6 +10955,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10264 { 10955 {
10265 m_host.AddScriptLPS(1); 10956 m_host.AddScriptLPS(1);
10266 10957
10958 //Clone is thread safe
10267 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10959 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10268 10960
10269 UUID assetID = UUID.Zero; 10961 UUID assetID = UUID.Zero;
@@ -10344,15 +11036,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10344 return GetLinkPrimitiveParams(obj, rules); 11036 return GetLinkPrimitiveParams(obj, rules);
10345 } 11037 }
10346 11038
10347 public void print(string str) 11039 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10348 { 11040 {
10349 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11041 List<SceneObjectPart> parts = GetLinkParts(link);
10350 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11042 if (parts.Count < 1)
10351 if (ossl != null) 11043 return 0;
10352 { 11044
10353 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11045 return GetNumberOfSides(parts[0]);
10354 m_log.Info("LSL print():" + str);
10355 }
10356 } 11046 }
10357 11047
10358 private string Name2Username(string name) 11048 private string Name2Username(string name)
@@ -10398,6 +11088,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10398 return rq.ToString(); 11088 return rq.ToString();
10399 } 11089 }
10400 11090
11091 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11092 {
11093 m_SayShoutCount = 0;
11094 }
10401 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11095 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10402 { 11096 {
10403 m_host.AddScriptLPS(1); 11097 m_host.AddScriptLPS(1);
@@ -10567,22 +11261,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10567 NotImplemented("llGetSPMaxMemory"); 11261 NotImplemented("llGetSPMaxMemory");
10568 } 11262 }
10569 11263
10570 public void llGetUsedMemory() 11264 public virtual LSL_Integer llGetUsedMemory()
10571 { 11265 {
10572 m_host.AddScriptLPS(1); 11266 m_host.AddScriptLPS(1);
10573 NotImplemented("llGetUsedMemory"); 11267 NotImplemented("llGetUsedMemory");
11268 return 0;
10574 } 11269 }
10575 11270
10576 public void llScriptProfiler(LSL_Integer flags) 11271 public void llScriptProfiler(LSL_Integer flags)
10577 { 11272 {
10578 m_host.AddScriptLPS(1); 11273 m_host.AddScriptLPS(1);
10579 NotImplemented("llScriptProfiler"); 11274 //NotImplemented("llScriptProfiler");
10580 } 11275 }
10581 11276
10582 public void llSetSoundQueueing(int queue) 11277 public void llSetSoundQueueing(int queue)
10583 { 11278 {
10584 m_host.AddScriptLPS(1); 11279 m_host.AddScriptLPS(1);
10585 NotImplemented("llSetSoundQueueing");
10586 } 11280 }
10587 11281
10588 public void llCollisionSprite(string impact_sprite) 11282 public void llCollisionSprite(string impact_sprite)
@@ -10594,7 +11288,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10594 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11288 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10595 { 11289 {
10596 m_host.AddScriptLPS(1); 11290 m_host.AddScriptLPS(1);
10597 NotImplemented("llGodLikeRezObject"); 11291
11292 if (!World.Permissions.IsGod(m_host.OwnerID))
11293 NotImplemented("llGodLikeRezObject");
11294
11295 AssetBase rezAsset = World.AssetService.Get(inventory);
11296 if (rezAsset == null)
11297 {
11298 llSay(0, "Asset not found");
11299 return;
11300 }
11301
11302 SceneObjectGroup group = null;
11303
11304 try
11305 {
11306 string xmlData = Utils.BytesToString(rezAsset.Data);
11307 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11308 }
11309 catch
11310 {
11311 llSay(0, "Asset not found");
11312 return;
11313 }
11314
11315 if (group == null)
11316 {
11317 llSay(0, "Asset not found");
11318 return;
11319 }
11320
11321 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11322 group.RootPart.AttachOffset = group.AbsolutePosition;
11323
11324 group.ResetIDs();
11325
11326 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11327 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11328 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11329 group.ScheduleGroupForFullUpdate();
11330
11331 // objects rezzed with this method are die_at_edge by default.
11332 group.RootPart.SetDieAtEdge(true);
11333
11334 group.ResumeScripts();
11335
11336 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11337 "object_rez", new Object[] {
11338 new LSL_String(
11339 group.RootPart.UUID.ToString()) },
11340 new DetectParams[0]));
10598 } 11341 }
10599 11342
10600 #endregion 11343 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 268a599..b19f8cf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -135,6 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
135 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 135 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
136 internal float m_ScriptDelayFactor = 1.0f; 136 internal float m_ScriptDelayFactor = 1.0f;
137 internal float m_ScriptDistanceFactor = 1.0f; 137 internal float m_ScriptDistanceFactor = 1.0f;
138 internal bool m_debuggerSafe = false;
138 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 139 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
139 140
140 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 141 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -143,6 +144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
143 m_host = host; 144 m_host = host;
144 m_localID = localID; 145 m_localID = localID;
145 m_itemID = itemID; 146 m_itemID = itemID;
147 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
146 148
147 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
148 m_OSFunctionsEnabled = true; 150 m_OSFunctionsEnabled = true;
@@ -201,7 +203,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
201 203
202 internal void OSSLError(string msg) 204 internal void OSSLError(string msg)
203 { 205 {
204 throw new Exception("OSSL Runtime Error: " + msg); 206 if (m_debuggerSafe)
207 {
208 OSSLShoutError(msg);
209 }
210 else
211 {
212 throw new Exception("OSSL Runtime Error: " + msg);
213 }
205 } 214 }
206 215
207 private void InitLSL() 216 private void InitLSL()
@@ -840,18 +849,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
840 if (target != null) 849 if (target != null)
841 { 850 {
842 UUID animID=UUID.Zero; 851 UUID animID=UUID.Zero;
843 lock (m_host.TaskInventory) 852 m_host.TaskInventory.LockItemsForRead(true);
853 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
844 { 854 {
845 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 855 if (inv.Value.Name == animation)
846 { 856 {
847 if (inv.Value.Name == animation) 857 if (inv.Value.Type == (int)AssetType.Animation)
848 { 858 animID = inv.Value.AssetID;
849 if (inv.Value.Type == (int)AssetType.Animation) 859 continue;
850 animID = inv.Value.AssetID;
851 continue;
852 }
853 } 860 }
854 } 861 }
862 m_host.TaskInventory.LockItemsForRead(false);
855 if (animID == UUID.Zero) 863 if (animID == UUID.Zero)
856 target.Animator.AddAnimation(animation, m_host.UUID); 864 target.Animator.AddAnimation(animation, m_host.UUID);
857 else 865 else
@@ -873,18 +881,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
873 if (target != null) 881 if (target != null)
874 { 882 {
875 UUID animID = UUID.Zero; 883 UUID animID = UUID.Zero;
876 lock (m_host.TaskInventory) 884 m_host.TaskInventory.LockItemsForRead(true);
885 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
877 { 886 {
878 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 887 if (inv.Value.Name == animation)
879 { 888 {
880 if (inv.Value.Name == animation) 889 if (inv.Value.Type == (int)AssetType.Animation)
881 { 890 animID = inv.Value.AssetID;
882 if (inv.Value.Type == (int)AssetType.Animation) 891 continue;
883 animID = inv.Value.AssetID;
884 continue;
885 }
886 } 892 }
887 } 893 }
894 m_host.TaskInventory.LockItemsForRead(false);
888 895
889 if (animID == UUID.Zero) 896 if (animID == UUID.Zero)
890 target.Animator.RemoveAnimation(animation); 897 target.Animator.RemoveAnimation(animation);
@@ -1841,6 +1848,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1841 1848
1842 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1849 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1843 { 1850 {
1851 m_host.TaskInventory.LockItemsForRead(true);
1844 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1852 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1845 { 1853 {
1846 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1854 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1848,6 +1856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1848 assetID = item.AssetID; 1856 assetID = item.AssetID;
1849 } 1857 }
1850 } 1858 }
1859 m_host.TaskInventory.LockItemsForRead(false);
1851 } 1860 }
1852 1861
1853 if (assetID == UUID.Zero) 1862 if (assetID == UUID.Zero)
@@ -2171,8 +2180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2171 UUID x = module.CreateNPC(firstname, 2180 UUID x = module.CreateNPC(firstname,
2172 lastname, 2181 lastname,
2173 new Vector3((float) position.x, (float) position.y, (float) position.z), 2182 new Vector3((float) position.x, (float) position.y, (float) position.z),
2174 World, 2183 World,appearance);
2175 appearance);
2176 2184
2177 return new LSL_Key(x.ToString()); 2185 return new LSL_Key(x.ToString());
2178 } 2186 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 4ac7f8b..6de0773 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
205 // Is the sensor type is AGENT and not SCRIPTED then include agents 205 // Is the sensor type is AGENT and not SCRIPTED then include agents
206 if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0) 206 if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0)
207 { 207 {
208 sensedEntities.AddRange(doAgentSensor(ts)); 208 sensedEntities.AddRange(doAgentSensor(ts));
209 } 209 }
210 210
211 // If SCRIPTED or PASSIVE or ACTIVE check objects 211 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -302,13 +302,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
302 float dy; 302 float dy;
303 float dz; 303 float dz;
304 304
305 Quaternion q = SensePoint.RotationOffset; 305// Quaternion q = SensePoint.RotationOffset;
306 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
306 if (SensePoint.ParentGroup.IsAttachment) 307 if (SensePoint.ParentGroup.IsAttachment)
307 { 308 {
308 // In attachments, the sensor cone always orients with the 309 // In attachments, the sensor cone always orients with the
309 // avatar rotation. This may include a nonzero elevation if 310 // avatar rotation. This may include a nonzero elevation if
310 // in mouselook. 311 // in mouselook.
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 312 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
313 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 314 q = avatar.Rotation;
313 } 315 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 316 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -429,6 +431,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
429 // avatar rotation. This may include a nonzero elevation if 431 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook. 432 // in mouselook.
431 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 433 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
434 fromRegionPos = avatar.AbsolutePosition;
432 q = avatar.Rotation; 435 q = avatar.Rotation;
433 } 436 }
434 437
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..4ad4123 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();
@@ -405,7 +406,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
405 LSL_Vector llWind(LSL_Vector offset); 406 LSL_Vector llWind(LSL_Vector offset);
406 LSL_String llXorBase64Strings(string str1, string str2); 407 LSL_String llXorBase64Strings(string str1, string str2);
407 LSL_String llXorBase64StringsCorrect(string str1, string str2); 408 LSL_String llXorBase64StringsCorrect(string str1, string str2);
408 void print(string str); 409 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
409 410
410 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 411 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
411 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 412 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 87cfe1a..5ddba60 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -83,7 +83,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
83 // Avatar Info Commands 83 // Avatar Info Commands
84 string osGetAgentIP(string agent); 84 string osGetAgentIP(string agent);
85 LSL_List osGetAgents(); 85 LSL_List osGetAgents();
86 86
87 // Teleport commands 87 // Teleport commands
88 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 88 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
89 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 89 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 36c5f90..864d59c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -281,6 +281,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
281 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 281 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
282 public const int CHANGED_MEDIA = 2048; 282 public const int CHANGED_MEDIA = 2048;
283 public const int CHANGED_ANIMATION = 16384; 283 public const int CHANGED_ANIMATION = 16384;
284 public const int CHANGED_POSITION = 32768;
284 public const int TYPE_INVALID = 0; 285 public const int TYPE_INVALID = 0;
285 public const int TYPE_INTEGER = 1; 286 public const int TYPE_INTEGER = 1;
286 public const int TYPE_FLOAT = 2; 287 public const int TYPE_FLOAT = 2;
@@ -374,6 +375,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
374 public const int PRIM_SCULPT_TYPE_TORUS = 2; 375 public const int PRIM_SCULPT_TYPE_TORUS = 2;
375 public const int PRIM_SCULPT_TYPE_PLANE = 3; 376 public const int PRIM_SCULPT_TYPE_PLANE = 3;
376 public const int PRIM_SCULPT_TYPE_CYLINDER = 4; 377 public const int PRIM_SCULPT_TYPE_CYLINDER = 4;
378 public const int PRIM_SCULPT_FLAG_INVERT = 64;
379 public const int PRIM_SCULPT_FLAG_MIRROR = 128;
377 380
378 public const int MASK_BASE = 0; 381 public const int MASK_BASE = 0;
379 public const int MASK_OWNER = 1; 382 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..a88a1f4 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;
@@ -314,6 +315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 315 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 316 }
316 317
318 [DebuggerNonUserCode]
317 public void llDie() 319 public void llDie()
318 { 320 {
319 m_LSL_Functions.llDie(); 321 m_LSL_Functions.llDie();
@@ -464,6 +466,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 466 return m_LSL_Functions.llGetFreeMemory();
465 } 467 }
466 468
469 public LSL_Integer llGetUsedMemory()
470 {
471 return m_LSL_Functions.llGetUsedMemory();
472 }
473
467 public LSL_Integer llGetFreeURLs() 474 public LSL_Integer llGetFreeURLs()
468 { 475 {
469 return m_LSL_Functions.llGetFreeURLs(); 476 return m_LSL_Functions.llGetFreeURLs();
@@ -1878,9 +1885,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1878 return m_LSL_Functions.llClearPrimMedia(face); 1885 return m_LSL_Functions.llClearPrimMedia(face);
1879 } 1886 }
1880 1887
1881 public void print(string str) 1888 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1882 { 1889 {
1883 m_LSL_Functions.print(str); 1890 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1884 } 1891 }
1885 } 1892 }
1886} 1893}
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 3313b18..5a50714 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;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -271,9 +271,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
271 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 271 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
272// lease.Register(this); 272// lease.Register(this);
273 } 273 }
274 catch (Exception) 274 catch (Exception e)
275 { 275 {
276 // m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly); 276 m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly);
277 throw;
277 } 278 }
278 279
279 try 280 try
@@ -434,14 +435,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
434 { 435 {
435 int permsMask; 436 int permsMask;
436 UUID permsGranter; 437 UUID permsGranter;
437 lock (part.TaskInventory) 438 part.TaskInventory.LockItemsForRead(true);
439 if (!part.TaskInventory.ContainsKey(m_ItemID))
438 { 440 {
439 if (!part.TaskInventory.ContainsKey(m_ItemID)) 441 part.TaskInventory.LockItemsForRead(false);
440 return; 442 return;
441
442 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
443 permsMask = part.TaskInventory[m_ItemID].PermsMask;
444 } 443 }
444 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
445 permsMask = part.TaskInventory[m_ItemID].PermsMask;
446 part.TaskInventory.LockItemsForRead(false);
445 447
446 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 448 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
447 { 449 {
@@ -550,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
550 return true; 552 return true;
551 } 553 }
552 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
553 public void SetState(string state) 556 public void SetState(string state)
554 { 557 {
555 if (state == State) 558 if (state == State)
@@ -561,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
561 new DetectParams[0])); 564 new DetectParams[0]));
562 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
563 new DetectParams[0])); 566 new DetectParams[0]));
564 567
565 throw new EventAbortException(); 568 throw new EventAbortException();
566 } 569 }
567 570
@@ -644,14 +647,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
644 /// <returns></returns> 647 /// <returns></returns>
645 public object EventProcessor() 648 public object EventProcessor()
646 { 649 {
647 if (m_Suspended) 650 EventParams data = null;
648 return 0;
649 651
650 lock (m_Script) 652 lock (m_EventQueue)
651 { 653 {
652 EventParams data = null; 654 if (m_Suspended)
655 return 0;
653 656
654 lock (m_EventQueue) 657 lock (m_Script)
655 { 658 {
656 data = (EventParams) m_EventQueue.Dequeue(); 659 data = (EventParams) m_EventQueue.Dequeue();
657 if (data == null) // Shouldn't happen 660 if (data == null) // Shouldn't happen
@@ -677,6 +680,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
677 if (data.EventName == "collision") 680 if (data.EventName == "collision")
678 m_CollisionInQueue = false; 681 m_CollisionInQueue = false;
679 } 682 }
683 }
684 lock(m_Script)
685 {
680 686
681 //m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 687 //m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
682 688
@@ -833,6 +839,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
833 new Object[0], new DetectParams[0])); 839 new Object[0], new DetectParams[0]));
834 } 840 }
835 841
842 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
836 public void ApiResetScript() 843 public void ApiResetScript()
837 { 844 {
838 // bool running = Running; 845 // bool running = Running;
@@ -864,10 +871,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
864 871
865 public Dictionary<string, object> GetVars() 872 public Dictionary<string, object> GetVars()
866 { 873 {
867 if (m_Script != null) 874 return m_Script.GetVars();
868 return m_Script.GetVars();
869 else
870 return new Dictionary<string, object>();
871 } 875 }
872 876
873 public void SetVars(Dictionary<string, object> vars) 877 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 2a0ec37..32d1fd3 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -271,47 +339,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
271 { 339 {
272 if (!m_Enabled) 340 if (!m_Enabled)
273 return; 341 return;
274 342 lockScriptsForRead(true);
275 lock (m_Scripts) 343 foreach (IScriptInstance instance in m_Scripts.Values)
276 { 344 {
277 m_log.InfoFormat( 345 // Force a final state save
278 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 346 //
279 347 if (m_Assemblies.ContainsKey(instance.AssetID))
280 foreach (IScriptInstance instance in m_Scripts.Values)
281 { 348 {
282 // Force a final state save 349 string assembly = m_Assemblies[instance.AssetID];
283 // 350 instance.SaveState(assembly);
284 if (m_Assemblies.ContainsKey(instance.AssetID)) 351 }
285 {
286 string assembly = m_Assemblies[instance.AssetID];
287 instance.SaveState(assembly);
288 }
289 352
290 // Clear the event queue and abort the instance thread 353 // Clear the event queue and abort the instance thread
291 // 354 //
292 instance.ClearQueue(); 355 instance.ClearQueue();
293 instance.Stop(0); 356 instance.Stop(0);
294 357
295 // Release events, timer, etc 358 // Release events, timer, etc
296 // 359 //
297 instance.DestroyScriptInstance(); 360 instance.DestroyScriptInstance();
298 361
299 // Unload scripts and app domains 362 // Unload scripts and app domains
300 // Must be done explicitly because they have infinite 363 // Must be done explicitly because they have infinite
301 // lifetime 364 // lifetime
302 // 365 //
303 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 366 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
304 if (m_DomainScripts[instance.AppDomain].Count == 0) 367 if (m_DomainScripts[instance.AppDomain].Count == 0)
305 { 368 {
306 m_DomainScripts.Remove(instance.AppDomain); 369 m_DomainScripts.Remove(instance.AppDomain);
307 UnloadAppDomain(instance.AppDomain); 370 UnloadAppDomain(instance.AppDomain);
308 }
309 } 371 }
310 m_Scripts.Clear();
311 m_PrimObjects.Clear();
312 m_Assemblies.Clear();
313 m_DomainScripts.Clear();
314 } 372 }
373 lockScriptsForRead(false);
374 lockScriptsForWrite(true);
375 m_Scripts.Clear();
376 lockScriptsForWrite(false);
377 m_PrimObjects.Clear();
378 m_Assemblies.Clear();
379 m_DomainScripts.Clear();
380
315 lock (m_ScriptEngines) 381 lock (m_ScriptEngines)
316 { 382 {
317 m_ScriptEngines.Remove(this); 383 m_ScriptEngines.Remove(this);
@@ -376,22 +442,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
376 442
377 List<IScriptInstance> instances = new List<IScriptInstance>(); 443 List<IScriptInstance> instances = new List<IScriptInstance>();
378 444
379 lock (m_Scripts) 445 lockScriptsForRead(true);
380 { 446 foreach (IScriptInstance instance in m_Scripts.Values)
381 foreach (IScriptInstance instance in m_Scripts.Values)
382 instances.Add(instance); 447 instances.Add(instance);
383 } 448 lockScriptsForRead(false);
384 449
385 foreach (IScriptInstance i in instances) 450 foreach (IScriptInstance i in instances)
386 { 451 {
387 string assembly = String.Empty; 452 string assembly = String.Empty;
388 453
389 lock (m_Scripts) 454
390 {
391 if (!m_Assemblies.ContainsKey(i.AssetID)) 455 if (!m_Assemblies.ContainsKey(i.AssetID))
392 continue; 456 continue;
393 assembly = m_Assemblies[i.AssetID]; 457 assembly = m_Assemblies[i.AssetID];
394 } 458
395 459
396 i.SaveState(assembly); 460 i.SaveState(assembly);
397 } 461 }
@@ -725,92 +789,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
725 } 789 }
726 790
727 ScriptInstance instance = null; 791 ScriptInstance instance = null;
728 lock (m_Scripts) 792 // Create the object record
793 lockScriptsForRead(true);
794 if ((!m_Scripts.ContainsKey(itemID)) ||
795 (m_Scripts[itemID].AssetID != assetID))
729 { 796 {
730 // Create the object record 797 lockScriptsForRead(false);
731 798
732 if ((!m_Scripts.ContainsKey(itemID)) || 799 UUID appDomain = assetID;
733 (m_Scripts[itemID].AssetID != assetID))
734 {
735 UUID appDomain = assetID;
736 800
737 if (part.ParentGroup.IsAttachment) 801 if (part.ParentGroup.IsAttachment)
738 appDomain = part.ParentGroup.RootPart.UUID; 802 appDomain = part.ParentGroup.RootPart.UUID;
739 803
740 if (!m_AppDomains.ContainsKey(appDomain)) 804 if (!m_AppDomains.ContainsKey(appDomain))
805 {
806 try
741 { 807 {
742 try 808 AppDomainSetup appSetup = new AppDomainSetup();
743 { 809 appSetup.PrivateBinPath = Path.Combine(
744 AppDomainSetup appSetup = new AppDomainSetup(); 810 m_ScriptEnginesPath,
745 appSetup.PrivateBinPath = Path.Combine( 811 m_Scene.RegionInfo.RegionID.ToString());
746 m_ScriptEnginesPath, 812
747 m_Scene.RegionInfo.RegionID.ToString()); 813 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
748 814 Evidence evidence = new Evidence(baseEvidence);
749 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 815
750 Evidence evidence = new Evidence(baseEvidence); 816 AppDomain sandbox;
751 817 if (m_AppDomainLoading)
752 AppDomain sandbox; 818 sandbox = AppDomain.CreateDomain(
753 if (m_AppDomainLoading) 819 m_Scene.RegionInfo.RegionID.ToString(),
754 sandbox = AppDomain.CreateDomain( 820 evidence, appSetup);
755 m_Scene.RegionInfo.RegionID.ToString(), 821 else
756 evidence, appSetup); 822 sandbox = AppDomain.CurrentDomain;
757 else 823
758 sandbox = AppDomain.CurrentDomain; 824 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
759 825 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
760 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 826 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
761 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 827 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
762 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 828 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
763 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 829 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
764 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 830 //sandbox.SetAppDomainPolicy(sandboxPolicy);
765 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 831
766 //sandbox.SetAppDomainPolicy(sandboxPolicy); 832 m_AppDomains[appDomain] = sandbox;
767 833
768 m_AppDomains[appDomain] = sandbox; 834 m_AppDomains[appDomain].AssemblyResolve +=
769 835 new ResolveEventHandler(
770 m_AppDomains[appDomain].AssemblyResolve += 836 AssemblyResolver.OnAssemblyResolve);
771 new ResolveEventHandler( 837 m_DomainScripts[appDomain] = new List<UUID>();
772 AssemblyResolver.OnAssemblyResolve); 838 }
773 m_DomainScripts[appDomain] = new List<UUID>(); 839 catch (Exception e)
774 } 840 {
775 catch (Exception e) 841 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
842 m_ScriptErrorMessage += "Exception creating app domain:\n";
843 m_ScriptFailCount++;
844 lock (m_AddingAssemblies)
776 { 845 {
777 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 846 m_AddingAssemblies[assembly]--;
778 m_ScriptErrorMessage += "Exception creating app domain:\n";
779 m_ScriptFailCount++;
780 lock (m_AddingAssemblies)
781 {
782 m_AddingAssemblies[assembly]--;
783 }
784 return false;
785 } 847 }
848 return false;
786 } 849 }
787 m_DomainScripts[appDomain].Add(itemID); 850 }
788 851 m_DomainScripts[appDomain].Add(itemID);
789 instance = new ScriptInstance(this, part, 852
790 itemID, assetID, assembly, 853 instance = new ScriptInstance(this, part,
791 m_AppDomains[appDomain], 854 itemID, assetID, assembly,
792 part.ParentGroup.RootPart.Name, 855 m_AppDomains[appDomain],
793 item.Name, startParam, postOnRez, 856 part.ParentGroup.RootPart.Name,
794 stateSource, m_MaxScriptQueue); 857 item.Name, startParam, postOnRez,
795 858 stateSource, m_MaxScriptQueue);
796 m_log.DebugFormat( 859
860 m_log.DebugFormat(
797 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 861 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
798 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 862 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
799 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 863 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
800 864
801 if (presence != null) 865 if (presence != null)
802 { 866 {
803 ShowScriptSaveResponse(item.OwnerID, 867 ShowScriptSaveResponse(item.OwnerID,
804 assetID, "Compile successful", true); 868 assetID, "Compile successful", true);
805 }
806
807 instance.AppDomain = appDomain;
808 instance.LineMap = linemap;
809
810 m_Scripts[itemID] = instance;
811 } 869 }
812 }
813 870
871 instance.AppDomain = appDomain;
872 instance.LineMap = linemap;
873 lockScriptsForWrite(true);
874 m_Scripts[itemID] = instance;
875 lockScriptsForWrite(false);
876 }
877 else
878 {
879 lockScriptsForRead(false);
880 }
814 lock (m_PrimObjects) 881 lock (m_PrimObjects)
815 { 882 {
816 if (!m_PrimObjects.ContainsKey(localID)) 883 if (!m_PrimObjects.ContainsKey(localID))
@@ -829,9 +896,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
829 m_AddingAssemblies[assembly]--; 896 m_AddingAssemblies[assembly]--;
830 } 897 }
831 898
832 if (instance != null) 899 if (instance!=null)
833 instance.Init(); 900 instance.Init();
834 901
835 return true; 902 return true;
836 } 903 }
837 904
@@ -844,20 +911,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
844 m_CompileDict.Remove(itemID); 911 m_CompileDict.Remove(itemID);
845 } 912 }
846 913
847 IScriptInstance instance = null; 914 lockScriptsForRead(true);
848 915 // Do we even have it?
849 lock (m_Scripts) 916 if (!m_Scripts.ContainsKey(itemID))
850 { 917 {
851 // Do we even have it? 918 lockScriptsForRead(false);
852 if (!m_Scripts.ContainsKey(itemID)) 919 return;
853 return;
854
855 instance=m_Scripts[itemID];
856 m_Scripts.Remove(itemID);
857 } 920 }
921
858 922
923 IScriptInstance instance=m_Scripts[itemID];
924 lockScriptsForRead(false);
925 lockScriptsForWrite(true);
926 m_Scripts.Remove(itemID);
927 lockScriptsForWrite(false);
859 instance.ClearQueue(); 928 instance.ClearQueue();
860 instance.Stop(0); 929 instance.Stop(0);
930
861// bool objectRemoved = false; 931// bool objectRemoved = false;
862 932
863 lock (m_PrimObjects) 933 lock (m_PrimObjects)
@@ -893,11 +963,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
893 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 963 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
894 if (handlerObjectRemoved != null) 964 if (handlerObjectRemoved != null)
895 { 965 {
896 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 966 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
897 handlerObjectRemoved(part.UUID); 967 handlerObjectRemoved(part.UUID);
898 } 968 }
899 969
900 970 CleanAssemblies();
971
901 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 972 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
902 if (handlerScriptRemoved != null) 973 if (handlerScriptRemoved != null)
903 handlerScriptRemoved(itemID); 974 handlerScriptRemoved(itemID);
@@ -1039,7 +1110,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1039 return false; 1110 return false;
1040 1111
1041 uuids = m_PrimObjects[localID]; 1112 uuids = m_PrimObjects[localID];
1042 } 1113
1043 1114
1044 foreach (UUID itemID in uuids) 1115 foreach (UUID itemID in uuids)
1045 { 1116 {
@@ -1057,6 +1128,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1057 result = true; 1128 result = true;
1058 } 1129 }
1059 } 1130 }
1131 }
1060 1132
1061 return result; 1133 return result;
1062 } 1134 }
@@ -1156,12 +1228,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1156 private IScriptInstance GetInstance(UUID itemID) 1228 private IScriptInstance GetInstance(UUID itemID)
1157 { 1229 {
1158 IScriptInstance instance; 1230 IScriptInstance instance;
1159 lock (m_Scripts) 1231 lockScriptsForRead(true);
1232 if (!m_Scripts.ContainsKey(itemID))
1160 { 1233 {
1161 if (!m_Scripts.ContainsKey(itemID)) 1234 lockScriptsForRead(false);
1162 return null; 1235 return null;
1163 instance = m_Scripts[itemID];
1164 } 1236 }
1237 instance = m_Scripts[itemID];
1238 lockScriptsForRead(false);
1165 return instance; 1239 return instance;
1166 } 1240 }
1167 1241
@@ -1185,6 +1259,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1185 return false; 1259 return false;
1186 } 1260 }
1187 1261
1262 [DebuggerNonUserCode]
1188 public void ApiResetScript(UUID itemID) 1263 public void ApiResetScript(UUID itemID)
1189 { 1264 {
1190 IScriptInstance instance = GetInstance(itemID); 1265 IScriptInstance instance = GetInstance(itemID);
@@ -1236,6 +1311,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1236 return UUID.Zero; 1311 return UUID.Zero;
1237 } 1312 }
1238 1313
1314 [DebuggerNonUserCode]
1239 public void SetState(UUID itemID, string newState) 1315 public void SetState(UUID itemID, string newState)
1240 { 1316 {
1241 IScriptInstance instance = GetInstance(itemID); 1317 IScriptInstance instance = GetInstance(itemID);
@@ -1256,11 +1332,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1256 { 1332 {
1257 List<IScriptInstance> instances = new List<IScriptInstance>(); 1333 List<IScriptInstance> instances = new List<IScriptInstance>();
1258 1334
1259 lock (m_Scripts) 1335 lockScriptsForRead(true);
1260 { 1336 foreach (IScriptInstance instance in m_Scripts.Values)
1261 foreach (IScriptInstance instance in m_Scripts.Values)
1262 instances.Add(instance); 1337 instances.Add(instance);
1263 } 1338 lockScriptsForRead(false);
1264 1339
1265 foreach (IScriptInstance i in instances) 1340 foreach (IScriptInstance i in instances)
1266 { 1341 {
@@ -1641,5 +1716,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1641 1716
1642 instance.Resume(); 1717 instance.Resume();
1643 } 1718 }
1719
1720 public bool HasScript(UUID itemID, out bool running)
1721 {
1722 running = true;
1723
1724 IScriptInstance instance = GetInstance(itemID);
1725 if (instance == null)
1726 return false;
1727
1728 running = instance.Running;
1729 return true;
1730 }
1644 } 1731 }
1645} 1732}