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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs76
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs210
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs27
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs353
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs30
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs106
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs13
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs59
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs71
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs74
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs37
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs349
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs36
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs35
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs231
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs167
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1157
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs975
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs10
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs11
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1433
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3932
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3869
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1873
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs341
83 files changed, 15757 insertions, 2531 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 3c2575d..945da7d 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -436,7 +436,7 @@ namespace OpenSim
436 if (alert != null) 436 if (alert != null)
437 presence.ControllingClient.Kick(alert); 437 presence.ControllingClient.Kick(alert);
438 else 438 else
439 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 439 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
440 440
441 // ...and close on our side 441 // ...and close on our side
442 presence.Scene.IncomingCloseAgent(presence.UUID); 442 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index d2d2607..ec3193c 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -87,6 +87,10 @@ namespace OpenSim
87 87
88 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 88 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
89 89
90 private List<string> m_permsModules;
91
92 private bool m_securePermissionsLoading = true;
93
90 /// <value> 94 /// <value>
91 /// The config information passed into the OpenSimulator region server. 95 /// The config information passed into the OpenSimulator region server.
92 /// </value> 96 /// </value>
@@ -184,6 +188,11 @@ namespace OpenSim
184 CreatePIDFile(pidFile); 188 CreatePIDFile(pidFile);
185 189
186 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 190 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
191
192 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
193
194 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
195 m_permsModules = new List<string>(permissionModules.Split(','));
187 } 196 }
188 197
189 base.StartupSpecific(); 198 base.StartupSpecific();
@@ -341,7 +350,41 @@ namespace OpenSim
341 } 350 }
342 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 351 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
343 352
353 if (m_securePermissionsLoading)
354 {
355 foreach (string s in m_permsModules)
356 {
357 if (!scene.RegionModules.ContainsKey(s))
358 {
359 bool found = false;
360 foreach (IRegionModule m in modules)
361 {
362 if (m.Name == s)
363 {
364 found = true;
365 }
366 }
367 if (!found)
368 {
369 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
370 Environment.Exit(0);
371 }
372 }
373 }
374 }
375
344 scene.SetModuleInterfaces(); 376 scene.SetModuleInterfaces();
377// First Step of bootreport sequence
378 if (scene.SnmpService != null)
379 {
380 scene.SnmpService.ColdStart(1,scene);
381 scene.SnmpService.LinkDown(scene);
382 }
383
384 if (scene.SnmpService != null)
385 {
386 scene.SnmpService.BootInfo("Loading prins", scene);
387 }
345 388
346 // Prims have to be loaded after module configuration since some modules may be invoked during the load 389 // Prims have to be loaded after module configuration since some modules may be invoked during the load
347 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 390 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@@ -349,6 +392,10 @@ namespace OpenSim
349 // TODO : Try setting resource for region xstats here on scene 392 // TODO : Try setting resource for region xstats here on scene
350 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 393 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
351 394
395 if (scene.SnmpService != null)
396 {
397 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
398 }
352 try 399 try
353 { 400 {
354 scene.RegisterRegionWithGrid(); 401 scene.RegisterRegionWithGrid();
@@ -359,11 +406,20 @@ namespace OpenSim
359 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 406 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
360 e.Message, e.StackTrace); 407 e.Message, e.StackTrace);
361 408
409 if (scene.SnmpService != null)
410 {
411 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
412 }
362 // Carrying on now causes a lot of confusion down the 413 // Carrying on now causes a lot of confusion down the
363 // line - we need to get the user's attention 414 // line - we need to get the user's attention
364 Environment.Exit(1); 415 Environment.Exit(1);
365 } 416 }
366 417
418 if (scene.SnmpService != null)
419 {
420 scene.SnmpService.BootInfo("Grid Registration done", scene);
421 }
422
367 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 423 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
368 scene.EventManager.TriggerParcelPrimCountUpdate(); 424 scene.EventManager.TriggerParcelPrimCountUpdate();
369 425
@@ -371,6 +427,11 @@ namespace OpenSim
371 // scripting engines. 427 // scripting engines.
372 scene.CreateScriptInstances(); 428 scene.CreateScriptInstances();
373 429
430 if (scene.SnmpService != null)
431 {
432 scene.SnmpService.BootInfo("ScriptEngine started", scene);
433 }
434
374 m_sceneManager.Add(scene); 435 m_sceneManager.Add(scene);
375 436
376 if (m_autoCreateClientStack) 437 if (m_autoCreateClientStack)
@@ -379,6 +440,10 @@ namespace OpenSim
379 clientServer.Start(); 440 clientServer.Start();
380 } 441 }
381 442
443 if (scene.SnmpService != null)
444 {
445 scene.SnmpService.BootInfo("Initializing region modules", scene);
446 }
382 if (do_post_init) 447 if (do_post_init)
383 { 448 {
384 foreach (IRegionModule module in modules) 449 foreach (IRegionModule module in modules)
@@ -390,6 +455,12 @@ namespace OpenSim
390 455
391 mscene = scene; 456 mscene = scene;
392 457
458 if (scene.SnmpService != null)
459 {
460 scene.SnmpService.BootInfo("The region is operational", scene);
461 scene.SnmpService.LinkUp(scene);
462 }
463
393 scene.StartTimer(); 464 scene.StartTimer();
394 465
395 return clientServer; 466 return clientServer;
@@ -398,6 +469,11 @@ namespace OpenSim
398 private void ShutdownRegion(Scene scene) 469 private void ShutdownRegion(Scene scene)
399 { 470 {
400 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 471 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
472 if (scene.SnmpService != null)
473 {
474 scene.SnmpService.BootInfo("The region is shutting down", scene);
475 scene.SnmpService.LinkDown(scene);
476 }
401 IRegionModulesController controller; 477 IRegionModulesController controller;
402 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 478 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
403 { 479 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 9cdc80b..3dea40c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -155,6 +155,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
155 public event RequestTaskInventory OnRequestTaskInventory; 155 public event RequestTaskInventory OnRequestTaskInventory;
156 public event UpdateInventoryItem OnUpdateInventoryItem; 156 public event UpdateInventoryItem OnUpdateInventoryItem;
157 public event CopyInventoryItem OnCopyInventoryItem; 157 public event CopyInventoryItem OnCopyInventoryItem;
158 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
158 public event MoveInventoryItem OnMoveInventoryItem; 159 public event MoveInventoryItem OnMoveInventoryItem;
159 public event RemoveInventoryItem OnRemoveInventoryItem; 160 public event RemoveInventoryItem OnRemoveInventoryItem;
160 public event RemoveInventoryFolder OnRemoveInventoryFolder; 161 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -336,11 +337,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336// protected HashSet<uint> m_attachmentsSent; 337// protected HashSet<uint> m_attachmentsSent;
337 338
338 private int m_moneyBalance; 339 private int m_moneyBalance;
340 private bool m_deliverPackets = true;
339 private int m_animationSequenceNumber = 1; 341 private int m_animationSequenceNumber = 1;
340 private bool m_SendLogoutPacketWhenClosing = true; 342 private bool m_SendLogoutPacketWhenClosing = true;
341 private AgentUpdateArgs lastarg; 343 private AgentUpdateArgs lastarg;
342 private bool m_IsActive = true; 344 private bool m_IsActive = true;
343 private bool m_IsLoggingOut = false; 345 private bool m_IsLoggingOut = false;
346 private bool m_IsPresenceReady = false;
344 347
345 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 348 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
346 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 349 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -363,6 +366,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
363 366
364 private Timer m_propertiesPacketTimer; 367 private Timer m_propertiesPacketTimer;
365 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 368 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
369 private List<Packet> m_pendingPackets;
366 370
367 #endregion Class Members 371 #endregion Class Members
368 372
@@ -378,6 +382,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
378 get { return m_startpos; } 382 get { return m_startpos; }
379 set { m_startpos = value; } 383 set { m_startpos = value; }
380 } 384 }
385 public bool DeliverPackets
386 {
387 get { return m_deliverPackets; }
388 set {
389 m_deliverPackets = value;
390 m_udpClient.m_deliverPackets = value;
391 }
392 }
381 public UUID AgentId { get { return m_agentId; } } 393 public UUID AgentId { get { return m_agentId; } }
382 public UUID ActiveGroupId { get { return m_activeGroupID; } } 394 public UUID ActiveGroupId { get { return m_activeGroupID; } }
383 public string ActiveGroupName { get { return m_activeGroupName; } } 395 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -407,6 +419,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
407 get { return m_IsActive; } 419 get { return m_IsActive; }
408 set { m_IsActive = value; } 420 set { m_IsActive = value; }
409 } 421 }
422
410 public bool IsLoggingOut 423 public bool IsLoggingOut
411 { 424 {
412 get { return m_IsLoggingOut; } 425 get { return m_IsLoggingOut; }
@@ -476,18 +489,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
476 489
477 #region Client Methods 490 #region Client Methods
478 491
492
479 /// <summary> 493 /// <summary>
480 /// Shut down the client view 494 /// Shut down the client view
481 /// </summary> 495 /// </summary>
482 public void Close() 496 public void Close()
483 { 497 {
498 Close(true);
499 }
500
501 /// <summary>
502 /// Shut down the client view
503 /// </summary>
504 public void Close(bool sendStop)
505 {
484 m_log.DebugFormat( 506 m_log.DebugFormat(
485 "[CLIENT]: Close has been called for {0} attached to scene {1}", 507 "[CLIENT]: Close has been called for {0} attached to scene {1}",
486 Name, m_scene.RegionInfo.RegionName); 508 Name, m_scene.RegionInfo.RegionName);
487 509
488 // Send the STOP packet 510 if (sendStop)
489 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 511 {
490 OutPacket(disable, ThrottleOutPacketType.Unknown); 512 // Send the STOP packet
513 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
514 OutPacket(disable, ThrottleOutPacketType.Unknown);
515 }
491 516
492 IsActive = false; 517 IsActive = false;
493 518
@@ -767,7 +792,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
767 reply.ChatData.OwnerID = fromAgentID; 792 reply.ChatData.OwnerID = fromAgentID;
768 reply.ChatData.SourceID = fromAgentID; 793 reply.ChatData.SourceID = fromAgentID;
769 794
770 OutPacket(reply, ThrottleOutPacketType.Task); 795 OutPacket(reply, ThrottleOutPacketType.Unknown);
771 } 796 }
772 797
773 /// <summary> 798 /// <summary>
@@ -1053,6 +1078,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 public virtual void SendLayerData(float[] map) 1078 public virtual void SendLayerData(float[] map)
1054 { 1079 {
1055 Util.FireAndForget(DoSendLayerData, map); 1080 Util.FireAndForget(DoSendLayerData, map);
1081
1082 // Send it sync, and async. It's not that much data
1083 // and it improves user experience just so much!
1084 DoSendLayerData(map);
1056 } 1085 }
1057 1086
1058 /// <summary> 1087 /// <summary>
@@ -1065,16 +1094,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1065 1094
1066 try 1095 try
1067 { 1096 {
1068 //for (int y = 0; y < 16; y++) 1097 for (int y = 0; y < 16; y++)
1069 //{ 1098 {
1070 // for (int x = 0; x < 16; x++) 1099 for (int x = 0; x < 16; x+=4)
1071 // { 1100 {
1072 // SendLayerData(x, y, map); 1101 SendLayerPacket(x, y, map);
1073 // } 1102 }
1074 //} 1103 }
1075
1076 // Send LayerData in a spiral pattern. Fun!
1077 SendLayerTopRight(map, 0, 0, 15, 15);
1078 } 1104 }
1079 catch (Exception e) 1105 catch (Exception e)
1080 { 1106 {
@@ -1082,51 +1108,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 } 1108 }
1083 } 1109 }
1084 1110
1085 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1086 {
1087 // Row
1088 for (int i = x1; i <= x2; i++)
1089 SendLayerData(i, y1, map);
1090
1091 // Column
1092 for (int j = y1 + 1; j <= y2; j++)
1093 SendLayerData(x2, j, map);
1094
1095 if (x2 - x1 > 0)
1096 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1097 }
1098
1099 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1100 {
1101 // Row in reverse
1102 for (int i = x2; i >= x1; i--)
1103 SendLayerData(i, y2, map);
1104
1105 // Column in reverse
1106 for (int j = y2 - 1; j >= y1; j--)
1107 SendLayerData(x1, j, map);
1108
1109 if (x2 - x1 > 0)
1110 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1111 }
1112
1113 /// <summary> 1111 /// <summary>
1114 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1112 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1115 /// </summary> 1113 /// </summary>
1116 /// <param name="map">heightmap</param> 1114 /// <param name="map">heightmap</param>
1117 /// <param name="px">X coordinate for patches 0..12</param> 1115 /// <param name="px">X coordinate for patches 0..12</param>
1118 /// <param name="py">Y coordinate for patches 0..15</param> 1116 /// <param name="py">Y coordinate for patches 0..15</param>
1119 // private void SendLayerPacket(float[] map, int y, int x) 1117 private void SendLayerPacket(int x, int y, float[] map)
1120 // { 1118 {
1121 // int[] patches = new int[4]; 1119 int[] patches = new int[4];
1122 // patches[0] = x + 0 + y * 16; 1120 patches[0] = x + 0 + y * 16;
1123 // patches[1] = x + 1 + y * 16; 1121 patches[1] = x + 1 + y * 16;
1124 // patches[2] = x + 2 + y * 16; 1122 patches[2] = x + 2 + y * 16;
1125 // patches[3] = x + 3 + y * 16; 1123 patches[3] = x + 3 + y * 16;
1126 1124
1127 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1125 float[] heightmap = (map.Length == 65536) ?
1128 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1126 map :
1129 // } 1127 LLHeightFieldMoronize(map);
1128
1129 try
1130 {
1131 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1132 OutPacket(layerpack, ThrottleOutPacketType.Land);
1133 }
1134 catch
1135 {
1136 for (int px = x ; px < x + 4 ; px++)
1137 SendLayerData(px, y, map);
1138 }
1139 }
1130 1140
1131 /// <summary> 1141 /// <summary>
1132 /// Sends a specified patch to a client 1142 /// Sends a specified patch to a client
@@ -1146,7 +1156,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1146 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1156 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1147 layerpack.Header.Reliable = true; 1157 layerpack.Header.Reliable = true;
1148 1158
1149 OutPacket(layerpack, ThrottleOutPacketType.Land); 1159 OutPacket(layerpack, ThrottleOutPacketType.Task);
1150 } 1160 }
1151 catch (Exception e) 1161 catch (Exception e)
1152 { 1162 {
@@ -2229,6 +2239,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2229 OutPacket(sound, ThrottleOutPacketType.Task); 2239 OutPacket(sound, ThrottleOutPacketType.Task);
2230 } 2240 }
2231 2241
2242 public void SendTransferAbort(TransferRequestPacket transferRequest)
2243 {
2244 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2245 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2246 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2247 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2248 OutPacket(abort, ThrottleOutPacketType.Task);
2249 }
2250
2232 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2251 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2233 { 2252 {
2234 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2253 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3521,6 +3540,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3521 /// </summary> 3540 /// </summary>
3522 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3541 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3523 { 3542 {
3543 if (entity is SceneObjectPart)
3544 {
3545 SceneObjectPart e = (SceneObjectPart)entity;
3546 SceneObjectGroup g = e.ParentGroup;
3547 if (g.RootPart.Shape.State > 30) // HUD
3548 if (g.OwnerID != AgentId)
3549 return; // Don't send updates for other people's HUDs
3550 }
3551
3524 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3552 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3525 3553
3526 lock (m_entityUpdates.SyncRoot) 3554 lock (m_entityUpdates.SyncRoot)
@@ -3541,23 +3569,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3541 EntityUpdate update; 3569 EntityUpdate update;
3542 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) 3570 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
3543 { 3571 {
3544 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3572 // If we have sent a kill packet for this object
3545 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3573 // drop any updates on the floor
3546 // safety measure.
3547 //
3548 // Receiving updates after kills results in undeleteable prims that persist until relog and
3549 // currently occurs because prims can be deleted before all queued updates are sent.
3550 if (m_killRecord.Contains(update.Entity.LocalId))
3551 {
3552// m_log.WarnFormat(
3553// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted",
3554// update.Entity.LocalId, Name);
3555 continue;
3556 }
3557
3558 if (update.Entity is SceneObjectPart) 3574 if (update.Entity is SceneObjectPart)
3559 { 3575 {
3560 SceneObjectPart part = (SceneObjectPart)update.Entity; 3576 SceneObjectPart part = (SceneObjectPart)update.Entity;
3577 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3578 continue;
3561 3579
3562 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3580 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3563 { 3581 {
@@ -3991,6 +4009,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3991 { 4009 {
3992 m_propertiesPacketTimer.Stop(); 4010 m_propertiesPacketTimer.Stop();
3993 4011
4012 if (m_propertiesBlocks.Count == 0)
4013 return;
4014
3994 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 4015 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3995 4016
3996 int index = 0; 4017 int index = 0;
@@ -4897,6 +4918,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4897 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 4918 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
4898 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 4919 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
4899 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 4920 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
4921 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
4900 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 4922 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
4901 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 4923 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
4902 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 4924 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -4996,6 +5018,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4996 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5018 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4997 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5019 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4998 (x.ControlFlags != lastarg.ControlFlags) || 5020 (x.ControlFlags != lastarg.ControlFlags) ||
5021 (x.ControlFlags != 0) ||
4999 (x.Far != lastarg.Far) || 5022 (x.Far != lastarg.Far) ||
5000 (x.Flags != lastarg.Flags) || 5023 (x.Flags != lastarg.Flags) ||
5001 (x.State != lastarg.State) || 5024 (x.State != lastarg.State) ||
@@ -5367,7 +5390,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5367 args.Channel = ch; 5390 args.Channel = ch;
5368 args.From = String.Empty; 5391 args.From = String.Empty;
5369 args.Message = Utils.BytesToString(msg); 5392 args.Message = Utils.BytesToString(msg);
5370 args.Type = ChatTypeEnum.Shout; 5393 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5371 args.Position = new Vector3(); 5394 args.Position = new Vector3();
5372 args.Scene = Scene; 5395 args.Scene = Scene;
5373 args.Sender = this; 5396 args.Sender = this;
@@ -9405,6 +9428,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9405 { 9428 {
9406 return true; 9429 return true;
9407 } 9430 }
9431
9432 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9433 {
9434 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9435
9436 #region Packet Session and User Check
9437 if (m_checkPackets)
9438 {
9439 if (packet.AgentData.SessionID != SessionId ||
9440 packet.AgentData.AgentID != AgentId)
9441 return true;
9442 }
9443 #endregion
9444 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9445 List<InventoryItemBase> items = new List<InventoryItemBase>();
9446 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9447 {
9448 InventoryItemBase b = new InventoryItemBase();
9449 b.ID = n.OldItemID;
9450 b.Folder = n.OldFolderID;
9451 items.Add(b);
9452 }
9453
9454 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9455 if (handlerMoveItemsAndLeaveCopy != null)
9456 {
9457 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9458 }
9459
9460 return true;
9461 }
9408 9462
9409 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9463 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9410 { 9464 {
@@ -11268,6 +11322,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11268 } 11322 }
11269 11323
11270 /// <summary> 11324 /// <summary>
11325 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11326 /// </summary>
11327 public void ProcessPendingPackets()
11328 {
11329 m_IsPresenceReady = true;
11330 if (m_pendingPackets == null)
11331 return;
11332 foreach (Packet p in m_pendingPackets)
11333 {
11334 ProcessInPacket(p);
11335 }
11336 m_pendingPackets.Clear();
11337 }
11338
11339 /// <summary>
11271 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11340 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11272 /// </summary> 11341 /// </summary>
11273 /// <param name="Pack">OpenMetaverse.packet</param> 11342 /// <param name="Pack">OpenMetaverse.packet</param>
@@ -11530,7 +11599,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11530 11599
11531// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11600// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11532 11601
11602
11603 //Note, the bool returned from the below function is useless since it is always false.
11533 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11604 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11605
11534 } 11606 }
11535 11607
11536 /// <summary> 11608 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..eebbfa5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -389,6 +390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
389 if (category >= 0 && category < m_packetOutboxes.Length) 390 if (category >= 0 && category < m_packetOutboxes.Length)
390 { 391 {
391 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 392 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
393
394 if (m_deliverPackets == false)
395 {
396 queue.Enqueue(packet);
397 return true;
398 }
399
392 TokenBucket bucket = m_throttleCategories[category]; 400 TokenBucket bucket = m_throttleCategories[category];
393 401
394 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 402 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -419,6 +427,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
419 /// <returns>True if any packets were sent, otherwise false</returns> 427 /// <returns>True if any packets were sent, otherwise false</returns>
420 public bool DequeueOutgoing() 428 public bool DequeueOutgoing()
421 { 429 {
430 if (m_deliverPackets == false) return false;
431
422 OutgoingPacket packet; 432 OutgoingPacket packet;
423 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 433 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
424 TokenBucket bucket; 434 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index ca5a297..209e35c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -904,7 +904,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
904 client.DisableFacelights = m_disableFacelights; 904 client.DisableFacelights = m_disableFacelights;
905 905
906 // Start the IClientAPI 906 // Start the IClientAPI
907 client.Start(); 907 // Spin it off so that it doesn't clog up the LLUDPServer
908
909 //First, and very importantly:
910 //
911 //Set our DeliverPackets flag in the client to *false*
912 //this will prevent us from missing important messages
913 //before the modules are bound
914 client.DeliverPackets = false;
915 client.DisableFacelights = m_disableFacelights;
916
917 Util.FireAndForget(
918 delegate
919 {
920 try
921 {
922 client.Start();
923 }
924 finally
925 {
926 //Now, release the hounds. er, packets.
927 client.DeliverPackets = true;
928 }
929 }
930 );
908 } 931 }
909 else 932 else
910 { 933 {
@@ -920,7 +943,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
920 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 943 if (m_scene.TryGetClient(udpClient.AgentID, out client))
921 { 944 {
922 client.IsLoggingOut = true; 945 client.IsLoggingOut = true;
923 client.Close(); 946 client.Close(false);
924 } 947 }
925 } 948 }
926 949
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
index e43f7cf..c120a12 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
@@ -1,169 +1,184 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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;
30using System.Net; 30using System.Net;
31using OpenMetaverse; 31using OpenMetaverse;
32 32
33namespace OpenSim.Region.ClientStack.LindenUDP 33namespace OpenSim.Region.ClientStack.LindenUDP
34{ 34{
35 /// <summary> 35 /// <summary>
36 /// Special collection that is optimized for tracking unacknowledged packets 36 /// Special collection that is optimized for tracking unacknowledged packets
37 /// </summary> 37 /// </summary>
38 public sealed class UnackedPacketCollection 38 public sealed class UnackedPacketCollection
39 { 39 {
40 /// <summary> 40 /// <summary>
41 /// Holds information about a pending acknowledgement 41 /// Holds information about a pending acknowledgement
42 /// </summary> 42 /// </summary>
43 private struct PendingAck 43 private struct PendingAck
44 { 44 {
45 /// <summary>Sequence number of the packet to remove</summary> 45 /// <summary>Sequence number of the packet to remove</summary>
46 public uint SequenceNumber; 46 public uint SequenceNumber;
47 /// <summary>Environment.TickCount value when the remove was queued. 47 /// <summary>Environment.TickCount value when the remove was queued.
48 /// This is used to update round-trip times for packets</summary> 48 /// This is used to update round-trip times for packets</summary>
49 public int RemoveTime; 49 public int RemoveTime;
50 /// <summary>Whether or not this acknowledgement was attached to a 50 /// <summary>Whether or not this acknowledgement was attached to a
51 /// resent packet. If so, round-trip time will not be calculated</summary> 51 /// resent packet. If so, round-trip time will not be calculated</summary>
52 public bool FromResend; 52 public bool FromResend;
53 53
54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend) 54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend)
55 { 55 {
56 SequenceNumber = sequenceNumber; 56 SequenceNumber = sequenceNumber;
57 RemoveTime = currentTime; 57 RemoveTime = currentTime;
58 FromResend = fromResend; 58 FromResend = fromResend;
59 } 59 }
60 } 60 }
61 61
62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary> 62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary>
63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>(); 63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>();
64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary> 64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary>
65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>(); 65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>();
66 /// <summary>Holds information about pending acknowledgements</summary> 66 /// <summary>Holds information about pending acknowledgements</summary>
67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>(); 67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>();
68 68
69 /// <summary> 69 /// <summary>
70 /// Add an unacked packet to the collection 70 /// Add an unacked packet to the collection
71 /// </summary> 71 /// </summary>
72 /// <param name="packet">Packet that is awaiting acknowledgement</param> 72 /// <param name="packet">Packet that is awaiting acknowledgement</param>
73 /// <returns>True if the packet was successfully added, false if the 73 /// <returns>True if the packet was successfully added, false if the
74 /// packet already existed in the collection</returns> 74 /// packet already existed in the collection</returns>
75 /// <remarks>This does not immediately add the ACK to the collection, 75 /// <remarks>This does not immediately add the ACK to the collection,
76 /// it only queues it so it can be added in a thread-safe way later</remarks> 76 /// it only queues it so it can be added in a thread-safe way later</remarks>
77 public void Add(OutgoingPacket packet) 77 public void Add(OutgoingPacket packet)
78 { 78 {
79 m_pendingAdds.Enqueue(packet); 79 m_pendingAdds.Enqueue(packet);
80 } 80 }
81 81
82 /// <summary> 82 /// <summary>
83 /// Marks a packet as acknowledged 83 /// Marks a packet as acknowledged
84 /// </summary> 84 /// </summary>
85 /// <param name="sequenceNumber">Sequence number of the packet to 85 /// <param name="sequenceNumber">Sequence number of the packet to
86 /// acknowledge</param> 86 /// acknowledge</param>
87 /// <param name="currentTime">Current value of Environment.TickCount</param> 87 /// <param name="currentTime">Current value of Environment.TickCount</param>
88 /// <remarks>This does not immediately acknowledge the packet, it only 88 /// <remarks>This does not immediately acknowledge the packet, it only
89 /// queues the ack so it can be handled in a thread-safe way later</remarks> 89 /// queues the ack so it can be handled in a thread-safe way later</remarks>
90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend) 90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend)
91 { 91 {
92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend)); 92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend));
93 } 93 }
94 94
95 /// <summary> 95 /// <summary>
96 /// Returns a list of all of the packets with a TickCount older than 96 /// Returns a list of all of the packets with a TickCount older than
97 /// the specified timeout 97 /// the specified timeout
98 /// </summary> 98 /// </summary>
99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a 99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a
100 /// packet is considered expired</param> 100 /// packet is considered expired</param>
101 /// <returns>A list of all expired packets according to the given 101 /// <returns>A list of all expired packets according to the given
102 /// expiration timeout</returns> 102 /// expiration timeout</returns>
103 /// <remarks>This function is not thread safe, and cannot be called 103 /// <remarks>This function is not thread safe, and cannot be called
104 /// multiple times concurrently</remarks> 104 /// multiple times concurrently</remarks>
105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS) 105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS)
106 { 106 {
107 ProcessQueues(); 107 ProcessQueues();
108 108
109 List<OutgoingPacket> expiredPackets = null; 109 List<OutgoingPacket> expiredPackets = null;
110 110
111 if (m_packets.Count > 0) 111 if (m_packets.Count > 0)
112 { 112 {
113 int now = Environment.TickCount & Int32.MaxValue; 113 int now = Environment.TickCount & Int32.MaxValue;
114 114
115 foreach (OutgoingPacket packet in m_packets.Values) 115 foreach (OutgoingPacket packet in m_packets.Values)
116 { 116 {
117 // TickCount of zero means a packet is in the resend queue 117 // TickCount of zero means a packet is in the resend queue
118 // but hasn't actually been sent over the wire yet 118 // but hasn't actually been sent over the wire yet
119 if (packet.TickCount == 0) 119 if (packet.TickCount == 0)
120 continue; 120 continue;
121 121
122 if (now - packet.TickCount >= timeoutMS) 122 if (now - packet.TickCount >= timeoutMS)
123 { 123 {
124 if (expiredPackets == null) 124 if (expiredPackets == null)
125 expiredPackets = new List<OutgoingPacket>(); 125 expiredPackets = new List<OutgoingPacket>();
126 126
127 // The TickCount will be set to the current time when the packet 127 // The TickCount will be set to the current time when the packet
128 // is actually sent out again 128 // is actually sent out again
129 packet.TickCount = 0; 129 packet.TickCount = 0;
130 130
131 expiredPackets.Add(packet); 131 expiredPackets.Add(packet);
132 } 132 }
133 } 133 }
134 } 134 }
135 135
136 return expiredPackets; 136 return expiredPackets;
137 } 137 }
138 138
139 private void ProcessQueues() 139 private void ProcessQueues()
140 { 140 {
141 // Process all the pending adds 141 // Process all the pending adds
142 OutgoingPacket pendingAdd; 142
143 while (m_pendingAdds.Dequeue(out pendingAdd)) 143 OutgoingPacket pendingAdd;
144 m_packets[pendingAdd.SequenceNumber] = pendingAdd; 144 if (m_pendingAdds != null)
145 145 {
146 // Process all the pending removes, including updating statistics and round-trip times 146 while (m_pendingAdds.Dequeue(out pendingAdd))
147 PendingAck pendingRemove; 147 {
148 OutgoingPacket ackedPacket; 148 if (pendingAdd != null && m_packets != null)
149 while (m_pendingRemoves.Dequeue(out pendingRemove)) 149 {
150 { 150 m_packets[pendingAdd.SequenceNumber] = pendingAdd;
151 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket)) 151 }
152 { 152 }
153 m_packets.Remove(pendingRemove.SequenceNumber); 153 }
154 154
155 // Update stats 155 // Process all the pending removes, including updating statistics and round-trip times
156 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength); 156 PendingAck pendingRemove;
157 157 OutgoingPacket ackedPacket;
158 if (!pendingRemove.FromResend) 158 if (m_pendingRemoves != null)
159 { 159 {
160 // Calculate the round-trip time for this packet and its ACK 160 while (m_pendingRemoves.Dequeue(out pendingRemove))
161 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount; 161 {
162 if (rtt > 0) 162 if (m_pendingRemoves != null && m_packets != null)
163 ackedPacket.Client.UpdateRoundTrip(rtt); 163 {
164 } 164 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket))
165 } 165 {
166 } 166 m_packets.Remove(pendingRemove.SequenceNumber);
167 } 167
168 } 168 // Update stats
169} 169 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength);
170
171 if (!pendingRemove.FromResend)
172 {
173 // Calculate the round-trip time for this packet and its ACK
174 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount;
175 if (rtt > 0)
176 ackedPacket.Client.UpdateRoundTrip(rtt);
177 }
178 }
179 }
180 }
181 }
182 }
183 }
184}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index dd7d831..100b55c 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;
@@ -225,8 +226,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
225 226
226 public UUID RezSingleAttachmentFromInventory( 227 public UUID RezSingleAttachmentFromInventory(
227 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 228 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
229 {
230 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
231 }
232
233 public UUID RezSingleAttachmentFromInventory(
234 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
228 { 235 {
229 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 236 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
230 237
231 if (updateInventoryStatus) 238 if (updateInventoryStatus)
232 { 239 {
@@ -245,7 +252,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
245 } 252 }
246 253
247 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 254 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
248 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 255 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
249 { 256 {
250 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 257 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
251 if (invAccess != null) 258 if (invAccess != null)
@@ -279,13 +286,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
279 if (tainted) 286 if (tainted)
280 objatt.HasGroupChanged = true; 287 objatt.HasGroupChanged = true;
281 288
289 if (doc != null)
290 {
291 objatt.LoadScriptState(doc);
292 objatt.ResetOwnerChangeFlag();
293 }
294
282 // Fire after attach, so we don't get messy perms dialogs 295 // Fire after attach, so we don't get messy perms dialogs
283 // 4 == AttachedRez 296 // 4 == AttachedRez
284 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 297 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
285 objatt.ResumeScripts(); 298 objatt.ResumeScripts();
286 299
287 // Do this last so that event listeners have access to all the effects of the attachment 300 // Do this last so that event listeners have access to all the effects of the attachment
288 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 301 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
289 } 302 }
290 else 303 else
291 { 304 {
@@ -314,7 +327,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
314 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 327 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
315 { 328 {
316 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 329 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
317 item = m_scene.InventoryService.GetItem(item); 330 if (m_scene.InventoryService != null)
331 item = m_scene.InventoryService.GetItem(item);
318 332
319 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 333 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
320 } 334 }
@@ -359,6 +373,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
359 { 373 {
360 // XXYY!! 374 // XXYY!!
361 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 375 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
376 if (item == null)
377 m_log.Error("[ATTACHMENT]: item == null");
378 if (m_scene == null)
379 m_log.Error("[ATTACHMENT]: m_scene == null");
380 if (m_scene.InventoryService == null)
381 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
362 item = m_scene.InventoryService.GetItem(item); 382 item = m_scene.InventoryService.GetItem(item);
363 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 383 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
364 384
@@ -447,6 +467,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
447 if (group.GetFromItemID() == itemID) 467 if (group.GetFromItemID() == itemID)
448 { 468 {
449 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 469 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
470 // CM / XMREngine!!!! Needed to conclude attach event
471 SceneObjectSerializer.ToOriginalXmlFormat(group);
450 group.DetachToInventoryPrep(); 472 group.DetachToInventoryPrep();
451 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 473 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
452 UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID); 474 UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..06b1b00 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 // This will pass all chat from objects. Not
248 // perfect, but it will do. For now. Better
249 // than the prior behavior of muting all
250 // objects on a parcel with access restrictions
251 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
252 {
253 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
254 }
255 }
256
231 } 257 }
232 ); 258 );
233 } 259 }
@@ -270,25 +296,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 296 }
271 297
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 298 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 299 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 300 {
275 delegate(ScenePresence presence) 301 ((Scene)c.Scene).ForEachScenePresence
276 { 302 (
277 // ignore chat from child agents 303 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 304 {
279 305 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 306 if (presence.IsChildAgent) return;
281 307
282 // don't forward SayOwner chat from objects to 308 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 309
284 if ((c.Type == ChatTypeEnum.Owner) && 310 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 311 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 312 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 313 (null != c.SenderObject) &&
288 314 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 315 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 316
291 }); 317 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
318 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
319 }
320 );
321 }
292 } 322 }
293 323
294 324
@@ -317,5 +347,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 347 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 348 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 349 }
350
351 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
352 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
353 {
354 System.Threading.Timer Timer;
355 if (flags == 0)
356 {
357 FreezeCache.Add(target.ToString());
358 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
359 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
360 Timers.Add(target, Timer);
361 }
362 else
363 {
364 FreezeCache.Remove(target.ToString());
365 Timers.TryGetValue(target, out Timer);
366 Timers.Remove(target);
367 Timer.Dispose();
368 }
369 }
370
371 private void OnEndParcelFrozen(object avatar)
372 {
373 UUID target = (UUID)avatar;
374 FreezeCache.Remove(target.ToString());
375 System.Threading.Timer Timer;
376 Timers.TryGetValue(target, out Timer);
377 Timers.Remove(target);
378 Timer.Dispose();
379 }
320 } 380 }
321} 381}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 2b3d2a9..a514a83 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -239,4 +239,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
239 return result; 239 return result;
240 } 240 }
241 } 241 }
242} \ No newline at end of file 242}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 6f044cb..ca0b7ad 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index 420e3ca..fc1afaf 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 m_TransferModule.SendInstantMessage(im, 186 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 730cc77..a49faec 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -137,16 +137,13 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
137 { 137 {
138 if (scene.Entities.ContainsKey(toAgentID) && 138 if (scene.Entities.ContainsKey(toAgentID) &&
139 scene.Entities[toAgentID] is ScenePresence) 139 scene.Entities[toAgentID] is ScenePresence)
140 { 140 {
141// m_log.DebugFormat( 141 // m_log.DebugFormat("[INSTANT MESSAGE]: Looking for {0} in {1}", toAgentID.ToString(), scene.RegionInfo.RegionName);
142// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}", 142 // Local message
143// toAgentID.ToString(), scene.RegionInfo.RegionName);
144
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 143 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 144 if (!user.IsChildAgent)
147 { 145 {
148 // Local message 146 // 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); 147 user.ControllingClient.SendInstantMessage(im);
151 148
152 // Message sent 149 // Message sent
@@ -168,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 165 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 166 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 167
171 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 168 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 169 user.ControllingClient.SendInstantMessage(im);
173 170
174 // Message sent 171 // Message sent
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..feeb9e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
198 // Reconstruct imSessionID
199 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
200 {
201 UUID fromAgentID = new UUID(im.fromAgentID);
202 UUID sessionID = fromAgentID ^ client.AgentId;
203 im.imSessionID = new Guid(sessionID.ToString());
204 }
205
192 Scene s = FindScene(client.AgentId); 206 Scene s = FindScene(client.AgentId);
193 if (s != null) 207 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 208 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +212,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 212
199 private void UndeliveredMessage(GridInstantMessage im) 213 private void UndeliveredMessage(GridInstantMessage im)
200 { 214 {
201 if ((im.offline != 0) 215 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 216 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
217 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
218 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 219 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 220 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 221 }
206 222
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 223 // It's not delivered. Make sure the scope id is saved
208 { 224 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 225 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 226 if (scene == null)
211 return; 227 scene = m_SceneList[0];
212 228 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
213 client.SendInstantMessage(new GridInstantMessage( 229
214 null, new UUID(im.toAgentID), 230 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
215 "System", new UUID(im.fromAgentID), 231 "POST", m_RestURL+"/SaveMessage/", im);
216 (byte)InstantMessageDialog.MessageFromAgent, 232
217 "User is not logged in. "+ 233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 234 {
219 false, new Vector3())); 235 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 236 if (client == null)
237 return;
238
239 client.SendInstantMessage(new GridInstantMessage(
240 null, new UUID(im.toAgentID),
241 "System", new UUID(im.fromAgentID),
242 (byte)InstantMessageDialog.MessageFromAgent,
243 "User is not logged in. "+
244 (success ? "Message saved." : "Message not saved"),
245 false, new Vector3()));
221 } 246 }
222 } 247 }
223 } 248 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index d1274e9..a08a628 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -159,10 +159,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
159 159
160 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 160 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
161 { 161 {
162 m_log.DebugFormat( 162 //m_log.InfoFormat("[INVENTORY TRANSFER]: OnInstantMessage {0}", im.dialog);
163 "[INVENTORY TRANSFER]: {0} IM type received from {1}", 163
164 (InstantMessageDialog)im.dialog, client.Name);
165
166 Scene scene = FindClientScene(client.AgentId); 164 Scene scene = FindClientScene(client.AgentId);
167 165
168 if (scene == null) // Something seriously wrong here. 166 if (scene == null) // Something seriously wrong here.
@@ -248,6 +246,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
248 im.imSessionID = itemID.Guid; 246 im.imSessionID = itemID.Guid;
249 } 247 }
250 248
249 im.offline = 1; // Remember these
250
251 // Send the IM to the recipient. The item is already 251 // Send the IM to the recipient. The item is already
252 // in their inventory, so it will not be lost if 252 // in their inventory, so it will not be lost if
253 // they are offline. 253 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 81f49b6..1cd2ff4 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -99,7 +99,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
99 99
100 protected virtual void OnNewClient(IClientAPI client) 100 protected virtual void OnNewClient(IClientAPI client)
101 { 101 {
102 client.OnTeleportHomeRequest += TeleportHome; 102 client.OnTeleportHomeRequest += TeleportHomeFired;
103 } 103 }
104 104
105 public virtual void Close() 105 public virtual void Close()
@@ -268,7 +268,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
268 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 268 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
269 // it's actually doing a lot of work. 269 // it's actually doing a lot of work.
270 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 270 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
271 if (endPoint.Address != null) 271 if (endPoint != null && endPoint.Address != null)
272 { 272 {
273 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 273 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
274 // both regions 274 // both regions
@@ -455,6 +455,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
455 // Now let's make it officially a child agent 455 // Now let's make it officially a child agent
456 sp.MakeChildAgent(); 456 sp.MakeChildAgent();
457 457
458 sp.Scene.CleanDroppedAttachments();
459
458 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 460 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
459 461
460 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 462 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
@@ -561,7 +563,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
561 563
562 #region Teleport Home 564 #region Teleport Home
563 565
564 public virtual void TeleportHome(UUID id, IClientAPI client) 566 public void TeleportHomeFired(UUID id, IClientAPI client)
567 {
568 TeleportHome(id, client);
569 }
570
571 public virtual bool TeleportHome(UUID id, IClientAPI client)
565 { 572 {
566 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 573 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
567 574
@@ -570,14 +577,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
570 577
571 if (uinfo != null) 578 if (uinfo != null)
572 { 579 {
580 if (uinfo.HomeRegionID == UUID.Zero)
581 {
582 // can't find the Home region: Tell viewer and abort
583 client.SendTeleportFailed("You don't have a home position set.");
584 return false;
585 }
573 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 586 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
574 if (regionInfo == null) 587 if (regionInfo == null)
575 { 588 {
576 // can't find the Home region: Tell viewer and abort 589 // can't find the Home region: Tell viewer and abort
577 client.SendTeleportFailed("Your home region could not be found."); 590 client.SendTeleportFailed("Your home region could not be found.");
578 return; 591 return false;
579 } 592 }
580 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 593 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
581 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize); 594 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
582 595
583 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point... 596 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
@@ -585,6 +598,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
585 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 598 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
586 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 599 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
587 } 600 }
601 else
602 {
603 // can't find the Home region: Tell viewer and abort
604 client.SendTeleportFailed("Your home region could not be found.");
605 return false;
606 }
607 return true;
588 } 608 }
589 609
590 #endregion 610 #endregion
@@ -872,15 +892,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
872 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 892 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
873 893
874 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 894 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
875 if (eq != null) 895 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
876 { 896 if (neighbourExternal != null)
877 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
878 capsPath, agent.UUID, agent.ControllingClient.SessionId);
879 }
880 else
881 { 897 {
882 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 898 if (eq != null)
883 capsPath); 899 {
900 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
901 capsPath, agent.UUID, agent.ControllingClient.SessionId);
902 }
903 else
904 {
905 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
906 capsPath);
907 }
884 } 908 }
885 909
886 if (!WaitForCallback(agent.UUID)) 910 if (!WaitForCallback(agent.UUID))
@@ -978,10 +1002,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
978 agent.Viewer = currentAgentCircuit.Viewer; 1002 agent.Viewer = currentAgentCircuit.Viewer;
979 } 1003 }
980 1004
981 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1005 IPEndPoint external = region.ExternalEndPoint;
982 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1006 if (external != null)
1007 {
1008 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1009 d.BeginInvoke(sp, agent, region, external, true,
983 InformClientOfNeighbourCompleted, 1010 InformClientOfNeighbourCompleted,
984 d); 1011 d);
1012 }
985 } 1013 }
986 #endregion 1014 #endregion
987 1015
@@ -1110,6 +1138,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1110 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1138 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1111 try 1139 try
1112 { 1140 {
1141 //neighbour.ExternalEndPoint may return null, which will be caught
1113 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1142 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1114 InformClientOfNeighbourCompleted, 1143 InformClientOfNeighbourCompleted,
1115 d); 1144 d);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 1ac7508..47898cc 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -86,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
86 86
87 protected override void OnNewClient(IClientAPI client) 87 protected override void OnNewClient(IClientAPI client)
88 { 88 {
89 client.OnTeleportHomeRequest += TeleportHome; 89 client.OnTeleportHomeRequest += TeleportHomeFired;
90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
91 } 91 }
92 92
@@ -174,7 +174,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
174 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 174 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
175 } 175 }
176 176
177 public override void TeleportHome(UUID id, IClientAPI client) 177 public void TeleportHomeFired(UUID id, IClientAPI client)
178 {
179 TeleportHome(id, client);
180 }
181
182 public override bool TeleportHome(UUID id, IClientAPI client)
178 { 183 {
179 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 184 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
180 185
@@ -184,8 +189,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
184 { 189 {
185 // local grid user 190 // local grid user
186 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
187 base.TeleportHome(id, client); 192 return base.TeleportHome(id, client);
188 return;
189 } 193 }
190 194
191 // Foreign user wants to go home 195 // Foreign user wants to go home
@@ -195,7 +199,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 { 199 {
196 client.SendTeleportFailed("Your information has been lost"); 200 client.SendTeleportFailed("Your information has been lost");
197 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 201 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
198 return; 202 return false;
199 } 203 }
200 204
201 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 205 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -205,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
205 { 209 {
206 client.SendTeleportFailed("Your home region could not be found"); 210 client.SendTeleportFailed("Your home region could not be found");
207 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 211 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
208 return; 212 return false;
209 } 213 }
210 214
211 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 215 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Internal error"); 218 client.SendTeleportFailed("Internal error");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
216 return; 220 return false;
217 } 221 }
218 222
219 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 223 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -223,6 +227,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
223 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 227 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
224 228
225 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 229 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
230 return true;
226 } 231 }
227 #endregion 232 #endregion
228 233
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index d87f7f1..37f6ea0 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -219,6 +219,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
219 219
220 Vector3 originalPosition = objectGroup.AbsolutePosition; 220 Vector3 originalPosition = objectGroup.AbsolutePosition;
221 221
222 // Restore attachment data after trip through the sim
223 if (objectGroup.RootPart.AttachPoint > 0)
224 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
225 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
226
222 objectGroup.AbsolutePosition = inventoryStoredPosition; 227 objectGroup.AbsolutePosition = inventoryStoredPosition;
223 228
224 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 229 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
@@ -491,6 +496,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
491 496
492 if (item != null) 497 if (item != null)
493 { 498 {
499 if (item.ID == UUID.Zero)
500 {
501 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 1");
502 }
503
494 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString()); 504 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
495 505
496 if (rezAsset != null) 506 if (rezAsset != null)
@@ -513,17 +523,30 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
513 itemId = item.ID; 523 itemId = item.ID;
514 } 524 }
515 525
526 if (item.ID == UUID.Zero)
527 {
528 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 2");
529 }
530
516 string xmlData = Utils.BytesToString(rezAsset.Data); 531 string xmlData = Utils.BytesToString(rezAsset.Data);
517 SceneObjectGroup group 532 SceneObjectGroup group
518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 533 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
519 534 Vector3 storedPosition = group.AbsolutePosition;
535 if (group.UUID == UUID.Zero)
536 {
537 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
538 }
520 group.RootPart.FromFolderID = item.Folder; 539 group.RootPart.FromFolderID = item.Folder;
521 540
522 // If it's rezzed in world, select it. Much easier to 541 // If it's rezzed in world, select it. Much easier to
523 // find small items. 542 // find small items.
524 // 543 //
525 if (!attachment) 544 if (!attachment)
545 {
526 group.RootPart.CreateSelected = true; 546 group.RootPart.CreateSelected = true;
547 foreach (SceneObjectPart child in group.Children.Values)
548 child.CreateSelected = true;
549 }
527 550
528 if (!m_Scene.Permissions.CanRezObject( 551 if (!m_Scene.Permissions.CanRezObject(
529 group.PrimCount, remoteClient.AgentId, pos) 552 group.PrimCount, remoteClient.AgentId, pos)
@@ -538,9 +561,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
538 remoteClient.SendBulkUpdateInventory(item); 561 remoteClient.SendBulkUpdateInventory(item);
539 return null; 562 return null;
540 } 563 }
541 564 if (group.UUID == UUID.Zero)
565 {
566 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 4");
567 }
542 group.ResetIDs(); 568 group.ResetIDs();
543 569 if (group.UUID == UUID.Zero)
570 {
571 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 5");
572 }
544 if (attachment) 573 if (attachment)
545 { 574 {
546 group.RootPart.Flags |= PrimFlags.Phantom; 575 group.RootPart.Flags |= PrimFlags.Phantom;
@@ -572,7 +601,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
572 { 601 {
573 group.SetFromItemID(itemID); 602 group.SetFromItemID(itemID);
574 } 603 }
575 604 if (group.UUID == UUID.Zero)
605 {
606 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 6");
607 }
576 SceneObjectPart rootPart = null; 608 SceneObjectPart rootPart = null;
577 try 609 try
578 { 610 {
@@ -587,7 +619,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
587 619
588 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment); 620 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
589 } 621 }
590 622 if (group.UUID == UUID.Zero)
623 {
624 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 7");
625 }
591 // Since renaming the item in the inventory does not affect the name stored 626 // Since renaming the item in the inventory does not affect the name stored
592 // in the serialization, transfer the correct name from the inventory to the 627 // in the serialization, transfer the correct name from the inventory to the
593 // object itself before we rez. 628 // object itself before we rez.
@@ -617,7 +652,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
617 group.ApplyNextOwnerPermissions(); 652 group.ApplyNextOwnerPermissions();
618 } 653 }
619 } 654 }
620 655 if (group.UUID == UUID.Zero)
656 {
657 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 8");
658 }
621 foreach (SceneObjectPart part in partList) 659 foreach (SceneObjectPart part in partList)
622 { 660 {
623 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0) 661 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
@@ -630,13 +668,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
630 part.EveryoneMask = item.EveryOnePermissions; 668 part.EveryoneMask = item.EveryOnePermissions;
631 part.NextOwnerMask = item.NextPermissions; 669 part.NextOwnerMask = item.NextPermissions;
632 } 670 }
633 671 if (group.UUID == UUID.Zero)
672 {
673 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 9");
674 }
634 rootPart.TrimPermissions(); 675 rootPart.TrimPermissions();
635 676 if (group.UUID == UUID.Zero)
677 {
678 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 10");
679 }
636 if (!attachment) 680 if (!attachment)
637 { 681 {
638 if (group.RootPart.Shape.PCode == (byte)PCode.Prim) 682 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
639 { 683 {
684 // Save attachment data
685 group.RootPart.AttachPoint = group.RootPart.Shape.State;
686 group.RootPart.AttachOffset = storedPosition;
687
640 group.ClearPartAttachmentData(); 688 group.ClearPartAttachmentData();
641 } 689 }
642 690
@@ -662,8 +710,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
662 } 710 }
663 } 711 }
664 } 712 }
665 713 if (group.UUID == UUID.Zero)
666 return rootPart.ParentGroup; 714 {
715 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 11");
716 }
717 return group;
667 } 718 }
668 } 719 }
669 720
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
index e54ee02..ebfba2b 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
@@ -57,9 +57,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); 57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); 58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); 59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion"); 60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion");
61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion"); 61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion");
62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion"); 62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion");
63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion"); 63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion");
64 64
65 m_LocalConnector = new LocalGridServicesConnector(config); 65 m_LocalConnector = new LocalGridServicesConnector(config);
@@ -128,8 +128,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null"); 128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null");
129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match"); 129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match");
130 130
131 m_LocalConnector.RegisterRegion(UUID.Zero, r2); 131 m_LocalConnector.RegisterRegion(UUID.Zero, r2);
132 m_LocalConnector.RegisterRegion(UUID.Zero, r3); 132 m_LocalConnector.RegisterRegion(UUID.Zero, r3);
133 m_LocalConnector.RegisterRegion(UUID.Zero, r4); 133 m_LocalConnector.RegisterRegion(UUID.Zero, r4);
134 134
135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1)); 135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1));
@@ -154,38 +154,38 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null"); 154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null");
155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected"); 155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected");
156 156
157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero); 157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero);
158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null"); 158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null");
159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size"); 159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size");
160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match"); 160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match");
161 161
162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY); 162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY);
163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null"); 163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null");
164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size"); 164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size");
165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
168 168
169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY); 169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY);
170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null"); 170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null");
171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size"); 171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size");
172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3"); 172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3");
173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3"); 173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3");
174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3"); 174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3");
175 175
176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY); 176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY);
177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null"); 177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null");
178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size"); 178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size");
179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2"); 179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2");
180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2"); 180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2");
181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2"); 181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2");
182 182
183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY); 183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY);
184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null"); 184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null");
185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size"); 185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size");
186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2"); 186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2");
187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2"); 187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2");
188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2"); 188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2");
189 189
190 results = m_LocalConnector.GetHyperlinks(UUID.Zero); 190 results = m_LocalConnector.GetHyperlinks(UUID.Zero);
191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); 191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index e1bc243..fb2edb9 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
55 if (account != null) 55 if (account != null)
56 m_NameCache.AddOrUpdate(account.Name, account.PrincipalID, DateTime.Now + TimeSpan.FromMinutes(2.0d)); 56 m_NameCache.AddOrUpdate(account.Name, account.PrincipalID, DateTime.Now + TimeSpan.FromMinutes(2.0d));
57 57
58 m_log.DebugFormat("[USER CACHE]: cached user {0}", userID); 58 // m_log.DebugFormat("[USER CACHE]: cached user {0}", userID);
59 } 59 }
60 60
61 public UserAccount Get(UUID userID, out bool inCache) 61 public UserAccount Get(UUID userID, out bool inCache)
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 1fba6c2..e51f118 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -267,6 +267,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
267 // being no copy/no mod for everyone 267 // being no copy/no mod for everyone
268 lock (part.TaskInventory) 268 lock (part.TaskInventory)
269 { 269 {
270 if (!ResolveUserUuid(part.CreatorID))
271 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
272
273 if (!ResolveUserUuid(part.OwnerID))
274 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
275
276 if (!ResolveUserUuid(part.LastOwnerID))
277 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
278
279 // And zap any troublesome sit target information
280 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
281 part.SitTargetPosition = new Vector3(0, 0, 0);
282
283 // Fix ownership/creator of inventory items
284 // Not doing so results in inventory items
285 // being no copy/no mod for everyone
286 part.TaskInventory.LockItemsForRead(true);
270 TaskInventoryDictionary inv = part.TaskInventory; 287 TaskInventoryDictionary inv = part.TaskInventory;
271 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 288 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
272 { 289 {
@@ -279,6 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
279 kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; 296 kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
280 } 297 }
281 } 298 }
299 part.TaskInventory.LockItemsForRead(false);
282 } 300 }
283 } 301 }
284 302
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 5025c88..fb15d91 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -29,6 +29,7 @@ using System.Collections.Generic;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Security; 31using System.Security;
32using System.Timers;
32using log4net; 33using log4net;
33using Nini.Config; 34using Nini.Config;
34using OpenMetaverse; 35using OpenMetaverse;
@@ -45,6 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
45 private delegate void LookupUUIDS(List<UUID> uuidLst); 46 private delegate void LookupUUIDS(List<UUID> uuidLst);
46 47
47 private Scene m_scene; 48 private Scene m_scene;
49 private Timer m_regionChangeTimer = new Timer();
48 50
49 private EstateTerrainXferHandler TerrainUploader; 51 private EstateTerrainXferHandler TerrainUploader;
50 52
@@ -250,7 +252,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
250 252
251 if ((estateAccessType & 4) != 0) // User add 253 if ((estateAccessType & 4) != 0) // User add
252 { 254 {
253 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 255 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
254 { 256 {
255 m_scene.RegionInfo.EstateSettings.AddEstateUser(user); 257 m_scene.RegionInfo.EstateSettings.AddEstateUser(user);
256 m_scene.RegionInfo.EstateSettings.Save(); 258 m_scene.RegionInfo.EstateSettings.Save();
@@ -265,7 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
265 } 267 }
266 if ((estateAccessType & 8) != 0) // User remove 268 if ((estateAccessType & 8) != 0) // User remove
267 { 269 {
268 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 270 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
269 { 271 {
270 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user); 272 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user);
271 m_scene.RegionInfo.EstateSettings.Save(); 273 m_scene.RegionInfo.EstateSettings.Save();
@@ -280,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
280 } 282 }
281 if ((estateAccessType & 16) != 0) // Group add 283 if ((estateAccessType & 16) != 0) // Group add
282 { 284 {
283 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 285 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
284 { 286 {
285 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user); 287 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user);
286 m_scene.RegionInfo.EstateSettings.Save(); 288 m_scene.RegionInfo.EstateSettings.Save();
@@ -294,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
294 } 296 }
295 if ((estateAccessType & 32) != 0) // Group remove 297 if ((estateAccessType & 32) != 0) // Group remove
296 { 298 {
297 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 299 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
298 { 300 {
299 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user); 301 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user);
300 m_scene.RegionInfo.EstateSettings.Save(); 302 m_scene.RegionInfo.EstateSettings.Save();
@@ -343,7 +345,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
343 { 345 {
344 if (!s.IsChildAgent) 346 if (!s.IsChildAgent)
345 { 347 {
346 m_scene.TeleportClientHome(user, s.ControllingClient); 348 if (!m_scene.TeleportClientHome(user, s.ControllingClient))
349 {
350 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
351 s.ControllingClient.Close();
352 }
347 } 353 }
348 } 354 }
349 355
@@ -477,7 +483,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 ScenePresence s = m_scene.GetScenePresence(prey); 483 ScenePresence s = m_scene.GetScenePresence(prey);
478 if (s != null) 484 if (s != null)
479 { 485 {
480 m_scene.TeleportClientHome(prey, s.ControllingClient); 486 if (!m_scene.TeleportClientHome(prey, s.ControllingClient))
487 {
488 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
489 s.ControllingClient.Close();
490 }
481 } 491 }
482 } 492 }
483 } 493 }
@@ -496,7 +506,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
496 // Also make sure they are actually in the region 506 // Also make sure they are actually in the region
497 if (p != null && !p.IsChildAgent) 507 if (p != null && !p.IsChildAgent)
498 { 508 {
499 m_scene.TeleportClientHome(p.UUID, p.ControllingClient); 509 if (!m_scene.TeleportClientHome(p.UUID, p.ControllingClient))
510 {
511 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
512 p.ControllingClient.Close();
513 }
500 } 514 }
501 } 515 }
502 }); 516 });
@@ -896,6 +910,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
896 m_scene.RegisterModuleInterface<IEstateModule>(this); 910 m_scene.RegisterModuleInterface<IEstateModule>(this);
897 m_scene.EventManager.OnNewClient += EventManager_OnNewClient; 911 m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
898 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight; 912 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
913 m_regionChangeTimer.AutoReset = false;
914 m_regionChangeTimer.Interval = 2000;
915 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
899 916
900 m_scene.AddCommand(this, "set terrain texture", 917 m_scene.AddCommand(this, "set terrain texture",
901 "set terrain texture <number> <uuid> [<x>] [<y>]", 918 "set terrain texture <number> <uuid> [<x>] [<y>]",
@@ -1166,6 +1183,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1166 1183
1167 protected void TriggerRegionInfoChange() 1184 protected void TriggerRegionInfoChange()
1168 { 1185 {
1186 m_regionChangeTimer.Stop();
1187 m_regionChangeTimer.Start();
1188 }
1189
1190 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1191 {
1169 ChangeDelegate change = OnRegionInfoChange; 1192 ChangeDelegate change = OnRegionInfoChange;
1170 1193
1171 if (change != null) 1194 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index da7a284..f62ec1b 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -85,6 +85,8 @@ namespace OpenSim.Region.CoreModules.World.Land
85 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 85 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
86 86
87 private bool m_allowedForcefulBans = true; 87 private bool m_allowedForcefulBans = true;
88 private UUID DefaultGodParcelGroup;
89 private string DefaultGodParcelName;
88 90
89 // caches ExtendedLandData 91 // caches ExtendedLandData
90 private Cache parcelInfoCache; 92 private Cache parcelInfoCache;
@@ -99,6 +101,12 @@ namespace OpenSim.Region.CoreModules.World.Land
99 101
100 public void Initialise(IConfigSource source) 102 public void Initialise(IConfigSource source)
101 { 103 {
104 IConfig cnf = source.Configs["LandManagement"];
105 if (cnf != null)
106 {
107 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
108 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
109 }
102 } 110 }
103 111
104 public void AddRegion(Scene scene) 112 public void AddRegion(Scene scene)
@@ -353,7 +361,7 @@ namespace OpenSim.Region.CoreModules.World.Land
353 { 361 {
354 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 362 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
355 { 363 {
356 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 364 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
357 { 365 {
358 SendYouAreBannedNotice(avatar); 366 SendYouAreBannedNotice(avatar);
359 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 367 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -650,7 +658,7 @@ namespace OpenSim.Region.CoreModules.World.Land
650 int x; 658 int x;
651 int y; 659 int y;
652 660
653 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 661 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
654 return null; 662 return null;
655 663
656 try 664 try
@@ -993,6 +1001,10 @@ namespace OpenSim.Region.CoreModules.World.Land
993 //Owner Flag 1001 //Owner Flag
994 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1002 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
995 } 1003 }
1004 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1005 {
1006 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1007 }
996 else if (currentParcelBlock.LandData.SalePrice > 0 && 1008 else if (currentParcelBlock.LandData.SalePrice > 0 &&
997 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1009 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
998 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1010 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1296,18 +1308,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1296 1308
1297 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1309 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1298 { 1310 {
1299 for (int i = 0; i < data.Count; i++) 1311 lock (m_landList)
1300 { 1312 {
1301 IncomingLandObjectFromStorage(data[i]); 1313 //Remove all the land objects in the sim and then process our new data
1314 foreach (int n in m_landList.Keys)
1315 {
1316 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1317 }
1318 m_landIDList.Initialize();
1319 m_landList.Clear();
1320
1321 for (int i = 0; i < data.Count; i++)
1322 {
1323 IncomingLandObjectFromStorage(data[i]);
1324 }
1302 } 1325 }
1303 } 1326 }
1304 1327
1305 public void IncomingLandObjectFromStorage(LandData data) 1328 public void IncomingLandObjectFromStorage(LandData data)
1306 { 1329 {
1330
1307 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1331 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1308 new_land.LandData = data.Copy(); 1332 new_land.LandData = data.Copy();
1309 new_land.SetLandBitmapFromByteArray(); 1333 new_land.SetLandBitmapFromByteArray();
1310 AddLandObject(new_land); 1334 AddLandObject(new_land);
1335 new_land.SendLandUpdateToAvatarsOverMe();
1311 } 1336 }
1312 1337
1313 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1338 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1580,5 +1605,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1580 1605
1581 UpdateLandObject(localID, land.LandData); 1606 UpdateLandObject(localID, land.LandData);
1582 } 1607 }
1608
1609 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1610 {
1611 ILandObject land = null;
1612 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1613 foreach (ILandObject landObject in Land)
1614 {
1615 if (landObject.LandData.LocalID == landID)
1616 {
1617 land = landObject;
1618 }
1619 }
1620 land.DeedToGroup(DefaultGodParcelGroup);
1621 land.LandData.Name = DefaultGodParcelName;
1622 land.SendLandUpdateToAvatarsOverMe();
1623 }
1624
1625 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1626 {
1627 ScenePresence SP;
1628 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1629 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1630 if (SP.GodLevel != 0)
1631 {
1632 if (flags == 0) //All parcels, scripted or not
1633 {
1634 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1635 {
1636 if (e.OwnerID == targetID)
1637 {
1638 returns.Add(e);
1639 }
1640 }
1641 );
1642 }
1643 if (flags == 4) //All parcels, scripted object
1644 {
1645 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1646 {
1647 if (e.OwnerID == targetID)
1648 {
1649 if (e.scriptScore >= 0.01)
1650 {
1651 returns.Add(e);
1652 }
1653 }
1654 }
1655 );
1656 }
1657 if (flags == 4) //not target parcel, scripted object
1658 {
1659 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1660 {
1661 if (e.OwnerID == targetID)
1662 {
1663 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1664 if (landobject.LandData.OwnerID != e.OwnerID)
1665 {
1666 if (e.scriptScore >= 0.01)
1667 {
1668 returns.Add(e);
1669 }
1670 }
1671 }
1672 }
1673 );
1674 }
1675 foreach (SceneObjectGroup ol in returns)
1676 {
1677 ReturnObject(ol, client);
1678 }
1679 }
1680 }
1681 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1682 {
1683 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1684 objs[0] = obj;
1685 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1686 }
1687
1688 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1689
1690 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1691 {
1692 ScenePresence targetAvatar = null;
1693 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1694 ScenePresence parcelManager = null;
1695 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1696 System.Threading.Timer Timer;
1697
1698 if (targetAvatar.GodLevel == 0)
1699 {
1700 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1701 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1702 return;
1703 if (flags == 0)
1704 {
1705 targetAvatar.AllowMovement = false;
1706 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1707 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1708 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1709 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1710 Timers.Add(targetAvatar.UUID, Timer);
1711 }
1712 else
1713 {
1714 targetAvatar.AllowMovement = true;
1715 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1716 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1717 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1718 Timers.Remove(targetAvatar.UUID);
1719 Timer.Dispose();
1720 }
1721 }
1722 }
1723 private void OnEndParcelFrozen(object avatar)
1724 {
1725 ScenePresence targetAvatar = (ScenePresence)avatar;
1726 targetAvatar.AllowMovement = true;
1727 System.Threading.Timer Timer;
1728 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1729 Timers.Remove(targetAvatar.UUID);
1730 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1731 }
1732
1733
1734 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1735 {
1736 ScenePresence targetAvatar = null;
1737 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1738 ScenePresence parcelManager = null;
1739 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1740 //Just eject
1741 if (flags == 0)
1742 {
1743 if (targetAvatar.GodLevel == 0)
1744 {
1745 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1746 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1747 return;
1748
1749 Vector3 position = new Vector3(0, 0, 0);
1750 List<ILandObject> allParcels = new List<ILandObject>();
1751 allParcels = AllParcels();
1752 if (allParcels.Count != 1)
1753 {
1754 foreach (ILandObject parcel in allParcels)
1755 {
1756 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1757 {
1758 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1759 {
1760 for (int x = 1; x <= Constants.RegionSize; x += 2)
1761 {
1762 for (int y = 1; y <= Constants.RegionSize; y += 2)
1763 {
1764 if (parcel.ContainsPoint(x, y))
1765 {
1766 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1767 targetAvatar.TeleportWithMomentum(position);
1768 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1769 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1770 return;
1771 }
1772 }
1773 }
1774 }
1775 }
1776 }
1777 }
1778 Vector3 targetVector;
1779 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1780 {
1781 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1782 {
1783 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1784 targetAvatar.TeleportWithMomentum(targetVector);
1785 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1786 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1787 return;
1788 }
1789 else
1790 {
1791 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1792 targetAvatar.TeleportWithMomentum(targetVector);
1793 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1794 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1795 return;
1796 }
1797 }
1798 else
1799 {
1800 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1801 {
1802 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1803 targetAvatar.TeleportWithMomentum(targetVector);
1804 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1805 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1806 return;
1807 }
1808 else
1809 {
1810 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1811 targetAvatar.TeleportWithMomentum(targetVector);
1812 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1813 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1814 return;
1815 }
1816 }
1817 }
1818 }
1819 //Eject and ban
1820 if (flags == 1)
1821 {
1822 if (targetAvatar.GodLevel == 0)
1823 {
1824 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1825 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1826 return;
1827
1828 Vector3 position = new Vector3(0, 0, 0);
1829 List<ILandObject> allParcels = new List<ILandObject>();
1830 allParcels = AllParcels();
1831 if (allParcels.Count != 1)
1832 {
1833 foreach (ILandObject parcel in allParcels)
1834 {
1835 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1836 {
1837 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1838 {
1839 for (int x = 1; x <= Constants.RegionSize; x += 2)
1840 {
1841 for (int y = 1; y <= Constants.RegionSize; y += 2)
1842 {
1843 if (parcel.ContainsPoint(x, y))
1844 {
1845 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1846 targetAvatar.TeleportWithMomentum(position);
1847 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1848 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1849 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1850 entry.AgentID = targetAvatar.UUID;
1851 entry.Flags = AccessList.Ban;
1852 entry.Time = new DateTime();
1853 land.LandData.ParcelAccessList.Add(entry);
1854 return;
1855 }
1856 }
1857 }
1858 }
1859 }
1860 }
1861 }
1862 Vector3 targetVector;
1863 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1864 {
1865 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1866 {
1867 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1868 targetAvatar.TeleportWithMomentum(targetVector);
1869 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1870 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1871 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1872 entry.AgentID = targetAvatar.UUID;
1873 entry.Flags = AccessList.Ban;
1874 entry.Time = new DateTime();
1875 land.LandData.ParcelAccessList.Add(entry);
1876 return;
1877 }
1878 else
1879 {
1880 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1881 targetAvatar.TeleportWithMomentum(targetVector);
1882 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1883 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1884 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1885 entry.AgentID = targetAvatar.UUID;
1886 entry.Flags = AccessList.Ban;
1887 entry.Time = new DateTime();
1888 land.LandData.ParcelAccessList.Add(entry);
1889 return;
1890 }
1891 }
1892 else
1893 {
1894 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1895 {
1896 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, 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 else
1908 {
1909 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1910 targetAvatar.TeleportWithMomentum(targetVector);
1911 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1912 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1913 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1914 entry.AgentID = targetAvatar.UUID;
1915 entry.Flags = AccessList.Ban;
1916 entry.Time = new DateTime();
1917 land.LandData.ParcelAccessList.Add(entry);
1918 return;
1919 }
1920 }
1921 }
1922 }
1923 }
1583 } 1924 }
1584} 1925}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 499b60c..1b2cabb 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -288,6 +288,34 @@ namespace OpenSim.Region.CoreModules.World.Land
288 return false; 288 return false;
289 } 289 }
290 290
291 public bool HasGroupAccess(UUID avatar)
292 {
293 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
294 {
295 IGroupsModule groupsModule =
296 m_scene.RequestModuleInterface<IGroupsModule>();
297
298 List<UUID> agentGroups = new List<UUID>();
299 if (groupsModule != null)
300 {
301 GroupMembershipData[] GroupMembership =
302 groupsModule.GetMembershipData(avatar);
303
304 if (GroupMembership != null)
305 {
306 for (int i = 0; i < GroupMembership.Length; i++)
307 {
308 if (LandData.GroupID == GroupMembership[i].GroupID)
309 {
310 return true;
311 }
312 }
313 }
314 }
315 }
316 return false;
317 }
318
291 public bool IsBannedFromLand(UUID avatar) 319 public bool IsBannedFromLand(UUID avatar)
292 { 320 {
293 if (m_scene.Permissions.IsAdministrator(avatar)) 321 if (m_scene.Permissions.IsAdministrator(avatar))
@@ -324,10 +352,14 @@ namespace OpenSim.Region.CoreModules.World.Land
324 //If they are not on the access list and are not the owner 352 //If they are not on the access list and are not the owner
325 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 353 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
326 { 354 {
327 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 355 if (!HasGroupAccess(avatar))
328 return true; 356 {
357 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
358 return true;
359 }
329 } 360 }
330 } 361 }
362
331 return false; 363 return false;
332 } 364 }
333 365
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index bc54997..b1747ef 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
412 412
413 public string Name 413 public string Name
414 { 414 {
415 get { return "PermissionsModule"; } 415 get { return "DefaultPermissionsModule"; }
416 } 416 }
417 417
418 public bool IsSharedModule 418 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cb80111..d4166d0 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -549,6 +549,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
550 m_scene.SaveTerrain(); 550 m_scene.SaveTerrain();
551 551
552 m_scene.EventManager.TriggerTerrainUpdate();
553
552 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 554 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
553 //m_scene.CreateTerrainTexture(true); 555 //m_scene.CreateTerrainTexture(true);
554 } 556 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 268612e..944ad94 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Examples.SimpleModule
79 public event DisconnectUser OnDisconnectUser; 79 public event DisconnectUser OnDisconnectUser;
80 public event RequestAvatarProperties OnRequestAvatarProperties; 80 public event RequestAvatarProperties OnRequestAvatarProperties;
81 public event SetAlwaysRun OnSetAlwaysRun; 81 public event SetAlwaysRun OnSetAlwaysRun;
82 82 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
83 public event DeRezObject OnDeRezObject; 83 public event DeRezObject OnDeRezObject;
84 public event Action<IClientAPI> OnRegionHandShakeReply; 84 public event Action<IClientAPI> OnRegionHandShakeReply;
85 public event GenericCall2 OnRequestWearables; 85 public event GenericCall2 OnRequestWearables;
@@ -821,12 +821,21 @@ namespace OpenSim.Region.Examples.SimpleModule
821 { 821 {
822 } 822 }
823 823
824 public void ProcessPendingPackets()
825 {
826 }
827
824 public void ProcessInPacket(Packet NewPack) 828 public void ProcessInPacket(Packet NewPack)
825 { 829 {
826 } 830 }
827 831
828 public void Close() 832 public void Close()
829 { 833 {
834 Close(true);
835 }
836
837 public void Close(bool sendStop)
838 {
830 } 839 }
831 840
832 public void Start() 841 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 05c1e00..59c035f 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -140,4 +145,4 @@ namespace OpenSim.Region.Framework.Interfaces
140 /// <param name="pos"></param> 145 /// <param name="pos"></param>
141 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos); 146 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
142 } 147 }
143} \ No newline at end of file 148}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index ae2e844..f5cd528 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -106,6 +106,8 @@ namespace OpenSim.Region.Framework.Interfaces
106 /// <param name="stateSource"></param> 106 /// <param name="stateSource"></param>
107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
108 108
109 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
110
109 /// <summary> 111 /// <summary>
110 /// Stop a script which is in this prim's inventory. 112 /// Stop a script which is in this prim's inventory.
111 /// </summary> 113 /// </summary>
@@ -226,5 +228,6 @@ namespace OpenSim.Region.Framework.Interfaces
226 /// A <see cref="Dictionary`2"/> 228 /// A <see cref="Dictionary`2"/>
227 /// </returns> 229 /// </returns>
228 Dictionary<UUID, string> GetScriptStates(); 230 Dictionary<UUID, string> GetScriptStates();
231 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
229 } 232 }
230} 233}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index e8738c4..45ca5c5 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,7 +40,7 @@ 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 void TeleportHome(UUID id, IClientAPI client); 43 bool TeleportHome(UUID id, IClientAPI client);
44 44
45 void Cross(ScenePresence agent, bool isFlying); 45 void Cross(ScenePresence agent, bool isFlying);
46 46
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c434e4f..3fae5e6 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 272f718..3a3ec2b 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -140,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
140 140
141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
142 { 142 {
143 if (entity == null) return double.NaN;
143 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 144 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
144 if (presence != null) 145 if (presence != null)
145 { 146 {
@@ -150,11 +151,16 @@ namespace OpenSim.Region.Framework.Scenes
150 // Use group position for child prims 151 // Use group position for child prims
151 Vector3 entityPos = entity.AbsolutePosition; 152 Vector3 entityPos = entity.AbsolutePosition;
152 if (entity is SceneObjectPart) 153 if (entity is SceneObjectPart)
153 { 154 {
154 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 155 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
155 // before its scheduled update was triggered 156 if (group == null)
156 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 157 {
157 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 158 entityPos = entity.AbsolutePosition;
159 }
160 else
161 {
162 entityPos = group.AbsolutePosition;
163 }
158 } 164 }
159 else 165 else
160 { 166 {
@@ -199,9 +205,9 @@ namespace OpenSim.Region.Framework.Scenes
199 return 0.0; 205 return 0.0;
200 206
201 // Use group position for child prims 207 // Use group position for child prims
202 Vector3 entityPos = entity.AbsolutePosition; 208 Vector3 entityPos;
203 if (entity is SceneObjectPart) 209 if (entity is SceneObjectPart)
204 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 210 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
205 else 211 else
206 entityPos = entity.AbsolutePosition; 212 entityPos = entity.AbsolutePosition;
207 213
@@ -224,12 +230,19 @@ namespace OpenSim.Region.Framework.Scenes
224 230
225 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
226 { 232 {
227 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
228 if (physActor == null || !physActor.IsPhysical)
229 priority += 100;
230
231 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 233 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
234 {
232 priority = 1.0; 235 priority = 1.0;
236 }
237 else
238 {
239 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
240 if (physActor == null || !physActor.IsPhysical)
241 priority += 100;
242 }
243
244 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
245 priority +=1;
233 } 246 }
234 return priority; 247 return priority;
235 } 248 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index c49386a..ccbd880 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -98,34 +98,22 @@ namespace OpenSim.Region.Framework.Scenes
98 /// <param name="item"></param> 98 /// <param name="item"></param>
99 public bool AddInventoryItem(InventoryItemBase item) 99 public bool AddInventoryItem(InventoryItemBase item)
100 { 100 {
101 if (UUID.Zero == item.Folder) 101 InventoryFolderBase folder;
102
103 if (item.Folder == UUID.Zero)
102 { 104 {
103 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 105 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
104 if (f != null) 106 if (folder == null)
105 {
106// m_log.DebugFormat(
107// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
108// f.Name, (AssetType)f.Type, item.Name);
109
110 item.Folder = f.ID;
111 }
112 else
113 { 107 {
114 f = InventoryService.GetRootFolder(item.Owner); 108 folder = InventoryService.GetRootFolder(item.Owner);
115 if (f != null) 109
116 { 110 if (folder == null)
117 item.Folder = f.ID;
118 }
119 else
120 {
121 m_log.WarnFormat(
122 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
123 item.Owner, item.Name);
124 return false; 111 return false;
125 }
126 } 112 }
113
114 item.Folder = folder.ID;
127 } 115 }
128 116
129 if (InventoryService.AddItem(item)) 117 if (InventoryService.AddItem(item))
130 { 118 {
131 int userlevel = 0; 119 int userlevel = 0;
@@ -251,8 +239,7 @@ namespace OpenSim.Region.Framework.Scenes
251 239
252 // Update item with new asset 240 // Update item with new asset
253 item.AssetID = asset.FullID; 241 item.AssetID = asset.FullID;
254 if (group.UpdateInventoryItem(item)) 242 group.UpdateInventoryItem(item);
255 remoteClient.SendAgentAlertMessage("Script saved", false);
256 243
257 part.GetProperties(remoteClient); 244 part.GetProperties(remoteClient);
258 245
@@ -263,12 +250,7 @@ namespace OpenSim.Region.Framework.Scenes
263 { 250 {
264 // Needs to determine which engine was running it and use that 251 // Needs to determine which engine was running it and use that
265 // 252 //
266 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 253 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
267 errors = part.Inventory.GetScriptErrors(item.ItemID);
268 }
269 else
270 {
271 remoteClient.SendAgentAlertMessage("Script saved", false);
272 } 254 }
273 part.ParentGroup.ResumeScripts(); 255 part.ParentGroup.ResumeScripts();
274 return errors; 256 return errors;
@@ -682,6 +664,8 @@ namespace OpenSim.Region.Framework.Scenes
682 return; 664 return;
683 } 665 }
684 666
667 if (newName == null) newName = item.Name;
668
685 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 669 AssetBase asset = AssetService.Get(item.AssetID.ToString());
686 670
687 if (asset != null) 671 if (asset != null)
@@ -729,6 +713,24 @@ namespace OpenSim.Region.Framework.Scenes
729 } 713 }
730 714
731 /// <summary> 715 /// <summary>
716 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
717 /// </summary>
718 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
719 {
720 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
721 foreach (InventoryItemBase b in items)
722 {
723 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
724 InventoryItemBase n = InventoryService.GetItem(b);
725 n.Folder = destfolder;
726 moveitems.Add(n);
727 remoteClient.SendInventoryItemCreateUpdate(n, 0);
728 }
729
730 MoveInventoryItem(remoteClient, moveitems);
731 }
732
733 /// <summary>
732 /// Move an item within the agent's inventory. 734 /// Move an item within the agent's inventory.
733 /// </summary> 735 /// </summary>
734 /// <param name="remoteClient"></param> 736 /// <param name="remoteClient"></param>
@@ -965,8 +967,12 @@ namespace OpenSim.Region.Framework.Scenes
965 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 967 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
966 { 968 {
967 SceneObjectPart part = GetSceneObjectPart(localID); 969 SceneObjectPart part = GetSceneObjectPart(localID);
968 SceneObjectGroup group = part.ParentGroup; 970 SceneObjectGroup group = null;
969 if (group != null) 971 if (part != null)
972 {
973 group = part.ParentGroup;
974 }
975 if (part != null && group != null)
970 { 976 {
971 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 977 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
972 return; 978 return;
@@ -1413,13 +1419,6 @@ namespace OpenSim.Region.Framework.Scenes
1413 { 1419 {
1414 agentTransactions.HandleTaskItemUpdateFromTransaction( 1420 agentTransactions.HandleTaskItemUpdateFromTransaction(
1415 remoteClient, part, transactionID, currentItem); 1421 remoteClient, part, transactionID, currentItem);
1416
1417 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1418 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1419 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1420 remoteClient.SendAgentAlertMessage("Script saved", false);
1421 else
1422 remoteClient.SendAgentAlertMessage("Item saved", false);
1423 } 1422 }
1424 1423
1425 // Base ALWAYS has move 1424 // Base ALWAYS has move
@@ -1547,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1547 return; 1546 return;
1548 1547
1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1548 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1549 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1551 remoteClient.AgentId); 1550 remoteClient.AgentId);
1552 AssetService.Store(asset); 1551 AssetService.Store(asset);
1553 1552
@@ -1742,11 +1741,19 @@ namespace OpenSim.Region.Framework.Scenes
1742 // Invalid id 1741 // Invalid id
1743 SceneObjectPart part = GetSceneObjectPart(localID); 1742 SceneObjectPart part = GetSceneObjectPart(localID);
1744 if (part == null) 1743 if (part == null)
1744 {
1745 //Client still thinks the object exists, kill it
1746 SendKillObject(localID);
1745 continue; 1747 continue;
1748 }
1746 1749
1747 // Already deleted by someone else 1750 // Already deleted by someone else
1748 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1751 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1752 {
1753 //Client still thinks the object exists, kill it
1754 SendKillObject(localID);
1749 continue; 1755 continue;
1756 }
1750 1757
1751 // Can't delete child prims 1758 // Can't delete child prims
1752 if (part != part.ParentGroup.RootPart) 1759 if (part != part.ParentGroup.RootPart)
@@ -1768,15 +1775,21 @@ namespace OpenSim.Region.Framework.Scenes
1768 } 1775 }
1769 else 1776 else
1770 { 1777 {
1771 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1778 if (action == DeRezAction.TakeCopy)
1779 {
1780 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1781 permissionToTakeCopy = false;
1782 }
1783 else
1784 {
1772 permissionToTakeCopy = false; 1785 permissionToTakeCopy = false;
1786 }
1773 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1787 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1774 permissionToTake = false; 1788 permissionToTake = false;
1775 1789
1776 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1790 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1777 permissionToDelete = false; 1791 permissionToDelete = false;
1778 } 1792 }
1779
1780 } 1793 }
1781 1794
1782 // Handle god perms 1795 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 82e7d76..6b71426 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -136,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
136 protected SceneCommunicationService m_sceneGridService; 136 protected SceneCommunicationService m_sceneGridService;
137 public bool LoginsDisabled = true; 137 public bool LoginsDisabled = true;
138 public bool LoadingPrims = false; 138 public bool LoadingPrims = false;
139 public bool CombineRegions = false;
139 140
140 public new float TimeDilation 141 public new float TimeDilation
141 { 142 {
@@ -149,6 +150,20 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 public IXfer XferManager; 151 public IXfer XferManager;
151 152
153 protected ISnmpModule m_snmpService = null;
154 public ISnmpModule SnmpService
155 {
156 get
157 {
158 if (m_snmpService == null)
159 {
160 m_snmpService = RequestModuleInterface<ISnmpModule>();
161 }
162
163 return m_snmpService;
164 }
165 }
166
152 protected IAssetService m_AssetService; 167 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 168 protected IAuthorizationService m_AuthorizationService;
154 169
@@ -383,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
383 private bool m_firstHeartbeat = true; 398 private bool m_firstHeartbeat = true;
384 399
385 private object m_deleting_scene_object = new object(); 400 private object m_deleting_scene_object = new object();
401 private object m_cleaningAttachments = new object();
386 402
387 // the minimum time that must elapse before a changed object will be considered for persisted 403 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; 404 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
@@ -543,6 +559,8 @@ namespace OpenSim.Region.Framework.Scenes
543 559
544 // Load region settings 560 // Load region settings
545 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 561 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
562 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
563
546 if (m_storageManager.EstateDataStore != null) 564 if (m_storageManager.EstateDataStore != null)
547 { 565 {
548 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 566 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -605,9 +623,10 @@ namespace OpenSim.Region.Framework.Scenes
605 //Animation states 623 //Animation states
606 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
607 // TODO: Change default to true once the feature is supported 625 // TODO: Change default to true once the feature is supported
608 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 626 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
609
610 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
628
629 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
611 if (RegionInfo.NonphysPrimMax > 0) 630 if (RegionInfo.NonphysPrimMax > 0)
612 { 631 {
613 m_maxNonphys = RegionInfo.NonphysPrimMax; 632 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -639,6 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
639 m_persistAfter *= 10000000; 658 m_persistAfter *= 10000000;
640 659
641 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 660 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
661 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
642 662
643 IConfig packetConfig = m_config.Configs["PacketPool"]; 663 IConfig packetConfig = m_config.Configs["PacketPool"];
644 if (packetConfig != null) 664 if (packetConfig != null)
@@ -648,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
648 } 668 }
649 669
650 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
671 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
651 672
652 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 673 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
653 if (m_generateMaptiles) 674 if (m_generateMaptiles)
@@ -672,9 +693,9 @@ namespace OpenSim.Region.Framework.Scenes
672 } 693 }
673 } 694 }
674 } 695 }
675 catch 696 catch (Exception e)
676 { 697 {
677 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 698 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
678 } 699 }
679 700
680 #endregion Region Config 701 #endregion Region Config
@@ -911,6 +932,15 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="seconds">float indicating duration before restart.</param> 932 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds) 933 public virtual void Restart(float seconds)
913 { 934 {
935 Restart(seconds, true);
936 }
937
938 /// <summary>
939 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
940 /// </summary>
941 /// <param name="seconds">float indicating duration before restart.</param>
942 public virtual void Restart(float seconds, bool showDialog)
943 {
914 // notifications are done in 15 second increments 944 // notifications are done in 15 second increments
915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 945 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
916 // It's a 'Cancel restart' request. 946 // It's a 'Cancel restart' request.
@@ -931,8 +961,11 @@ namespace OpenSim.Region.Framework.Scenes
931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 961 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 962 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
933 m_restartTimer.Start(); 963 m_restartTimer.Start();
934 m_dialogModule.SendNotificationToUsersInRegion( 964 if (showDialog)
965 {
966 m_dialogModule.SendNotificationToUsersInRegion(
935 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 967 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
968 }
936 } 969 }
937 } 970 }
938 971
@@ -1127,6 +1160,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1160 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1128 if (HeartbeatThread != null) 1161 if (HeartbeatThread != null)
1129 { 1162 {
1163 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1130 HeartbeatThread.Abort(); 1164 HeartbeatThread.Abort();
1131 HeartbeatThread = null; 1165 HeartbeatThread = null;
1132 } 1166 }
@@ -1290,16 +1324,16 @@ namespace OpenSim.Region.Framework.Scenes
1290 // Check if any objects have reached their targets 1324 // Check if any objects have reached their targets
1291 CheckAtTargets(); 1325 CheckAtTargets();
1292 1326
1293 // Update SceneObjectGroups that have scheduled themselves for updates
1294 // Objects queue their updates onto all scene presences
1295 if (m_frame % m_update_objects == 0)
1296 m_sceneGraph.UpdateObjectGroups();
1297
1298 // Run through all ScenePresences looking for updates 1327 // Run through all ScenePresences looking for updates
1299 // Presence updates and queued object updates for each presence are sent to clients 1328 // Presence updates and queued object updates for each presence are sent to clients
1300 if (m_frame % m_update_presences == 0) 1329 if (m_frame % m_update_presences == 0)
1301 m_sceneGraph.UpdatePresences(); 1330 m_sceneGraph.UpdatePresences();
1302 1331
1332 // Update SceneObjectGroups that have scheduled themselves for updates
1333 // Objects queue their updates onto all scene presences
1334 if (m_frame % m_update_objects == 0)
1335 m_sceneGraph.UpdateObjectGroups();
1336
1303 if (m_frame % m_update_coarse_locations == 0) 1337 if (m_frame % m_update_coarse_locations == 0)
1304 { 1338 {
1305 List<Vector3> coarseLocations; 1339 List<Vector3> coarseLocations;
@@ -1632,6 +1666,7 @@ namespace OpenSim.Region.Framework.Scenes
1632 public void StoreWindlightProfile(RegionLightShareData wl) 1666 public void StoreWindlightProfile(RegionLightShareData wl)
1633 { 1667 {
1634 m_regInfo.WindlightSettings = wl; 1668 m_regInfo.WindlightSettings = wl;
1669 wl.Save();
1635 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1670 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1636 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1671 m_eventManager.TriggerOnSaveNewWindlightProfile();
1637 } 1672 }
@@ -1793,14 +1828,24 @@ namespace OpenSim.Region.Framework.Scenes
1793 /// <returns></returns> 1828 /// <returns></returns>
1794 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1829 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1795 { 1830 {
1831
1832 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1833 Vector3 wpos = Vector3.Zero;
1834 // Check for water surface intersection from above
1835 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1836 {
1837 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1838 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1839 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1840 wpos.Z = wheight;
1841 }
1842
1796 Vector3 pos = Vector3.Zero; 1843 Vector3 pos = Vector3.Zero;
1797 if (RayEndIsIntersection == (byte)1) 1844 if (RayEndIsIntersection == (byte)1)
1798 { 1845 {
1799 pos = RayEnd; 1846 pos = RayEnd;
1800 return pos;
1801 } 1847 }
1802 1848 else if (RayTargetID != UUID.Zero)
1803 if (RayTargetID != UUID.Zero)
1804 { 1849 {
1805 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1850 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1806 1851
@@ -1822,7 +1867,7 @@ namespace OpenSim.Region.Framework.Scenes
1822 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1867 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1823 1868
1824 // Un-comment out the following line to Get Raytrace results printed to the console. 1869 // Un-comment out the following line to Get Raytrace results printed to the console.
1825 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1870 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1826 float ScaleOffset = 0.5f; 1871 float ScaleOffset = 0.5f;
1827 1872
1828 // If we hit something 1873 // If we hit something
@@ -1845,13 +1890,10 @@ namespace OpenSim.Region.Framework.Scenes
1845 //pos.Z -= 0.25F; 1890 //pos.Z -= 0.25F;
1846 1891
1847 } 1892 }
1848
1849 return pos;
1850 } 1893 }
1851 else 1894 else
1852 { 1895 {
1853 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1896 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1854
1855 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1897 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1856 1898
1857 // Un-comment the following line to print the raytrace results to the console. 1899 // Un-comment the following line to print the raytrace results to the console.
@@ -1860,13 +1902,12 @@ namespace OpenSim.Region.Framework.Scenes
1860 if (ei.HitTF) 1902 if (ei.HitTF)
1861 { 1903 {
1862 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1904 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1863 } else 1905 }
1906 else
1864 { 1907 {
1865 // fall back to our stupid functionality 1908 // fall back to our stupid functionality
1866 pos = RayEnd; 1909 pos = RayEnd;
1867 } 1910 }
1868
1869 return pos;
1870 } 1911 }
1871 } 1912 }
1872 else 1913 else
@@ -1877,8 +1918,12 @@ namespace OpenSim.Region.Framework.Scenes
1877 //increase height so its above the ground. 1918 //increase height so its above the ground.
1878 //should be getting the normal of the ground at the rez point and using that? 1919 //should be getting the normal of the ground at the rez point and using that?
1879 pos.Z += scale.Z / 2f; 1920 pos.Z += scale.Z / 2f;
1880 return pos; 1921// return pos;
1881 } 1922 }
1923
1924 // check against posible water intercept
1925 if (wpos.Z > pos.Z) pos = wpos;
1926 return pos;
1882 } 1927 }
1883 1928
1884 1929
@@ -2035,6 +2080,15 @@ namespace OpenSim.Region.Framework.Scenes
2035 /// </summary> 2080 /// </summary>
2036 public void DeleteAllSceneObjects() 2081 public void DeleteAllSceneObjects()
2037 { 2082 {
2083 DeleteAllSceneObjects(false);
2084 }
2085
2086 /// <summary>
2087 /// Delete every object from the scene. This does not include attachments worn by avatars.
2088 /// </summary>
2089 public void DeleteAllSceneObjects(bool exceptNoCopy)
2090 {
2091 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2038 lock (Entities) 2092 lock (Entities)
2039 { 2093 {
2040 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2094 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2044,11 +2098,24 @@ namespace OpenSim.Region.Framework.Scenes
2044 if (e is SceneObjectGroup) 2098 if (e is SceneObjectGroup)
2045 { 2099 {
2046 SceneObjectGroup sog = (SceneObjectGroup)e; 2100 SceneObjectGroup sog = (SceneObjectGroup)e;
2047 if (!sog.IsAttachment) 2101 if (sog != null && !sog.IsAttachment)
2048 DeleteSceneObject((SceneObjectGroup)e, false); 2102 {
2103 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2104 {
2105 DeleteSceneObject((SceneObjectGroup)e, false);
2106 }
2107 else
2108 {
2109 toReturn.Add((SceneObjectGroup)e);
2110 }
2111 }
2049 } 2112 }
2050 } 2113 }
2051 } 2114 }
2115 if (toReturn.Count > 0)
2116 {
2117 returnObjects(toReturn.ToArray(), UUID.Zero);
2118 }
2052 } 2119 }
2053 2120
2054 /// <summary> 2121 /// <summary>
@@ -2428,6 +2495,12 @@ namespace OpenSim.Region.Framework.Scenes
2428 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2495 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2429 public bool AddSceneObject(SceneObjectGroup sceneObject) 2496 public bool AddSceneObject(SceneObjectGroup sceneObject)
2430 { 2497 {
2498 if (sceneObject.OwnerID == UUID.Zero)
2499 {
2500 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2501 return false;
2502 }
2503
2431 // If the user is banned, we won't let any of their objects 2504 // If the user is banned, we won't let any of their objects
2432 // enter. Period. 2505 // enter. Period.
2433 // 2506 //
@@ -2477,15 +2550,28 @@ namespace OpenSim.Region.Framework.Scenes
2477 2550
2478 if (AttachmentsModule != null) 2551 if (AttachmentsModule != null)
2479 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2552 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2553
2554 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2480 } 2555 }
2481 else 2556 else
2482 { 2557 {
2558 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2483 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2559 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2484 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2560 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2485 } 2561 }
2562 if (sceneObject.OwnerID == UUID.Zero)
2563 {
2564 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2565 return false;
2566 }
2486 } 2567 }
2487 else 2568 else
2488 { 2569 {
2570 if (sceneObject.OwnerID == UUID.Zero)
2571 {
2572 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2573 return false;
2574 }
2489 AddRestoredSceneObject(sceneObject, true, false); 2575 AddRestoredSceneObject(sceneObject, true, false);
2490 2576
2491 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2577 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2758,6 +2844,7 @@ namespace OpenSim.Region.Framework.Scenes
2758 client.OnFetchInventory += HandleFetchInventory; 2844 client.OnFetchInventory += HandleFetchInventory;
2759 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2845 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2760 client.OnCopyInventoryItem += CopyInventoryItem; 2846 client.OnCopyInventoryItem += CopyInventoryItem;
2847 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2761 client.OnMoveInventoryItem += MoveInventoryItem; 2848 client.OnMoveInventoryItem += MoveInventoryItem;
2762 client.OnRemoveInventoryItem += RemoveInventoryItem; 2849 client.OnRemoveInventoryItem += RemoveInventoryItem;
2763 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2850 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2936,15 +3023,16 @@ namespace OpenSim.Region.Framework.Scenes
2936 /// </summary> 3023 /// </summary>
2937 /// <param name="agentId">The avatar's Unique ID</param> 3024 /// <param name="agentId">The avatar's Unique ID</param>
2938 /// <param name="client">The IClientAPI for the client</param> 3025 /// <param name="client">The IClientAPI for the client</param>
2939 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3026 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2940 { 3027 {
2941 if (m_teleportModule != null) 3028 if (m_teleportModule != null)
2942 m_teleportModule.TeleportHome(agentId, client); 3029 return m_teleportModule.TeleportHome(agentId, client);
2943 else 3030 else
2944 { 3031 {
2945 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");
2946 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3033 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2947 } 3034 }
3035 return false;
2948 } 3036 }
2949 3037
2950 /// <summary> 3038 /// <summary>
@@ -3043,6 +3131,16 @@ namespace OpenSim.Region.Framework.Scenes
3043 /// <param name="flags"></param> 3131 /// <param name="flags"></param>
3044 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3132 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3045 { 3133 {
3134 //Add half the avatar's height so that the user doesn't fall through prims
3135 ScenePresence presence;
3136 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3137 {
3138 if (presence.Appearance != null)
3139 {
3140 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3141 }
3142 }
3143
3046 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3144 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3047 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3145 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3048 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3146 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3137,7 +3235,9 @@ namespace OpenSim.Region.Framework.Scenes
3137 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3235 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3138 3236
3139 } 3237 }
3238 m_log.Debug("[Scene] Beginning ClientClosed");
3140 m_eventManager.TriggerClientClosed(agentID, this); 3239 m_eventManager.TriggerClientClosed(agentID, this);
3240 m_log.Debug("[Scene] Finished ClientClosed");
3141 } 3241 }
3142 catch (NullReferenceException) 3242 catch (NullReferenceException)
3143 { 3243 {
@@ -3145,7 +3245,10 @@ namespace OpenSim.Region.Framework.Scenes
3145 // Avatar is already disposed :/ 3245 // Avatar is already disposed :/
3146 } 3246 }
3147 3247
3248 m_log.Debug("[Scene] Beginning OnRemovePresence");
3148 m_eventManager.TriggerOnRemovePresence(agentID); 3249 m_eventManager.TriggerOnRemovePresence(agentID);
3250 m_log.Debug("[Scene] Finished OnRemovePresence");
3251
3149 ForEachClient( 3252 ForEachClient(
3150 delegate(IClientAPI client) 3253 delegate(IClientAPI client)
3151 { 3254 {
@@ -3161,8 +3264,11 @@ namespace OpenSim.Region.Framework.Scenes
3161 } 3264 }
3162 3265
3163 // Remove the avatar from the scene 3266 // Remove the avatar from the scene
3267 m_log.Debug("[Scene] Begin RemoveScenePresence");
3164 m_sceneGraph.RemoveScenePresence(agentID); 3268 m_sceneGraph.RemoveScenePresence(agentID);
3269 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3165 m_clientManager.Remove(agentID); 3270 m_clientManager.Remove(agentID);
3271 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3166 3272
3167 try 3273 try
3168 { 3274 {
@@ -3176,8 +3282,10 @@ namespace OpenSim.Region.Framework.Scenes
3176 { 3282 {
3177 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3283 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3178 } 3284 }
3179 3285 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3180 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3286 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3287 CleanDroppedAttachments();
3288 m_log.Debug("[Scene] The avatar has left the building");
3181 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3289 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3182 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3290 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3183 } 3291 }
@@ -3317,6 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes
3317 { 3425 {
3318 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3426 if (land != null && !TestLandRestrictions(agent, land, out reason))
3319 { 3427 {
3428 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3320 return false; 3429 return false;
3321 } 3430 }
3322 } 3431 }
@@ -3374,6 +3483,8 @@ namespace OpenSim.Region.Framework.Scenes
3374 3483
3375 if (vialogin) 3484 if (vialogin)
3376 { 3485 {
3486 CleanDroppedAttachments();
3487
3377 if (TestBorderCross(agent.startpos, Cardinals.E)) 3488 if (TestBorderCross(agent.startpos, Cardinals.E))
3378 { 3489 {
3379 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3490 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3430,6 +3541,8 @@ namespace OpenSim.Region.Framework.Scenes
3430 } 3541 }
3431 } 3542 }
3432 // Honor parcel landing type and position. 3543 // Honor parcel landing type and position.
3544 /*
3545 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3433 if (land != null) 3546 if (land != null)
3434 { 3547 {
3435 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3548 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3437,6 +3550,7 @@ namespace OpenSim.Region.Framework.Scenes
3437 agent.startpos = land.LandData.UserLocation; 3550 agent.startpos = land.LandData.UserLocation;
3438 } 3551 }
3439 } 3552 }
3553 */// This is now handled properly in ScenePresence.MakeRootAgent
3440 } 3554 }
3441 3555
3442 return true; 3556 return true;
@@ -3787,12 +3901,22 @@ namespace OpenSim.Region.Framework.Scenes
3787 return false; 3901 return false;
3788 } 3902 }
3789 3903
3904 public bool IncomingCloseAgent(UUID agentID)
3905 {
3906 return IncomingCloseAgent(agentID, false);
3907 }
3908
3909 public bool IncomingCloseChildAgent(UUID agentID)
3910 {
3911 return IncomingCloseAgent(agentID, true);
3912 }
3913
3790 /// <summary> 3914 /// <summary>
3791 /// Tell a single agent to disconnect from the region. 3915 /// Tell a single agent to disconnect from the region.
3792 /// </summary> 3916 /// </summary>
3793 /// <param name="regionHandle"></param>
3794 /// <param name="agentID"></param> 3917 /// <param name="agentID"></param>
3795 public bool IncomingCloseAgent(UUID agentID) 3918 /// <param name="childOnly"></param>
3919 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3796 { 3920 {
3797 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3921 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3798 3922
@@ -3804,7 +3928,7 @@ namespace OpenSim.Region.Framework.Scenes
3804 { 3928 {
3805 m_sceneGraph.removeUserCount(false); 3929 m_sceneGraph.removeUserCount(false);
3806 } 3930 }
3807 else 3931 else if (!childOnly)
3808 { 3932 {
3809 m_sceneGraph.removeUserCount(true); 3933 m_sceneGraph.removeUserCount(true);
3810 } 3934 }
@@ -3820,9 +3944,12 @@ namespace OpenSim.Region.Framework.Scenes
3820 } 3944 }
3821 else 3945 else
3822 presence.ControllingClient.SendShutdownConnectionNotice(); 3946 presence.ControllingClient.SendShutdownConnectionNotice();
3947 presence.ControllingClient.Close(false);
3948 }
3949 else if (!childOnly)
3950 {
3951 presence.ControllingClient.Close(true);
3823 } 3952 }
3824
3825 presence.ControllingClient.Close();
3826 return true; 3953 return true;
3827 } 3954 }
3828 3955
@@ -4442,7 +4569,7 @@ namespace OpenSim.Region.Framework.Scenes
4442 // 4569 //
4443 int health=1; // Start at 1, means we're up 4570 int health=1; // Start at 1, means we're up
4444 4571
4445 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4572 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4446 health+=1; 4573 health+=1;
4447 else 4574 else
4448 return health; 4575 return health;
@@ -4944,5 +5071,45 @@ namespace OpenSim.Region.Framework.Scenes
4944 throw new Exception(error); 5071 throw new Exception(error);
4945 } 5072 }
4946 } 5073 }
5074
5075 public void CleanDroppedAttachments()
5076 {
5077 List<SceneObjectGroup> objectsToDelete =
5078 new List<SceneObjectGroup>();
5079
5080 lock (m_cleaningAttachments)
5081 {
5082 ForEachSOG(delegate (SceneObjectGroup grp)
5083 {
5084 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5085 {
5086 UUID agentID = grp.OwnerID;
5087 if (agentID == UUID.Zero)
5088 {
5089 objectsToDelete.Add(grp);
5090 return;
5091 }
5092
5093 ScenePresence sp = GetScenePresence(agentID);
5094 if (sp == null)
5095 {
5096 objectsToDelete.Add(grp);
5097 return;
5098 }
5099 }
5100 });
5101 }
5102
5103 if (objectsToDelete.Count > 0)
5104 {
5105 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5106 foreach (SceneObjectGroup grp in objectsToDelete)
5107 {
5108 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5109 DeleteSceneObject(grp, true);
5110 }
5111 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5112 }
5113 }
4947 } 5114 }
4948} 5115}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // 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); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 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); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index e7175c5..86842b3 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
@@ -127,13 +136,18 @@ namespace OpenSim.Region.Framework.Scenes
127 136
128 protected internal void Close() 137 protected internal void Close()
129 { 138 {
130 lock (m_presenceLock) 139 m_scenePresencesLock.EnterWriteLock();
140 try
131 { 141 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 142 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 143 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 144 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 145 m_scenePresenceArray = newlist;
136 } 146 }
147 finally
148 {
149 m_scenePresencesLock.ExitWriteLock();
150 }
137 151
138 lock (SceneObjectGroupsByFullID) 152 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 153 SceneObjectGroupsByFullID.Clear();
@@ -212,27 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
212 if (sp.IsChildAgent) 226 if (sp.IsChildAgent)
213 return; 227 return;
214 228
215 if (sp.ParentID != 0) 229 coarseLocations.Add(sp.AbsolutePosition);
216 { 230 avatarUUIDs.Add(sp.UUID);
217 // sitting avatar
218 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
219 if (sop != null)
220 {
221 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
222 avatarUUIDs.Add(sp.UUID);
223 }
224 else
225 {
226 // we can't find the parent.. ! arg!
227 coarseLocations.Add(sp.AbsolutePosition);
228 avatarUUIDs.Add(sp.UUID);
229 }
230 }
231 else
232 {
233 coarseLocations.Add(sp.AbsolutePosition);
234 avatarUUIDs.Add(sp.UUID);
235 }
236 } 231 }
237 } 232 }
238 233
@@ -262,6 +257,33 @@ namespace OpenSim.Region.Framework.Scenes
262 protected internal bool AddRestoredSceneObject( 257 protected internal bool AddRestoredSceneObject(
263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 258 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
264 { 259 {
260 if (!m_parentScene.CombineRegions)
261 {
262 // KF: Check for out-of-region, move inside and make static.
263 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
264 sceneObject.RootPart.GroupPosition.Y,
265 sceneObject.RootPart.GroupPosition.Z);
266 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 ||
267 npos.X > Constants.RegionSize ||
268 npos.Y > Constants.RegionSize))
269 {
270 if (npos.X < 0.0) npos.X = 1.0f;
271 if (npos.Y < 0.0) npos.Y = 1.0f;
272 if (npos.Z < 0.0) npos.Z = 0.0f;
273 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
274 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
275
276 foreach (SceneObjectPart part in sceneObject.Children.Values)
277 {
278 part.GroupPosition = npos;
279 }
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
282 sceneObject.RootPart.Acceleration = Vector3.Zero;
283 sceneObject.RootPart.Velocity = Vector3.Zero;
284 }
285 }
286
265 if (!alreadyPersisted) 287 if (!alreadyPersisted)
266 { 288 {
267 sceneObject.ForceInventoryPersistence(); 289 sceneObject.ForceInventoryPersistence();
@@ -473,6 +495,30 @@ namespace OpenSim.Region.Framework.Scenes
473 } 495 }
474 } 496 }
475 497
498 public void FireAttachToBackup(SceneObjectGroup obj)
499 {
500 if (OnAttachToBackup != null)
501 {
502 OnAttachToBackup(obj);
503 }
504 }
505
506 public void FireDetachFromBackup(SceneObjectGroup obj)
507 {
508 if (OnDetachFromBackup != null)
509 {
510 OnDetachFromBackup(obj);
511 }
512 }
513
514 public void FireChangeBackup(SceneObjectGroup obj)
515 {
516 if (OnChangeBackup != null)
517 {
518 OnChangeBackup(obj);
519 }
520 }
521
476 /// <summary> 522 /// <summary>
477 /// Process all pending updates 523 /// Process all pending updates
478 /// </summary> 524 /// </summary>
@@ -609,7 +655,8 @@ namespace OpenSim.Region.Framework.Scenes
609 655
610 Entities[presence.UUID] = presence; 656 Entities[presence.UUID] = presence;
611 657
612 lock (m_presenceLock) 658 m_scenePresencesLock.EnterWriteLock();
659 try
613 { 660 {
614 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 661 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
615 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 662 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -633,6 +680,10 @@ namespace OpenSim.Region.Framework.Scenes
633 m_scenePresenceMap = newmap; 680 m_scenePresenceMap = newmap;
634 m_scenePresenceArray = newlist; 681 m_scenePresenceArray = newlist;
635 } 682 }
683 finally
684 {
685 m_scenePresencesLock.ExitWriteLock();
686 }
636 } 687 }
637 688
638 /// <summary> 689 /// <summary>
@@ -647,7 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
647 agentID); 698 agentID);
648 } 699 }
649 700
650 lock (m_presenceLock) 701 m_scenePresencesLock.EnterWriteLock();
702 try
651 { 703 {
652 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 704 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
653 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 705 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -669,6 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
669 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 721 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
670 } 722 }
671 } 723 }
724 finally
725 {
726 m_scenePresencesLock.ExitWriteLock();
727 }
672 } 728 }
673 729
674 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 730 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1084,9 +1140,11 @@ namespace OpenSim.Region.Framework.Scenes
1084 /// <param name="action"></param> 1140 /// <param name="action"></param>
1085 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1141 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1086 { 1142 {
1087 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1143 List<EntityBase> objlist = Entities.GetAllByType<SceneObjectGroup>();
1088 foreach (SceneObjectGroup obj in objlist) 1144 foreach (EntityBase ent in objlist)
1089 { 1145 {
1146 SceneObjectGroup obj = (SceneObjectGroup)ent;
1147
1090 try 1148 try
1091 { 1149 {
1092 action(obj); 1150 action(obj);
@@ -1543,10 +1601,13 @@ namespace OpenSim.Region.Framework.Scenes
1543 /// <param name="childPrims"></param> 1601 /// <param name="childPrims"></param>
1544 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1602 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1545 { 1603 {
1604 SceneObjectGroup parentGroup = root.ParentGroup;
1605 if (parentGroup == null) return;
1546 Monitor.Enter(m_updateLock); 1606 Monitor.Enter(m_updateLock);
1607
1547 try 1608 try
1548 { 1609 {
1549 SceneObjectGroup parentGroup = root.ParentGroup; 1610 parentGroup.areUpdatesSuspended = true;
1550 1611
1551 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1612 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1552 if (parentGroup != null) 1613 if (parentGroup != null)
@@ -1558,11 +1619,6 @@ namespace OpenSim.Region.Framework.Scenes
1558 1619
1559 if (child != null) 1620 if (child != null)
1560 { 1621 {
1561 // Make sure no child prim is set for sale
1562 // So that, on delink, no prims are unwittingly
1563 // left for sale and sold off
1564 child.RootPart.ObjectSaleType = 0;
1565 child.RootPart.SalePrice = 10;
1566 childGroups.Add(child); 1622 childGroups.Add(child);
1567 } 1623 }
1568 } 1624 }
@@ -1585,12 +1641,12 @@ namespace OpenSim.Region.Framework.Scenes
1585 // occur on link to invoke this elsewhere (such as object selection) 1641 // occur on link to invoke this elsewhere (such as object selection)
1586 parentGroup.RootPart.CreateSelected = true; 1642 parentGroup.RootPart.CreateSelected = true;
1587 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1643 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1588 parentGroup.HasGroupChanged = true;
1589 parentGroup.ScheduleGroupForFullUpdate();
1590
1591 } 1644 }
1592 finally 1645 finally
1593 { 1646 {
1647 parentGroup.areUpdatesSuspended = false;
1648 parentGroup.HasGroupChanged = true;
1649 parentGroup.ScheduleGroupForFullUpdate();
1594 Monitor.Exit(m_updateLock); 1650 Monitor.Exit(m_updateLock);
1595 } 1651 }
1596 } 1652 }
@@ -1627,11 +1683,22 @@ namespace OpenSim.Region.Framework.Scenes
1627 } 1683 }
1628 } 1684 }
1629 1685
1630 foreach (SceneObjectPart child in childParts) 1686 if (childParts.Count > 0)
1631 { 1687 {
1632 // Unlink all child parts from their groups 1688 try
1633 // 1689 {
1634 child.ParentGroup.DelinkFromGroup(child, true); 1690 childParts[0].ParentGroup.areUpdatesSuspended = true;
1691 foreach (SceneObjectPart child in childParts)
1692 {
1693 // Unlink all child parts from their groups
1694 //
1695 child.ParentGroup.DelinkFromGroup(child, true);
1696 }
1697 }
1698 finally
1699 {
1700 childParts[0].ParentGroup.areUpdatesSuspended = false;
1701 }
1635 } 1702 }
1636 1703
1637 foreach (SceneObjectPart root in rootParts) 1704 foreach (SceneObjectPart root in rootParts)
@@ -1662,10 +1729,21 @@ namespace OpenSim.Region.Framework.Scenes
1662 if (numChildren > 1) 1729 if (numChildren > 1)
1663 sendEventsToRemainder = false; 1730 sendEventsToRemainder = false;
1664 1731
1665 foreach (SceneObjectPart p in newSet) 1732 if (newSet.Count > 0)
1666 { 1733 {
1667 if (p != group.RootPart) 1734 try
1668 group.DelinkFromGroup(p, sendEventsToRemainder); 1735 {
1736 newSet[0].ParentGroup.areUpdatesSuspended = true;
1737 foreach (SceneObjectPart p in newSet)
1738 {
1739 if (p != group.RootPart)
1740 group.DelinkFromGroup(p, sendEventsToRemainder);
1741 }
1742 }
1743 finally
1744 {
1745 newSet[0].ParentGroup.areUpdatesSuspended = false;
1746 }
1669 } 1747 }
1670 1748
1671 // If there is more than one prim remaining, we 1749 // If there is more than one prim remaining, we
@@ -1824,9 +1902,6 @@ namespace OpenSim.Region.Framework.Scenes
1824 child.ApplyNextOwnerPermissions(); 1902 child.ApplyNextOwnerPermissions();
1825 } 1903 }
1826 } 1904 }
1827
1828 copy.RootPart.ObjectSaleType = 0;
1829 copy.RootPart.SalePrice = 10;
1830 } 1905 }
1831 1906
1832 Entities.Add(copy); 1907 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 09e3e0e..470fdd7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using 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.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
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 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -261,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
261 set 422 set
262 { 423 {
263 m_regionHandle = value; 424 m_regionHandle = value;
264 lock (m_parts) 425 lockPartsForRead(true);
265 { 426 {
266 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
267 { 428 {
429
268 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
269 } 432 }
270 } 433 }
434 lockPartsForRead(false);
271 } 435 }
272 } 436 }
273 437
@@ -301,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
301 { 465 {
302 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
303 } 467 }
304 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
305 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
306 { 475 {
307 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -309,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
309 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
310 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
311 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
312 return; 482 return;
313 } 483 }
314 } 484 }
315 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
316 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
317 { 488 {
318 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
319 { 493 {
320 part.GroupPosition = val; 494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
500 {
501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
321 } 505 }
322 } 506 }
323 507
@@ -471,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
471 /// </summary> 655 /// </summary>
472 public SceneObjectGroup() 656 public SceneObjectGroup()
473 { 657 {
658
474 } 659 }
475 660
476 /// <summary> 661 /// <summary>
@@ -487,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
488 /// </summary> 673 /// </summary>
489 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
490 { 675 {
491 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
492 } 677 }
493 678
@@ -518,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
518 703
519 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
520 { 705 {
521 lock (m_parts) 706 lockPartsForRead(true);
522 { 707 {
523 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
524 { 709 {
710
525 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
526 } 713 }
527 } 714 }
715 lockPartsForRead(false);
528 } 716 }
529 717
530 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -537,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
537 /// </summary> 725 /// </summary>
538 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
539 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
540 if (InSceneBackup) 731 if (InSceneBackup)
541 { 732 {
542 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -595,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
595 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
596 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
597 788
598 lock (m_parts) 789 lockPartsForRead(true);
599 { 790 {
600 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
601 { 792 {
@@ -609,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
609 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
610 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
611 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
612 } 804 }
613 } 805 }
806 lockPartsForRead(false);
807
614 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
615 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
616 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -626,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
626 820
627 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
628 822
629 lock (m_parts) 823 lockPartsForRead(true);
630 { 824 {
631 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
632 { 826 {
827
633 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
634 //Vector3 partPosition = 829 //Vector3 partPosition =
635 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -657,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
657 result.distance = inter.distance; 852 result.distance = inter.distance;
658 } 853 }
659 } 854 }
855
660 } 856 }
661 } 857 }
858 lockPartsForRead(false);
662 return result; 859 return result;
663 } 860 }
664 861
@@ -677,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 874 minY = 256f;
678 minZ = 8192f; 875 minZ = 8192f;
679 876
680 lock(m_parts) 877 lockPartsForRead(true);
681 { 878 {
682 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
683 { 880 {
881
684 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 884 Quaternion worldRot;
@@ -739,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
739 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
740 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
741 939
940
941
742 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
743 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
744 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -910,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
910 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
911 } 1111 }
912 } 1112 }
1113 lockPartsForRead(false);
913 } 1114 }
914 1115
915 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -945,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
945 1146
946 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
947 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
948 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
949 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
950 1156
951 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
952 lock (m_parts) 1158 lockPartsForRead(true);
953 { 1159 {
954 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
955 { 1161 {
956 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
957 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
958 { 1165 {
959 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
960 } 1167 }
1168
961 } 1169 }
962 } 1170 }
1171 lockPartsForRead(false);
963 1172
964 if (states.Count > 0) 1173 if (states.Count > 0)
965 { 1174 {
@@ -977,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes
977 } 1186 }
978 } 1187 }
979 1188
1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
1231 /// Attach this scene object to the given avatar.
1232 /// </summary>
1233 /// <param name="agentID"></param>
1234 /// <param name="attachmentpoint"></param>
1235 /// <param name="AttachOffset"></param>
1236 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1237 {
1238 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1239 if (avatar != null)
1240 {
1241 // don't attach attachments to child agents
1242 if (avatar.IsChildAgent) return;
1243
1244// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1245
1246 DetachFromBackup();
1247
1248 // Remove from database and parcel prim count
1249 m_scene.DeleteFromStorage(UUID);
1250 m_scene.EventManager.TriggerParcelPrimCountTainted();
1251
1252 m_rootPart.AttachedAvatar = agentID;
1253
1254 //Anakin Lohner bug #3839
1255 lock (m_parts)
1256 {
1257 foreach (SceneObjectPart p in m_parts.Values)
1258 {
1259 p.AttachedAvatar = agentID;
1260 }
1261 }
1262
1263 if (m_rootPart.PhysActor != null)
1264 {
1265 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1266 m_rootPart.PhysActor = null;
1267 }
1268
1269 AbsolutePosition = AttachOffset;
1270 m_rootPart.AttachedPos = AttachOffset;
1271 m_rootPart.IsAttachment = true;
1272
1273 m_rootPart.SetParentLocalId(avatar.LocalId);
1274 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1275
1276 avatar.AddAttachment(this);
1277
1278 if (!silent)
1279 {
1280 // Killing it here will cause the client to deselect it
1281 // It then reappears on the avatar, deselected
1282 // through the full update below
1283 //
1284 if (IsSelected)
1285 {
1286 m_scene.SendKillObject(m_rootPart.LocalId);
1287 }
1288
1289 IsSelected = false; // fudge....
1290 ScheduleGroupForFullUpdate();
1291 }
1292 }
1293 else
1294 {
1295 m_log.WarnFormat(
1296 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1297 UUID, agentID, Scene.RegionInfo.RegionName);
1298 }
1299 }
1300
980 public byte GetAttachmentPoint() 1301 public byte GetAttachmentPoint()
981 { 1302 {
982 return m_rootPart.Shape.State; 1303 return m_rootPart.Shape.State;
@@ -1068,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1068 1389
1069 public override void UpdateMovement() 1390 public override void UpdateMovement()
1070 { 1391 {
1071 lock (m_parts) 1392 lockPartsForRead(true);
1072 { 1393 {
1073 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1074 { 1395 {
1396
1075 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1076 } 1399 }
1077 } 1400 }
1401 lockPartsForRead(false);
1078 } 1402 }
1079 1403
1080 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1117,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1117 /// <param name="part"></param> 1441 /// <param name="part"></param>
1118 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1119 { 1443 {
1120 lock (m_parts) 1444 lockPartsForWrite(true);
1121 { 1445 {
1122 part.SetParent(this); 1446 part.SetParent(this);
1123 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1127,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1128 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1129 } 1453 }
1454 lockPartsForWrite(false);
1130 } 1455 }
1131 1456
1132 /// <summary> 1457 /// <summary>
@@ -1134,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1134 /// </summary> 1459 /// </summary>
1135 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1136 { 1461 {
1137 lock (m_parts) 1462 lockPartsForRead(true);
1138 { 1463 {
1139 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1140 { 1465 {
1466
1141 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1142 { 1468 {
1143 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1144 } 1470 }
1471
1145 } 1472 }
1146 } 1473 }
1474 lockPartsForRead(false);
1147 } 1475 }
1148 1476
1149 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1150 { 1478 {
1151 lock (m_parts) 1479 lockPartsForRead(true);
1152 { 1480 {
1153 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1154 { 1482 {
1483
1155 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1156 1485
1157 } 1486 }
1158 } 1487 }
1488 lockPartsForRead(false);
1159 } 1489 }
1160 1490
1161 // helper provided for parts. 1491 // helper provided for parts.
@@ -1216,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1216 1546
1217 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1218 { 1548 {
1219 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1220 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1221 } 1551 }
1222 1552
@@ -1236,27 +1566,37 @@ namespace OpenSim.Region.Framework.Scenes
1236 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1566 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1237 public void DeleteGroup(bool silent) 1567 public void DeleteGroup(bool silent)
1238 { 1568 {
1239 lock (m_parts) 1569 // We need to keep track of this state in case this group is still queued for backup.
1570 m_isDeleted = true;
1571
1572 DetachFromBackup();
1573
1574 lockPartsForRead(true);
1575 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1576 lockPartsForRead(false);
1577
1578 foreach (SceneObjectPart part in values)
1240 { 1579 {
1241 foreach (SceneObjectPart part in m_parts.Values)
1242 {
1243// part.Inventory.RemoveScriptInstances(); 1580// part.Inventory.RemoveScriptInstances();
1244 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1581
1582 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1583 {
1584 if (sp.ParentID == LocalId)
1245 { 1585 {
1246 if (avatar.ParentID == LocalId) 1586 sp.StandUp();
1247 { 1587 }
1248 avatar.StandUp();
1249 }
1250 1588
1251 if (!silent) 1589 if (!silent)
1252 { 1590 {
1253 part.UpdateFlag = 0; 1591 part.UpdateFlag = 0;
1254 if (part == m_rootPart) 1592 if (part == m_rootPart)
1255 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1593 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1256 } 1594 }
1257 }); 1595 });
1258 } 1596
1259 } 1597 }
1598
1599
1260 } 1600 }
1261 1601
1262 public void AddScriptLPS(int count) 1602 public void AddScriptLPS(int count)
@@ -1281,17 +1621,20 @@ namespace OpenSim.Region.Framework.Scenes
1281 1621
1282 scriptEvents aggregateScriptEvents = 0; 1622 scriptEvents aggregateScriptEvents = 0;
1283 1623
1284 lock (m_parts) 1624 lockPartsForRead(true);
1285 { 1625 {
1286 foreach (SceneObjectPart part in m_parts.Values) 1626 foreach (SceneObjectPart part in m_parts.Values)
1287 { 1627 {
1628
1288 if (part == null) 1629 if (part == null)
1289 continue; 1630 continue;
1290 if (part != RootPart) 1631 if (part != RootPart)
1291 part.Flags = objectflagupdate; 1632 part.Flags = objectflagupdate;
1292 aggregateScriptEvents |= part.AggregateScriptEvents; 1633 aggregateScriptEvents |= part.AggregateScriptEvents;
1634
1293 } 1635 }
1294 } 1636 }
1637 lockPartsForRead(false);
1295 1638
1296 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1639 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1297 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1640 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1333,42 +1676,52 @@ namespace OpenSim.Region.Framework.Scenes
1333 /// <param name="m_physicalPrim"></param> 1676 /// <param name="m_physicalPrim"></param>
1334 public void ApplyPhysics(bool m_physicalPrim) 1677 public void ApplyPhysics(bool m_physicalPrim)
1335 { 1678 {
1336 lock (m_parts) 1679 lockPartsForRead(true);
1680
1681 if (m_parts.Count > 1)
1337 { 1682 {
1338 if (m_parts.Count > 1) 1683 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1684 lockPartsForRead(false);
1685 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1686 foreach (SceneObjectPart part in values)
1339 { 1687 {
1340 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1688
1341 foreach (SceneObjectPart part in m_parts.Values) 1689 if (part.LocalId != m_rootPart.LocalId)
1342 { 1690 {
1343 if (part.LocalId != m_rootPart.LocalId) 1691 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1344 {
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1346 }
1347 } 1692 }
1348 1693
1349 // Hack to get the physics scene geometries in the right spot
1350 ResetChildPrimPhysicsPositions();
1351 }
1352 else
1353 {
1354 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1355 } 1694 }
1695 // Hack to get the physics scene geometries in the right spot
1696 ResetChildPrimPhysicsPositions();
1697 }
1698 else
1699 {
1700 lockPartsForRead(false);
1701 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1356 } 1702 }
1357 } 1703 }
1358 1704
1359 public void SetOwnerId(UUID userId) 1705 public void SetOwnerId(UUID userId)
1360 { 1706 {
1361 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1707 ForEachPart(delegate(SceneObjectPart part)
1708 {
1709
1710 part.OwnerID = userId;
1711
1712 });
1362 } 1713 }
1363 1714
1364 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1715 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1365 { 1716 {
1366 lock (m_parts) 1717 lockPartsForRead(true);
1718 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1719 lockPartsForRead(false);
1720 foreach (SceneObjectPart part in values)
1367 { 1721 {
1368 foreach (SceneObjectPart part in m_parts.Values) 1722
1369 { 1723 whatToDo(part);
1370 whatToDo(part); 1724
1371 }
1372 } 1725 }
1373 } 1726 }
1374 1727
@@ -1398,7 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
1398 // any exception propogate upwards. 1751 // any exception propogate upwards.
1399 try 1752 try
1400 { 1753 {
1401 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1754 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1755 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1756 m_scene.LoadingPrims) // Land may not be valid yet
1757
1402 { 1758 {
1403 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1759 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1404 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1760 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1430,9 +1786,9 @@ namespace OpenSim.Region.Framework.Scenes
1430 // don't backup while it's selected or you're asking for changes mid stream. 1786 // don't backup while it's selected or you're asking for changes mid stream.
1431 if (isTimeToPersist() || forcedBackup) 1787 if (isTimeToPersist() || forcedBackup)
1432 { 1788 {
1433 m_log.DebugFormat( 1789 // m_log.DebugFormat(
1434 "[SCENE]: Storing {0}, {1} in {2}", 1790 // "[SCENE]: Storing {0}, {1} in {2}",
1435 Name, UUID, m_scene.RegionInfo.RegionName); 1791 // Name, UUID, m_scene.RegionInfo.RegionName);
1436 1792
1437 SceneObjectGroup backup_group = Copy(false); 1793 SceneObjectGroup backup_group = Copy(false);
1438 backup_group.RootPart.Velocity = RootPart.Velocity; 1794 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1474,15 +1830,17 @@ namespace OpenSim.Region.Framework.Scenes
1474 RootPart.SendFullUpdate( 1830 RootPart.SendFullUpdate(
1475 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1831 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1476 1832
1477 lock (m_parts) 1833 lockPartsForRead(true);
1478 { 1834 {
1479 foreach (SceneObjectPart part in m_parts.Values) 1835 foreach (SceneObjectPart part in m_parts.Values)
1480 { 1836 {
1837
1481 if (part != RootPart) 1838 if (part != RootPart)
1482 part.SendFullUpdate( 1839 part.SendFullUpdate(
1483 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1840 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1484 } 1841 }
1485 } 1842 }
1843 lockPartsForRead(false);
1486 } 1844 }
1487 1845
1488 #region Copying 1846 #region Copying
@@ -1494,86 +1852,114 @@ namespace OpenSim.Region.Framework.Scenes
1494 /// <returns></returns> 1852 /// <returns></returns>
1495 public SceneObjectGroup Copy(bool userExposed) 1853 public SceneObjectGroup Copy(bool userExposed)
1496 { 1854 {
1497 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1855 SceneObjectGroup dupe;
1498 dupe.m_isBackedUp = false; 1856 try
1499 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1857 {
1858 m_dupeInProgress = true;
1859 dupe = (SceneObjectGroup)MemberwiseClone();
1860 dupe.m_isBackedUp = false;
1861 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1500 1862
1501 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1863 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1502 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1864 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1503 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1865 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1504 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1866 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1505 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1867 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1506 // then restore it's attachment state 1868 // then restore it's attachment state
1507 1869
1508 // This is only necessary when userExposed is false! 1870 // This is only necessary when userExposed is false!
1509 1871
1510 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1872 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1511
1512 if (!userExposed)
1513 dupe.RootPart.IsAttachment = true;
1514 1873
1515 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1874 if (!userExposed)
1875 dupe.RootPart.IsAttachment = true;
1516 1876
1517 if (!userExposed) 1877 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1518 {
1519 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1520 }
1521 1878
1522 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1879 if (!userExposed)
1523 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1880 {
1881 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1882 }
1524 1883
1525 if (userExposed) 1884 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1526 dupe.m_rootPart.TrimPermissions(); 1885 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1527 1886
1528 List<SceneObjectPart> partList; 1887 if (userExposed)
1888 dupe.m_rootPart.TrimPermissions();
1529 1889
1530 lock (m_parts) 1890 /// may need to create a new Physics actor.
1531 { 1891 if (dupe.RootPart.PhysActor != null && userExposed)
1532 partList = new List<SceneObjectPart>(m_parts.Values);
1533 }
1534
1535 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1536 { 1892 {
1537 return p1.LinkNum.CompareTo(p2.LinkNum); 1893 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1894
1895 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1896 dupe.RootPart.Name,
1897 pbs,
1898 dupe.RootPart.AbsolutePosition,
1899 dupe.RootPart.Scale,
1900 dupe.RootPart.RotationOffset,
1901 dupe.RootPart.PhysActor.IsPhysical);
1902
1903 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1904 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1538 } 1905 }
1539 );
1540 1906
1541 foreach (SceneObjectPart part in partList) 1907 lockPartsForRead(true);
1542 { 1908
1543 if (part.UUID != m_rootPart.UUID) 1909 List<SceneObjectPart> partList;
1910
1911 partList = new List<SceneObjectPart>(m_parts.Values);
1912
1913 lockPartsForRead(false);
1914
1915 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1916 {
1917 return p1.LinkNum.CompareTo(p2.LinkNum);
1918 }
1919 );
1920
1921 foreach (SceneObjectPart part in partList)
1544 { 1922 {
1545 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1923 if (part.UUID != m_rootPart.UUID)
1546 newPart.LinkNum = part.LinkNum; 1924 {
1547 } 1925 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1926
1927 newPart.LinkNum = part.LinkNum;
1928 }
1929
1930 // Need to duplicate the physics actor as well
1931 if (part.PhysActor != null && userExposed)
1932 {
1933 PrimitiveBaseShape pbs = part.Shape;
1934
1935 part.PhysActor
1936 = m_scene.PhysicsScene.AddPrimShape(
1937 part.Name,
1938 pbs,
1939 part.AbsolutePosition,
1940 part.Scale,
1941 part.RotationOffset,
1942 part.PhysActor.IsPhysical);
1943
1944 part.PhysActor.LocalID = part.LocalId;
1945 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1946 }
1548 1947
1549 // Need to duplicate the physics actor as well 1948 }
1550 if (part.PhysActor != null && userExposed) 1949 if (userExposed)
1551 { 1950 {
1552 PrimitiveBaseShape pbs = part.Shape; 1951 dupe.UpdateParentIDs();
1553 1952 dupe.HasGroupChanged = true;
1554 part.PhysActor 1953 dupe.AttachToBackup();
1555 = m_scene.PhysicsScene.AddPrimShape( 1954
1556 part.Name, 1955 ScheduleGroupForFullUpdate();
1557 pbs, 1956 }
1558 part.AbsolutePosition, 1957
1559 part.Scale,
1560 part.RotationOffset,
1561 part.PhysActor.IsPhysical);
1562
1563 part.PhysActor.LocalID = part.LocalId;
1564 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1565 }
1566 } 1958 }
1567 1959 finally
1568 if (userExposed)
1569 { 1960 {
1570 dupe.UpdateParentIDs(); 1961 m_dupeInProgress = false;
1571 dupe.HasGroupChanged = true;
1572 dupe.AttachToBackup();
1573
1574 ScheduleGroupForFullUpdate();
1575 } 1962 }
1576
1577 return dupe; 1963 return dupe;
1578 } 1964 }
1579 1965
@@ -1764,13 +2150,40 @@ namespace OpenSim.Region.Framework.Scenes
1764 } 2150 }
1765 } 2151 }
1766 2152
2153 public void rotLookAt(Quaternion target, float strength, float damping)
2154 {
2155 SceneObjectPart rootpart = m_rootPart;
2156 if (rootpart != null)
2157 {
2158 if (IsAttachment)
2159 {
2160 /*
2161 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2162 if (avatar != null)
2163 {
2164 Rotate the Av?
2165 } */
2166 }
2167 else
2168 {
2169 if (rootpart.PhysActor != null)
2170 { // APID must be implemented in your physics system for this to function.
2171 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2172 rootpart.PhysActor.APIDStrength = strength;
2173 rootpart.PhysActor.APIDDamping = damping;
2174 rootpart.PhysActor.APIDActive = true;
2175 }
2176 }
2177 }
2178 }
2179
1767 public void stopLookAt() 2180 public void stopLookAt()
1768 { 2181 {
1769 SceneObjectPart rootpart = m_rootPart; 2182 SceneObjectPart rootpart = m_rootPart;
1770 if (rootpart != null) 2183 if (rootpart != null)
1771 { 2184 {
1772 if (rootpart.PhysActor != null) 2185 if (rootpart.PhysActor != null)
1773 { 2186 { // APID must be implemented in your physics system for this to function.
1774 rootpart.PhysActor.APIDActive = false; 2187 rootpart.PhysActor.APIDActive = false;
1775 } 2188 }
1776 } 2189 }
@@ -1835,14 +2248,14 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// <param name="cGroupID"></param> 2248 /// <param name="cGroupID"></param>
1836 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2249 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1837 { 2250 {
1838 SceneObjectPart newPart = null; 2251 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1839 2252 newPart.SetParent(this);
1840 lock (m_parts) 2253
1841 { 2254 lockPartsForWrite(true);
1842 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2255 {
1843 newPart.SetParent(this);
1844 m_parts.Add(newPart.UUID, newPart); 2256 m_parts.Add(newPart.UUID, newPart);
1845 } 2257 }
2258 lockPartsForWrite(false);
1846 2259
1847 SetPartAsNonRoot(newPart); 2260 SetPartAsNonRoot(newPart);
1848 2261
@@ -1906,6 +2319,8 @@ namespace OpenSim.Region.Framework.Scenes
1906 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2319 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1907 // return; 2320 // return;
1908 2321
2322 lockPartsForRead(true);
2323
1909 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2324 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1910 2325
1911 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2326 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1921,8 +2336,7 @@ namespace OpenSim.Region.Framework.Scenes
1921 } 2336 }
1922 2337
1923 List<SceneObjectPart> partList = null; 2338 List<SceneObjectPart> partList = null;
1924 lock (m_parts) 2339 partList = new List<SceneObjectPart>(m_parts.Values);
1925 partList = new List<SceneObjectPart>(m_parts.Values);
1926 2340
1927 foreach (SceneObjectPart part in partList) 2341 foreach (SceneObjectPart part in partList)
1928 { 2342 {
@@ -1930,6 +2344,7 @@ namespace OpenSim.Region.Framework.Scenes
1930 part.UpdateLookAt(); 2344 part.UpdateLookAt();
1931 part.SendScheduledUpdates(); 2345 part.SendScheduledUpdates();
1932 } 2346 }
2347 lockPartsForRead(false);
1933 } 2348 }
1934 2349
1935 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2350 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1938,27 +2353,29 @@ namespace OpenSim.Region.Framework.Scenes
1938 2353
1939 RootPart.AddFullUpdateToAvatar(presence); 2354 RootPart.AddFullUpdateToAvatar(presence);
1940 2355
1941 lock (m_parts) 2356 lockPartsForRead(true);
1942 { 2357 {
1943 foreach (SceneObjectPart part in m_parts.Values) 2358 foreach (SceneObjectPart part in m_parts.Values)
1944 { 2359 {
2360
1945 if (part != RootPart) 2361 if (part != RootPart)
1946 part.AddFullUpdateToAvatar(presence); 2362 part.AddFullUpdateToAvatar(presence);
2363
1947 } 2364 }
1948 } 2365 }
2366 lockPartsForRead(false);
1949 } 2367 }
1950 2368
1951 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2369 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1952 { 2370 {
1953// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2371 lockPartsForRead(true);
1954 2372
1955 lock (m_parts) 2373 foreach (SceneObjectPart part in m_parts.Values)
1956 { 2374 {
1957 foreach (SceneObjectPart part in m_parts.Values) 2375 part.AddTerseUpdateToAvatar(presence);
1958 {
1959 part.AddTerseUpdateToAvatar(presence);
1960 }
1961 } 2376 }
2377
2378 lockPartsForRead(false);
1962 } 2379 }
1963 2380
1964 /// <summary> 2381 /// <summary>
@@ -1972,14 +2389,17 @@ namespace OpenSim.Region.Framework.Scenes
1972 checkAtTargets(); 2389 checkAtTargets();
1973 RootPart.ScheduleFullUpdate(); 2390 RootPart.ScheduleFullUpdate();
1974 2391
1975 lock (m_parts) 2392 lockPartsForRead(true);
1976 { 2393 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2394 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2395 {
2396
1979 if (part != RootPart) 2397 if (part != RootPart)
1980 part.ScheduleFullUpdate(); 2398 part.ScheduleFullUpdate();
2399
1981 } 2400 }
1982 } 2401 }
2402 lockPartsForRead(false);
1983 } 2403 }
1984 2404
1985 /// <summary> 2405 /// <summary>
@@ -1987,37 +2407,38 @@ namespace OpenSim.Region.Framework.Scenes
1987 /// </summary> 2407 /// </summary>
1988 public void ScheduleGroupForTerseUpdate() 2408 public void ScheduleGroupForTerseUpdate()
1989 { 2409 {
1990// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2410 lockPartsForRead(true);
1991 2411 foreach (SceneObjectPart part in m_parts.Values)
1992 lock (m_parts)
1993 { 2412 {
1994 foreach (SceneObjectPart part in m_parts.Values) 2413 part.ScheduleTerseUpdate();
1995 {
1996 part.ScheduleTerseUpdate();
1997 }
1998 } 2414 }
2415
2416 lockPartsForRead(false);
1999 } 2417 }
2000 2418
2001 /// <summary> 2419 /// <summary>
2002 /// Immediately send a full update for this scene object. 2420 /// Immediately send a full update for this scene object.
2003 /// </summary> 2421 /// </summary>
2004 public void SendGroupFullUpdate() 2422 public void SendGroupFullUpdate()
2005 { 2423 {
2006 if (IsDeleted) 2424 if (IsDeleted)
2007 return; 2425 return;
2008 2426
2009// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2427// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2010 2428
2011 RootPart.SendFullUpdateToAllClients(); 2429 RootPart.SendFullUpdateToAllClients();
2012 2430
2013 lock (m_parts) 2431 lockPartsForRead(true);
2014 { 2432 {
2015 foreach (SceneObjectPart part in m_parts.Values) 2433 foreach (SceneObjectPart part in m_parts.Values)
2016 { 2434 {
2435
2017 if (part != RootPart) 2436 if (part != RootPart)
2018 part.SendFullUpdateToAllClients(); 2437 part.SendFullUpdateToAllClients();
2438
2019 } 2439 }
2020 } 2440 }
2441 lockPartsForRead(false);
2021 } 2442 }
2022 2443
2023 /// <summary> 2444 /// <summary>
@@ -2049,14 +2470,15 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2470 {
2050 if (IsDeleted) 2471 if (IsDeleted)
2051 return; 2472 return;
2052 2473
2053 lock (m_parts) 2474 lockPartsForRead(true);
2054 { 2475 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2476 foreach (SceneObjectPart part in m_parts.Values)
2056 { 2477 {
2057 part.SendTerseUpdateToAllClients(); 2478 part.SendTerseUpdateToAllClients();
2058 } 2479 }
2059 } 2480 }
2481 lockPartsForRead(false);
2060 } 2482 }
2061 2483
2062 #endregion 2484 #endregion
@@ -2070,16 +2492,18 @@ namespace OpenSim.Region.Framework.Scenes
2070 /// <returns>null if no child part with that linknum or child part</returns> 2492 /// <returns>null if no child part with that linknum or child part</returns>
2071 public SceneObjectPart GetLinkNumPart(int linknum) 2493 public SceneObjectPart GetLinkNumPart(int linknum)
2072 { 2494 {
2073 lock (m_parts) 2495 lockPartsForRead(true);
2074 { 2496 {
2075 foreach (SceneObjectPart part in m_parts.Values) 2497 foreach (SceneObjectPart part in m_parts.Values)
2076 { 2498 {
2077 if (part.LinkNum == linknum) 2499 if (part.LinkNum == linknum)
2078 { 2500 {
2501 lockPartsForRead(false);
2079 return part; 2502 return part;
2080 } 2503 }
2081 } 2504 }
2082 } 2505 }
2506 lockPartsForRead(false);
2083 2507
2084 return null; 2508 return null;
2085 } 2509 }
@@ -2112,17 +2536,19 @@ namespace OpenSim.Region.Framework.Scenes
2112 public SceneObjectPart GetChildPart(uint localID) 2536 public SceneObjectPart GetChildPart(uint localID)
2113 { 2537 {
2114 //m_log.DebugFormat("Entered looking for {0}", localID); 2538 //m_log.DebugFormat("Entered looking for {0}", localID);
2115 lock (m_parts) 2539 lockPartsForRead(true);
2116 { 2540 {
2117 foreach (SceneObjectPart part in m_parts.Values) 2541 foreach (SceneObjectPart part in m_parts.Values)
2118 { 2542 {
2119 //m_log.DebugFormat("Found {0}", part.LocalId); 2543 //m_log.DebugFormat("Found {0}", part.LocalId);
2120 if (part.LocalId == localID) 2544 if (part.LocalId == localID)
2121 { 2545 {
2546 lockPartsForRead(false);
2122 return part; 2547 return part;
2123 } 2548 }
2124 } 2549 }
2125 } 2550 }
2551 lockPartsForRead(false);
2126 2552
2127 return null; 2553 return null;
2128 } 2554 }
@@ -2153,17 +2579,19 @@ namespace OpenSim.Region.Framework.Scenes
2153 public bool HasChildPrim(uint localID) 2579 public bool HasChildPrim(uint localID)
2154 { 2580 {
2155 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2581 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2156 lock (m_parts) 2582 lockPartsForRead(true);
2157 { 2583 {
2158 foreach (SceneObjectPart part in m_parts.Values) 2584 foreach (SceneObjectPart part in m_parts.Values)
2159 { 2585 {
2160 //m_log.DebugFormat("Found {0}", part.LocalId); 2586 //m_log.DebugFormat("Found {0}", part.LocalId);
2161 if (part.LocalId == localID) 2587 if (part.LocalId == localID)
2162 { 2588 {
2589 lockPartsForRead(false);
2163 return true; 2590 return true;
2164 } 2591 }
2165 } 2592 }
2166 } 2593 }
2594 lockPartsForRead(false);
2167 2595
2168 return false; 2596 return false;
2169 } 2597 }
@@ -2213,53 +2641,57 @@ namespace OpenSim.Region.Framework.Scenes
2213 if (m_rootPart.LinkNum == 0) 2641 if (m_rootPart.LinkNum == 0)
2214 m_rootPart.LinkNum = 1; 2642 m_rootPart.LinkNum = 1;
2215 2643
2216 lock (m_parts) 2644 lockPartsForWrite(true);
2217 { 2645
2218 m_parts.Add(linkPart.UUID, linkPart); 2646 m_parts.Add(linkPart.UUID, linkPart);
2219 2647
2220 // Insert in terms of link numbers, the new links 2648 lockPartsForWrite(false);
2221 // before the current ones (with the exception of 2649
2222 // the root prim. Shuffle the old ones up 2650 // Insert in terms of link numbers, the new links
2223 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2651 // before the current ones (with the exception of
2652 // the root prim. Shuffle the old ones up
2653 lockPartsForRead(true);
2654 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2655 {
2656 if (kvp.Value.LinkNum != 1)
2224 { 2657 {
2225 if (kvp.Value.LinkNum != 1) 2658 // Don't update root prim link number
2226 { 2659 kvp.Value.LinkNum += objectGroup.PrimCount;
2227 // Don't update root prim link number
2228 kvp.Value.LinkNum += objectGroup.PrimCount;
2229 }
2230 } 2660 }
2661 }
2662 lockPartsForRead(false);
2231 2663
2232 linkPart.LinkNum = 2; 2664 linkPart.LinkNum = 2;
2233 2665
2234 linkPart.SetParent(this); 2666 linkPart.SetParent(this);
2235 linkPart.CreateSelected = true; 2667 linkPart.CreateSelected = true;
2236 2668
2237 //if (linkPart.PhysActor != null) 2669 //if (linkPart.PhysActor != null)
2238 //{ 2670 //{
2239 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2671 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2240 2672
2241 //linkPart.PhysActor = null; 2673 //linkPart.PhysActor = null;
2242 //} 2674 //}
2243 2675
2244 //TODO: rest of parts 2676 //TODO: rest of parts
2245 int linkNum = 3; 2677 int linkNum = 3;
2246 foreach (SceneObjectPart part in objectGroup.Children.Values) 2678 foreach (SceneObjectPart part in objectGroup.Children.Values)
2679 {
2680 if (part.UUID != objectGroup.m_rootPart.UUID)
2247 { 2681 {
2248 if (part.UUID != objectGroup.m_rootPart.UUID) 2682 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2249 {
2250 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2251 }
2252 part.ClearUndoState();
2253 } 2683 }
2684 part.ClearUndoState();
2254 } 2685 }
2255 2686
2256 m_scene.UnlinkSceneObject(objectGroup, true); 2687 m_scene.UnlinkSceneObject(objectGroup, true);
2257 objectGroup.m_isDeleted = true; 2688 objectGroup.m_isDeleted = true;
2689
2690 objectGroup.lockPartsForWrite(true);
2258 2691
2259 lock (objectGroup.m_parts) 2692 objectGroup.m_parts.Clear();
2260 { 2693
2261 objectGroup.m_parts.Clear(); 2694 objectGroup.lockPartsForWrite(false);
2262 }
2263 2695
2264 // Can't do this yet since backup still makes use of the root part without any synchronization 2696 // Can't do this yet since backup still makes use of the root part without any synchronization
2265// objectGroup.m_rootPart = null; 2697// objectGroup.m_rootPart = null;
@@ -2329,23 +2761,23 @@ namespace OpenSim.Region.Framework.Scenes
2329 Quaternion worldRot = linkPart.GetWorldRotation(); 2761 Quaternion worldRot = linkPart.GetWorldRotation();
2330 2762
2331 // Remove the part from this object 2763 // Remove the part from this object
2332 lock (m_parts) 2764 lockPartsForWrite(true);
2333 { 2765 {
2334 m_parts.Remove(linkPart.UUID); 2766 m_parts.Remove(linkPart.UUID);
2335 2767 }
2336 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2768 lockPartsForWrite(false);
2769 lockPartsForRead(true);
2770 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2771 RootPart.LinkNum = 0;
2772 else
2773 {
2774 foreach (SceneObjectPart p in m_parts.Values)
2337 { 2775 {
2338 RootPart.LinkNum = 0; 2776 if (p.LinkNum > linkPart.LinkNum)
2777 p.LinkNum--;
2339 } 2778 }
2340 else
2341 {
2342 foreach (SceneObjectPart p in m_parts.Values)
2343 {
2344 if (p.LinkNum > linkPart.LinkNum)
2345 p.LinkNum--;
2346 }
2347 }
2348 } 2779 }
2780 lockPartsForRead(false);
2349 2781
2350 linkPart.ParentID = 0; 2782 linkPart.ParentID = 0;
2351 linkPart.LinkNum = 0; 2783 linkPart.LinkNum = 0;
@@ -2389,6 +2821,8 @@ namespace OpenSim.Region.Framework.Scenes
2389 /// <param name="objectGroup"></param> 2821 /// <param name="objectGroup"></param>
2390 public virtual void DetachFromBackup() 2822 public virtual void DetachFromBackup()
2391 { 2823 {
2824 m_scene.SceneGraph.FireDetachFromBackup(this);
2825
2392 if (m_isBackedUp) 2826 if (m_isBackedUp)
2393 m_scene.EventManager.OnBackup -= ProcessBackup; 2827 m_scene.EventManager.OnBackup -= ProcessBackup;
2394 2828
@@ -2667,9 +3101,12 @@ namespace OpenSim.Region.Framework.Scenes
2667 3101
2668 if (selectionPart != null) 3102 if (selectionPart != null)
2669 { 3103 {
2670 lock (m_parts) 3104 lockPartsForRead(true);
3105 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3106 lockPartsForRead(false);
3107 foreach (SceneObjectPart part in parts)
2671 { 3108 {
2672 foreach (SceneObjectPart part in m_parts.Values) 3109 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2673 { 3110 {
2674 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3111 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2675 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3112 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2679,12 +3116,13 @@ namespace OpenSim.Region.Framework.Scenes
2679 break; 3116 break;
2680 } 3117 }
2681 } 3118 }
3119 }
2682 3120
2683 foreach (SceneObjectPart part in m_parts.Values) 3121 foreach (SceneObjectPart part in parts)
2684 { 3122 {
2685 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3123 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2686 }
2687 } 3124 }
3125
2688 } 3126 }
2689 } 3127 }
2690 3128
@@ -2697,6 +3135,17 @@ namespace OpenSim.Region.Framework.Scenes
2697 } 3135 }
2698 } 3136 }
2699 3137
3138
3139
3140 /// <summary>
3141 /// Gets the number of parts
3142 /// </summary>
3143 /// <returns></returns>
3144 public int GetPartCount()
3145 {
3146 return Children.Count;
3147 }
3148
2700 /// <summary> 3149 /// <summary>
2701 /// Get the parts of this scene object 3150 /// Get the parts of this scene object
2702 /// </summary> 3151 /// </summary>
@@ -2773,11 +3222,9 @@ namespace OpenSim.Region.Framework.Scenes
2773 scale.Y = m_scene.m_maxNonphys; 3222 scale.Y = m_scene.m_maxNonphys;
2774 if (scale.Z > m_scene.m_maxNonphys) 3223 if (scale.Z > m_scene.m_maxNonphys)
2775 scale.Z = m_scene.m_maxNonphys; 3224 scale.Z = m_scene.m_maxNonphys;
2776
2777 SceneObjectPart part = GetChildPart(localID); 3225 SceneObjectPart part = GetChildPart(localID);
2778 if (part != null) 3226 if (part != null)
2779 { 3227 {
2780 part.Resize(scale);
2781 if (part.PhysActor != null) 3228 if (part.PhysActor != null)
2782 { 3229 {
2783 if (part.PhysActor.IsPhysical) 3230 if (part.PhysActor.IsPhysical)
@@ -2792,7 +3239,7 @@ namespace OpenSim.Region.Framework.Scenes
2792 part.PhysActor.Size = scale; 3239 part.PhysActor.Size = scale;
2793 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3240 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2794 } 3241 }
2795 //if (part.UUID != m_rootPart.UUID) 3242 part.Resize(scale);
2796 3243
2797 HasGroupChanged = true; 3244 HasGroupChanged = true;
2798 ScheduleGroupForFullUpdate(); 3245 ScheduleGroupForFullUpdate();
@@ -2814,7 +3261,6 @@ namespace OpenSim.Region.Framework.Scenes
2814 SceneObjectPart part = GetChildPart(localID); 3261 SceneObjectPart part = GetChildPart(localID);
2815 if (part != null) 3262 if (part != null)
2816 { 3263 {
2817 part.IgnoreUndoUpdate = true;
2818 if (scale.X > m_scene.m_maxNonphys) 3264 if (scale.X > m_scene.m_maxNonphys)
2819 scale.X = m_scene.m_maxNonphys; 3265 scale.X = m_scene.m_maxNonphys;
2820 if (scale.Y > m_scene.m_maxNonphys) 3266 if (scale.Y > m_scene.m_maxNonphys)
@@ -2834,94 +3280,100 @@ namespace OpenSim.Region.Framework.Scenes
2834 float y = (scale.Y / part.Scale.Y); 3280 float y = (scale.Y / part.Scale.Y);
2835 float z = (scale.Z / part.Scale.Z); 3281 float z = (scale.Z / part.Scale.Z);
2836 3282
2837 lock (m_parts) 3283 lockPartsForRead(true);
3284 if (x > 1.0f || y > 1.0f || z > 1.0f)
2838 { 3285 {
2839 if (x > 1.0f || y > 1.0f || z > 1.0f) 3286 foreach (SceneObjectPart obPart in m_parts.Values)
2840 { 3287 {
2841 foreach (SceneObjectPart obPart in m_parts.Values) 3288 if (obPart.UUID != m_rootPart.UUID)
2842 { 3289 {
2843 if (obPart.UUID != m_rootPart.UUID) 3290 Vector3 oldSize = new Vector3(obPart.Scale);
2844 { 3291 obPart.IgnoreUndoUpdate = true;
2845 obPart.IgnoreUndoUpdate = true;
2846 Vector3 oldSize = new Vector3(obPart.Scale);
2847 3292
2848 float f = 1.0f; 3293 float f = 1.0f;
2849 float a = 1.0f; 3294 float a = 1.0f;
2850 3295
2851 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3296 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3297 {
3298 if (oldSize.X*x > m_scene.m_maxPhys)
2852 { 3299 {
2853 if (oldSize.X*x > m_scene.m_maxPhys) 3300 f = m_scene.m_maxPhys / oldSize.X;
2854 { 3301 a = f / x;
2855 f = m_scene.m_maxPhys / oldSize.X; 3302 x *= a;
2856 a = f / x; 3303 y *= a;
2857 x *= a; 3304 z *= a;
2858 y *= a;
2859 z *= a;
2860 }
2861 if (oldSize.Y*y > m_scene.m_maxPhys)
2862 {
2863 f = m_scene.m_maxPhys / oldSize.Y;
2864 a = f / y;
2865 x *= a;
2866 y *= a;
2867 z *= a;
2868 }
2869 if (oldSize.Z*z > m_scene.m_maxPhys)
2870 {
2871 f = m_scene.m_maxPhys / oldSize.Z;
2872 a = f / z;
2873 x *= a;
2874 y *= a;
2875 z *= a;
2876 }
2877 } 3305 }
2878 else 3306 if (oldSize.Y*y > m_scene.m_maxPhys)
3307 {
3308 f = m_scene.m_maxPhys / oldSize.Y;
3309 a = f / y;
3310 x *= a;
3311 y *= a;
3312 z *= a;
3313 }
3314 if (oldSize.Z*z > m_scene.m_maxPhys)
3315 {
3316 f = m_scene.m_maxPhys / oldSize.Z;
3317 a = f / z;
3318 x *= a;
3319 y *= a;
3320 z *= a;
3321 }
3322 }
3323 else
3324 {
3325 if (oldSize.X*x > m_scene.m_maxNonphys)
3326 {
3327 f = m_scene.m_maxNonphys / oldSize.X;
3328 a = f / x;
3329 x *= a;
3330 y *= a;
3331 z *= a;
3332 }
3333 if (oldSize.Y*y > m_scene.m_maxNonphys)
2879 { 3334 {
2880 if (oldSize.X*x > m_scene.m_maxNonphys) 3335 f = m_scene.m_maxNonphys / oldSize.Y;
2881 { 3336 a = f / y;
2882 f = m_scene.m_maxNonphys / oldSize.X; 3337 x *= a;
2883 a = f / x; 3338 y *= a;
2884 x *= a; 3339 z *= a;
2885 y *= a;
2886 z *= a;
2887 }
2888 if (oldSize.Y*y > m_scene.m_maxNonphys)
2889 {
2890 f = m_scene.m_maxNonphys / oldSize.Y;
2891 a = f / y;
2892 x *= a;
2893 y *= a;
2894 z *= a;
2895 }
2896 if (oldSize.Z*z > m_scene.m_maxNonphys)
2897 {
2898 f = m_scene.m_maxNonphys / oldSize.Z;
2899 a = f / z;
2900 x *= a;
2901 y *= a;
2902 z *= a;
2903 }
2904 } 3340 }
2905 obPart.IgnoreUndoUpdate = false; 3341 if (oldSize.Z*z > m_scene.m_maxNonphys)
2906 obPart.StoreUndoState(); 3342 {
3343 f = m_scene.m_maxNonphys / oldSize.Z;
3344 a = f / z;
3345 x *= a;
3346 y *= a;
3347 z *= a;
3348 }
3349
2907 } 3350 }
2908 } 3351 }
2909 } 3352 }
2910 } 3353 }
3354 lockPartsForRead(false);
2911 3355
2912 Vector3 prevScale = part.Scale; 3356 Vector3 prevScale = part.Scale;
2913 prevScale.X *= x; 3357 prevScale.X *= x;
2914 prevScale.Y *= y; 3358 prevScale.Y *= y;
2915 prevScale.Z *= z; 3359 prevScale.Z *= z;;
3360
3361 part.IgnoreUndoUpdate = false;
3362 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3363 part.IgnoreUndoUpdate = true;
2916 part.Resize(prevScale); 3364 part.Resize(prevScale);
3365 part.IgnoreUndoUpdate = false;
2917 3366
2918 lock (m_parts) 3367 lockPartsForRead(true);
2919 { 3368 {
2920 foreach (SceneObjectPart obPart in m_parts.Values) 3369 foreach (SceneObjectPart obPart in m_parts.Values)
2921 { 3370 {
2922 obPart.IgnoreUndoUpdate = true;
2923 if (obPart.UUID != m_rootPart.UUID) 3371 if (obPart.UUID != m_rootPart.UUID)
2924 { 3372 {
3373 obPart.IgnoreUndoUpdate = false;
3374 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3375 obPart.IgnoreUndoUpdate = true;
3376
2925 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3377 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2926 currentpos.X *= x; 3378 currentpos.X *= x;
2927 currentpos.Y *= y; 3379 currentpos.Y *= y;
@@ -2934,9 +3386,9 @@ namespace OpenSim.Region.Framework.Scenes
2934 obPart.UpdateOffSet(currentpos); 3386 obPart.UpdateOffSet(currentpos);
2935 } 3387 }
2936 obPart.IgnoreUndoUpdate = false; 3388 obPart.IgnoreUndoUpdate = false;
2937 obPart.StoreUndoState();
2938 } 3389 }
2939 } 3390 }
3391 lockPartsForRead(false);
2940 3392
2941 if (part.PhysActor != null) 3393 if (part.PhysActor != null)
2942 { 3394 {
@@ -2945,7 +3397,6 @@ namespace OpenSim.Region.Framework.Scenes
2945 } 3397 }
2946 3398
2947 part.IgnoreUndoUpdate = false; 3399 part.IgnoreUndoUpdate = false;
2948 part.StoreUndoState();
2949 HasGroupChanged = true; 3400 HasGroupChanged = true;
2950 ScheduleGroupForTerseUpdate(); 3401 ScheduleGroupForTerseUpdate();
2951 } 3402 }
@@ -2961,14 +3412,11 @@ namespace OpenSim.Region.Framework.Scenes
2961 /// <param name="pos"></param> 3412 /// <param name="pos"></param>
2962 public void UpdateGroupPosition(Vector3 pos) 3413 public void UpdateGroupPosition(Vector3 pos)
2963 { 3414 {
2964 foreach (SceneObjectPart part in Children.Values)
2965 {
2966 part.StoreUndoState();
2967 }
2968 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3415 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2969 { 3416 {
2970 if (IsAttachment) 3417 if (IsAttachment)
2971 { 3418 {
3419 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2972 m_rootPart.AttachedPos = pos; 3420 m_rootPart.AttachedPos = pos;
2973 } 3421 }
2974 if (RootPart.GetStatusSandbox()) 3422 if (RootPart.GetStatusSandbox())
@@ -3001,7 +3449,7 @@ namespace OpenSim.Region.Framework.Scenes
3001 SceneObjectPart part = GetChildPart(localID); 3449 SceneObjectPart part = GetChildPart(localID);
3002 foreach (SceneObjectPart parts in Children.Values) 3450 foreach (SceneObjectPart parts in Children.Values)
3003 { 3451 {
3004 parts.StoreUndoState(); 3452 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3005 } 3453 }
3006 if (part != null) 3454 if (part != null)
3007 { 3455 {
@@ -3026,7 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
3026 { 3474 {
3027 foreach (SceneObjectPart part in Children.Values) 3475 foreach (SceneObjectPart part in Children.Values)
3028 { 3476 {
3029 part.StoreUndoState(); 3477 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3030 } 3478 }
3031 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3479 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3032 Vector3 oldPos = 3480 Vector3 oldPos =
@@ -3039,7 +3487,7 @@ namespace OpenSim.Region.Framework.Scenes
3039 axDiff *= Quaternion.Inverse(partRotation); 3487 axDiff *= Quaternion.Inverse(partRotation);
3040 diff = axDiff; 3488 diff = axDiff;
3041 3489
3042 lock (m_parts) 3490 lockPartsForRead(true);
3043 { 3491 {
3044 foreach (SceneObjectPart obPart in m_parts.Values) 3492 foreach (SceneObjectPart obPart in m_parts.Values)
3045 { 3493 {
@@ -3049,11 +3497,29 @@ namespace OpenSim.Region.Framework.Scenes
3049 } 3497 }
3050 } 3498 }
3051 } 3499 }
3500 lockPartsForRead(false);
3052 3501
3053 AbsolutePosition = newPos; 3502 //We have to set undoing here because otherwise an undo state will be saved
3503 if (!m_rootPart.Undoing)
3504 {
3505 m_rootPart.Undoing = true;
3506 AbsolutePosition = newPos;
3507 m_rootPart.Undoing = false;
3508 }
3509 else
3510 {
3511 AbsolutePosition = newPos;
3512 }
3054 3513
3055 HasGroupChanged = true; 3514 HasGroupChanged = true;
3056 ScheduleGroupForTerseUpdate(); 3515 if (m_rootPart.Undoing)
3516 {
3517 ScheduleGroupForFullUpdate();
3518 }
3519 else
3520 {
3521 ScheduleGroupForTerseUpdate();
3522 }
3057 } 3523 }
3058 3524
3059 public void OffsetForNewRegion(Vector3 offset) 3525 public void OffsetForNewRegion(Vector3 offset)
@@ -3073,7 +3539,7 @@ namespace OpenSim.Region.Framework.Scenes
3073 { 3539 {
3074 foreach (SceneObjectPart parts in Children.Values) 3540 foreach (SceneObjectPart parts in Children.Values)
3075 { 3541 {
3076 parts.StoreUndoState(); 3542 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3077 } 3543 }
3078 m_rootPart.UpdateRotation(rot); 3544 m_rootPart.UpdateRotation(rot);
3079 3545
@@ -3097,7 +3563,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3563 {
3098 foreach (SceneObjectPart parts in Children.Values) 3564 foreach (SceneObjectPart parts in Children.Values)
3099 { 3565 {
3100 parts.StoreUndoState(); 3566 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3101 } 3567 }
3102 m_rootPart.UpdateRotation(rot); 3568 m_rootPart.UpdateRotation(rot);
3103 3569
@@ -3124,7 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes
3124 SceneObjectPart part = GetChildPart(localID); 3590 SceneObjectPart part = GetChildPart(localID);
3125 foreach (SceneObjectPart parts in Children.Values) 3591 foreach (SceneObjectPart parts in Children.Values)
3126 { 3592 {
3127 parts.StoreUndoState(); 3593 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3128 } 3594 }
3129 if (part != null) 3595 if (part != null)
3130 { 3596 {
@@ -3152,15 +3618,24 @@ namespace OpenSim.Region.Framework.Scenes
3152 if (part.UUID == m_rootPart.UUID) 3618 if (part.UUID == m_rootPart.UUID)
3153 { 3619 {
3154 UpdateRootRotation(rot); 3620 UpdateRootRotation(rot);
3155 AbsolutePosition = pos; 3621 if (!m_rootPart.Undoing)
3622 {
3623 m_rootPart.Undoing = true;
3624 AbsolutePosition = pos;
3625 m_rootPart.Undoing = false;
3626 }
3627 else
3628 {
3629 AbsolutePosition = pos;
3630 }
3156 } 3631 }
3157 else 3632 else
3158 { 3633 {
3634 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3159 part.IgnoreUndoUpdate = true; 3635 part.IgnoreUndoUpdate = true;
3160 part.UpdateRotation(rot); 3636 part.UpdateRotation(rot);
3161 part.OffsetPosition = pos; 3637 part.OffsetPosition = pos;
3162 part.IgnoreUndoUpdate = false; 3638 part.IgnoreUndoUpdate = false;
3163 part.StoreUndoState();
3164 } 3639 }
3165 } 3640 }
3166 } 3641 }
@@ -3174,7 +3649,13 @@ namespace OpenSim.Region.Framework.Scenes
3174 Quaternion axRot = rot; 3649 Quaternion axRot = rot;
3175 Quaternion oldParentRot = m_rootPart.RotationOffset; 3650 Quaternion oldParentRot = m_rootPart.RotationOffset;
3176 3651
3177 m_rootPart.StoreUndoState(); 3652 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3653 bool cancelUndo = false;
3654 if (!m_rootPart.Undoing)
3655 {
3656 m_rootPart.Undoing = true;
3657 cancelUndo = true;
3658 }
3178 m_rootPart.UpdateRotation(rot); 3659 m_rootPart.UpdateRotation(rot);
3179 if (m_rootPart.PhysActor != null) 3660 if (m_rootPart.PhysActor != null)
3180 { 3661 {
@@ -3182,33 +3663,31 @@ namespace OpenSim.Region.Framework.Scenes
3182 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3663 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3183 } 3664 }
3184 3665
3185 lock (m_parts) 3666 lockPartsForRead(true);
3667
3668 foreach (SceneObjectPart prim in m_parts.Values)
3186 { 3669 {
3187 foreach (SceneObjectPart prim in m_parts.Values) 3670 if (prim.UUID != m_rootPart.UUID)
3188 { 3671 {
3189 if (prim.UUID != m_rootPart.UUID) 3672 prim.IgnoreUndoUpdate = true;
3190 { 3673 Vector3 axPos = prim.OffsetPosition;
3191 prim.IgnoreUndoUpdate = true; 3674 axPos *= oldParentRot;
3192 Vector3 axPos = prim.OffsetPosition; 3675 axPos *= Quaternion.Inverse(axRot);
3193 axPos *= oldParentRot; 3676 prim.OffsetPosition = axPos;
3194 axPos *= Quaternion.Inverse(axRot); 3677 Quaternion primsRot = prim.RotationOffset;
3195 prim.OffsetPosition = axPos; 3678 Quaternion newRot = primsRot * oldParentRot;
3196 Quaternion primsRot = prim.RotationOffset; 3679 newRot *= Quaternion.Inverse(axRot);
3197 Quaternion newRot = primsRot * oldParentRot; 3680 prim.RotationOffset = newRot;
3198 newRot *= Quaternion.Inverse(axRot); 3681 prim.ScheduleTerseUpdate();
3199 prim.RotationOffset = newRot; 3682 prim.IgnoreUndoUpdate = false;
3200 prim.ScheduleTerseUpdate();
3201 }
3202 } 3683 }
3203 } 3684 }
3204 foreach (SceneObjectPart childpart in Children.Values) 3685 if (cancelUndo == true)
3205 { 3686 {
3206 if (childpart != m_rootPart) 3687 m_rootPart.Undoing = false;
3207 {
3208 childpart.IgnoreUndoUpdate = false;
3209 childpart.StoreUndoState();
3210 }
3211 } 3688 }
3689 lockPartsForRead(false);
3690
3212 m_rootPart.ScheduleTerseUpdate(); 3691 m_rootPart.ScheduleTerseUpdate();
3213 } 3692 }
3214 3693
@@ -3330,7 +3809,7 @@ namespace OpenSim.Region.Framework.Scenes
3330 if (atTargets.Count > 0) 3809 if (atTargets.Count > 0)
3331 { 3810 {
3332 uint[] localids = new uint[0]; 3811 uint[] localids = new uint[0];
3333 lock (m_parts) 3812 lockPartsForRead(true);
3334 { 3813 {
3335 localids = new uint[m_parts.Count]; 3814 localids = new uint[m_parts.Count];
3336 int cntr = 0; 3815 int cntr = 0;
@@ -3340,6 +3819,7 @@ namespace OpenSim.Region.Framework.Scenes
3340 cntr++; 3819 cntr++;
3341 } 3820 }
3342 } 3821 }
3822 lockPartsForRead(false);
3343 3823
3344 for (int ctr = 0; ctr < localids.Length; ctr++) 3824 for (int ctr = 0; ctr < localids.Length; ctr++)
3345 { 3825 {
@@ -3358,7 +3838,7 @@ namespace OpenSim.Region.Framework.Scenes
3358 { 3838 {
3359 //trigger not_at_target 3839 //trigger not_at_target
3360 uint[] localids = new uint[0]; 3840 uint[] localids = new uint[0];
3361 lock (m_parts) 3841 lockPartsForRead(true);
3362 { 3842 {
3363 localids = new uint[m_parts.Count]; 3843 localids = new uint[m_parts.Count];
3364 int cntr = 0; 3844 int cntr = 0;
@@ -3368,7 +3848,8 @@ namespace OpenSim.Region.Framework.Scenes
3368 cntr++; 3848 cntr++;
3369 } 3849 }
3370 } 3850 }
3371 3851 lockPartsForRead(false);
3852
3372 for (int ctr = 0; ctr < localids.Length; ctr++) 3853 for (int ctr = 0; ctr < localids.Length; ctr++)
3373 { 3854 {
3374 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3855 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3409,7 +3890,8 @@ namespace OpenSim.Region.Framework.Scenes
3409 if (atRotTargets.Count > 0) 3890 if (atRotTargets.Count > 0)
3410 { 3891 {
3411 uint[] localids = new uint[0]; 3892 uint[] localids = new uint[0];
3412 lock (m_parts) 3893 lockPartsForRead(true);
3894 try
3413 { 3895 {
3414 localids = new uint[m_parts.Count]; 3896 localids = new uint[m_parts.Count];
3415 int cntr = 0; 3897 int cntr = 0;
@@ -3419,6 +3901,10 @@ namespace OpenSim.Region.Framework.Scenes
3419 cntr++; 3901 cntr++;
3420 } 3902 }
3421 } 3903 }
3904 finally
3905 {
3906 lockPartsForRead(false);
3907 }
3422 3908
3423 for (int ctr = 0; ctr < localids.Length; ctr++) 3909 for (int ctr = 0; ctr < localids.Length; ctr++)
3424 { 3910 {
@@ -3437,7 +3923,8 @@ namespace OpenSim.Region.Framework.Scenes
3437 { 3923 {
3438 //trigger not_at_target 3924 //trigger not_at_target
3439 uint[] localids = new uint[0]; 3925 uint[] localids = new uint[0];
3440 lock (m_parts) 3926 lockPartsForRead(true);
3927 try
3441 { 3928 {
3442 localids = new uint[m_parts.Count]; 3929 localids = new uint[m_parts.Count];
3443 int cntr = 0; 3930 int cntr = 0;
@@ -3447,6 +3934,10 @@ namespace OpenSim.Region.Framework.Scenes
3447 cntr++; 3934 cntr++;
3448 } 3935 }
3449 } 3936 }
3937 finally
3938 {
3939 lockPartsForRead(false);
3940 }
3450 3941
3451 for (int ctr = 0; ctr < localids.Length; ctr++) 3942 for (int ctr = 0; ctr < localids.Length; ctr++)
3452 { 3943 {
@@ -3460,19 +3951,20 @@ namespace OpenSim.Region.Framework.Scenes
3460 public float GetMass() 3951 public float GetMass()
3461 { 3952 {
3462 float retmass = 0f; 3953 float retmass = 0f;
3463 lock (m_parts) 3954 lockPartsForRead(true);
3464 { 3955 {
3465 foreach (SceneObjectPart part in m_parts.Values) 3956 foreach (SceneObjectPart part in m_parts.Values)
3466 { 3957 {
3467 retmass += part.GetMass(); 3958 retmass += part.GetMass();
3468 } 3959 }
3469 } 3960 }
3961 lockPartsForRead(false);
3470 return retmass; 3962 return retmass;
3471 } 3963 }
3472 3964
3473 public void CheckSculptAndLoad() 3965 public void CheckSculptAndLoad()
3474 { 3966 {
3475 lock (m_parts) 3967 lockPartsForRead(true);
3476 { 3968 {
3477 if (!IsDeleted) 3969 if (!IsDeleted)
3478 { 3970 {
@@ -3497,6 +3989,7 @@ namespace OpenSim.Region.Framework.Scenes
3497 } 3989 }
3498 } 3990 }
3499 } 3991 }
3992 lockPartsForRead(false);
3500 } 3993 }
3501 3994
3502 protected void AssetReceived(string id, Object sender, AssetBase asset) 3995 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3517,7 +4010,7 @@ namespace OpenSim.Region.Framework.Scenes
3517 /// <param name="client"></param> 4010 /// <param name="client"></param>
3518 public void SetGroup(UUID GroupID, IClientAPI client) 4011 public void SetGroup(UUID GroupID, IClientAPI client)
3519 { 4012 {
3520 lock (m_parts) 4013 lockPartsForRead(true);
3521 { 4014 {
3522 foreach (SceneObjectPart part in m_parts.Values) 4015 foreach (SceneObjectPart part in m_parts.Values)
3523 { 4016 {
@@ -3527,6 +4020,7 @@ namespace OpenSim.Region.Framework.Scenes
3527 4020
3528 HasGroupChanged = true; 4021 HasGroupChanged = true;
3529 } 4022 }
4023 lockPartsForRead(false);
3530 4024
3531 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4025 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3532 // for the same object with very different properties. The caller must schedule the update. 4026 // for the same object with very different properties. The caller must schedule the update.
@@ -3548,11 +4042,12 @@ namespace OpenSim.Region.Framework.Scenes
3548 4042
3549 public void SetAttachmentPoint(byte point) 4043 public void SetAttachmentPoint(byte point)
3550 { 4044 {
3551 lock (m_parts) 4045 lockPartsForRead(true);
3552 { 4046 {
3553 foreach (SceneObjectPart part in m_parts.Values) 4047 foreach (SceneObjectPart part in m_parts.Values)
3554 part.SetAttachmentPoint(point); 4048 part.SetAttachmentPoint(point);
3555 } 4049 }
4050 lockPartsForRead(false);
3556 } 4051 }
3557 4052
3558 #region ISceneObject 4053 #region ISceneObject
@@ -3586,6 +4081,14 @@ namespace OpenSim.Region.Framework.Scenes
3586 SetFromItemID(uuid); 4081 SetFromItemID(uuid);
3587 } 4082 }
3588 4083
4084 public void ResetOwnerChangeFlag()
4085 {
4086 ForEachPart(delegate(SceneObjectPart part)
4087 {
4088 part.ResetOwnerChangeFlag();
4089 });
4090 }
4091
3589 #endregion 4092 #endregion
3590 } 4093 }
3591} 4094}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3ed74e1..eefe8bb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4785,5 +4814,17 @@ namespace OpenSim.Region.Framework.Scenes
4785 Color color = Color; 4814 Color color = Color;
4786 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4815 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4787 } 4816 }
4817
4818 public void ResetOwnerChangeFlag()
4819 {
4820 List<UUID> inv = Inventory.GetInventoryList();
4821
4822 foreach (UUID itemID in inv)
4823 {
4824 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4825 item.OwnerChanged = false;
4826 Inventory.UpdateInventoryItem(item);
4827 }
4828 }
4788 } 4829 }
4789} 4830}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index ca089a1..1959427 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,22 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 lock (m_items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
125 return; 131 return;
132 }
126 133
127 HasInventoryChanged = true; 134 HasInventoryChanged = true;
128 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
129 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 m_items.Clear(); 137 Items.Clear();
131 138
132 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
133 { 140 {
134 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
135 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
136 }
137 } 143 }
144 m_items.LockItemsForWrite(false);
138 } 145 }
139 146
140 /// <summary> 147 /// <summary>
@@ -143,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
143 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
144 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
147 { 155 {
148 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
149 { 157 return;
150 return;
151 }
152 } 158 }
153 159
154 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -162,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
162 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
171 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
172 { 179 {
173 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
174 { 182 {
175 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
176 { 184 return;
177 return;
178 }
179 } 185 }
180 186
181 HasInventoryChanged = true; 187 HasInventoryChanged = true;
182 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
183 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
184 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
185 { 191 {
186 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
187 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
188 } 196 }
197 m_items.LockItemsForWrite(false);
189 } 198 }
190 199
191 /// <summary> 200 /// <summary>
@@ -193,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 202 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 204 {
196 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
197 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
198 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
199 } 213 }
200 214
201 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -228,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </param> 242 /// </param>
229 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
230 { 244 {
231 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
232 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
233 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
234 } 257 }
235 258
236 /// <summary> 259 /// <summary>
@@ -246,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
246 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
247 270
248 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
249 return; 274 return;
275 }
250 276
251 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
252 278
@@ -255,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
255 if (stateSource == 2 && // Prim crossing 281 if (stateSource == 2 && // Prim crossing
256 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
257 { 283 {
258 lock (m_items) 284 m_items.LockItemsForWrite(true);
259 { 285 m_items[item.ItemID].PermsMask = 0;
260 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
261 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
262 }
263
264 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
265 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
266 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
267 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
268 return; 293 return;
@@ -271,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
271 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
272 if (null == asset) 297 if (null == asset)
273 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
274 m_log.ErrorFormat( 301 m_log.ErrorFormat(
275 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
276 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -282,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
282 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
283 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
284 311
285 lock (m_items) 312 m_items.LockItemsForWrite(true);
286 { 313
287 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
289 } 316
317 m_items.LockItemsForWrite(false);
290 318
291 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
293 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
294 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
295 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
296 } 325 }
@@ -354,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
354 383
355 /// <summary> 384 /// <summary>
356 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
357 /// </summary> 387 /// </summary>
358 /// <param name="itemId"> 388 /// <param name="itemId">
359 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
360 /// </param> 390 /// </param>
361 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
362 { 392 {
363 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
364 if (item != null) 394 {
365 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
366 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
367 m_log.ErrorFormat( 427 m_log.ErrorFormat(
368 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
369 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
370 itemId, m_part.Name, m_part.UUID, 430 }
371 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
372 } 525 }
373 526
374 /// <summary> 527 /// <summary>
@@ -381,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
381 /// </param> 534 /// </param>
382 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
383 { 536 {
384 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
385
386 lock (m_items)
387 {
388 if (m_items.ContainsKey(itemId))
389 scriptPresent = true;
390 }
391
392 if (scriptPresent)
393 { 538 {
394 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
395 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -414,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
414 /// <returns></returns> 559 /// <returns></returns>
415 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
416 { 561 {
417 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
418 { 564 {
419 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
420 { 566 {
421 if (item.Name == name) 567 m_items.LockItemsForRead(false);
422 return true; 568 return true;
423 } 569 }
424 } 570 }
571 m_items.LockItemsForRead(false);
425 return false; 572 return false;
426 } 573 }
427 574
@@ -463,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
463 /// <param name="item"></param> 610 /// <param name="item"></param>
464 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
465 { 612 {
466 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
467 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
468 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
469 { 617 {
470 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -502,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
502 item.Name = name; 650 item.Name = name;
503 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
504 652
505 lock (m_items) 653 m_items.LockItemsForWrite(true);
506 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
507 655 m_items.LockItemsForWrite(false);
508 if (allowedDrop) 656 if (allowedDrop)
509 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
510 else 658 else
511 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
512 660
513 m_inventorySerial++; 661 m_inventorySerial++;
514 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
515 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -525,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
525 /// <param name="items"></param> 673 /// <param name="items"></param>
526 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
527 { 675 {
528 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
529 { 678 {
530 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
531 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
532 m_items.Add(item.ItemID, item);
533// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
534 }
535 m_inventorySerial++;
536 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
537 } 685 }
538 686
539 /// <summary> 687 /// <summary>
@@ -544,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
544 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
545 { 693 {
546 TaskInventoryItem item; 694 TaskInventoryItem item;
547 695 m_items.LockItemsForRead(true);
548 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
549 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
550
551 return item; 698 return item;
552 } 699 }
553 700
@@ -563,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
563 { 710 {
564 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
565 712
566 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
567 { 716 {
568 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
569 { 718 items.Add(item);
570 if (item.Name == name)
571 items.Add(item);
572 }
573 } 719 }
574 720
721 m_items.LockItemsForRead(false);
722
575 return items; 723 return items;
576 } 724 }
577 725
@@ -652,8 +800,9 @@ namespace OpenSim.Region.Framework.Scenes
652 800
653 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 801 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
654 { 802 {
655 TaskInventoryItem it = GetInventoryItem(item.ItemID); 803 m_items.LockItemsForWrite(true);
656 if (it != null) 804
805 if (m_items.ContainsKey(item.ItemID))
657 { 806 {
658 item.ParentID = m_part.UUID; 807 item.ParentID = m_part.UUID;
659 item.ParentPartID = m_part.UUID; 808 item.ParentPartID = m_part.UUID;
@@ -665,19 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
665 item.GroupID = m_part.GroupID; 814 item.GroupID = m_part.GroupID;
666 815
667 if (item.AssetID == UUID.Zero) 816 if (item.AssetID == UUID.Zero)
668 item.AssetID = it.AssetID; 817 item.AssetID = m_items[item.ItemID].AssetID;
669
670 lock (m_items)
671 {
672 m_items[item.ItemID] = item;
673 m_inventorySerial++;
674 }
675 818
819 m_items[item.ItemID] = item;
820 m_inventorySerial++;
676 if (fireScriptEvents) 821 if (fireScriptEvents)
677 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 822 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
678
679 HasInventoryChanged = true; 823 HasInventoryChanged = true;
680 m_part.ParentGroup.HasGroupChanged = true; 824 m_part.ParentGroup.HasGroupChanged = true;
825 m_items.LockItemsForWrite(false);
681 return true; 826 return true;
682 } 827 }
683 else 828 else
@@ -688,8 +833,9 @@ namespace OpenSim.Region.Framework.Scenes
688 item.ItemID, m_part.Name, m_part.UUID, 833 item.ItemID, m_part.Name, m_part.UUID,
689 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 834 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
690 } 835 }
691 return false; 836 m_items.LockItemsForWrite(false);
692 837
838 return false;
693 } 839 }
694 840
695 /// <summary> 841 /// <summary>
@@ -700,37 +846,53 @@ namespace OpenSim.Region.Framework.Scenes
700 /// in this prim's inventory.</returns> 846 /// in this prim's inventory.</returns>
701 public int RemoveInventoryItem(UUID itemID) 847 public int RemoveInventoryItem(UUID itemID)
702 { 848 {
703 TaskInventoryItem item = GetInventoryItem(itemID); 849 m_items.LockItemsForRead(true);
704 if (item != null) 850
851 if (m_items.ContainsKey(itemID))
705 { 852 {
706 int type = m_items[itemID].InvType; 853 int type = m_items[itemID].InvType;
854 m_items.LockItemsForRead(false);
707 if (type == 10) // Script 855 if (type == 10) // Script
708 { 856 {
709 m_part.RemoveScriptEvents(itemID);
710 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
711 } 858 }
859 m_items.LockItemsForWrite(true);
712 m_items.Remove(itemID); 860 m_items.Remove(itemID);
861 m_items.LockItemsForWrite(false);
713 m_inventorySerial++; 862 m_inventorySerial++;
714 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 863 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
715 864
716 HasInventoryChanged = true; 865 HasInventoryChanged = true;
717 m_part.ParentGroup.HasGroupChanged = true; 866 m_part.ParentGroup.HasGroupChanged = true;
718 867
719 if (!ContainsScripts()) 868 int scriptcount = 0;
869 m_items.LockItemsForRead(true);
870 foreach (TaskInventoryItem item in m_items.Values)
871 {
872 if (item.Type == 10)
873 {
874 scriptcount++;
875 }
876 }
877 m_items.LockItemsForRead(false);
878
879
880 if (scriptcount <= 0)
881 {
720 m_part.RemFlag(PrimFlags.Scripted); 882 m_part.RemFlag(PrimFlags.Scripted);
883 }
721 884
722 m_part.ScheduleFullUpdate(); 885 m_part.ScheduleFullUpdate();
723 886
724 return type; 887 return type;
725
726 } 888 }
727 else 889 else
728 { 890 {
891 m_items.LockItemsForRead(false);
729 m_log.ErrorFormat( 892 m_log.ErrorFormat(
730 "[PRIM INVENTORY]: " + 893 "[PRIM INVENTORY]: " +
731 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 894 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
732 itemID, m_part.Name, m_part.UUID, 895 itemID, m_part.Name, m_part.UUID);
733 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
734 } 896 }
735 897
736 return -1; 898 return -1;
@@ -784,8 +946,9 @@ namespace OpenSim.Region.Framework.Scenes
784 // isn't available (such as drag from prim inventory to agent inventory) 946 // isn't available (such as drag from prim inventory to agent inventory)
785 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 947 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
786 948
787 List<TaskInventoryItem> items = GetInventoryItems(); 949 m_items.LockItemsForRead(true);
788 foreach (TaskInventoryItem item in items) 950
951 foreach (TaskInventoryItem item in m_items.Values)
789 { 952 {
790 UUID ownerID = item.OwnerID; 953 UUID ownerID = item.OwnerID;
791 uint everyoneMask = 0; 954 uint everyoneMask = 0;
@@ -829,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
829 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 992 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
830 invString.AddSectionEnd(); 993 invString.AddSectionEnd();
831 } 994 }
995 int count = m_items.Count;
996 m_items.LockItemsForRead(false);
832 997
833 fileData = Utils.StringToBytes(invString.BuildString); 998 fileData = Utils.StringToBytes(invString.BuildString);
834 999
@@ -849,10 +1014,11 @@ namespace OpenSim.Region.Framework.Scenes
849 { 1014 {
850 if (HasInventoryChanged) 1015 if (HasInventoryChanged)
851 { 1016 {
852 HasInventoryChanged = false; 1017 Items.LockItemsForRead(true);
853 List<TaskInventoryItem> items = GetInventoryItems(); 1018 datastore.StorePrimInventory(m_part.UUID, Items.Values);
854 datastore.StorePrimInventory(m_part.UUID, items); 1019 Items.LockItemsForRead(false);
855 1020
1021 HasInventoryChanged = false;
856 } 1022 }
857 } 1023 }
858 1024
@@ -919,89 +1085,75 @@ namespace OpenSim.Region.Framework.Scenes
919 { 1085 {
920 uint mask=0x7fffffff; 1086 uint mask=0x7fffffff;
921 1087
922 lock (m_items) 1088 foreach (TaskInventoryItem item in m_items.Values)
923 { 1089 {
924 foreach (TaskInventoryItem item in m_items.Values) 1090 if (item.InvType != (int)InventoryType.Object)
925 { 1091 {
926 if (item.InvType != (int)InventoryType.Object) 1092 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
927 { 1093 mask &= ~((uint)PermissionMask.Copy >> 13);
928 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1094 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
929 mask &= ~((uint)PermissionMask.Copy >> 13); 1095 mask &= ~((uint)PermissionMask.Transfer >> 13);
930 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
931 mask &= ~((uint)PermissionMask.Transfer >> 13); 1097 mask &= ~((uint)PermissionMask.Modify >> 13);
932 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1098 }
933 mask &= ~((uint)PermissionMask.Modify >> 13); 1099 else
934 } 1100 {
935 else 1101 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
936 { 1102 mask &= ~((uint)PermissionMask.Copy >> 13);
937 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1103 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
938 mask &= ~((uint)PermissionMask.Copy >> 13); 1104 mask &= ~((uint)PermissionMask.Transfer >> 13);
939 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
940 mask &= ~((uint)PermissionMask.Transfer >> 13); 1106 mask &= ~((uint)PermissionMask.Modify >> 13);
941 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
942 mask &= ~((uint)PermissionMask.Modify >> 13);
943 }
944
945 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
946 mask &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
948 mask &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
950 mask &= ~(uint)PermissionMask.Modify;
951 } 1107 }
1108
1109 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1110 mask &= ~(uint)PermissionMask.Copy;
1111 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1112 mask &= ~(uint)PermissionMask.Transfer;
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1114 mask &= ~(uint)PermissionMask.Modify;
952 } 1115 }
953
954 return mask; 1116 return mask;
955 } 1117 }
956 1118
957 public void ApplyNextOwnerPermissions() 1119 public void ApplyNextOwnerPermissions()
958 { 1120 {
959 lock (m_items) 1121 foreach (TaskInventoryItem item in m_items.Values)
960 { 1122 {
961 foreach (TaskInventoryItem item in m_items.Values) 1123 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
962 { 1124 {
963 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1125 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
964 { 1126 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
965 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1127 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
966 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1128 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
967 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
968 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
969 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
970 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
971 }
972 item.CurrentPermissions &= item.NextPermissions;
973 item.BasePermissions &= item.NextPermissions;
974 item.EveryonePermissions &= item.NextPermissions;
975 item.OwnerChanged = true;
976 } 1131 }
1132 item.OwnerChanged = true;
1133 item.CurrentPermissions &= item.NextPermissions;
1134 item.BasePermissions &= item.NextPermissions;
1135 item.EveryonePermissions &= item.NextPermissions;
977 } 1136 }
978 } 1137 }
979 1138
980 public void ApplyGodPermissions(uint perms) 1139 public void ApplyGodPermissions(uint perms)
981 { 1140 {
982 lock (m_items) 1141 foreach (TaskInventoryItem item in m_items.Values)
983 { 1142 {
984 foreach (TaskInventoryItem item in m_items.Values) 1143 item.CurrentPermissions = perms;
985 { 1144 item.BasePermissions = perms;
986 item.CurrentPermissions = perms;
987 item.BasePermissions = perms;
988 }
989 } 1145 }
990 } 1146 }
991 1147
992 public bool ContainsScripts() 1148 public bool ContainsScripts()
993 { 1149 {
994 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
995 { 1151 {
996 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.LSL)
997 { 1153 {
998 if (item.InvType == (int)InventoryType.LSL) 1154 return true;
999 {
1000 return true;
1001 }
1002 } 1155 }
1003 } 1156 }
1004
1005 return false; 1157 return false;
1006 } 1158 }
1007 1159
@@ -1009,11 +1161,8 @@ namespace OpenSim.Region.Framework.Scenes
1009 { 1161 {
1010 List<UUID> ret = new List<UUID>(); 1162 List<UUID> ret = new List<UUID>();
1011 1163
1012 lock (m_items) 1164 foreach (TaskInventoryItem item in m_items.Values)
1013 { 1165 ret.Add(item.ItemID);
1014 foreach (TaskInventoryItem item in m_items.Values)
1015 ret.Add(item.ItemID);
1016 }
1017 1166
1018 return ret; 1167 return ret;
1019 } 1168 }
@@ -1044,31 +1193,44 @@ namespace OpenSim.Region.Framework.Scenes
1044 1193
1045 public Dictionary<UUID, string> GetScriptStates() 1194 public Dictionary<UUID, string> GetScriptStates()
1046 { 1195 {
1196 return GetScriptStates(false);
1197 }
1198
1199 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1200 {
1047 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1201 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1048 1202
1049 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1203 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1050 if (engines == null) // No engine at all 1204 if (engines == null) // No engine at all
1051 return ret; 1205 return ret;
1052 1206
1053 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1207 foreach (TaskInventoryItem item in m_items.Values)
1054
1055 foreach (TaskInventoryItem item in scripts)
1056 { 1208 {
1057 foreach (IScriptModule e in engines) 1209 if (item.InvType == (int)InventoryType.LSL)
1058 { 1210 {
1059 if (e != null) 1211 foreach (IScriptModule e in engines)
1060 { 1212 {
1061 string n = e.GetXMLState(item.ItemID); 1213 if (e != null)
1062 if (n != String.Empty)
1063 { 1214 {
1064 if (!ret.ContainsKey(item.ItemID)) 1215 string n = e.GetXMLState(item.ItemID);
1065 ret[item.ItemID] = n; 1216 if (n != String.Empty)
1066 break; 1217 {
1218 if (oldIDs)
1219 {
1220 if (!ret.ContainsKey(item.OldItemID))
1221 ret[item.OldItemID] = n;
1222 }
1223 else
1224 {
1225 if (!ret.ContainsKey(item.ItemID))
1226 ret[item.ItemID] = n;
1227 }
1228 break;
1229 }
1067 } 1230 }
1068 } 1231 }
1069 } 1232 }
1070 } 1233 }
1071
1072 return ret; 1234 return ret;
1073 } 1235 }
1074 1236
@@ -1078,21 +1240,27 @@ namespace OpenSim.Region.Framework.Scenes
1078 if (engines == null) 1240 if (engines == null)
1079 return; 1241 return;
1080 1242
1081 List<TaskInventoryItem> scripts = GetInventoryScripts();
1082 1243
1083 foreach (TaskInventoryItem item in scripts) 1244 Items.LockItemsForRead(true);
1245
1246 foreach (TaskInventoryItem item in m_items.Values)
1084 { 1247 {
1085 foreach (IScriptModule engine in engines) 1248 if (item.InvType == (int)InventoryType.LSL)
1086 { 1249 {
1087 if (engine != null) 1250 foreach (IScriptModule engine in engines)
1088 { 1251 {
1089 if (item.OwnerChanged) 1252 if (engine != null)
1090 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1253 {
1091 item.OwnerChanged = false; 1254 if (item.OwnerChanged)
1092 engine.ResumeScript(item.ItemID); 1255 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1256 item.OwnerChanged = false;
1257 engine.ResumeScript(item.ItemID);
1258 }
1093 } 1259 }
1094 } 1260 }
1095 } 1261 }
1262
1263 Items.LockItemsForRead(false);
1096 } 1264 }
1097 } 1265 }
1098} 1266}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cc9355e..d88f2cc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1669,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1669 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1670 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1671
1531 AddNewMovement(agent_control_v3, q); 1672 AddNewMovement(agent_control_v3, q, Nudging);
1532 1673
1533 1674
1534 } 1675 }
1535 } 1676 }
1536 1677
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1678 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1679 Animator.UpdateMovementAnimations();
1539 1680
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1681 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1690,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1690 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1691 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1692 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1693 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1694 proxyObjectGroup.AttachToScene(m_scene);
1555 1695
@@ -1591,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1731 }
1592 m_moveToPositionInProgress = true; 1732 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1733 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1734 }
1595 catch (Exception ex) 1735 catch (Exception ex)
1596 { 1736 {
1597 //Why did I get this error? 1737 //Why did I get this error?
@@ -1613,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1753 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1754 SendFullUpdateToAllClients();
1615 1755
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1756 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1757 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1758 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1759 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1790,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1790
1651 if (m_parentID != 0) 1791 if (m_parentID != 0)
1652 { 1792 {
1653 m_log.Debug("StandupCode Executed"); 1793 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1794 if (part != null)
1656 { 1795 {
1796 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1797 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1798 if (taskIDict != null)
1659 { 1799 {
1660 lock (taskIDict) 1800 foreach (UUID taskID in taskIDict.Keys)
1661 { 1801 {
1662 foreach (UUID taskID in taskIDict.Keys) 1802 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1803 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1804 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1805 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1806 }
1670
1671 } 1807 }
1808 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1809 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1810 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1811 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1812 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1813 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1814 }
1815 // part.GetWorldRotation() is the rotation of the object being sat on
1816 // Rotation is the sittiing Av's rotation
1817
1818 Quaternion partRot;
1819// if (part.LinkNum == 1)
1820// { // Root prim of linkset
1821// partRot = part.ParentGroup.RootPart.RotationOffset;
1822// }
1823// else
1824// { // single or child prim
1825
1826// }
1827 if (part == null) //CW: Part may be gone. llDie() for example.
1828 {
1829 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1830 }
1831 else
1832 {
1833 partRot = part.GetWorldRotation();
1834 }
1835
1836 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1837
1838 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1839 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1840
1841
1680 if (m_physicsActor == null) 1842 if (m_physicsActor == null)
1681 { 1843 {
1682 AddToPhysicalScene(false); 1844 AddToPhysicalScene(false);
1683 } 1845 }
1684 1846 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1847 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1848 {
1687 1849 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1850 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1851 part.IsOccupied = false;
1852 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1853 }
1854 else
1855 {
1856 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1857 AbsolutePosition = m_lastWorldPosition;
1858 }
1859
1860 m_parentPosition = Vector3.Zero;
1861 m_parentID = 0;
1862 m_linkedPrim = UUID.Zero;
1863 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1864 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1865 m_requestedSitTargetID = 0;
1866
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1867 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1868 {
1693 SetHeight(m_avHeight); 1869 SetHeight(m_avHeight);
1694 } 1870 }
1695 } 1871 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1872 Animator.TrySetMovementAnimation("STAND");
1698 } 1873 }
1699 1874
@@ -1724,13 +1899,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1899 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1900 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1901 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1902 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1903 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1904 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1905 {
1735 //switch the target to this prim 1906 //switch the target to this prim
1736 return part; 1907 return part;
@@ -1744,84 +1915,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1915 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1916 {
1746 bool autopilot = true; 1917 bool autopilot = true;
1918 Vector3 autopilotTarget = new Vector3();
1919 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1920 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1921 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1922 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1923 bool forceMouselook = false;
1752 1924
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1925 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1926 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1927 if (part == null) return;
1756 { 1928
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1929 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1930 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1931
1760 // Is a sit target available? 1932 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1933 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1934 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1935
1764 1936 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1937
1766 bool SitTargetisSet = 1938 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1939 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1940 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1941
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1942 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1943 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1944 Quaternion partRot;
1773 )); 1945// if (part.LinkNum == 1)
1774 1946// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1947// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1948// }
1777 part.SetAvatarOnSitTarget(UUID); 1949// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1950// { // single or child prim
1779 sitOrientation = avSitOrientation; 1951 partRot = part.GetWorldRotation();
1780 autopilot = false; 1952// }
1781 } 1953 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1954//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1955 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1956 if (SitTargetisSet) // scipted sit
1785 //{ 1957 {
1786 // offset = pos; 1958 if (!part.IsOccupied)
1787 //autopilot = false; 1959 {
1788 //} 1960//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1961 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1962 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1963
1792 // We can remove the physicsActor until they stand up. 1964 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1965 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1966 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1967 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1968 }
1805 else 1969 sitOrientation = nrot; // Change rotatione to the scripted one
1970 OffsetRotation = nrot;
1971 autopilot = false; // Jump direct to scripted llSitPos()
1972 }
1973 else
1974 {
1975//Console.WriteLine("Scripted, occupied");
1976 return;
1977 }
1978 }
1979 else // Not Scripted
1980 {
1981 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1982 {
1983 // large prim & offset, ignore if other Avs sitting
1984// offset.Z -= 0.05f;
1985 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1986 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1987
1988//Console.WriteLine(" offset ={0}", offset);
1989//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1990//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1991
1992 }
1993 else // small offset
1994 {
1995//Console.WriteLine("Small offset");
1996 if (!part.IsOccupied)
1997 {
1998 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1999 autopilotTarget = part.AbsolutePosition;
2000//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2001 }
2002 else return; // occupied small
2003 } // end large/small
2004 } // end Scripted/not
2005 cameraAtOffset = part.GetCameraAtOffset();
2006 cameraEyeOffset = part.GetCameraEyeOffset();
2007 forceMouselook = part.GetForceMouselook();
2008 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2009 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2010
2011 if (m_physicsActor != null)
2012 {
2013 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2014 // We can remove the physicsActor until they stand up.
2015 m_sitAvatarHeight = m_physicsActor.Size.Z;
2016 if (autopilot)
2017 { // its not a scripted sit
2018// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2019 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2020 {
2021 autopilot = false; // close enough
2022 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 Not using the part's position because returning the AV to the last known standing
2024 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2025 RemoveFromPhysicalScene();
1808 } 2026 Velocity = Vector3.Zero;
2027 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2028 } // else the autopilot will get us close
2029 }
2030 else
2031 { // its a scripted sit
2032 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2033 I *am* using the part's position this time because we have no real idea how far away
2034 the avatar is from the sit target. */
2035 RemoveFromPhysicalScene();
2036 Velocity = Vector3.Zero;
1809 } 2037 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2038 }
1815 2039 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2040
1817 m_requestedSitTargetUUID = targetID; 2041 Vector3 offsetr; // = offset * partIRot;
2042 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2043 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2044 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2045 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2046 //offsetr = offset * partIRot;
2047//
2048 // else
2049 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2050 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2051 // (offset * partRot);
2052 // }
2053
2054//Console.WriteLine(" ");
2055//Console.WriteLine("link number ={0}", part.LinkNum);
2056//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2057//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2058//Console.WriteLine("Click offst ={0}", offset);
2059//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2060//Console.WriteLine("offsetr ={0}", offsetr);
2061//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2062//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2063
2064 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2065 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2066
2067 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2068 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2069 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2070 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2071 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2072 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2073 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2074 m_sitAtAutoTarget = autopilot;
2075 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2076 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2077 HandleAgentSit(remoteClient, UUID);
1827 } 2078 }
@@ -2116,47 +2367,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2367 {
2117 if (part != null) 2368 if (part != null)
2118 { 2369 {
2370//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2371 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2372 {
2373//Console.WriteLine("Scripted Sit");
2374 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2375 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2376 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2377 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2378 m_pos += SIT_TARGET_ADJUSTMENT;
2379 if (!part.IsRoot)
2380 {
2381 m_pos *= part.RotationOffset;
2382 }
2131 m_bodyRot = sitTargetOrient; 2383 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2384 m_parentPosition = part.AbsolutePosition;
2134 2385 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2386 part.ParentGroup.AddAvatar(agentID);
2136 } 2387 }
2137 else 2388 else
2138 { 2389 {
2139 m_pos -= part.AbsolutePosition; 2390 // if m_avUnscriptedSitPos is zero then Av sits above center
2391 // Else Av sits at m_avUnscriptedSitPos
2392
2393 // Non-scripted sit by Kitto Flora 21Nov09
2394 // Calculate angle of line from prim to Av
2395 Quaternion partIRot;
2396// if (part.LinkNum == 1)
2397// { // Root prim of linkset
2398// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2399// }
2400// else
2401// { // single or child prim
2402 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2403// }
2404 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2405 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2406 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2407 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2408 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2409 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2410 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2411 // Av sits at world euler <0,0, z>, translated by part rotation
2412 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2413
2140 m_parentPosition = part.AbsolutePosition; 2414 m_parentPosition = part.AbsolutePosition;
2141 } 2415 part.IsOccupied = true;
2416 part.ParentGroup.AddAvatar(agentID);
2417 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2418 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2419 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2420 m_avUnscriptedSitPos; // adds click offset, if any
2421 //Set up raytrace to find top surface of prim
2422 Vector3 size = part.Scale;
2423 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2424 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2425 Vector3 down = new Vector3(0f, 0f, -1f);
2426//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2427 m_scene.PhysicsScene.RaycastWorld(
2428 start, // Vector3 position,
2429 down, // Vector3 direction,
2430 mag, // float length,
2431 SitAltitudeCallback); // retMethod
2432 } // end scripted/not
2142 } 2433 }
2143 else 2434 else // no Av
2144 { 2435 {
2145 return; 2436 return;
2146 } 2437 }
2147 } 2438 }
2148 m_parentID = m_requestedSitTargetID;
2149 2439
2440 //We want our offsets to reference the root prim, not the child we may have sat on
2441 if (!part.IsRoot)
2442 {
2443 m_parentID = part.ParentGroup.RootPart.LocalId;
2444 m_pos += part.OffsetPosition;
2445 }
2446 else
2447 {
2448 m_parentID = m_requestedSitTargetID;
2449 }
2450
2451 m_linkedPrim = part.UUID;
2452 if (part.GetAvatarOnSitTarget() != UUID)
2453 {
2454 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2455 }
2150 Velocity = Vector3.Zero; 2456 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2457 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2458 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2459 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2460 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2461 }
2462
2463 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2464 {
2465 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2466 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2467 if(hitYN)
2468 {
2469 // m_pos = Av offset from prim center to make look like on center
2470 // m_parentPosition = Actual center pos of prim
2471 // collisionPoint = spot on prim where we want to sit
2472 // collisionPoint.Z = global sit surface height
2473 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2474 Quaternion partIRot;
2475// if (part.LinkNum == 1)
2476/// { // Root prim of linkset
2477// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2478// }
2479// else
2480// { // single or child prim
2481 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2482// }
2483 if (m_initialSitTarget != null)
2484 {
2485 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2486 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2487 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2488 m_pos += offset;
2489 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2490 }
2491
2492 }
2493 } // End SitAltitudeCallback KF.
2160 2494
2161 /// <summary> 2495 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2496 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2520,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2520 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2521 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2522 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2523 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2524 {
2191 if (m_isChildAgent) 2525 if (m_isChildAgent)
2192 { 2526 {
@@ -2227,15 +2561,18 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2561 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2562 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2563 direc.Normalize();
2564 PhysicsActor actor = m_physicsActor;
2565 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2566
2231 direc *= 0.03f * 128f * m_speedModifier; 2567 direc *= 0.03f * 128f * m_speedModifier;
2232 2568
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2569 if (actor != null)
2235 { 2570 {
2236 if (actor.Flying) 2571// rm falling if (actor.Flying)
2572 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2237 { 2573 {
2238 direc *= 4.0f; 2574// rm speed mod direc *= 4.0f;
2575 direc *= 5.2f; // for speed mod
2239 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2576 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2240 //bool colliding = (m_physicsActor.IsColliding==true); 2577 //bool colliding = (m_physicsActor.IsColliding==true);
2241 //if (controlland) 2578 //if (controlland)
@@ -2248,22 +2585,30 @@ namespace OpenSim.Region.Framework.Scenes
2248 // m_log.Info("[AGENT]: Stop FLying"); 2585 // m_log.Info("[AGENT]: Stop FLying");
2249 //} 2586 //}
2250 } 2587 }
2588 /* This jumping section removed to SPA
2251 else if (!actor.Flying && actor.IsColliding) 2589 else if (!actor.Flying && actor.IsColliding)
2252 { 2590 {
2253 if (direc.Z > 2.0f) 2591 if (direc.Z > 2.0f)
2254 { 2592 {
2255 direc.Z *= 3.0f; 2593 if(m_animator.m_animTickJump == -1)
2256 2594 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2595 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2596 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2597 else
2598 {
2599 direc.Z *= 0.1f; // prejump
2600 }
2601 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2602 Animator.TrySetMovementAnimation("PREJUMP");
2603 Animator.TrySetMovementAnimation("JUMP");
2604 * /
2260 } 2605 }
2261 } 2606 } */
2262 } 2607 }
2263 2608
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2609 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2610 m_forceToApply = direc;
2266 2611 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2612 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2613 }
2269 2614
@@ -2278,7 +2623,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2623 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2624 //const int TIME_MS_TOLERANCE = 3000;
2280 2625
2281 SendPrimUpdates(); 2626
2282 2627
2283 if (m_isChildAgent == false) 2628 if (m_isChildAgent == false)
2284 { 2629 {
@@ -2308,6 +2653,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2653 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2654 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2655 }
2656
2657 //Sending prim updates AFTER the avatar terse updates are sent
2658 SendPrimUpdates();
2311 } 2659 }
2312 2660
2313 #endregion 2661 #endregion
@@ -3091,6 +3439,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_callbackURI = cAgent.CallbackURI; 3439 m_callbackURI = cAgent.CallbackURI;
3092 3440
3093 m_pos = cAgent.Position; 3441 m_pos = cAgent.Position;
3442
3094 m_velocity = cAgent.Velocity; 3443 m_velocity = cAgent.Velocity;
3095 m_CameraCenter = cAgent.Center; 3444 m_CameraCenter = cAgent.Center;
3096 //m_avHeight = cAgent.Size.Z; 3445 //m_avHeight = cAgent.Size.Z;
@@ -3199,17 +3548,46 @@ namespace OpenSim.Region.Framework.Scenes
3199 /// </summary> 3548 /// </summary>
3200 public override void UpdateMovement() 3549 public override void UpdateMovement()
3201 { 3550 {
3202 if (m_forceToApply.HasValue) 3551 if (Animator!=null) // add for jumping
3203 { 3552 { // add for jumping
3204 Vector3 force = m_forceToApply.Value; 3553 // if (!m_animator.m_jumping) // add for jumping
3554 // { // add for jumping
3205 3555
3206 m_updateflag = true; 3556 if (m_forceToApply.HasValue) // this section realigned
3207// movementvector = force; 3557 {
3208 Velocity = force;
3209 3558
3210 m_forceToApply = null; 3559 Vector3 force = m_forceToApply.Value;
3211 } 3560 m_updateflag = true;
3212 } 3561if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3562 Velocity = force;
3563//Console.WriteLine("UM1 {0}", Velocity);
3564 m_forceToApply = null;
3565 }
3566 else
3567 {
3568 if (m_isNudging)
3569 {
3570 Vector3 force = Vector3.Zero;
3571
3572 m_updateflag = true;
3573if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3574 Velocity = force;
3575//Console.WriteLine("UM2 {0}", Velocity);
3576 m_isNudging = false;
3577 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3578 }
3579 else // add for jumping
3580 { // add for jumping
3581 Vector3 force = Vector3.Zero; // add for jumping
3582if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3583//Console.WriteLine("UM3 {0}", Velocity);
3584 Velocity = force; // add for jumping
3585 }
3586
3587 }
3588 // } // end realign
3589 } // add for jumping
3590 } // add for jumping
3213 3591
3214 /// <summary> 3592 /// <summary>
3215 /// Adds a physical representation of the avatar to the Physics plugin 3593 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3254,18 +3632,29 @@ namespace OpenSim.Region.Framework.Scenes
3254 { 3632 {
3255 if (e == null) 3633 if (e == null)
3256 return; 3634 return;
3257 3635
3258 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3636 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3259 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // as of this comment the interval is set in AddToPhysicalScene 3637 // as of this comment the interval is set in AddToPhysicalScene
3261 if (Animator!=null) 3638 if (Animator!=null)
3262 Animator.UpdateMovementAnimations(); 3639 {
3640 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3641 { // else its will lock out other animation changes, like ground sit.
3642 Animator.UpdateMovementAnimations();
3643 m_updateCount--;
3644 }
3645 }
3263 3646
3264 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3647 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3265 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3648 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3266 3649
3267 CollisionPlane = Vector4.UnitW; 3650 CollisionPlane = Vector4.UnitW;
3268 3651
3652 if (m_lastColCount != coldata.Count)
3653 {
3654 m_updateCount = UPDATE_COUNT;
3655 m_lastColCount = coldata.Count;
3656 }
3657
3269 if (coldata.Count != 0 && Animator != null) 3658 if (coldata.Count != 0 && Animator != null)
3270 { 3659 {
3271 switch (Animator.CurrentMovementAnimation) 3660 switch (Animator.CurrentMovementAnimation)
@@ -3295,6 +3684,148 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3684 }
3296 } 3685 }
3297 3686
3687 List<uint> thisHitColliders = new List<uint>();
3688 List<uint> endedColliders = new List<uint>();
3689 List<uint> startedColliders = new List<uint>();
3690
3691 foreach (uint localid in coldata.Keys)
3692 {
3693 thisHitColliders.Add(localid);
3694 if (!m_lastColliders.Contains(localid))
3695 {
3696 startedColliders.Add(localid);
3697 }
3698 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3699 }
3700
3701 // calculate things that ended colliding
3702 foreach (uint localID in m_lastColliders)
3703 {
3704 if (!thisHitColliders.Contains(localID))
3705 {
3706 endedColliders.Add(localID);
3707 }
3708 }
3709 //add the items that started colliding this time to the last colliders list.
3710 foreach (uint localID in startedColliders)
3711 {
3712 m_lastColliders.Add(localID);
3713 }
3714 // remove things that ended colliding from the last colliders list
3715 foreach (uint localID in endedColliders)
3716 {
3717 m_lastColliders.Remove(localID);
3718 }
3719
3720 // do event notification
3721 if (startedColliders.Count > 0)
3722 {
3723 ColliderArgs StartCollidingMessage = new ColliderArgs();
3724 List<DetectedObject> colliding = new List<DetectedObject>();
3725 foreach (uint localId in startedColliders)
3726 {
3727 if (localId == 0)
3728 continue;
3729
3730 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3731 string data = "";
3732 if (obj != null)
3733 {
3734 DetectedObject detobj = new DetectedObject();
3735 detobj.keyUUID = obj.UUID;
3736 detobj.nameStr = obj.Name;
3737 detobj.ownerUUID = obj.OwnerID;
3738 detobj.posVector = obj.AbsolutePosition;
3739 detobj.rotQuat = obj.GetWorldRotation();
3740 detobj.velVector = obj.Velocity;
3741 detobj.colliderType = 0;
3742 detobj.groupUUID = obj.GroupID;
3743 colliding.Add(detobj);
3744 }
3745 }
3746
3747 if (colliding.Count > 0)
3748 {
3749 StartCollidingMessage.Colliders = colliding;
3750
3751 foreach (SceneObjectGroup att in Attachments)
3752 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3753 }
3754 }
3755
3756 if (endedColliders.Count > 0)
3757 {
3758 ColliderArgs EndCollidingMessage = new ColliderArgs();
3759 List<DetectedObject> colliding = new List<DetectedObject>();
3760 foreach (uint localId in endedColliders)
3761 {
3762 if (localId == 0)
3763 continue;
3764
3765 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3766 string data = "";
3767 if (obj != null)
3768 {
3769 DetectedObject detobj = new DetectedObject();
3770 detobj.keyUUID = obj.UUID;
3771 detobj.nameStr = obj.Name;
3772 detobj.ownerUUID = obj.OwnerID;
3773 detobj.posVector = obj.AbsolutePosition;
3774 detobj.rotQuat = obj.GetWorldRotation();
3775 detobj.velVector = obj.Velocity;
3776 detobj.colliderType = 0;
3777 detobj.groupUUID = obj.GroupID;
3778 colliding.Add(detobj);
3779 }
3780 }
3781
3782 if (colliding.Count > 0)
3783 {
3784 EndCollidingMessage.Colliders = colliding;
3785
3786 foreach (SceneObjectGroup att in Attachments)
3787 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3788 }
3789 }
3790
3791 if (thisHitColliders.Count > 0)
3792 {
3793 ColliderArgs CollidingMessage = new ColliderArgs();
3794 List<DetectedObject> colliding = new List<DetectedObject>();
3795 foreach (uint localId in thisHitColliders)
3796 {
3797 if (localId == 0)
3798 continue;
3799
3800 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3801 string data = "";
3802 if (obj != null)
3803 {
3804 DetectedObject detobj = new DetectedObject();
3805 detobj.keyUUID = obj.UUID;
3806 detobj.nameStr = obj.Name;
3807 detobj.ownerUUID = obj.OwnerID;
3808 detobj.posVector = obj.AbsolutePosition;
3809 detobj.rotQuat = obj.GetWorldRotation();
3810 detobj.velVector = obj.Velocity;
3811 detobj.colliderType = 0;
3812 detobj.groupUUID = obj.GroupID;
3813 colliding.Add(detobj);
3814 }
3815 }
3816
3817 if (colliding.Count > 0)
3818 {
3819 CollidingMessage.Colliders = colliding;
3820
3821 lock (m_attachments)
3822 {
3823 foreach (SceneObjectGroup att in m_attachments)
3824 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3825 }
3826 }
3827 }
3828
3298 if (m_invulnerable) 3829 if (m_invulnerable)
3299 return; 3830 return;
3300 3831
@@ -3490,7 +4021,10 @@ namespace OpenSim.Region.Framework.Scenes
3490 m_scene = scene; 4021 m_scene = scene;
3491 4022
3492 RegisterToEvents(); 4023 RegisterToEvents();
3493 4024 if (m_controllingClient != null)
4025 {
4026 m_controllingClient.ProcessPendingPackets();
4027 }
3494 /* 4028 /*
3495 AbsolutePosition = client.StartPos; 4029 AbsolutePosition = client.StartPos;
3496 4030
@@ -3720,6 +4254,39 @@ namespace OpenSim.Region.Framework.Scenes
3720 return; 4254 return;
3721 } 4255 }
3722 4256
4257 XmlDocument doc = new XmlDocument();
4258 string stateData = String.Empty;
4259
4260 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4261 if (attServ != null)
4262 {
4263 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4264 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4265 if (stateData != String.Empty)
4266 {
4267 try
4268 {
4269 doc.LoadXml(stateData);
4270 }
4271 catch { }
4272 }
4273 }
4274
4275 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4276
4277 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4278 if (nodes.Count > 0)
4279 {
4280 foreach (XmlNode n in nodes)
4281 {
4282 XmlElement elem = (XmlElement)n;
4283 string itemID = elem.GetAttribute("ItemID");
4284 string xml = elem.InnerXml;
4285
4286 itemData[new UUID(itemID)] = xml;
4287 }
4288 }
4289
3723 List<int> attPoints = m_appearance.GetAttachedPoints(); 4290 List<int> attPoints = m_appearance.GetAttachedPoints();
3724 foreach (int p in attPoints) 4291 foreach (int p in attPoints)
3725 { 4292 {
@@ -3739,9 +4306,26 @@ namespace OpenSim.Region.Framework.Scenes
3739 4306
3740 try 4307 try
3741 { 4308 {
3742 // Rez from inventory 4309 string xmlData;
3743 UUID asset 4310 XmlDocument d = new XmlDocument();
3744 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 UUID asset;
4312 if (itemData.TryGetValue(itemID, out xmlData))
4313 {
4314 d.LoadXml(xmlData);
4315 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4316
4317 // Rez from inventory
4318 asset
4319 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4320
4321 }
4322 else
4323 {
4324 // Rez from inventory (with a null doc to let
4325 // CHANGED_OWNER happen)
4326 asset
4327 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4328 }
3745 4329
3746 m_log.InfoFormat( 4330 m_log.InfoFormat(
3747 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4331 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3778,5 +4362,16 @@ namespace OpenSim.Region.Framework.Scenes
3778 m_reprioritization_called = false; 4362 m_reprioritization_called = false;
3779 } 4363 }
3780 } 4364 }
4365
4366 private Vector3 Quat2Euler(Quaternion rot){
4367 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4368 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4369 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4370 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4371 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4372 return(new Vector3(x,y,z));
4373 }
4374
4375
3781 } 4376 }
3782} 4377}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 6793ef6..b98aabe 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -815,6 +815,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
815 public event ObjectOwner OnObjectOwner; 815 public event ObjectOwner OnObjectOwner;
816 public event DirPlacesQuery OnDirPlacesQuery; 816 public event DirPlacesQuery OnDirPlacesQuery;
817 public event DirFindQuery OnDirFindQuery; 817 public event DirFindQuery OnDirFindQuery;
818 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
818 public event DirLandQuery OnDirLandQuery; 819 public event DirLandQuery OnDirLandQuery;
819 public event DirPopularQuery OnDirPopularQuery; 820 public event DirPopularQuery OnDirPopularQuery;
820 public event DirClassifiedQuery OnDirClassifiedQuery; 821 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -878,6 +879,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 879
879 } 880 }
880 881
882 public void ProcessPendingPackets()
883 {
884 }
885
881 public void ProcessInPacket(Packet NewPack) 886 public void ProcessInPacket(Packet NewPack)
882 { 887 {
883 888
@@ -885,6 +890,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 890
886 public void Close() 891 public void Close()
887 { 892 {
893 Close(true);
894 }
895
896 public void Close(bool sendStop)
897 {
888 Disconnect(); 898 Disconnect();
889 } 899 }
890 900
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/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index fae12b6..1653ecb 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
156#pragma warning disable 67 156#pragma warning disable 67
157 public event Action<IClientAPI> OnLogout; 157 public event Action<IClientAPI> OnLogout;
158 public event ObjectPermissions OnObjectPermissions; 158 public event ObjectPermissions OnObjectPermissions;
159 159 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoneyTransferRequest OnMoneyTransferRequest; 160 public event MoneyTransferRequest OnMoneyTransferRequest;
161 public event ParcelBuy OnParcelBuy; 161 public event ParcelBuy OnParcelBuy;
162 public event Action<IClientAPI> OnConnectionClosed; 162 public event Action<IClientAPI> OnConnectionClosed;
@@ -836,12 +836,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
836 { 836 {
837 } 837 }
838 838
839 public void ProcessPendingPackets()
840 {
841 }
842
839 public void ProcessInPacket(Packet NewPack) 843 public void ProcessInPacket(Packet NewPack)
840 { 844 {
841 } 845 }
842 846
843 public void Close() 847 public void Close()
844 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
845 } 854 }
846 855
847 public void Start() 856 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ae63cfa
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1433 @@
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
147 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)
148 {
149 m_uuid = UUID.Random();
150
151 if (pos.IsFinite())
152 {
153 if (pos.Z > 9999999f)
154 {
155 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
156 }
157 if (pos.Z < -90000f)
158 {
159 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
160 }
161 _position = pos;
162 m_taintPosition.X = pos.X;
163 m_taintPosition.Y = pos.Y;
164 m_taintPosition.Z = pos.Z;
165 }
166 else
167 {
168 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
169 m_taintPosition.X = _position.X;
170 m_taintPosition.Y = _position.Y;
171 m_taintPosition.Z = _position.Z;
172 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
173 }
174
175 _parent_scene = parent_scene;
176
177 PID_D = pid_d;
178 PID_P = pid_p;
179 CAPSULE_RADIUS = capsule_radius;
180 m_tensor = tensor;
181 m_density = density;
182 heightFudgeFactor = height_fudge_factor;
183 walkDivisor = walk_divisor;
184 runDivisor = rundivisor;
185
186 // m_StandUpRotation =
187 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
188 // 0.5f);
189
190 for (int i = 0; i < 11; i++)
191 {
192 m_colliderarr[i] = false;
193 }
194 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
195 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
196 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
197
198 m_isPhysical = false; // current status: no ODE information exists
199 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
200
201 _parent_scene.AddPhysicsActorTaint(this);
202
203 m_name = avName;
204 }
205
206 public override int PhysicsActorType
207 {
208 get { return (int) ActorTypes.Agent; }
209 set { return; }
210 }
211
212 /// <summary>
213 /// If this is set, the avatar will move faster
214 /// </summary>
215 public override bool SetAlwaysRun
216 {
217 get { return m_alwaysRun; }
218 set { m_alwaysRun = value; }
219 }
220
221 public override uint LocalID
222 {
223 set { m_localID = value; }
224 }
225
226 public override bool Grabbed
227 {
228 set { return; }
229 }
230
231 public override bool Selected
232 {
233// set { return; }
234 set { jumping = value; } // add for jumping flag
235 }
236
237 public override float Buoyancy
238 {
239 get { return m_buoyancy; }
240 set { m_buoyancy = value; }
241 }
242
243 public override bool FloatOnWater
244 {
245 set { return; }
246 }
247
248 public override bool IsPhysical
249 {
250 get { return false; }
251 set { return; }
252 }
253
254 public override bool ThrottleUpdates
255 {
256 get { return false; }
257 set { return; }
258 }
259
260 public override bool Flying
261 {
262 get { return flying; }
263 set { flying = value; }
264 }
265
266 /// <summary>
267 /// Returns if the avatar is colliding in general.
268 /// This includes the ground and objects and avatar.
269 /// </summary>
270 public override bool IsColliding
271 {
272//#@ get { return m_iscolliding; }
273 get { //##
274//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
275 return m_iscolliding; } //##
276 set
277 {
278 int i;
279 int truecount = 0;
280 int falsecount = 0;
281
282 if (m_colliderarr.Length >= 10)
283 {
284 for (i = 0; i < 10; i++)
285 {
286 m_colliderarr[i] = m_colliderarr[i + 1];
287 }
288 }
289 m_colliderarr[10] = value;
290
291 for (i = 0; i < 11; i++)
292 {
293 if (m_colliderarr[i])
294 {
295 truecount++;
296 }
297 else
298 {
299 falsecount++;
300 }
301 }
302
303 // Equal truecounts and false counts means we're colliding with something.
304
305 if (falsecount > 1.2*truecount)
306 {
307 m_iscolliding = false;
308 }
309 else
310 {
311 m_iscolliding = true;
312 }
313// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
314 if (m_wascolliding != m_iscolliding)
315 {
316 //base.SendCollisionUpdate(new CollisionEventUpdate());
317 }
318 m_wascolliding = m_iscolliding;
319 }
320 }
321
322 /// <summary>
323 /// Returns if an avatar is colliding with the ground
324 /// </summary>
325 public override bool CollidingGround
326 {
327 get { return m_iscollidingGround; }
328 set
329 {
330 // Collisions against the ground are not really reliable
331 // So, to get a consistant value we have to average the current result over time
332 // Currently we use 1 second = 10 calls to this.
333 int i;
334 int truecount = 0;
335 int falsecount = 0;
336
337 if (m_colliderGroundarr.Length >= 10)
338 {
339 for (i = 0; i < 10; i++)
340 {
341 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
342 }
343 }
344 m_colliderGroundarr[10] = value;
345
346 for (i = 0; i < 11; i++)
347 {
348 if (m_colliderGroundarr[i])
349 {
350 truecount++;
351 }
352 else
353 {
354 falsecount++;
355 }
356 }
357
358 // Equal truecounts and false counts means we're colliding with something.
359
360 if (falsecount > 1.2*truecount)
361 {
362 m_iscollidingGround = false;
363 }
364 else
365 {
366 m_iscollidingGround = true;
367 }
368 if (m_wascollidingGround != m_iscollidingGround)
369 {
370 //base.SendCollisionUpdate(new CollisionEventUpdate());
371 }
372 m_wascollidingGround = m_iscollidingGround;
373 }
374 }
375
376 /// <summary>
377 /// Returns if the avatar is colliding with an object
378 /// </summary>
379 public override bool CollidingObj
380 {
381 get { return m_iscollidingObj; }
382 set
383 {
384 m_iscollidingObj = value;
385 if (value)
386 m_pidControllerActive = false;
387 else
388 m_pidControllerActive = true;
389 }
390 }
391
392 /// <summary>
393 /// turn the PID controller on or off.
394 /// The PID Controller will turn on all by itself in many situations
395 /// </summary>
396 /// <param name="status"></param>
397 public void SetPidStatus(bool status)
398 {
399 m_pidControllerActive = status;
400 }
401
402 public override bool Stopped
403 {
404 get { return _zeroFlag; }
405 }
406
407 /// <summary>
408 /// This 'puts' an avatar somewhere in the physics space.
409 /// Not really a good choice unless you 'know' it's a good
410 /// spot otherwise you're likely to orbit the avatar.
411 /// </summary>
412 public override Vector3 Position
413 {
414 get { return _position; }
415 set
416 {
417 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
418 {
419 if (value.IsFinite())
420 {
421 if (value.Z > 9999999f)
422 {
423 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
424 }
425 if (value.Z < -90000f)
426 {
427 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
428 }
429
430 _position.X = value.X;
431 _position.Y = value.Y;
432 _position.Z = value.Z;
433
434 m_taintPosition.X = value.X;
435 m_taintPosition.Y = value.Y;
436 m_taintPosition.Z = value.Z;
437 _parent_scene.AddPhysicsActorTaint(this);
438 }
439 else
440 {
441 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
442 }
443 }
444 }
445 }
446
447 public override Vector3 RotationalVelocity
448 {
449 get { return m_rotationalVelocity; }
450 set { m_rotationalVelocity = value; }
451 }
452
453 /// <summary>
454 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
455 /// and use it to offset landings properly
456 /// </summary>
457 public override Vector3 Size
458 {
459 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_pidControllerActive = true;
465
466 Vector3 SetSize = value;
467 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
468 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
469
470 Velocity = Vector3.Zero;
471
472 _parent_scene.AddPhysicsActorTaint(this);
473 }
474 else
475 {
476 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
477 }
478 }
479 }
480
481 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
482 {
483 movementVector.Z = 0f;
484 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
485 if (magnitude < 0.1f) return;
486
487 // normalize the velocity vector
488 float invMagnitude = 1.0f / magnitude;
489 movementVector.X *= invMagnitude;
490 movementVector.Y *= invMagnitude;
491
492 // if we change the capsule heading too often, the capsule can fall down
493 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
494 // meaning only 4 possible capsule tilt orientations
495 if (movementVector.X > 0)
496 {
497 // east
498 if (movementVector.Y > 0)
499 {
500 // northeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = (float)Math.Sqrt(2.0);
503 }
504 else
505 {
506 // southeast
507 movementVector.X = (float)Math.Sqrt(2.0);
508 movementVector.Y = -(float)Math.Sqrt(2.0);
509 }
510 }
511 else
512 {
513 // west
514 if (movementVector.Y > 0)
515 {
516 // northwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = (float)Math.Sqrt(2.0);
519 }
520 else
521 {
522 // southwest
523 movementVector.X = -(float)Math.Sqrt(2.0);
524 movementVector.Y = -(float)Math.Sqrt(2.0);
525 }
526 }
527
528
529 // movementVector.Z is zero
530
531 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
532 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
533 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
534 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
535
536 //m_log.Debug("[PHYSICS] changing avatar tilt");
537 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
538 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
539 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
540 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
543 }
544
545 /// <summary>
546 /// This creates the Avatar's physical Surrogate at the position supplied
547 /// </summary>
548 /// <param name="npositionX"></param>
549 /// <param name="npositionY"></param>
550 /// <param name="npositionZ"></param>
551
552 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
553 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
554 // place that is safe to call this routine AvatarGeomAndBodyCreation.
555 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
556 {
557 //CAPSULE_LENGTH = -5;
558 //CAPSULE_RADIUS = -5;
559 int dAMotorEuler = 1;
560 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
561 if (CAPSULE_LENGTH <= 0)
562 {
563 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
564 CAPSULE_LENGTH = 0.01f;
565
566 }
567
568 if (CAPSULE_RADIUS <= 0)
569 {
570 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
571 CAPSULE_RADIUS = 0.01f;
572
573 }
574
575 if(Shell != IntPtr.Zero)
576 {
577 try
578 {
579 d.GeomDestroy(Shell);
580 }
581 catch (System.AccessViolationException)
582 {
583 m_log.Error("[PHYSICS]: PrimGeom dead");
584 }
585 // Remove any old entries
586//string tShell;
587//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
588//Console.WriteLine("**** Remove {0}", tShell);
589 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
590 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
591 }
592
593 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
594 _parent_scene.geom_name_map[Shell] = m_name;
595 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
596Console.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);
597
598 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
599 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
600
601 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
602 Body = d.BodyCreate(_parent_scene.world);
603 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
604
605 _position.X = npositionX;
606 _position.Y = npositionY;
607 _position.Z = npositionZ;
608
609
610 m_taintPosition.X = npositionX;
611 m_taintPosition.Y = npositionY;
612 m_taintPosition.Z = npositionZ;
613
614 d.BodySetMass(Body, ref ShellMass);
615 d.Matrix3 m_caprot;
616 // 90 Stand up on the cap of the capped cyllinder
617 if (_parent_scene.IsAvCapsuleTilted)
618 {
619 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
620 }
621 else
622 {
623 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
624 }
625
626
627 d.GeomSetRotation(Shell, ref m_caprot);
628 d.BodySetRotation(Body, ref m_caprot);
629
630 d.GeomSetBody(Shell, Body);
631
632
633 // The purpose of the AMotor here is to keep the avatar's physical
634 // surrogate from rotating while moving
635 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
636 d.JointAttach(Amotor, Body, IntPtr.Zero);
637 d.JointSetAMotorMode(Amotor, dAMotorEuler);
638 d.JointSetAMotorNumAxes(Amotor, 3);
639 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
640 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
641 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
642 d.JointSetAMotorAngle(Amotor, 0, 0);
643 d.JointSetAMotorAngle(Amotor, 1, 0);
644 d.JointSetAMotorAngle(Amotor, 2, 0);
645
646 // These lowstops and high stops are effectively (no wiggle room)
647 if (_parent_scene.IsAvCapsuleTilted)
648 {
649 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
650 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
655 }
656 else
657 {
658 #region Documentation of capsule motor LowStop and HighStop parameters
659 // Intentionally introduce some tilt into the capsule by setting
660 // the motor stops to small epsilon values. This small tilt prevents
661 // the capsule from falling into the terrain; a straight-up capsule
662 // (with -0..0 motor stops) falls into the terrain for reasons yet
663 // to be comprehended in their entirety.
664 #endregion
665 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
666 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
672 }
673
674 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
675 // capped cyllinder will fall over
676 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
677 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
678
679 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
680 //d.QfromR(
681 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
682 //
683 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
684 //standupStraight();
685 }
686
687 //
688 /// <summary>
689 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
690 /// This may be used in calculations in the scene/scenepresence
691 /// </summary>
692 public override float Mass
693 {
694 get
695 {
696 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
697 return m_density*AVvolume;
698 }
699 }
700 public override void link(PhysicsActor obj)
701 {
702
703 }
704
705 public override void delink()
706 {
707
708 }
709
710 public override void LockAngularMotion(Vector3 axis)
711 {
712
713 }
714
715// This code is very useful. Written by DanX0r. We're just not using it right now.
716// Commented out to prevent a warning.
717//
718// private void standupStraight()
719// {
720// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
721// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
722// // change appearance and when you enter the simulator
723// // After this routine is done, the amotor stabilizes much quicker
724// d.Vector3 feet;
725// d.Vector3 head;
726// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
728// float posture = head.Z - feet.Z;
729
730// // restoring force proportional to lack of posture:
731// float servo = (2.5f - posture) * POSTURE_SERVO;
732// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
734// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
735// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
736// }
737
738 public override Vector3 Force
739 {
740 get { return _target_velocity; }
741 set { return; }
742 }
743
744 public override int VehicleType
745 {
746 get { return 0; }
747 set { return; }
748 }
749
750 public override void VehicleFloatParam(int param, float value)
751 {
752
753 }
754
755 public override void VehicleVectorParam(int param, Vector3 value)
756 {
757
758 }
759
760 public override void VehicleRotationParam(int param, Quaternion rotation)
761 {
762
763 }
764
765 public override void VehicleFlags(int flags, bool remove)
766 {
767 }
768
769 public override void SetVolumeDetect(int param)
770 {
771
772 }
773
774 public override Vector3 CenterOfMass
775 {
776 get { return Vector3.Zero; }
777 }
778
779 public override Vector3 GeometricCenter
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override PrimitiveBaseShape Shape
785 {
786 set { return; }
787 }
788
789 public override Vector3 Velocity
790 {
791 get {
792 // There's a problem with Vector3.Zero! Don't Use it Here!
793 if (_zeroFlag)
794 return Vector3.Zero;
795 m_lastUpdateSent = false;
796 return _velocity;
797 }
798 set
799 {
800 if (value.IsFinite())
801 {
802 m_pidControllerActive = true;
803 _target_velocity = value;
804 }
805 else
806 {
807 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
808 }
809 }
810 }
811
812 public override Vector3 Torque
813 {
814 get { return Vector3.Zero; }
815 set { return; }
816 }
817
818 public override float CollisionScore
819 {
820 get { return 0f; }
821 set { }
822 }
823
824 public override bool Kinematic
825 {
826 get { return false; }
827 set { }
828 }
829
830 public override Quaternion Orientation
831 {
832 get { return Quaternion.Identity; }
833 set {
834 //Matrix3 or = Orientation.ToRotationMatrix();
835 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
836 //d.BodySetRotation(Body, ref ord);
837 }
838 }
839
840 public override Vector3 Acceleration
841 {
842 get { return _acceleration; }
843 }
844
845 public void SetAcceleration(Vector3 accel)
846 {
847 m_pidControllerActive = true;
848 _acceleration = accel;
849 }
850
851 /// <summary>
852 /// Adds the force supplied to the Target Velocity
853 /// The PID controller takes this target velocity and tries to make it a reality
854 /// </summary>
855 /// <param name="force"></param>
856 public override void AddForce(Vector3 force, bool pushforce)
857 {
858 if (force.IsFinite())
859 {
860 if (pushforce)
861 {
862 m_pidControllerActive = false;
863 force *= 100f;
864//Console.WriteLine("DF 1"); // ##
865 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
866 doForce(force);
867 // If uncommented, things get pushed off world
868 //
869 // m_log.Debug("Push!");
870 // _target_velocity.X += force.X;
871 // _target_velocity.Y += force.Y;
872 // _target_velocity.Z += force.Z;
873 }
874 else
875 {
876 m_pidControllerActive = true;
877 _target_velocity.X += force.X;
878 _target_velocity.Y += force.Y;
879 _target_velocity.Z += force.Z;
880 }
881 }
882 else
883 {
884 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
885 }
886 //m_lastUpdateSent = false;
887 }
888
889 public override void AddAngularForce(Vector3 force, bool pushforce)
890 {
891
892 }
893
894 /// <summary>
895 /// After all of the forces add up with 'add force' we apply them with doForce
896 /// </summary>
897 /// <param name="force"></param>
898 public void doForce(Vector3 force)
899 {
900 if (!collidelock)
901 {
902 d.BodyAddForce(Body, force.X, force.Y, force.Z);
903 //d.BodySetRotation(Body, ref m_StandUpRotation);
904 //standupStraight();
905 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
906//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
907 }
908 }
909
910 public override void SetMomentum(Vector3 momentum)
911 {
912 }
913
914
915 /// <summary>
916 /// Called from Simulate
917 /// This is the avatar's movement control + PID Controller
918 /// </summary>
919 /// <param name="timeStep"></param>
920 public void Move(float timeStep, List<OdeCharacter> defects)
921 {
922 // no lock; for now it's only called from within Simulate()
923
924 // If the PID Controller isn't active then we set our force
925 // calculating base velocity to the current position
926
927 if (Body == IntPtr.Zero)
928 return;
929
930 if (m_pidControllerActive == false)
931 {
932 _zeroPosition = d.BodyGetPosition(Body);
933 }
934 //PidStatus = true;
935
936 d.Vector3 localpos = d.BodyGetPosition(Body);
937 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
938
939 if (!localPos.IsFinite())
940 {
941
942 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
943 defects.Add(this);
944 // _parent_scene.RemoveCharacter(this);
945
946 // destroy avatar capsule and related ODE data
947 if (Amotor != IntPtr.Zero)
948 {
949 // Kill the Amotor
950 d.JointDestroy(Amotor);
951 Amotor = IntPtr.Zero;
952 }
953
954 //kill the Geometry
955 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
956
957 if (Body != IntPtr.Zero)
958 {
959 //kill the body
960 d.BodyDestroy(Body);
961
962 Body = IntPtr.Zero;
963 }
964
965 if(Shell != IntPtr.Zero)
966 {
967 try
968 {
969 d.GeomDestroy(Shell);
970 }
971 catch (System.AccessViolationException)
972 {
973 m_log.Error("[PHYSICS]: PrimGeom dead");
974 }
975 // Remove any old entries
976//string tShell;
977//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
978//Console.WriteLine("**** Remove {0}", tShell);
979
980 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
981 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
982 Shell = IntPtr.Zero;
983 }
984
985 return;
986 }
987
988 Vector3 vec = Vector3.Zero;
989 d.Vector3 vel = d.BodyGetLinearVel(Body);
990
991 float movementdivisor = 1f;
992
993 if (!m_alwaysRun)
994 {
995 movementdivisor = walkDivisor;
996 }
997 else
998 {
999 movementdivisor = runDivisor;
1000 }
1001
1002 // if velocity is zero, use position control; otherwise, velocity control
1003 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1004 {
1005 // keep track of where we stopped. No more slippin' & slidin'
1006 if (!_zeroFlag)
1007 {
1008 _zeroFlag = true;
1009 _zeroPosition = d.BodyGetPosition(Body);
1010 }
1011 if (m_pidControllerActive)
1012 {
1013 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1014 // react to the physics scene by moving it's position.
1015 // Avatar to Avatar collisions
1016 // Prim to avatar collisions
1017
1018 d.Vector3 pos = d.BodyGetPosition(Body);
1019 float errX = _zeroPosition.X - pos.X;
1020 float errY = _zeroPosition.Y - pos.Y;
1021 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1022 {
1023 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1024 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1025 }
1026 else
1027 { // close, jump to lateral destination
1028 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1029 }
1030// if (flying)
1031 if (flying || jumping) // add for jumping
1032 {
1033 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1034 }
1035 }
1036 //PidStatus = true;
1037 }
1038 else
1039 {
1040 m_pidControllerActive = true;
1041 _zeroFlag = false;
1042 if (m_iscolliding && !flying)
1043 {
1044 // We're standing on something
1045 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1046 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1047 }
1048 else if (m_iscolliding && flying)
1049 {
1050 // We're flying and colliding with something
1051 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1052 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1053 }
1054 else if (!m_iscolliding && flying)
1055 {
1056 // we're in mid air suspended
1057 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1058 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1059 }
1060
1061 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1062 {
1063 // We're colliding with something and we're not flying but we're moving
1064 // This means we're walking or running.
1065 d.Vector3 pos = d.BodyGetPosition(Body);
1066 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1067 if (_target_velocity.X > 0)
1068 {
1069 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1070 }
1071 if (_target_velocity.Y > 0)
1072 {
1073 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1074 }
1075 }
1076 else if (!m_iscolliding && !flying)
1077 {
1078 // we're not colliding and we're not flying so that means we're falling!
1079 // m_iscolliding includes collisions with the ground.
1080
1081 // d.Vector3 pos = d.BodyGetPosition(Body);
1082 if (Math.Abs(_target_velocity.X) > 0)
1083 {
1084 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1085 }
1086 if (Math.Abs(_target_velocity.Y) > 0)
1087 {
1088 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1089 }
1090 }
1091
1092 if (flying)
1093 {
1094 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1095 }
1096 }
1097 if (flying)
1098 {
1099 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1100
1101 //Added for auto fly height. Kitto Flora
1102 //d.Vector3 pos = d.BodyGetPosition(Body);
1103 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1104
1105 if (_position.Z < target_altitude)
1106 {
1107 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1108 }
1109 // end add Kitto Flora
1110 }
1111 if (vec.IsFinite())
1112 {
1113 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1114 {
1115//Console.WriteLine("DF 2"); // ##
1116
1117 doForce(vec);
1118 if (!_zeroFlag)
1119 {
1120// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1121 }
1122 }
1123 }
1124 else
1125 {
1126 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1127 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1128 defects.Add(this);
1129 // _parent_scene.RemoveCharacter(this);
1130 // destroy avatar capsule and related ODE data
1131 if (Amotor != IntPtr.Zero)
1132 {
1133 // Kill the Amotor
1134 d.JointDestroy(Amotor);
1135 Amotor = IntPtr.Zero;
1136 }
1137 //kill the Geometry
1138 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1139
1140 if (Body != IntPtr.Zero)
1141 {
1142 //kill the body
1143 d.BodyDestroy(Body);
1144
1145 Body = IntPtr.Zero;
1146 }
1147
1148 if(Shell != IntPtr.Zero)
1149 {
1150 try
1151 {
1152 d.GeomDestroy(Shell);
1153 }
1154 catch (System.AccessViolationException)
1155 {
1156 m_log.Error("[PHYSICS]: PrimGeom dead");
1157 }
1158 // Remove any old entries
1159//string tShell;
1160//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1161//Console.WriteLine("**** Remove {0}", tShell);
1162
1163 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1164 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1165 Shell = IntPtr.Zero;
1166 }
1167 }
1168 }
1169
1170 /// <summary>
1171 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1172 /// </summary>
1173 public void UpdatePositionAndVelocity()
1174 {
1175 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1176 d.Vector3 vec;
1177 try
1178 {
1179 vec = d.BodyGetPosition(Body);
1180 }
1181 catch (NullReferenceException)
1182 {
1183 bad = true;
1184 _parent_scene.BadCharacter(this);
1185 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1186 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1187 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1188 }
1189
1190
1191 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1192 if (vec.X < 0.0f) vec.X = 0.0f;
1193 if (vec.Y < 0.0f) vec.Y = 0.0f;
1194 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1195 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1196
1197 _position.X = vec.X;
1198 _position.Y = vec.Y;
1199 _position.Z = vec.Z;
1200
1201 // Did we move last? = zeroflag
1202 // This helps keep us from sliding all over
1203
1204 if (_zeroFlag)
1205 {
1206 _velocity.X = 0.0f;
1207 _velocity.Y = 0.0f;
1208 _velocity.Z = 0.0f;
1209
1210 // Did we send out the 'stopped' message?
1211 if (!m_lastUpdateSent)
1212 {
1213 m_lastUpdateSent = true;
1214 //base.RequestPhysicsterseUpdate();
1215
1216 }
1217 }
1218 else
1219 {
1220 m_lastUpdateSent = false;
1221 try
1222 {
1223 vec = d.BodyGetLinearVel(Body);
1224 }
1225 catch (NullReferenceException)
1226 {
1227 vec.X = _velocity.X;
1228 vec.Y = _velocity.Y;
1229 vec.Z = _velocity.Z;
1230 }
1231 _velocity.X = (vec.X);
1232 _velocity.Y = (vec.Y);
1233
1234 _velocity.Z = (vec.Z);
1235
1236 if (_velocity.Z < -6 && !m_hackSentFall)
1237 {
1238 m_hackSentFall = true;
1239 m_pidControllerActive = false;
1240 }
1241 else if (flying && !m_hackSentFly)
1242 {
1243 //m_hackSentFly = true;
1244 //base.SendCollisionUpdate(new CollisionEventUpdate());
1245 }
1246 else
1247 {
1248 m_hackSentFly = false;
1249 m_hackSentFall = false;
1250 }
1251 }
1252 }
1253
1254 /// <summary>
1255 /// Cleanup the things we use in the scene.
1256 /// </summary>
1257 public void Destroy()
1258 {
1259 m_tainted_isPhysical = false;
1260 _parent_scene.AddPhysicsActorTaint(this);
1261 }
1262
1263 public override void CrossingFailure()
1264 {
1265 }
1266
1267 public override Vector3 PIDTarget { set { return; } }
1268 public override bool PIDActive { set { return; } }
1269 public override float PIDTau { set { return; } }
1270
1271 public override float PIDHoverHeight { set { return; } }
1272 public override bool PIDHoverActive { set { return; } }
1273 public override PIDHoverType PIDHoverType { set { return; } }
1274 public override float PIDHoverTau { set { return; } }
1275
1276 public override Quaternion APIDTarget{ set { return; } }
1277
1278 public override bool APIDActive{ set { return; } }
1279
1280 public override float APIDStrength{ set { return; } }
1281
1282 public override float APIDDamping{ set { return; } }
1283
1284
1285 public override void SubscribeEvents(int ms)
1286 {
1287 m_requestedUpdateFrequency = ms;
1288 m_eventsubscription = ms;
1289 _parent_scene.addCollisionEventReporting(this);
1290 }
1291 public override void UnSubscribeEvents()
1292 {
1293 _parent_scene.remCollisionEventReporting(this);
1294 m_requestedUpdateFrequency = 0;
1295 m_eventsubscription = 0;
1296 }
1297 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1298 {
1299 if (m_eventsubscription > 0)
1300 {
1301 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1302 }
1303 }
1304
1305 public void SendCollisions()
1306 {
1307 if (m_eventsubscription > m_requestedUpdateFrequency)
1308 {
1309 if (CollisionEventsThisFrame != null)
1310 {
1311 base.SendCollisionUpdate(CollisionEventsThisFrame);
1312 }
1313 CollisionEventsThisFrame = new CollisionEventUpdate();
1314 m_eventsubscription = 0;
1315 }
1316 }
1317 public override bool SubscribedEvents()
1318 {
1319 if (m_eventsubscription > 0)
1320 return true;
1321 return false;
1322 }
1323
1324 public void ProcessTaints(float timestep)
1325 {
1326
1327 if (m_tainted_isPhysical != m_isPhysical)
1328 {
1329 if (m_tainted_isPhysical)
1330 {
1331 // Create avatar capsule and related ODE data
1332 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1333 {
1334 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1335 + (Shell!=IntPtr.Zero ? "Shell ":"")
1336 + (Body!=IntPtr.Zero ? "Body ":"")
1337 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1338 }
1339 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1340 _parent_scene.AddCharacter(this);
1341 }
1342 else
1343 {
1344 _parent_scene.RemoveCharacter(this);
1345 // destroy avatar capsule and related ODE data
1346 if (Amotor != IntPtr.Zero)
1347 {
1348 // Kill the Amotor
1349 d.JointDestroy(Amotor);
1350 Amotor = IntPtr.Zero;
1351 }
1352 //kill the Geometry
1353 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1354
1355 if (Body != IntPtr.Zero)
1356 {
1357 //kill the body
1358 d.BodyDestroy(Body);
1359 Body = IntPtr.Zero;
1360 }
1361
1362 if(Shell != IntPtr.Zero)
1363 {
1364 try
1365 {
1366 d.GeomDestroy(Shell);
1367 }
1368 catch (System.AccessViolationException)
1369 {
1370 m_log.Error("[PHYSICS]: PrimGeom dead");
1371 }
1372 // Remove any old entries
1373//string tShell;
1374//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1375//Console.WriteLine("**** Remove {0}", tShell);
1376
1377 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1378 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1379 Shell = IntPtr.Zero;
1380 }
1381 }
1382
1383 m_isPhysical = m_tainted_isPhysical;
1384 }
1385
1386 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1387 {
1388 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1389 {
1390
1391 m_pidControllerActive = true;
1392 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1393 d.JointDestroy(Amotor);
1394 float prevCapsule = CAPSULE_LENGTH;
1395 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1396 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1397 d.BodyDestroy(Body);
1398 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1399 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1400 Velocity = Vector3.Zero;
1401 }
1402 else
1403 {
1404 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1405 + (Shell==IntPtr.Zero ? "Shell ":"")
1406 + (Body==IntPtr.Zero ? "Body ":"")
1407 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1408 }
1409 }
1410
1411 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1412 {
1413 if (Body != IntPtr.Zero)
1414 {
1415 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1416
1417 _position.X = m_taintPosition.X;
1418 _position.Y = m_taintPosition.Y;
1419 _position.Z = m_taintPosition.Z;
1420 }
1421 }
1422
1423 }
1424
1425 internal void AddCollisionFrameTime(int p)
1426 {
1427 // protect it from overflow crashing
1428 if (m_eventsubscription + p >= int.MaxValue)
1429 m_eventsubscription = 0;
1430 m_eventsubscription += p;
1431 }
1432 }
1433}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..2105be1
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3932 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_meshfailed = false;
135 private bool m_taintforce = false;
136 private bool m_taintaddangularforce = false;
137 private Vector3 m_force;
138 private List<Vector3> m_forcelist = new List<Vector3>();
139 private List<Vector3> m_angularforcelist = new List<Vector3>();
140
141 private IMesh _mesh;
142 private PrimitiveBaseShape _pbs;
143 private OdeScene _parent_scene;
144 public IntPtr m_targetSpace = IntPtr.Zero;
145 public IntPtr prim_geom;
146// public IntPtr prev_geom;
147 public IntPtr _triMeshData;
148
149 private IntPtr _linkJointGroup = IntPtr.Zero;
150 private PhysicsActor _parent;
151 private PhysicsActor m_taintparent;
152
153 private List<OdePrim> childrenPrim = new List<OdePrim>();
154
155 private bool iscolliding;
156 private bool m_isphysical;
157 private bool m_isSelected;
158
159 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
160
161 private bool m_throttleUpdates;
162 private int throttleCounter;
163 public int m_interpenetrationcount;
164 public float m_collisionscore;
165 public int m_roundsUnderMotionThreshold;
166 private int m_crossingfailures;
167
168 public bool outofBounds;
169 private float m_density = 10.000006836f; // Aluminum g/cm3;
170
171 public bool _zeroFlag; // if body has been stopped
172 private bool m_lastUpdateSent;
173
174 public IntPtr Body = IntPtr.Zero;
175 public String m_primName;
176 private Vector3 _target_velocity;
177 public d.Mass pMass;
178
179 public int m_eventsubscription;
180 private CollisionEventUpdate CollisionEventsThisFrame;
181
182 private IntPtr m_linkJoint = IntPtr.Zero;
183
184 public volatile bool childPrim;
185
186 internal int m_material = (int)Material.Wood;
187
188 private int frcount = 0; // Used to limit dynamics debug output to
189 private int revcount = 0; // Reverse motion while > 0
190
191 private IntPtr m_body = IntPtr.Zero;
192
193 // Vehicle properties ============================================================================================
194 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
195 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
196 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
197 // HOVER_TERRAIN_ONLY
198 // HOVER_GLOBAL_HEIGHT
199 // NO_DEFLECTION_UP
200 // HOVER_WATER_ONLY
201 // HOVER_UP_ONLY
202 // LIMIT_MOTOR_UP
203 // LIMIT_ROLL_ONLY
204
205 // Linear properties
206 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
207 //requested by LSL
208 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
209 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
210 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
211
212 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
213 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
214 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
215
216 //Angular properties
217 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
218
219 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
220 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
221 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
222
223 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
224// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
225 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
226
227 //Deflection properties
228 // private float m_angularDeflectionEfficiency = 0;
229 // private float m_angularDeflectionTimescale = 0;
230 // private float m_linearDeflectionEfficiency = 0;
231 // private float m_linearDeflectionTimescale = 0;
232
233 //Banking properties
234 // private float m_bankingEfficiency = 0;
235 // private float m_bankingMix = 0;
236 // private float m_bankingTimescale = 0;
237
238 //Hover and Buoyancy properties
239 private float m_VhoverHeight = 0f;
240// private float m_VhoverEfficiency = 0f;
241 private float m_VhoverTimescale = 0f;
242 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
243 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
244 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
245 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
246 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
247
248 //Attractor properties
249 private float m_verticalAttractionEfficiency = 1.0f; // damped
250 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
251
252
253
254
255
256
257 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
258 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
259 {
260 ode = dode;
261 if (!pos.IsFinite())
262 {
263 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
264 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
265 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
266 }
267
268 _position = pos;
269 m_taintposition = pos;
270 PID_D = parent_scene.bodyPIDD;
271 PID_G = parent_scene.bodyPIDG;
272 m_density = parent_scene.geomDefaultDensity;
273 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
274 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
275
276
277 prim_geom = IntPtr.Zero;
278// prev_geom = IntPtr.Zero;
279
280 if (!pos.IsFinite())
281 {
282 size = new Vector3(0.5f, 0.5f, 0.5f);
283 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
284 }
285
286 if (size.X <= 0) size.X = 0.01f;
287 if (size.Y <= 0) size.Y = 0.01f;
288 if (size.Z <= 0) size.Z = 0.01f;
289
290 _size = size;
291 m_taintsize = _size;
292
293 if (!QuaternionIsFinite(rotation))
294 {
295 rotation = Quaternion.Identity;
296 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
297 }
298
299 _orientation = rotation;
300 m_taintrot = _orientation;
301 _mesh = mesh;
302 _pbs = pbs;
303
304 _parent_scene = parent_scene;
305 m_targetSpace = (IntPtr)0;
306
307// if (pos.Z < 0)
308 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
309 m_isphysical = false;
310 else
311 {
312 m_isphysical = pisPhysical;
313 // If we're physical, we need to be in the master space for now.
314 // linksets *should* be in a space together.. but are not currently
315 if (m_isphysical)
316 m_targetSpace = _parent_scene.space;
317 }
318 m_primName = primName;
319 m_taintadd = true;
320 _parent_scene.AddPhysicsActorTaint(this);
321 // don't do .add() here; old geoms get recycled with the same hash
322 }
323
324 public override int PhysicsActorType
325 {
326 get { return (int) ActorTypes.Prim; }
327 set { return; }
328 }
329
330 public override bool SetAlwaysRun
331 {
332 get { return false; }
333 set { return; }
334 }
335
336 public override uint LocalID
337 {
338 set {
339 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
340 m_localID = value; }
341 }
342
343 public override bool Grabbed
344 {
345 set { return; }
346 }
347
348 public override bool Selected
349 {
350 set {
351
352//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
353 // This only makes the object not collidable if the object
354 // is physical or the object is modified somehow *IN THE FUTURE*
355 // without this, if an avatar selects prim, they can walk right
356 // through it while it's selected
357 m_collisionscore = 0;
358 if ((m_isphysical && !_zeroFlag) || !value)
359 {
360 m_taintselected = value;
361 _parent_scene.AddPhysicsActorTaint(this);
362 }
363 else
364 {
365 m_taintselected = value;
366 m_isSelected = value;
367 }
368 if(m_isSelected) disableBodySoft();
369 }
370 }
371
372 public override bool IsPhysical
373 {
374 get { return m_isphysical; }
375 set
376 {
377 m_isphysical = value;
378 if (!m_isphysical)
379 { // Zero the remembered last velocity
380 m_lastVelocity = Vector3.Zero;
381 if (m_type != Vehicle.TYPE_NONE) Halt();
382 }
383 }
384 }
385
386 public void setPrimForRemoval()
387 {
388 m_taintremove = true;
389 }
390
391 public override bool Flying
392 {
393 // no flying prims for you
394 get { return false; }
395 set { }
396 }
397
398 public override bool IsColliding
399 {
400 get { return iscolliding; }
401 set { iscolliding = value; }
402 }
403
404 public override bool CollidingGround
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override bool CollidingObj
411 {
412 get { return false; }
413 set { return; }
414 }
415
416 public override bool ThrottleUpdates
417 {
418 get { return m_throttleUpdates; }
419 set { m_throttleUpdates = value; }
420 }
421
422 public override bool Stopped
423 {
424 get { return _zeroFlag; }
425 }
426
427 public override Vector3 Position
428 {
429 get { return _position; }
430
431 set { _position = value;
432 //m_log.Info("[PHYSICS]: " + _position.ToString());
433 }
434 }
435
436 public override Vector3 Size
437 {
438 get { return _size; }
439 set
440 {
441 if (value.IsFinite())
442 {
443 _size = value;
444 }
445 else
446 {
447 m_log.Warn("[PHYSICS]: Got NaN Size on object");
448 }
449 }
450 }
451
452 public override float Mass
453 {
454 get { return CalculateMass(); }
455 }
456
457 public override Vector3 Force
458 {
459 //get { return Vector3.Zero; }
460 get { return m_force; }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_force = value;
466 }
467 else
468 {
469 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
470 }
471 }
472 }
473
474 public override int VehicleType
475 {
476 get { return (int)m_type; }
477 set { ProcessTypeChange((Vehicle)value); }
478 }
479
480 public override void VehicleFloatParam(int param, float value)
481 {
482 ProcessFloatVehicleParam((Vehicle) param, value);
483 }
484
485 public override void VehicleVectorParam(int param, Vector3 value)
486 {
487 ProcessVectorVehicleParam((Vehicle) param, value);
488 }
489
490 public override void VehicleRotationParam(int param, Quaternion rotation)
491 {
492 ProcessRotationVehicleParam((Vehicle) param, rotation);
493 }
494
495 public override void VehicleFlags(int param, bool remove)
496 {
497 ProcessVehicleFlags(param, remove);
498 }
499
500 public override void SetVolumeDetect(int param)
501 {
502 lock (_parent_scene.OdeLock)
503 {
504 m_isVolumeDetect = (param!=0);
505 }
506 }
507
508 public override Vector3 CenterOfMass
509 {
510 get { return Vector3.Zero; }
511 }
512
513 public override Vector3 GeometricCenter
514 {
515 get { return Vector3.Zero; }
516 }
517
518 public override PrimitiveBaseShape Shape
519 {
520 set
521 {
522 _pbs = value;
523 m_taintshape = true;
524 }
525 }
526
527 public override Vector3 Velocity
528 {
529 get
530 {
531 // Averate previous velocity with the new one so
532 // client object interpolation works a 'little' better
533 if (_zeroFlag)
534 return Vector3.Zero;
535
536 Vector3 returnVelocity = Vector3.Zero;
537 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
538 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
539 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
540 return returnVelocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 _velocity = value;
547
548 m_taintVelocity = value;
549 _parent_scene.AddPhysicsActorTaint(this);
550 }
551 else
552 {
553 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
554 }
555
556 }
557 }
558
559 public override Vector3 Torque
560 {
561 get
562 {
563 if (!m_isphysical || Body == IntPtr.Zero)
564 return Vector3.Zero;
565
566 return _torque;
567 }
568
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_taintTorque = value;
574 _parent_scene.AddPhysicsActorTaint(this);
575 }
576 else
577 {
578 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
579 }
580 }
581 }
582
583 public override float CollisionScore
584 {
585 get { return m_collisionscore; }
586 set { m_collisionscore = value; }
587 }
588
589 public override bool Kinematic
590 {
591 get { return false; }
592 set { }
593 }
594
595 public override Quaternion Orientation
596 {
597 get { return _orientation; }
598 set
599 {
600 if (QuaternionIsFinite(value))
601 {
602 _orientation = value;
603 }
604 else
605 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
606
607 }
608 }
609
610
611 public override bool FloatOnWater
612 {
613 set {
614 m_taintCollidesWater = value;
615 _parent_scene.AddPhysicsActorTaint(this);
616 }
617 }
618
619 public override void SetMomentum(Vector3 momentum)
620 {
621 }
622
623 public override Vector3 PIDTarget
624 {
625 set
626 {
627 if (value.IsFinite())
628 {
629 m_PIDTarget = value;
630 }
631 else
632 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
633 }
634 }
635 public override bool PIDActive { set { m_usePID = value; } }
636 public override float PIDTau { set { m_PIDTau = value; } }
637
638 // For RotLookAt
639 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
640 public override bool APIDActive { set { m_useAPID = value; } }
641 public override float APIDStrength { set { m_APIDStrength = value; } }
642 public override float APIDDamping { set { m_APIDDamping = value; } }
643
644 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
645 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
646 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
647 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
648
649 internal static bool QuaternionIsFinite(Quaternion q)
650 {
651 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
652 return false;
653 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
654 return false;
655 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
656 return false;
657 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
658 return false;
659 return true;
660 }
661
662 public override Vector3 Acceleration // client updates read data via here
663 {
664 get { return _acceleration; }
665 }
666
667
668 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
669 {
670 _acceleration = accel;
671 }
672
673 public override void AddForce(Vector3 force, bool pushforce)
674 {
675 if (force.IsFinite())
676 {
677 lock (m_forcelist)
678 m_forcelist.Add(force);
679
680 m_taintforce = true;
681 }
682 else
683 {
684 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
685 }
686 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
687 }
688
689 public override void AddAngularForce(Vector3 force, bool pushforce)
690 {
691 if (force.IsFinite())
692 {
693 m_angularforcelist.Add(force);
694 m_taintaddangularforce = true;
695 }
696 else
697 {
698 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
699 }
700 }
701
702 public override Vector3 RotationalVelocity
703 {
704 get
705 {
706 return m_rotationalVelocity;
707 }
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_rotationalVelocity = value;
713 }
714 else
715 {
716 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
717 }
718 }
719 }
720
721 public override void CrossingFailure()
722 {
723 m_crossingfailures++;
724 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
725 {
726 base.RaiseOutOfBounds(_position);
727 return;
728 }
729 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
730 {
731 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
732 }
733 }
734
735 public override float Buoyancy
736 {
737 get { return m_buoyancy; }
738// set { m_buoyancy = value; }
739 set {
740 m_buoyancy = value;
741
742 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
743 }
744 }
745
746 public override void link(PhysicsActor obj)
747 {
748 m_taintparent = obj;
749 }
750
751 public override void delink()
752 {
753 m_taintparent = null;
754 }
755
756 public override void LockAngularMotion(Vector3 axis)
757 {
758 // This is actually ROTATION ENABLE, not a lock.
759 // default is <1,1,1> which is all enabled.
760 // The lock value is updated inside Move(), no point in using the taint system.
761 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
762 if (axis.IsFinite())
763 {
764 axis.X = (axis.X > 0) ? 1f : 0f;
765 axis.Y = (axis.Y > 0) ? 1f : 0f;
766 axis.Z = (axis.Z > 0) ? 1f : 0f;
767 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
768 m_rotateEnableRequest = axis;
769 m_rotateEnableUpdate = true;
770 }
771 else
772 {
773 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
774 }
775 }
776
777
778 public void SetGeom(IntPtr geom)
779 {
780 if(prim_geom != IntPtr.Zero)
781 {
782 // Remove any old entries
783//string tPA;
784//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
785//Console.WriteLine("**** Remove {0}", tPA);
786 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
787 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
788 d.GeomDestroy(prim_geom);
789 }
790
791 prim_geom = geom;
792//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
793 if (prim_geom != IntPtr.Zero)
794 {
795 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
796 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
797 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
798 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
799//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
800 }
801
802 if (childPrim)
803 {
804 if (_parent != null && _parent is OdePrim)
805 {
806 OdePrim parent = (OdePrim)_parent;
807//Console.WriteLine("SetGeom calls ChildSetGeom");
808 parent.ChildSetGeom(this);
809 }
810 }
811 //m_log.Warn("Setting Geom to: " + prim_geom);
812 }
813
814 public void enableBodySoft()
815 {
816 if (!childPrim)
817 {
818 if (m_isphysical && Body != IntPtr.Zero)
819 {
820 d.BodyEnable(Body);
821 if (m_type != Vehicle.TYPE_NONE)
822 Enable(Body, _parent_scene);
823 }
824
825 m_disabled = false;
826 }
827 }
828
829 public void disableBodySoft()
830 {
831 m_disabled = true;
832
833 if (m_isphysical && Body != IntPtr.Zero)
834 {
835 d.BodyDisable(Body);
836 Halt();
837 }
838 }
839
840 public void enableBody()
841 {
842 // Don't enable this body if we're a child prim
843 // this should be taken care of in the parent function not here
844 if (!childPrim)
845 {
846 // Sets the geom to a body
847 Body = d.BodyCreate(_parent_scene.world);
848
849 setMass();
850 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
851 d.Quaternion myrot = new d.Quaternion();
852 myrot.X = _orientation.X;
853 myrot.Y = _orientation.Y;
854 myrot.Z = _orientation.Z;
855 myrot.W = _orientation.W;
856 d.BodySetQuaternion(Body, ref myrot);
857 d.GeomSetBody(prim_geom, Body);
858 m_collisionCategories |= CollisionCategories.Body;
859 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
860
861 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
862 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
863
864 d.BodySetAutoDisableFlag(Body, true);
865 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
866
867 // disconnect from world gravity so we can apply buoyancy
868 d.BodySetGravityMode (Body, false);
869
870 m_interpenetrationcount = 0;
871 m_collisionscore = 0;
872 m_disabled = false;
873
874 if (m_type != Vehicle.TYPE_NONE)
875 {
876 Enable(Body, _parent_scene);
877 }
878
879 _parent_scene.addActivePrim(this);
880 }
881 }
882
883 #region Mass Calculation
884
885 private float CalculateMass()
886 {
887 float volume = 0;
888
889 // No material is passed to the physics engines yet.. soo..
890 // we're using the m_density constant in the class definition
891
892 float returnMass = 0;
893
894 switch (_pbs.ProfileShape)
895 {
896 case ProfileShape.Square:
897 // Profile Volume
898
899 volume = _size.X*_size.Y*_size.Z;
900
901 // If the user has 'hollowed out'
902 // ProfileHollow is one of those 0 to 50000 values :P
903 // we like percentages better.. so turning into a percentage
904
905 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
906 {
907 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
908
909 // calculate the hollow volume by it's shape compared to the prim shape
910 float hollowVolume = 0;
911 switch (_pbs.HollowShape)
912 {
913 case HollowShape.Square:
914 case HollowShape.Same:
915 // Cube Hollow volume calculation
916 float hollowsizex = _size.X*hollowAmount;
917 float hollowsizey = _size.Y*hollowAmount;
918 float hollowsizez = _size.Z*hollowAmount;
919 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
920 break;
921
922 case HollowShape.Circle:
923 // Hollow shape is a perfect cyllinder in respect to the cube's scale
924 // Cyllinder hollow volume calculation
925 float hRadius = _size.X/2;
926 float hLength = _size.Z;
927
928 // pi * r2 * h
929 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
930 break;
931
932 case HollowShape.Triangle:
933 // Equilateral Triangular Prism volume hollow calculation
934 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
935
936 float aLength = _size.Y;
937 // 1/2 abh
938 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
939 break;
940
941 default:
942 hollowVolume = 0;
943 break;
944 }
945 volume = volume - hollowVolume;
946 }
947
948 break;
949 case ProfileShape.Circle:
950 if (_pbs.PathCurve == (byte)Extrusion.Straight)
951 {
952 // Cylinder
953 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
954 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
955
956 // Approximating the cylinder's irregularity.
957 if (volume1 > volume2)
958 {
959 volume = (float)volume1 - (volume1 - volume2);
960 }
961 else if (volume2 > volume1)
962 {
963 volume = (float)volume2 - (volume2 - volume1);
964 }
965 else
966 {
967 // Regular cylinder
968 volume = volume1;
969 }
970 }
971 else
972 {
973 // We don't know what the shape is yet, so use default
974 volume = _size.X * _size.Y * _size.Z;
975 }
976 // If the user has 'hollowed out'
977 // ProfileHollow is one of those 0 to 50000 values :P
978 // we like percentages better.. so turning into a percentage
979
980 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
981 {
982 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
983
984 // calculate the hollow volume by it's shape compared to the prim shape
985 float hollowVolume = 0;
986 switch (_pbs.HollowShape)
987 {
988 case HollowShape.Same:
989 case HollowShape.Circle:
990 // Hollow shape is a perfect cyllinder in respect to the cube's scale
991 // Cyllinder hollow volume calculation
992 float hRadius = _size.X / 2;
993 float hLength = _size.Z;
994
995 // pi * r2 * h
996 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
997 break;
998
999 case HollowShape.Square:
1000 // Cube Hollow volume calculation
1001 float hollowsizex = _size.X * hollowAmount;
1002 float hollowsizey = _size.Y * hollowAmount;
1003 float hollowsizez = _size.Z * hollowAmount;
1004 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1005 break;
1006
1007 case HollowShape.Triangle:
1008 // Equilateral Triangular Prism volume hollow calculation
1009 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1010
1011 float aLength = _size.Y;
1012 // 1/2 abh
1013 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1014 break;
1015
1016 default:
1017 hollowVolume = 0;
1018 break;
1019 }
1020 volume = volume - hollowVolume;
1021 }
1022 break;
1023
1024 case ProfileShape.HalfCircle:
1025 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1026 {
1027 if (_size.X == _size.Y && _size.Y == _size.Z)
1028 {
1029 // regular sphere
1030 // v = 4/3 * pi * r^3
1031 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1032 volume = (float)((4f / 3f) * Math.PI * sradius3);
1033 }
1034 else
1035 {
1036 // we treat this as a box currently
1037 volume = _size.X * _size.Y * _size.Z;
1038 }
1039 }
1040 else
1041 {
1042 // We don't know what the shape is yet, so use default
1043 volume = _size.X * _size.Y * _size.Z;
1044 }
1045 break;
1046
1047 case ProfileShape.EquilateralTriangle:
1048 /*
1049 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1050
1051 // seed mesh
1052 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1053 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1054 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1055 */
1056 float xA = -0.25f * _size.X;
1057 float yA = -0.45f * _size.Y;
1058
1059 float xB = 0.5f * _size.X;
1060 float yB = 0;
1061
1062 float xC = -0.25f * _size.X;
1063 float yC = 0.45f * _size.Y;
1064
1065 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1066
1067 // If the user has 'hollowed out'
1068 // ProfileHollow is one of those 0 to 50000 values :P
1069 // we like percentages better.. so turning into a percentage
1070 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1071 if (((float)fhollowFactor / 50000f) > 0.0)
1072 {
1073 float hollowAmount = (float)fhollowFactor / 50000f;
1074
1075 // calculate the hollow volume by it's shape compared to the prim shape
1076 float hollowVolume = 0;
1077 switch (_pbs.HollowShape)
1078 {
1079 case HollowShape.Same:
1080 case HollowShape.Triangle:
1081 // Equilateral Triangular Prism volume hollow calculation
1082 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1083
1084 float aLength = _size.Y;
1085 // 1/2 abh
1086 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1087 break;
1088
1089 case HollowShape.Square:
1090 // Cube Hollow volume calculation
1091 float hollowsizex = _size.X * hollowAmount;
1092 float hollowsizey = _size.Y * hollowAmount;
1093 float hollowsizez = _size.Z * hollowAmount;
1094 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1095 break;
1096
1097 case HollowShape.Circle:
1098 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1099 // Cyllinder hollow volume calculation
1100 float hRadius = _size.X / 2;
1101 float hLength = _size.Z;
1102
1103 // pi * r2 * h
1104 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1105 break;
1106
1107 default:
1108 hollowVolume = 0;
1109 break;
1110 }
1111 volume = volume - hollowVolume;
1112 }
1113 break;
1114
1115 default:
1116 // we don't have all of the volume formulas yet so
1117 // use the common volume formula for all
1118 volume = _size.X*_size.Y*_size.Z;
1119 break;
1120 }
1121
1122 // Calculate Path cut effect on volume
1123 // Not exact, in the triangle hollow example
1124 // They should never be zero or less then zero..
1125 // we'll ignore it if it's less then zero
1126
1127 // ProfileEnd and ProfileBegin are values
1128 // from 0 to 50000
1129
1130 // Turning them back into percentages so that I can cut that percentage off the volume
1131
1132 float PathCutEndAmount = _pbs.ProfileEnd;
1133 float PathCutStartAmount = _pbs.ProfileBegin;
1134 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1135 {
1136 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1137
1138 // Check the return amount for sanity
1139 if (pathCutAmount >= 0.99f)
1140 pathCutAmount = 0.99f;
1141
1142 volume = volume - (volume*pathCutAmount);
1143 }
1144 UInt16 taperX = _pbs.PathScaleX;
1145 UInt16 taperY = _pbs.PathScaleY;
1146 float taperFactorX = 0;
1147 float taperFactorY = 0;
1148
1149 // Mass = density * volume
1150 if (taperX != 100)
1151 {
1152 if (taperX > 100)
1153 {
1154 taperFactorX = 1.0f - ((float)taperX / 200);
1155 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1156 }
1157 else
1158 {
1159 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1160 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1161 }
1162 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1163 }
1164
1165 if (taperY != 100)
1166 {
1167 if (taperY > 100)
1168 {
1169 taperFactorY = 1.0f - ((float)taperY / 200);
1170 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1171 }
1172 else
1173 {
1174 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1175 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1176 }
1177 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1178 }
1179 returnMass = m_density*volume;
1180 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1181
1182
1183
1184 // Recursively calculate mass
1185 bool HasChildPrim = false;
1186 lock (childrenPrim)
1187 {
1188 if (childrenPrim.Count > 0)
1189 {
1190 HasChildPrim = true;
1191 }
1192
1193 }
1194 if (HasChildPrim)
1195 {
1196 OdePrim[] childPrimArr = new OdePrim[0];
1197
1198 lock (childrenPrim)
1199 childPrimArr = childrenPrim.ToArray();
1200
1201 for (int i = 0; i < childPrimArr.Length; i++)
1202 {
1203 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1204 returnMass += childPrimArr[i].CalculateMass();
1205 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1206 if (i > 256)
1207 break;
1208 }
1209 }
1210 if (returnMass > _parent_scene.maximumMassObject)
1211 returnMass = _parent_scene.maximumMassObject;
1212 return returnMass;
1213 }// end CalculateMass
1214
1215 #endregion
1216
1217 public void setMass()
1218 {
1219 if (Body != (IntPtr) 0)
1220 {
1221 float newmass = CalculateMass();
1222
1223 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1224
1225 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1226 d.BodySetMass(Body, ref pMass);
1227 }
1228 }
1229
1230 public void disableBody()
1231 {
1232 //this kills the body so things like 'mesh' can re-create it.
1233 lock (this)
1234 {
1235 if (!childPrim)
1236 {
1237 if (Body != IntPtr.Zero)
1238 {
1239 _parent_scene.remActivePrim(this);
1240 m_collisionCategories &= ~CollisionCategories.Body;
1241 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1242
1243 if (prim_geom != IntPtr.Zero)
1244 {
1245 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1246 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1247 }
1248
1249
1250 d.BodyDestroy(Body);
1251 lock (childrenPrim)
1252 {
1253 if (childrenPrim.Count > 0)
1254 {
1255 foreach (OdePrim prm in childrenPrim)
1256 {
1257 _parent_scene.remActivePrim(prm);
1258 prm.Body = IntPtr.Zero;
1259 }
1260 }
1261 }
1262 Body = IntPtr.Zero;
1263 }
1264 }
1265 else
1266 {
1267 _parent_scene.remActivePrim(this);
1268
1269 m_collisionCategories &= ~CollisionCategories.Body;
1270 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1271
1272 if (prim_geom != IntPtr.Zero)
1273 {
1274 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1275 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1276 }
1277
1278
1279 Body = IntPtr.Zero;
1280 }
1281 }
1282 m_disabled = true;
1283 m_collisionscore = 0;
1284 }
1285
1286 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1287
1288 public void setMesh(OdeScene parent_scene, IMesh mesh)
1289 {
1290 // This sleeper is there to moderate how long it takes between
1291 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1292
1293 //Thread.Sleep(10);
1294
1295 //Kill Body so that mesh can re-make the geom
1296 if (IsPhysical && Body != IntPtr.Zero)
1297 {
1298 if (childPrim)
1299 {
1300 if (_parent != null)
1301 {
1302 OdePrim parent = (OdePrim)_parent;
1303 parent.ChildDelink(this);
1304 }
1305 }
1306 else
1307 {
1308 disableBody();
1309 }
1310 }
1311
1312 IntPtr vertices, indices;
1313 int vertexCount, indexCount;
1314 int vertexStride, triStride;
1315 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1316 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1317
1318 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1319 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1320 {
1321 _triMeshData = m_MeshToTriMeshMap[mesh];
1322 }
1323 else
1324 {
1325 _triMeshData = d.GeomTriMeshDataCreate();
1326
1327 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1328 d.GeomTriMeshDataPreprocess(_triMeshData);
1329 m_MeshToTriMeshMap[mesh] = _triMeshData;
1330 }
1331
1332 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1333 try
1334 {
1335 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1336 // {
1337 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1338 // }
1339 }
1340 catch (AccessViolationException)
1341 {
1342 m_log.Error("[PHYSICS]: MESH LOCKED");
1343 return;
1344 }
1345
1346
1347 // if (IsPhysical && Body == (IntPtr) 0)
1348 // {
1349 // Recreate the body
1350 // m_interpenetrationcount = 0;
1351 // m_collisionscore = 0;
1352
1353 // enableBody();
1354 // }
1355 }
1356
1357 public void ProcessTaints(float timestep) //=============================================================================
1358 {
1359 if (m_taintadd)
1360 {
1361 changeadd(timestep);
1362 }
1363
1364 if (prim_geom != IntPtr.Zero)
1365 {
1366 if (!_position.ApproxEquals(m_taintposition, 0f))
1367 changemove(timestep);
1368
1369 if (m_taintrot != _orientation)
1370 {
1371 if(childPrim && IsPhysical) // For physical child prim...
1372 {
1373 rotate(timestep);
1374 // KF: ODE will also rotate the parent prim!
1375 // so rotate the root back to where it was
1376 OdePrim parent = (OdePrim)_parent;
1377 parent.rotate(timestep);
1378 }
1379 else
1380 {
1381 //Just rotate the prim
1382 rotate(timestep);
1383 }
1384 }
1385 //
1386
1387 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1388 changePhysicsStatus(timestep);
1389 //
1390
1391 if (!_size.ApproxEquals(m_taintsize,0f))
1392 changesize(timestep);
1393 //
1394
1395 if (m_taintshape)
1396 changeshape(timestep);
1397 //
1398
1399 if (m_taintforce)
1400 changeAddForce(timestep);
1401
1402 if (m_taintaddangularforce)
1403 changeAddAngularForce(timestep);
1404
1405 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1406 changeSetTorque(timestep);
1407
1408 if (m_taintdisable)
1409 changedisable(timestep);
1410
1411 if (m_taintselected != m_isSelected)
1412 changeSelectedStatus(timestep);
1413
1414 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1415 changevelocity(timestep);
1416
1417 if (m_taintparent != _parent)
1418 changelink(timestep);
1419
1420 if (m_taintCollidesWater != m_collidesWater)
1421 changefloatonwater(timestep);
1422/* obsolete
1423 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1424 changeAngularLock(timestep);
1425 */
1426 }
1427 else
1428 {
1429 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.)");
1430 }
1431 }
1432
1433/* obsolete
1434 private void changeAngularLock(float timestep)
1435 {
1436 if (_parent == null)
1437 {
1438 m_angularLock = m_taintAngularLock;
1439 m_angularLockSet = true;
1440 }
1441 }
1442 */
1443 private void changelink(float timestep)
1444 {
1445 // If the newly set parent is not null
1446 // create link
1447 if (_parent == null && m_taintparent != null)
1448 {
1449 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1450 {
1451 OdePrim obj = (OdePrim)m_taintparent;
1452 //obj.disableBody();
1453 obj.ParentPrim(this);
1454
1455 /*
1456 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1457 {
1458 _linkJointGroup = d.JointGroupCreate(0);
1459 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1460 d.JointAttach(m_linkJoint, obj.Body, Body);
1461 d.JointSetFixed(m_linkJoint);
1462 }
1463 */
1464 }
1465 }
1466 // If the newly set parent is null
1467 // destroy link
1468 else if (_parent != null && m_taintparent == null)
1469 {
1470 if (_parent is OdePrim)
1471 {
1472 OdePrim obj = (OdePrim)_parent;
1473 obj.ChildDelink(this);
1474 childPrim = false;
1475 //_parent = null;
1476 }
1477
1478 /*
1479 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1480 d.JointGroupDestroy(_linkJointGroup);
1481
1482 _linkJointGroup = (IntPtr)0;
1483 m_linkJoint = (IntPtr)0;
1484 */
1485 }
1486
1487 _parent = m_taintparent;
1488 m_taintPhysics = m_isphysical;
1489 }
1490
1491 // I'm the parent
1492 // prim is the child
1493 public void ParentPrim(OdePrim prim)
1494 {
1495 if (this.m_localID != prim.m_localID)
1496 {
1497 if (Body == IntPtr.Zero)
1498 {
1499 Body = d.BodyCreate(_parent_scene.world);
1500 setMass();
1501 }
1502 if (Body != IntPtr.Zero)
1503 {
1504 lock (childrenPrim)
1505 {
1506 if (!childrenPrim.Contains(prim))
1507 {
1508 childrenPrim.Add(prim);
1509
1510 foreach (OdePrim prm in childrenPrim)
1511 {
1512 d.Mass m2;
1513 d.MassSetZero(out m2);
1514 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1515
1516
1517 d.Quaternion quat = new d.Quaternion();
1518 quat.W = prm._orientation.W;
1519 quat.X = prm._orientation.X;
1520 quat.Y = prm._orientation.Y;
1521 quat.Z = prm._orientation.Z;
1522
1523 d.Matrix3 mat = new d.Matrix3();
1524 d.RfromQ(out mat, ref quat);
1525 d.MassRotate(ref m2, ref mat);
1526 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1527 d.MassAdd(ref pMass, ref m2);
1528 }
1529 foreach (OdePrim prm in childrenPrim)
1530 {
1531
1532 prm.m_collisionCategories |= CollisionCategories.Body;
1533 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1534
1535 if (prm.prim_geom == IntPtr.Zero)
1536 {
1537 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1538 continue;
1539 }
1540//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1541 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1542 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1543
1544
1545 d.Quaternion quat = new d.Quaternion();
1546 quat.W = prm._orientation.W;
1547 quat.X = prm._orientation.X;
1548 quat.Y = prm._orientation.Y;
1549 quat.Z = prm._orientation.Z;
1550
1551 d.Matrix3 mat = new d.Matrix3();
1552 d.RfromQ(out mat, ref quat);
1553 if (Body != IntPtr.Zero)
1554 {
1555 d.GeomSetBody(prm.prim_geom, Body);
1556 prm.childPrim = true;
1557 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1558 //d.GeomSetOffsetPosition(prim.prim_geom,
1559 // (Position.X - prm.Position.X) - pMass.c.X,
1560 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1561 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1562 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1563 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1564 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1565 d.BodySetMass(Body, ref pMass);
1566 }
1567 else
1568 {
1569 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1570 }
1571
1572
1573 prm.m_interpenetrationcount = 0;
1574 prm.m_collisionscore = 0;
1575 prm.m_disabled = false;
1576
1577 prm.Body = Body;
1578 _parent_scene.addActivePrim(prm);
1579 }
1580 m_collisionCategories |= CollisionCategories.Body;
1581 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1582
1583//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1584 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1585//Console.WriteLine(" Post GeomSetCategoryBits 2");
1586 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1587
1588
1589 d.Quaternion quat2 = new d.Quaternion();
1590 quat2.W = _orientation.W;
1591 quat2.X = _orientation.X;
1592 quat2.Y = _orientation.Y;
1593 quat2.Z = _orientation.Z;
1594
1595 d.Matrix3 mat2 = new d.Matrix3();
1596 d.RfromQ(out mat2, ref quat2);
1597 d.GeomSetBody(prim_geom, Body);
1598 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1599 //d.GeomSetOffsetPosition(prim.prim_geom,
1600 // (Position.X - prm.Position.X) - pMass.c.X,
1601 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1602 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1603 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1604 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1605 d.BodySetMass(Body, ref pMass);
1606
1607 d.BodySetAutoDisableFlag(Body, true);
1608 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1609
1610
1611 m_interpenetrationcount = 0;
1612 m_collisionscore = 0;
1613 m_disabled = false;
1614
1615 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1616 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1617 _parent_scene.addActivePrim(this);
1618 }
1619 }
1620 }
1621 }
1622
1623 }
1624
1625 private void ChildSetGeom(OdePrim odePrim)
1626 {
1627 //if (m_isphysical && Body != IntPtr.Zero)
1628 lock (childrenPrim)
1629 {
1630 foreach (OdePrim prm in childrenPrim)
1631 {
1632 //prm.childPrim = true;
1633 prm.disableBody();
1634 //prm.m_taintparent = null;
1635 //prm._parent = null;
1636 //prm.m_taintPhysics = false;
1637 //prm.m_disabled = true;
1638 //prm.childPrim = false;
1639 }
1640 }
1641 disableBody();
1642
1643
1644 if (Body != IntPtr.Zero)
1645 {
1646 _parent_scene.remActivePrim(this);
1647 }
1648
1649 lock (childrenPrim)
1650 {
1651 foreach (OdePrim prm in childrenPrim)
1652 {
1653 ParentPrim(prm);
1654 }
1655 }
1656
1657 }
1658
1659 private void ChildDelink(OdePrim odePrim)
1660 {
1661 // Okay, we have a delinked child.. need to rebuild the body.
1662 lock (childrenPrim)
1663 {
1664 foreach (OdePrim prm in childrenPrim)
1665 {
1666 prm.childPrim = true;
1667 prm.disableBody();
1668 //prm.m_taintparent = null;
1669 //prm._parent = null;
1670 //prm.m_taintPhysics = false;
1671 //prm.m_disabled = true;
1672 //prm.childPrim = false;
1673 }
1674 }
1675 disableBody();
1676
1677 lock (childrenPrim)
1678 {
1679 childrenPrim.Remove(odePrim);
1680 }
1681
1682 if (Body != IntPtr.Zero)
1683 {
1684 _parent_scene.remActivePrim(this);
1685 }
1686
1687 lock (childrenPrim)
1688 {
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 ParentPrim(prm);
1692 }
1693 }
1694 }
1695
1696 private void changeSelectedStatus(float timestep)
1697 {
1698 if (m_taintselected)
1699 {
1700 m_collisionCategories = CollisionCategories.Selected;
1701 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1702
1703 // We do the body disable soft twice because 'in theory' a collision could have happened
1704 // in between the disabling and the collision properties setting
1705 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1706 // through the ground.
1707
1708 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1709 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1710 // so that causes the selected part to wake up and continue moving.
1711
1712 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1713 // assembly will stop simulating during the selection, because of the lack of atomicity
1714 // of select operations (their processing could be interrupted by a thread switch, causing
1715 // simulation to continue before all of the selected object notifications trickle down to
1716 // the physics engine).
1717
1718 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1719 // selected and disabled. then, due to a thread switch, the selection processing is
1720 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1721 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1722 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1723 // up, start simulating again, which in turn wakes up the last 50.
1724
1725 if (m_isphysical)
1726 {
1727 disableBodySoft();
1728 }
1729
1730 if (prim_geom != IntPtr.Zero)
1731 {
1732 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1733 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1734 }
1735
1736 if (m_isphysical)
1737 {
1738 disableBodySoft();
1739
1740 if (Body != IntPtr.Zero)
1741 {
1742 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1743 d.BodySetForce(Body, 0, 0, 0);
1744 enableBodySoft();
1745 }
1746 }
1747 }
1748 else
1749 {
1750 m_collisionCategories = CollisionCategories.Geom;
1751
1752 if (m_isphysical)
1753 m_collisionCategories |= CollisionCategories.Body;
1754
1755 m_collisionFlags = m_default_collisionFlags;
1756
1757 if (m_collidesLand)
1758 m_collisionFlags |= CollisionCategories.Land;
1759 if (m_collidesWater)
1760 m_collisionFlags |= CollisionCategories.Water;
1761
1762 if (prim_geom != IntPtr.Zero)
1763 {
1764 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1765 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1766 }
1767/* Uhhh - stop the motion if the object is _selected_!!
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1773 d.BodySetForce(Body, 0, 0, 0);
1774 enableBodySoft();
1775 }
1776 }
1777*/
1778 }
1779
1780 resetCollisionAccounting();
1781 m_isSelected = m_taintselected;
1782 }//end changeSelectedStatus
1783
1784 public void ResetTaints()
1785 {
1786 m_taintposition = _position;
1787 m_taintrot = _orientation;
1788 m_taintPhysics = m_isphysical;
1789 m_taintselected = m_isSelected;
1790 m_taintsize = _size;
1791 m_taintshape = false;
1792 m_taintforce = false;
1793 m_taintdisable = false;
1794 m_taintVelocity = Vector3.Zero;
1795 }
1796
1797 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1798 {
1799//Console.WriteLine("CreateGeom:");
1800 if (_mesh != null) // Special - make mesh
1801 {
1802 setMesh(_parent_scene, _mesh);
1803 }
1804 else // not a mesh
1805 {
1806 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1807 {
1808 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1809 {
1810 if (((_size.X / 2f) > 0f)) // Has size
1811 {
1812 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1813 try
1814 {
1815//Console.WriteLine(" CreateGeom 1");
1816 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1817 }
1818 catch (AccessViolationException)
1819 {
1820 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1821 ode.dunlock(_parent_scene.world);
1822 return;
1823 }
1824 }
1825 else
1826 {
1827 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1828 try
1829 {
1830//Console.WriteLine(" CreateGeom 2");
1831 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1832 }
1833 catch (AccessViolationException)
1834 {
1835 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1836 ode.dunlock(_parent_scene.world);
1837 return;
1838 }
1839 }
1840 }
1841 else // not equi-size
1842 {
1843 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1844 try
1845 {
1846//Console.WriteLine(" CreateGeom 3");
1847 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1848 }
1849 catch (AccessViolationException)
1850 {
1851 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1852 ode.dunlock(_parent_scene.world);
1853 return;
1854 }
1855 }
1856 }
1857
1858 else // not special profile
1859 {
1860 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1861 try
1862 {
1863//Console.WriteLine(" CreateGeom 4");
1864 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1865 }
1866 catch (AccessViolationException)
1867 {
1868 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1869 ode.dunlock(_parent_scene.world);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875
1876 public void changeadd(float timestep)
1877 {
1878 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1879 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1880
1881 if (targetspace == IntPtr.Zero)
1882 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1883
1884 m_targetSpace = targetspace;
1885
1886 if (_mesh == null && m_meshfailed == false)
1887 {
1888 if (_parent_scene.needsMeshing(_pbs))
1889 {
1890 // Don't need to re-enable body.. it's done in SetMesh
1891 try
1892 {
1893 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1894 }
1895 catch
1896 {
1897 //Don't continuously try to mesh prims when meshing has failed
1898 m_meshfailed = true;
1899 }
1900 // createmesh returns null when it's a shape that isn't a cube.
1901 // m_log.Debug(m_localID);
1902 }
1903 }
1904
1905
1906 lock (_parent_scene.OdeLock)
1907 {
1908//Console.WriteLine("changeadd 1");
1909 CreateGeom(m_targetSpace, _mesh);
1910
1911 if (prim_geom != IntPtr.Zero)
1912 {
1913 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1914 d.Quaternion myrot = new d.Quaternion();
1915 myrot.X = _orientation.X;
1916 myrot.Y = _orientation.Y;
1917 myrot.Z = _orientation.Z;
1918 myrot.W = _orientation.W;
1919 d.GeomSetQuaternion(prim_geom, ref myrot);
1920 }
1921
1922 if (m_isphysical && Body == IntPtr.Zero)
1923 {
1924 enableBody();
1925 }
1926 }
1927
1928 changeSelectedStatus(timestep);
1929
1930 m_taintadd = false;
1931 }
1932
1933 public void changemove(float timestep)
1934 {
1935//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1936 if (m_isphysical)
1937 {
1938//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1939// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1940 if (!m_taintremove && !childPrim)
1941 {
1942 if (Body == IntPtr.Zero)
1943 enableBody();
1944 //Prim auto disable after 20 frames,
1945 //if you move it, re-enable the prim manually.
1946 if (_parent != null)
1947 {
1948 if (m_linkJoint != IntPtr.Zero)
1949 {
1950 d.JointDestroy(m_linkJoint);
1951 m_linkJoint = IntPtr.Zero;
1952 }
1953 }
1954 if (Body != IntPtr.Zero)
1955 {
1956 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1957
1958 if (_parent != null)
1959 {
1960 OdePrim odParent = (OdePrim)_parent;
1961 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1962 {
1963// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1964Console.WriteLine(" JointCreateFixed");
1965 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1966 d.JointAttach(m_linkJoint, Body, odParent.Body);
1967 d.JointSetFixed(m_linkJoint);
1968 }
1969 }
1970 d.BodyEnable(Body);
1971 if (m_type != Vehicle.TYPE_NONE)
1972 {
1973 Enable(Body, _parent_scene);
1974 }
1975 }
1976 else
1977 {
1978 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1979 }
1980 }
1981 //else
1982 // {
1983 //m_log.Debug("[BUG]: race!");
1984 //}
1985 }
1986 else
1987 {
1988 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1989 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1990 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1991
1992 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1993 m_targetSpace = tempspace;
1994
1995 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1996 if (prim_geom != IntPtr.Zero)
1997 {
1998 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1999
2000 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2001 d.SpaceAdd(m_targetSpace, prim_geom);
2002 }
2003 }
2004
2005 changeSelectedStatus(timestep);
2006
2007 resetCollisionAccounting();
2008 m_taintposition = _position;
2009 }
2010
2011
2012
2013 public void rotate(float timestep)
2014 {
2015 d.Quaternion myrot = new d.Quaternion();
2016 myrot.X = _orientation.X;
2017 myrot.Y = _orientation.Y;
2018 myrot.Z = _orientation.Z;
2019 myrot.W = _orientation.W;
2020 if (Body != IntPtr.Zero)
2021 {
2022 // KF: If this is a root prim do BodySet
2023 d.BodySetQuaternion(Body, ref myrot);
2024 }
2025 else
2026 {
2027 // daughter prim, do Geom set
2028 d.GeomSetQuaternion(prim_geom, ref myrot);
2029 }
2030
2031 resetCollisionAccounting();
2032 m_taintrot = _orientation;
2033 }
2034
2035 private void resetCollisionAccounting()
2036 {
2037 m_collisionscore = 0;
2038 m_interpenetrationcount = 0;
2039 m_disabled = false;
2040 }
2041
2042 public void changedisable(float timestep)
2043 {
2044 m_disabled = true;
2045 if (Body != IntPtr.Zero)
2046 {
2047 d.BodyDisable(Body);
2048 Body = IntPtr.Zero;
2049 }
2050
2051 m_taintdisable = false;
2052 }
2053
2054 public void changePhysicsStatus(float timestep)
2055 {
2056 if (m_isphysical == true)
2057 {
2058 if (Body == IntPtr.Zero)
2059 {
2060 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2061 {
2062 changeshape(2f);
2063 }
2064 else
2065 {
2066 enableBody();
2067 }
2068 }
2069 }
2070 else
2071 {
2072 if (Body != IntPtr.Zero)
2073 {
2074 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2075 {
2076 _mesh = null;
2077//Console.WriteLine("changePhysicsStatus for " + m_primName );
2078 changeadd(2f);
2079 }
2080 if (childPrim)
2081 {
2082 if (_parent != null)
2083 {
2084 OdePrim parent = (OdePrim)_parent;
2085 parent.ChildDelink(this);
2086 }
2087 }
2088 else
2089 {
2090 disableBody();
2091 }
2092 }
2093 }
2094
2095 changeSelectedStatus(timestep);
2096
2097 resetCollisionAccounting();
2098 m_taintPhysics = m_isphysical;
2099 }
2100
2101 public void changesize(float timestamp)
2102 {
2103
2104 string oldname = _parent_scene.geom_name_map[prim_geom];
2105
2106 if (_size.X <= 0) _size.X = 0.01f;
2107 if (_size.Y <= 0) _size.Y = 0.01f;
2108 if (_size.Z <= 0) _size.Z = 0.01f;
2109
2110 // Cleanup of old prim geometry
2111 if (_mesh != null)
2112 {
2113 // Cleanup meshing here
2114 }
2115 //kill body to rebuild
2116 if (IsPhysical && Body != IntPtr.Zero)
2117 {
2118 if (childPrim)
2119 {
2120 if (_parent != null)
2121 {
2122 OdePrim parent = (OdePrim)_parent;
2123 parent.ChildDelink(this);
2124 }
2125 }
2126 else
2127 {
2128 disableBody();
2129 }
2130 }
2131 if (d.SpaceQuery(m_targetSpace, prim_geom))
2132 {
2133 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2134 d.SpaceRemove(m_targetSpace, prim_geom);
2135 }
2136 // we don't need to do space calculation because the client sends a position update also.
2137
2138 // Construction of new prim
2139 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2140 {
2141 float meshlod = _parent_scene.meshSculptLOD;
2142
2143 if (IsPhysical)
2144 meshlod = _parent_scene.MeshSculptphysicalLOD;
2145 // Don't need to re-enable body.. it's done in SetMesh
2146
2147 IMesh mesh = null;
2148
2149 try
2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2153 }
2154 catch
2155 {
2156 m_meshfailed = true;
2157 }
2158
2159 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2160//Console.WriteLine("changesize 1");
2161 CreateGeom(m_targetSpace, mesh);
2162
2163
2164 }
2165 else
2166 {
2167 _mesh = null;
2168//Console.WriteLine("changesize 2");
2169 CreateGeom(m_targetSpace, _mesh);
2170 }
2171
2172 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2173 d.Quaternion myrot = new d.Quaternion();
2174 myrot.X = _orientation.X;
2175 myrot.Y = _orientation.Y;
2176 myrot.Z = _orientation.Z;
2177 myrot.W = _orientation.W;
2178 d.GeomSetQuaternion(prim_geom, ref myrot);
2179
2180 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2181 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2182 {
2183 // Re creates body on size.
2184 // EnableBody also does setMass()
2185 enableBody();
2186 d.BodyEnable(Body);
2187 }
2188
2189 _parent_scene.geom_name_map[prim_geom] = oldname;
2190
2191 changeSelectedStatus(timestamp);
2192 if (childPrim)
2193 {
2194 if (_parent is OdePrim)
2195 {
2196 OdePrim parent = (OdePrim)_parent;
2197 parent.ChildSetGeom(this);
2198 }
2199 }
2200 resetCollisionAccounting();
2201 m_taintsize = _size;
2202 }
2203
2204
2205
2206 public void changefloatonwater(float timestep)
2207 {
2208 m_collidesWater = m_taintCollidesWater;
2209
2210 if (prim_geom != IntPtr.Zero)
2211 {
2212 if (m_collidesWater)
2213 {
2214 m_collisionFlags |= CollisionCategories.Water;
2215 }
2216 else
2217 {
2218 m_collisionFlags &= ~CollisionCategories.Water;
2219 }
2220 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2221 }
2222 }
2223
2224 public void changeshape(float timestamp)
2225 {
2226 string oldname = _parent_scene.geom_name_map[prim_geom];
2227
2228 // Cleanup of old prim geometry and Bodies
2229 if (IsPhysical && Body != IntPtr.Zero)
2230 {
2231 if (childPrim)
2232 {
2233 if (_parent != null)
2234 {
2235 OdePrim parent = (OdePrim)_parent;
2236 parent.ChildDelink(this);
2237 }
2238 }
2239 else
2240 {
2241 disableBody();
2242 }
2243 }
2244
2245
2246 // we don't need to do space calculation because the client sends a position update also.
2247 if (_size.X <= 0) _size.X = 0.01f;
2248 if (_size.Y <= 0) _size.Y = 0.01f;
2249 if (_size.Z <= 0) _size.Z = 0.01f;
2250 // Construction of new prim
2251
2252 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2253 {
2254 // Don't need to re-enable body.. it's done in SetMesh
2255 float meshlod = _parent_scene.meshSculptLOD;
2256
2257 if (IsPhysical)
2258 meshlod = _parent_scene.MeshSculptphysicalLOD;
2259 try
2260 {
2261 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2262 CreateGeom(m_targetSpace, mesh);
2263 }
2264 catch
2265 {
2266 m_meshfailed = true;
2267 }
2268 // createmesh returns null when it doesn't mesh.
2269 }
2270 else
2271 {
2272 _mesh = null;
2273//Console.WriteLine("changeshape");
2274 CreateGeom(m_targetSpace, null);
2275 }
2276
2277 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2278 d.Quaternion myrot = new d.Quaternion();
2279 //myrot.W = _orientation.w;
2280 myrot.W = _orientation.W;
2281 myrot.X = _orientation.X;
2282 myrot.Y = _orientation.Y;
2283 myrot.Z = _orientation.Z;
2284 d.GeomSetQuaternion(prim_geom, ref myrot);
2285
2286 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2287 if (IsPhysical && Body == IntPtr.Zero)
2288 {
2289 // Re creates body on size.
2290 // EnableBody also does setMass()
2291 enableBody();
2292 if (Body != IntPtr.Zero)
2293 {
2294 d.BodyEnable(Body);
2295 }
2296 }
2297 _parent_scene.geom_name_map[prim_geom] = oldname;
2298
2299 changeSelectedStatus(timestamp);
2300 if (childPrim)
2301 {
2302 if (_parent is OdePrim)
2303 {
2304 OdePrim parent = (OdePrim)_parent;
2305 parent.ChildSetGeom(this);
2306 }
2307 }
2308 resetCollisionAccounting();
2309 m_taintshape = false;
2310 }
2311
2312 public void changeAddForce(float timestamp)
2313 {
2314 if (!m_isSelected)
2315 {
2316 lock (m_forcelist)
2317 {
2318 //m_log.Info("[PHYSICS]: dequeing forcelist");
2319 if (IsPhysical)
2320 {
2321 Vector3 iforce = Vector3.Zero;
2322 int i = 0;
2323 try
2324 {
2325 for (i = 0; i < m_forcelist.Count; i++)
2326 {
2327
2328 iforce = iforce + (m_forcelist[i] * 100);
2329 }
2330 }
2331 catch (IndexOutOfRangeException)
2332 {
2333 m_forcelist = new List<Vector3>();
2334 m_collisionscore = 0;
2335 m_interpenetrationcount = 0;
2336 m_taintforce = false;
2337 return;
2338 }
2339 catch (ArgumentOutOfRangeException)
2340 {
2341 m_forcelist = new List<Vector3>();
2342 m_collisionscore = 0;
2343 m_interpenetrationcount = 0;
2344 m_taintforce = false;
2345 return;
2346 }
2347 d.BodyEnable(Body);
2348 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2349 }
2350 m_forcelist.Clear();
2351 }
2352
2353 m_collisionscore = 0;
2354 m_interpenetrationcount = 0;
2355 }
2356
2357 m_taintforce = false;
2358
2359 }
2360
2361
2362
2363 public void changeSetTorque(float timestamp)
2364 {
2365 if (!m_isSelected)
2366 {
2367 if (IsPhysical && Body != IntPtr.Zero)
2368 {
2369 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2370 }
2371 }
2372
2373 m_taintTorque = Vector3.Zero;
2374 }
2375
2376 public void changeAddAngularForce(float timestamp)
2377 {
2378 if (!m_isSelected)
2379 {
2380 lock (m_angularforcelist)
2381 {
2382 //m_log.Info("[PHYSICS]: dequeing forcelist");
2383 if (IsPhysical)
2384 {
2385 Vector3 iforce = Vector3.Zero;
2386 for (int i = 0; i < m_angularforcelist.Count; i++)
2387 {
2388 iforce = iforce + (m_angularforcelist[i] * 100);
2389 }
2390 d.BodyEnable(Body);
2391 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2392
2393 }
2394 m_angularforcelist.Clear();
2395 }
2396
2397 m_collisionscore = 0;
2398 m_interpenetrationcount = 0;
2399 }
2400
2401 m_taintaddangularforce = false;
2402 }
2403
2404 private void changevelocity(float timestep)
2405 {
2406 if (!m_isSelected)
2407 {
2408 Thread.Sleep(20);
2409 if (IsPhysical)
2410 {
2411 if (Body != IntPtr.Zero)
2412 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2413 }
2414
2415 //resetCollisionAccounting();
2416 }
2417 m_taintVelocity = Vector3.Zero;
2418 }
2419
2420 public void UpdatePositionAndVelocity()
2421 {
2422 return; // moved to the Move () method
2423 }
2424
2425 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2426 {
2427 obj.I.M00 = pMat[0, 0];
2428 obj.I.M01 = pMat[0, 1];
2429 obj.I.M02 = pMat[0, 2];
2430 obj.I.M10 = pMat[1, 0];
2431 obj.I.M11 = pMat[1, 1];
2432 obj.I.M12 = pMat[1, 2];
2433 obj.I.M20 = pMat[2, 0];
2434 obj.I.M21 = pMat[2, 1];
2435 obj.I.M22 = pMat[2, 2];
2436 return obj;
2437 }
2438
2439 public override void SubscribeEvents(int ms)
2440 {
2441 m_eventsubscription = ms;
2442 _parent_scene.addCollisionEventReporting(this);
2443 }
2444
2445 public override void UnSubscribeEvents()
2446 {
2447 _parent_scene.remCollisionEventReporting(this);
2448 m_eventsubscription = 0;
2449 }
2450
2451 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2452 {
2453 if (CollisionEventsThisFrame == null)
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2456 }
2457
2458 public void SendCollisions()
2459 {
2460 if (CollisionEventsThisFrame == null)
2461 return;
2462
2463 base.SendCollisionUpdate(CollisionEventsThisFrame);
2464
2465 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2466 CollisionEventsThisFrame = null;
2467 else
2468 CollisionEventsThisFrame = new CollisionEventUpdate();
2469 }
2470
2471 public override bool SubscribedEvents()
2472 {
2473 if (m_eventsubscription > 0)
2474 return true;
2475 return false;
2476 }
2477
2478 public static Matrix4 Inverse(Matrix4 pMat)
2479 {
2480 if (determinant3x3(pMat) == 0)
2481 {
2482 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2483 }
2484
2485
2486
2487 return (Adjoint(pMat) / determinant3x3(pMat));
2488 }
2489
2490 public static Matrix4 Adjoint(Matrix4 pMat)
2491 {
2492 Matrix4 adjointMatrix = new Matrix4();
2493 for (int i=0; i<4; i++)
2494 {
2495 for (int j=0; j<4; j++)
2496 {
2497 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2498 }
2499 }
2500
2501 adjointMatrix = Transpose(adjointMatrix);
2502 return adjointMatrix;
2503 }
2504
2505 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2506 {
2507 Matrix4 minor = new Matrix4();
2508 int m = 0, n = 0;
2509 for (int i = 0; i < 4; i++)
2510 {
2511 if (i == iRow)
2512 continue;
2513 n = 0;
2514 for (int j = 0; j < 4; j++)
2515 {
2516 if (j == iCol)
2517 continue;
2518 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2519 n++;
2520 }
2521 m++;
2522 }
2523 return minor;
2524 }
2525
2526 public static Matrix4 Transpose(Matrix4 pMat)
2527 {
2528 Matrix4 transposeMatrix = new Matrix4();
2529 for (int i = 0; i < 4; i++)
2530 for (int j = 0; j < 4; j++)
2531 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2532 return transposeMatrix;
2533 }
2534
2535 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2536 {
2537 switch (r)
2538 {
2539 case 0:
2540 switch (c)
2541 {
2542 case 0:
2543 pMat.M11 = val;
2544 break;
2545 case 1:
2546 pMat.M12 = val;
2547 break;
2548 case 2:
2549 pMat.M13 = val;
2550 break;
2551 case 3:
2552 pMat.M14 = val;
2553 break;
2554 }
2555
2556 break;
2557 case 1:
2558 switch (c)
2559 {
2560 case 0:
2561 pMat.M21 = val;
2562 break;
2563 case 1:
2564 pMat.M22 = val;
2565 break;
2566 case 2:
2567 pMat.M23 = val;
2568 break;
2569 case 3:
2570 pMat.M24 = val;
2571 break;
2572 }
2573
2574 break;
2575 case 2:
2576 switch (c)
2577 {
2578 case 0:
2579 pMat.M31 = val;
2580 break;
2581 case 1:
2582 pMat.M32 = val;
2583 break;
2584 case 2:
2585 pMat.M33 = val;
2586 break;
2587 case 3:
2588 pMat.M34 = val;
2589 break;
2590 }
2591
2592 break;
2593 case 3:
2594 switch (c)
2595 {
2596 case 0:
2597 pMat.M41 = val;
2598 break;
2599 case 1:
2600 pMat.M42 = val;
2601 break;
2602 case 2:
2603 pMat.M43 = val;
2604 break;
2605 case 3:
2606 pMat.M44 = val;
2607 break;
2608 }
2609
2610 break;
2611 }
2612 }
2613 private static float determinant3x3(Matrix4 pMat)
2614 {
2615 float det = 0;
2616 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2617 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2618 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2619 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2620 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2621 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2622
2623 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2624 return det;
2625
2626 }
2627
2628 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2629 {
2630 dst.c.W = src.c.W;
2631 dst.c.X = src.c.X;
2632 dst.c.Y = src.c.Y;
2633 dst.c.Z = src.c.Z;
2634 dst.mass = src.mass;
2635 dst.I.M00 = src.I.M00;
2636 dst.I.M01 = src.I.M01;
2637 dst.I.M02 = src.I.M02;
2638 dst.I.M10 = src.I.M10;
2639 dst.I.M11 = src.I.M11;
2640 dst.I.M12 = src.I.M12;
2641 dst.I.M20 = src.I.M20;
2642 dst.I.M21 = src.I.M21;
2643 dst.I.M22 = src.I.M22;
2644 }
2645
2646 public override void SetMaterial(int pMaterial)
2647 {
2648 m_material = pMaterial;
2649 }
2650
2651 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2652 {
2653 switch (pParam)
2654 {
2655 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_angularDeflectionEfficiency = pValue;
2658 break;
2659 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2660 if (pValue < 0.1f) pValue = 0.1f;
2661 // m_angularDeflectionTimescale = pValue;
2662 break;
2663 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2664 if (pValue < 0.3f) pValue = 0.3f;
2665 m_angularMotorDecayTimescale = pValue;
2666 break;
2667 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2668 if (pValue < 0.3f) pValue = 0.3f;
2669 m_angularMotorTimescale = pValue;
2670 break;
2671 case Vehicle.BANKING_EFFICIENCY:
2672 if (pValue < 0.01f) pValue = 0.01f;
2673 // m_bankingEfficiency = pValue;
2674 break;
2675 case Vehicle.BANKING_MIX:
2676 if (pValue < 0.01f) pValue = 0.01f;
2677 // m_bankingMix = pValue;
2678 break;
2679 case Vehicle.BANKING_TIMESCALE:
2680 if (pValue < 0.01f) pValue = 0.01f;
2681 // m_bankingTimescale = pValue;
2682 break;
2683 case Vehicle.BUOYANCY:
2684 if (pValue < -1f) pValue = -1f;
2685 if (pValue > 1f) pValue = 1f;
2686 m_VehicleBuoyancy = pValue;
2687 break;
2688// case Vehicle.HOVER_EFFICIENCY:
2689// if (pValue < 0f) pValue = 0f;
2690// if (pValue > 1f) pValue = 1f;
2691// m_VhoverEfficiency = pValue;
2692// break;
2693 case Vehicle.HOVER_HEIGHT:
2694 m_VhoverHeight = pValue;
2695 break;
2696 case Vehicle.HOVER_TIMESCALE:
2697 if (pValue < 0.1f) pValue = 0.1f;
2698 m_VhoverTimescale = pValue;
2699 break;
2700 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2701 if (pValue < 0.01f) pValue = 0.01f;
2702 // m_linearDeflectionEfficiency = pValue;
2703 break;
2704 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2705 if (pValue < 0.01f) pValue = 0.01f;
2706 // m_linearDeflectionTimescale = pValue;
2707 break;
2708 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2709 if (pValue < 0.3f) pValue = 0.3f;
2710 m_linearMotorDecayTimescale = pValue;
2711 break;
2712 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2713 if (pValue < 0.1f) pValue = 0.1f;
2714 m_linearMotorTimescale = pValue;
2715 break;
2716 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2717 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2718 if (pValue > 1.0f) pValue = 1.0f;
2719 m_verticalAttractionEfficiency = pValue;
2720 break;
2721 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2722 if (pValue < 0.1f) pValue = 0.1f;
2723 m_verticalAttractionTimescale = pValue;
2724 break;
2725
2726 // These are vector properties but the engine lets you use a single float value to
2727 // set all of the components to the same value
2728 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2729 if (pValue > 30f) pValue = 30f;
2730 if (pValue < 0.1f) pValue = 0.1f;
2731 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2732 break;
2733 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2734 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2735 UpdateAngDecay();
2736 break;
2737 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2738 if (pValue < 0.1f) pValue = 0.1f;
2739 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2740 break;
2741 case Vehicle.LINEAR_MOTOR_DIRECTION:
2742 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2743 UpdateLinDecay();
2744 break;
2745 case Vehicle.LINEAR_MOTOR_OFFSET:
2746 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2747 break;
2748
2749 }
2750
2751 }//end ProcessFloatVehicleParam
2752
2753 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2754 {
2755 switch (pParam)
2756 {
2757 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2758 if (pValue.X > 30f) pValue.X = 30f;
2759 if (pValue.X < 0.1f) pValue.X = 0.1f;
2760 if (pValue.Y > 30f) pValue.Y = 30f;
2761 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2762 if (pValue.Z > 30f) pValue.Z = 30f;
2763 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2764 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2765 break;
2766 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2767 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2769 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2770 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2771 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2772 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2773 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2774 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2775 UpdateAngDecay();
2776 break;
2777 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2778 if (pValue.X < 0.1f) pValue.X = 0.1f;
2779 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2780 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2781 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2782 break;
2783 case Vehicle.LINEAR_MOTOR_DIRECTION:
2784 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2785 UpdateLinDecay();
2786 break;
2787 case Vehicle.LINEAR_MOTOR_OFFSET:
2788 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2789 break;
2790 }
2791
2792 }//end ProcessVectorVehicleParam
2793
2794 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2795 {
2796 switch (pParam)
2797 {
2798 case Vehicle.REFERENCE_FRAME:
2799 // m_referenceFrame = pValue;
2800 break;
2801 }
2802
2803 }//end ProcessRotationVehicleParam
2804
2805 internal void ProcessVehicleFlags(int pParam, bool remove)
2806 {
2807 if (remove)
2808 {
2809 m_flags &= ~((VehicleFlag)pParam);
2810 }
2811 else
2812 {
2813 m_flags |= (VehicleFlag)pParam;
2814 }
2815 }
2816
2817 internal void ProcessTypeChange(Vehicle pType)
2818 {
2819 // Set Defaults For Type
2820 m_type = pType;
2821 switch (pType)
2822 {
2823 case Vehicle.TYPE_SLED:
2824 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2825 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2826// m_lLinMotorVel = Vector3.Zero;
2827 m_linearMotorTimescale = 1000;
2828 m_linearMotorDecayTimescale = 120;
2829 m_angularMotorDirection = Vector3.Zero;
2830 m_angularMotorDVel = Vector3.Zero;
2831 m_angularMotorTimescale = 1000;
2832 m_angularMotorDecayTimescale = 120;
2833 m_VhoverHeight = 0;
2834// m_VhoverEfficiency = 1;
2835 m_VhoverTimescale = 10;
2836 m_VehicleBuoyancy = 0;
2837 // m_linearDeflectionEfficiency = 1;
2838 // m_linearDeflectionTimescale = 1;
2839 // m_angularDeflectionEfficiency = 1;
2840 // m_angularDeflectionTimescale = 1000;
2841 // m_bankingEfficiency = 0;
2842 // m_bankingMix = 1;
2843 // m_bankingTimescale = 10;
2844 // m_referenceFrame = Quaternion.Identity;
2845 m_flags &=
2846 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2847 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2848 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2849 break;
2850 case Vehicle.TYPE_CAR:
2851 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2852 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2853// m_lLinMotorVel = Vector3.Zero;
2854 m_linearMotorTimescale = 1;
2855 m_linearMotorDecayTimescale = 60;
2856 m_angularMotorDirection = Vector3.Zero;
2857 m_angularMotorDVel = Vector3.Zero;
2858 m_angularMotorTimescale = 1;
2859 m_angularMotorDecayTimescale = 0.8f;
2860 m_VhoverHeight = 0;
2861// m_VhoverEfficiency = 0;
2862 m_VhoverTimescale = 1000;
2863 m_VehicleBuoyancy = 0;
2864 // // m_linearDeflectionEfficiency = 1;
2865 // // m_linearDeflectionTimescale = 2;
2866 // // m_angularDeflectionEfficiency = 0;
2867 // m_angularDeflectionTimescale = 10;
2868 m_verticalAttractionEfficiency = 1f;
2869 m_verticalAttractionTimescale = 10f;
2870 // m_bankingEfficiency = -0.2f;
2871 // m_bankingMix = 1;
2872 // m_bankingTimescale = 1;
2873 // m_referenceFrame = Quaternion.Identity;
2874 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2875 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2876 VehicleFlag.LIMIT_MOTOR_UP);
2877 break;
2878 case Vehicle.TYPE_BOAT:
2879 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2880 m_angularFrictionTimescale = new Vector3(10,10,10);
2881// m_lLinMotorVel = Vector3.Zero;
2882 m_linearMotorTimescale = 5;
2883 m_linearMotorDecayTimescale = 60;
2884 m_angularMotorDirection = Vector3.Zero;
2885 m_angularMotorDVel = Vector3.Zero;
2886 m_angularMotorTimescale = 4;
2887 m_angularMotorDecayTimescale = 4;
2888 m_VhoverHeight = 0;
2889// m_VhoverEfficiency = 0.5f;
2890 m_VhoverTimescale = 2;
2891 m_VehicleBuoyancy = 1;
2892 // m_linearDeflectionEfficiency = 0.5f;
2893 // m_linearDeflectionTimescale = 3;
2894 // m_angularDeflectionEfficiency = 0.5f;
2895 // m_angularDeflectionTimescale = 5;
2896 m_verticalAttractionEfficiency = 0.5f;
2897 m_verticalAttractionTimescale = 5f;
2898 // m_bankingEfficiency = -0.3f;
2899 // m_bankingMix = 0.8f;
2900 // m_bankingTimescale = 1;
2901 // m_referenceFrame = Quaternion.Identity;
2902 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2903 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2904 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2905 VehicleFlag.LIMIT_MOTOR_UP);
2906 break;
2907 case Vehicle.TYPE_AIRPLANE:
2908 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2909 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2910// m_lLinMotorVel = Vector3.Zero;
2911 m_linearMotorTimescale = 2;
2912 m_linearMotorDecayTimescale = 60;
2913 m_angularMotorDirection = Vector3.Zero;
2914 m_angularMotorDVel = Vector3.Zero;
2915 m_angularMotorTimescale = 4;
2916 m_angularMotorDecayTimescale = 4;
2917 m_VhoverHeight = 0;
2918// m_VhoverEfficiency = 0.5f;
2919 m_VhoverTimescale = 1000;
2920 m_VehicleBuoyancy = 0;
2921 // m_linearDeflectionEfficiency = 0.5f;
2922 // m_linearDeflectionTimescale = 3;
2923 // m_angularDeflectionEfficiency = 1;
2924 // m_angularDeflectionTimescale = 2;
2925 m_verticalAttractionEfficiency = 0.9f;
2926 m_verticalAttractionTimescale = 2f;
2927 // m_bankingEfficiency = 1;
2928 // m_bankingMix = 0.7f;
2929 // m_bankingTimescale = 2;
2930 // m_referenceFrame = Quaternion.Identity;
2931 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2932 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2933 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2934 break;
2935 case Vehicle.TYPE_BALLOON:
2936 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2937 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2938 m_linearMotorTimescale = 5;
2939 m_linearMotorDecayTimescale = 60;
2940 m_angularMotorDirection = Vector3.Zero;
2941 m_angularMotorDVel = Vector3.Zero;
2942 m_angularMotorTimescale = 6;
2943 m_angularMotorDecayTimescale = 10;
2944 m_VhoverHeight = 5;
2945// m_VhoverEfficiency = 0.8f;
2946 m_VhoverTimescale = 10;
2947 m_VehicleBuoyancy = 1;
2948 // m_linearDeflectionEfficiency = 0;
2949 // m_linearDeflectionTimescale = 5;
2950 // m_angularDeflectionEfficiency = 0;
2951 // m_angularDeflectionTimescale = 5;
2952 m_verticalAttractionEfficiency = 1f;
2953 m_verticalAttractionTimescale = 100f;
2954 // m_bankingEfficiency = 0;
2955 // m_bankingMix = 0.7f;
2956 // m_bankingTimescale = 5;
2957 // m_referenceFrame = Quaternion.Identity;
2958 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2959 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2960 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2961 break;
2962
2963 }
2964 }//end SetDefaultsForType
2965
2966 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2967 {
2968 if (m_type == Vehicle.TYPE_NONE)
2969 return;
2970
2971 m_body = pBody;
2972 }
2973
2974
2975 internal void Halt()
2976 { // Kill all motions, when non-physical
2977 // m_linearMotorDirection = Vector3.Zero;
2978 m_lLinMotorDVel = Vector3.Zero;
2979 m_lLinObjectVel = Vector3.Zero;
2980 m_wLinObjectVel = Vector3.Zero;
2981 m_angularMotorDirection = Vector3.Zero;
2982 m_lastAngularVelocity = Vector3.Zero;
2983 m_angularMotorDVel = Vector3.Zero;
2984 _acceleration = Vector3.Zero;
2985 }
2986
2987 private void UpdateLinDecay()
2988 {
2989// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2990// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2991// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2992 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2993 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2994 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2995 } // else let the motor decay on its own
2996
2997 private void UpdateAngDecay()
2998 {
2999// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
3000// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3001// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3002 m_angularMotorDVel.X = m_angularMotorDirection.X;
3003 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3004 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3005 } // else let the motor decay on its own
3006
3007 public void Move(float timestep)
3008 {
3009 float fx = 0;
3010 float fy = 0;
3011 float fz = 0;
3012 Vector3 linvel; // velocity applied, including any reversal
3013 int outside = 0;
3014
3015 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3016 // This is a temp patch until proper region crossing is developed.
3017
3018 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3019 int fence = _parent_scene.geomRegionFence;
3020
3021 float border_limit = 0.05f; // original limit
3022 if (fence == 1) border_limit = 0.5f; // bounce point
3023
3024 frcount++; // used to limit debug comment output
3025 if (frcount > 50)
3026 frcount = 0;
3027
3028 if(revcount > 0) revcount--;
3029
3030 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3031 {
3032 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3033 bool lastZeroFlag = _zeroFlag; // was it stopped
3034
3035 d.Vector3 vec = d.BodyGetPosition(Body);
3036 Vector3 l_position = Vector3.Zero;
3037 l_position.X = vec.X;
3038 l_position.Y = vec.Y;
3039 l_position.Z = vec.Z;
3040 m_lastposition = _position;
3041 _position = l_position;
3042
3043 d.Quaternion ori = d.BodyGetQuaternion(Body);
3044 // Quaternion l_orientation = Quaternion.Identity;
3045 _orientation.X = ori.X;
3046 _orientation.Y = ori.Y;
3047 _orientation.Z = ori.Z;
3048 _orientation.W = ori.W;
3049 m_lastorientation = _orientation;
3050
3051 d.Vector3 vel = d.BodyGetLinearVel(Body);
3052 m_lastVelocity = _velocity;
3053 _velocity.X = vel.X;
3054 _velocity.Y = vel.Y;
3055 _velocity.Z = vel.Z;
3056 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3057
3058 d.Vector3 torque = d.BodyGetTorque(Body);
3059 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3060
3061 base.RequestPhysicsterseUpdate();
3062
3063//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3064
3065 // Check if outside region
3066 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3067 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3068 {
3069 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3070 outside = 1;
3071 }
3072
3073 if (l_position.X < border_limit)
3074 {
3075 l_position.X = border_limit;
3076 outside = 2;
3077 }
3078 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3079 {
3080 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3081 outside = 3;
3082 }
3083
3084 if (l_position.Y < border_limit)
3085 {
3086 l_position.Y = border_limit;
3087 outside = 4;
3088 }
3089
3090 if (outside > 0)
3091 {
3092//Console.WriteLine(" fence = {0}",fence);
3093
3094//Console.WriteLine("Border {0}", l_position);
3095 if (fence == 1) // bounce object off boundary
3096 {
3097 if (revcount == 0)
3098 {
3099 if (outside < 3)
3100 {
3101 _velocity.X = -_velocity.X;
3102 }
3103 else
3104 {
3105 _velocity.Y = -_velocity.Y;
3106 }
3107 if (m_type != Vehicle.TYPE_NONE) Halt();
3108 _position = l_position;
3109 m_taintposition = _position;
3110 m_lastVelocity = _velocity;
3111 _acceleration = Vector3.Zero;
3112 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3113 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3114 base.RequestPhysicsterseUpdate();
3115
3116 revcount = 25; // wait for object to move away from border
3117 }
3118 } // else old crossing mode
3119 else if (m_crossingfailures < failureLimit)
3120 { // keep trying to cross?
3121 _position = l_position;
3122 //_parent_scene.remActivePrim(this);
3123 if (_parent == null) base.RequestPhysicsterseUpdate();
3124 return; // Dont process any other motion?
3125 }
3126 else
3127 { // Too many tries
3128 if (_parent == null) base.RaiseOutOfBounds(l_position);
3129//Console.WriteLine("ROOB 2");
3130
3131 return; // Dont process any other motion?
3132 } // end various methods
3133 } // end outside region horizontally
3134
3135
3136 if (l_position.Z < 0)
3137 {
3138 // This is so prim that get lost underground don't fall forever and suck up
3139 //
3140 // Sim resources and memory.
3141 // Disables the prim's movement physics....
3142 // It's a hack and will generate a console message if it fails.
3143
3144 //IsPhysical = false;
3145 if (_parent == null) base.RaiseOutOfBounds(_position);
3146//Console.WriteLine("ROOB 3");
3147
3148
3149 _acceleration.X = 0; // This stuff may stop client display but it has no
3150 _acceleration.Y = 0; // effect on the object in phys engine!
3151 _acceleration.Z = 0;
3152
3153 _velocity.X = 0;
3154 _velocity.Y = 0;
3155 _velocity.Z = 0;
3156 m_rotationalVelocity.X = 0;
3157 m_rotationalVelocity.Y = 0;
3158 m_rotationalVelocity.Z = 0;
3159
3160 if (_parent == null) base.RequestPhysicsterseUpdate();
3161
3162 m_throttleUpdates = false;
3163 throttleCounter = 0;
3164 _zeroFlag = true;
3165 //outofBounds = true;
3166 } // end neg Z check
3167
3168 // Is it moving?
3169 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3170 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3171 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3172 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3173 {
3174 _zeroFlag = true;
3175 m_throttleUpdates = false;
3176 }
3177 else
3178 {
3179 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3180 _zeroFlag = false;
3181 m_lastUpdateSent = false;
3182 //m_throttleUpdates = false;
3183 }
3184
3185 if (_zeroFlag)
3186 { // Its stopped
3187 _velocity.X = 0.0f;
3188 _velocity.Y = 0.0f;
3189 _velocity.Z = 0.0f;
3190
3191 _acceleration.X = 0;
3192 _acceleration.Y = 0;
3193 _acceleration.Z = 0;
3194
3195 m_rotationalVelocity.X = 0;
3196 m_rotationalVelocity.Y = 0;
3197 m_rotationalVelocity.Z = 0;
3198 if (!m_lastUpdateSent)
3199 {
3200 m_throttleUpdates = false;
3201 throttleCounter = 0;
3202 if (_parent == null)
3203 {
3204 base.RequestPhysicsterseUpdate();
3205 }
3206
3207 m_lastUpdateSent = true;
3208 }
3209 }
3210 else
3211 { // Its moving
3212 if (lastZeroFlag != _zeroFlag)
3213 {
3214 if (_parent == null)
3215 {
3216 base.RequestPhysicsterseUpdate();
3217 }
3218 }
3219 m_lastUpdateSent = false;
3220 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3221 {
3222 if (_parent == null)
3223 {
3224 base.RequestPhysicsterseUpdate();
3225 }
3226 }
3227 else
3228 {
3229 throttleCounter++;
3230 }
3231 }
3232 m_lastposition = l_position;
3233
3234 /// End UpdatePositionAndVelocity insert
3235
3236
3237 // Rotation lock =====================================
3238 if(m_rotateEnableUpdate)
3239 {
3240 // Snapshot current angles, set up Amotor(s)
3241 m_rotateEnableUpdate = false;
3242 m_rotateEnable = m_rotateEnableRequest;
3243Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3244
3245 if (Amotor != IntPtr.Zero)
3246 {
3247 d.JointDestroy(Amotor);
3248 Amotor = IntPtr.Zero;
3249Console.WriteLine("Old Amotor Destroyed");
3250 }
3251
3252 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3253 { // not all are enabled
3254 d.Quaternion r = d.BodyGetQuaternion(Body);
3255 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3256 // extract the axes vectors
3257 Vector3 vX = new Vector3(1f,0f,0f);
3258 Vector3 vY = new Vector3(0f,1f,0f);
3259 Vector3 vZ = new Vector3(0f,0f,1f);
3260 vX = vX * locrot;
3261 vY = vY * locrot;
3262 vZ = vZ * locrot;
3263 // snapshot the current angle vectors
3264 m_lockX = vX;
3265 m_lockY = vY;
3266 m_lockZ = vZ;
3267 // m_lockRot = locrot;
3268 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3269 d.JointAttach(Amotor, Body, IntPtr.Zero);
3270 d.JointSetAMotorMode(Amotor, 0); // User mode??
3271Console.WriteLine("New Amotor Created for {0}", m_primName);
3272
3273 float axisnum = 3; // how many to lock
3274 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3275 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3276Console.WriteLine("AxisNum={0}",(int)axisnum);
3277
3278 int i = 0;
3279
3280 if (m_rotateEnable.X == 0)
3281 {
3282 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3283Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3284 i++;
3285 }
3286
3287 if (m_rotateEnable.Y == 0)
3288 {
3289 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3290Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3291 i++;
3292 }
3293
3294 if (m_rotateEnable.Z == 0)
3295 {
3296 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3297Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3298 i++;
3299 }
3300
3301 // These lowstops and high stops are effectively (no wiggle room)
3302 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3303 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3304 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3305 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3306 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3307 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3308 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3309 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3310 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3311 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3312 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3313 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3314 } // else none are locked
3315 } // end Rotation Update
3316
3317
3318 // VEHICLE processing ==========================================
3319 if (m_type != Vehicle.TYPE_NONE)
3320 {
3321 // get body attitude
3322 d.Quaternion rot = d.BodyGetQuaternion(Body);
3323 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3324 Quaternion irotq = Quaternion.Inverse(rotq);
3325
3326 // VEHICLE Linear Motion
3327 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3328 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3329 m_lLinObjectVel = vel_now * irotq;
3330
3331 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3332 {
3333 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3334 {
3335 float decayfactor = m_linearMotorDecayTimescale/timestep;
3336 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3337 m_lLinMotorDVel -= decayAmount;
3338 }
3339 else
3340 {
3341 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3342 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3343 m_lLinMotorDVel -= decel;
3344 }
3345 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3346 {
3347 m_lLinMotorDVel = Vector3.Zero;
3348 }
3349
3350 /* else
3351 {
3352 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3353 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3354 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3355 } */
3356 } // end linear motor decay
3357
3358 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3359 {
3360 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3361 if (m_linearMotorTimescale < 300.0f)
3362 {
3363 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3364 float linfactor = m_linearMotorTimescale/timestep;
3365 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3366 m_lLinObjectVel += attackAmount;
3367 }
3368 if (m_linearFrictionTimescale.X < 300.0f)
3369 {
3370 float fricfactor = m_linearFrictionTimescale.X / timestep;
3371 float fricX = m_lLinObjectVel.X / fricfactor;
3372 m_lLinObjectVel.X -= fricX;
3373 }
3374 if (m_linearFrictionTimescale.Y < 300.0f)
3375 {
3376 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3377 float fricY = m_lLinObjectVel.Y / fricfactor;
3378 m_lLinObjectVel.Y -= fricY;
3379 }
3380 if (m_linearFrictionTimescale.Z < 300.0f)
3381 {
3382 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3383 float fricZ = m_lLinObjectVel.Z / fricfactor;
3384 m_lLinObjectVel.Z -= fricZ;
3385 }
3386 }
3387 m_wLinObjectVel = m_lLinObjectVel * rotq;
3388
3389 // Gravity and Buoyancy
3390 Vector3 grav = Vector3.Zero;
3391 if(m_VehicleBuoyancy < 1.0f)
3392 {
3393 // There is some gravity, make a gravity force vector
3394 // that is applied after object velocity.
3395 d.Mass objMass;
3396 d.BodyGetMass(Body, out objMass);
3397 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3398 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3399 } // else its 1.0, no gravity.
3400
3401 // Hovering
3402 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3403 {
3404 // We should hover, get the target height
3405 d.Vector3 pos = d.BodyGetPosition(Body);
3406 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3407 {
3408 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3409 }
3410 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3411 {
3412 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3413 }
3414 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3415 {
3416 m_VhoverTargetHeight = m_VhoverHeight;
3417 }
3418
3419 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3420 {
3421 // If body is aready heigher, use its height as target height
3422 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3423 }
3424
3425// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3426// m_VhoverTimescale = 0f; // time to acheive height
3427// timestep is time since last frame,in secs
3428 float herr0 = pos.Z - m_VhoverTargetHeight;
3429 // Replace Vertical speed with correction figure if significant
3430 if(Math.Abs(herr0) > 0.01f )
3431 {
3432 //? d.Mass objMass;
3433 //? d.BodyGetMass(Body, out objMass);
3434 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3435 //KF: m_VhoverEfficiency is not yet implemented
3436 }
3437 else
3438 {
3439 m_wLinObjectVel.Z = 0f;
3440 }
3441 }
3442 else
3443 { // not hovering
3444 if (m_wLinObjectVel.Z == 0f)
3445 { // Gravity rules
3446 m_wLinObjectVel.Z = vel_now.Z;
3447 } // else the motor has it
3448 }
3449 linvel = m_wLinObjectVel;
3450
3451 // Vehicle Linear Motion done =======================================
3452 // Apply velocity
3453 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3454 // apply gravity force
3455 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3456//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3457 // end MoveLinear()
3458
3459
3460 // MoveAngular
3461 /*
3462 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3463
3464 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3465 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3466 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3467
3468 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3469 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3470 */
3471//if(frcount == 0) Console.WriteLine("MoveAngular ");
3472
3473 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3474 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3475 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3476
3477//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3478
3479 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3480 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3481 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3482 // Decay Angular Motor 2.
3483 if (m_angularMotorDecayTimescale < 300.0f)
3484 {
3485 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3486 {
3487 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3488 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3489 m_angularMotorDVel -= decayAmount;
3490 }
3491 else
3492 {
3493 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3494 m_angularMotorDVel -= decel;
3495 }
3496
3497 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3498 {
3499 m_angularMotorDVel = Vector3.Zero;
3500 }
3501 else
3502 {
3503 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3504 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3505 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3506 }
3507 } // end decay angular motor
3508//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3509
3510//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3511
3512 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3513 { // if motor or object have motion
3514 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3515
3516 if (m_angularMotorTimescale < 300.0f)
3517 {
3518 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3519 float angfactor = m_angularMotorTimescale/timestep;
3520 Vector3 attackAmount = (attack_error/angfactor);
3521 angObjectVel += attackAmount;
3522//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3523//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3524 }
3525
3526 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3527 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3528 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3529 } // else no signif. motion
3530
3531//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3532 // Bank section tba
3533 // Deflection section tba
3534//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3535
3536
3537 /* // Rotation Axis Disables:
3538 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3539 {
3540 if (m_angularEnable.X == 0)
3541 angObjectVel.X = 0f;
3542 if (m_angularEnable.Y == 0)
3543 angObjectVel.Y = 0f;
3544 if (m_angularEnable.Z == 0)
3545 angObjectVel.Z = 0f;
3546 }
3547 */
3548 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3549
3550 // Vertical attractor section
3551 Vector3 vertattr = Vector3.Zero;
3552
3553 if(m_verticalAttractionTimescale < 300)
3554 {
3555 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3556 // make a vector pointing up
3557 Vector3 verterr = Vector3.Zero;
3558 verterr.Z = 1.0f;
3559 // rotate it to Body Angle
3560 verterr = verterr * rotq;
3561 // 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.
3562 // 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
3563 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3564
3565 if (verterr.Z < 0.0f)
3566 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3567 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3568//Console.WriteLine("InvertFlip");
3569 verterr.X = 2.0f - verterr.X;
3570 verterr.Y = 2.0f - verterr.Y;
3571 }
3572 verterr *= 0.5f;
3573 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3574 Vector3 xyav = angObjectVel;
3575 xyav.Z = 0.0f;
3576 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3577 {
3578 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3579 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3580 vertattr.X = verterr.Y;
3581 vertattr.Y = - verterr.X;
3582 vertattr.Z = 0f;
3583//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3584
3585 // scaling appears better usingsquare-law
3586 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3587 float bounce = 1.0f - damped;
3588 // 0 = crit damp, 1 = bouncy
3589 float oavz = angObjectVel.Z; // retain z velocity
3590 // time-scaled correction, which sums, therefore is bouncy:
3591 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3592 // damped, good @ < 90:
3593 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3594 angObjectVel.Z = oavz;
3595//if(frcount == 0) Console.WriteLine("VA+");
3596//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3597 }
3598 else
3599 {
3600 // else error is very small
3601 angObjectVel.X = 0f;
3602 angObjectVel.Y = 0f;
3603//if(frcount == 0) Console.WriteLine("VA0");
3604 }
3605 } // else vertical attractor is off
3606//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3607
3608
3609 m_lastAngularVelocity = angObjectVel;
3610 // apply Angular Velocity to body
3611 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3612//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3613
3614 } // end VEHICLES
3615 else
3616 {
3617 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3618
3619 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3620
3621 /// Dynamics Buoyancy
3622 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3623 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3624 // NB Prims in ODE are no subject to global gravity
3625 // This should only affect gravity operations
3626
3627 float m_mass = CalculateMass();
3628 // calculate z-force due togravity on object.
3629 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3630
3631 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3632 {
3633 fz = 0; // llMoveToTarget ignores gravity.
3634 // it also ignores mass of object, and any physical resting on it.
3635 // Vector3 m_PIDTarget is where we are going
3636 // float m_PIDTau is time to get there
3637 fx = 0;
3638 fy = 0;
3639 d.Vector3 pos = d.BodyGetPosition(Body);
3640 Vector3 error = new Vector3(
3641 (m_PIDTarget.X - pos.X),
3642 (m_PIDTarget.Y - pos.Y),
3643 (m_PIDTarget.Z - pos.Z));
3644 if (error.ApproxEquals(Vector3.Zero,0.01f))
3645 { // Very close, Jump there and quit move
3646 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3647 _target_velocity = Vector3.Zero;
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 else
3651 {
3652 float scale = 50.0f * timestep / m_PIDTau;
3653 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3654 {
3655 // Nearby, quit update of velocity
3656 }
3657 else
3658 { // Far, calc damped velocity
3659 _target_velocity = error * scale;
3660 }
3661 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3662 }
3663 } // end PID MoveToTarget
3664
3665 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3666 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3667
3668 //if (!d.BodyIsEnabled(Body))
3669 //d.BodySetForce(Body, 0f, 0f, 0f);
3670
3671 // no lock; for now it's only called from within Simulate()
3672
3673 // If the PID Controller isn't active then we set our force
3674 // calculating base velocity to the current position
3675
3676 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3677 {
3678 //PID_G = PID_G / m_PIDTau;
3679 m_PIDTau = 1;
3680 }
3681
3682 if ((PID_G - m_PIDTau) <= 0)
3683 {
3684 PID_G = m_PIDTau + 1;
3685 }
3686 //PidStatus = true;
3687
3688 // PhysicsVector vec = new PhysicsVector();
3689// d.Vector3 vel = d.BodyGetLinearVel(Body);
3690
3691 d.Vector3 pos = d.BodyGetPosition(Body);
3692 _target_velocity =
3693 new Vector3(
3694 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3695 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3696 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3697 );
3698
3699if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3700 // if velocity is zero, use position control; otherwise, velocity control
3701
3702 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3703 {
3704 // keep track of where we stopped. No more slippin' & slidin'
3705
3706 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3707 // react to the physics scene by moving it's position.
3708 // Avatar to Avatar collisions
3709 // Prim to avatar collisions
3710
3711 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3712 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3713 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3714 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3715 d.BodySetLinearVel(Body, 0, 0, 0);
3716 d.BodyAddForce(Body, 0, 0, fz);
3717 // return;
3718 }
3719 else
3720 {
3721 _zeroFlag = false;
3722
3723 // We're flying and colliding with something
3724 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3725 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3726
3727 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3728
3729 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3730 }
3731 } // end if (m_usePID)
3732 End of old PID system */
3733
3734
3735 /// Dynamics Hover ===================================================================================
3736 // Hover PID Controller can only run if the PIDcontroller is not in use.
3737 if (m_useHoverPID && !m_usePID)
3738 {
3739//Console.WriteLine("Hover " + m_primName);
3740
3741 // If we're using the PID controller, then we have no gravity
3742 fz = (-1 * _parent_scene.gravityz) * m_mass;
3743
3744 // no lock; for now it's only called from within Simulate()
3745
3746 // If the PID Controller isn't active then we set our force
3747 // calculating base velocity to the current position
3748
3749 if ((m_PIDTau < 1))
3750 {
3751 PID_G = PID_G / m_PIDTau;
3752 }
3753
3754 if ((PID_G - m_PIDTau) <= 0)
3755 {
3756 PID_G = m_PIDTau + 1;
3757 }
3758
3759
3760 // Where are we, and where are we headed?
3761 d.Vector3 pos = d.BodyGetPosition(Body);
3762// d.Vector3 vel = d.BodyGetLinearVel(Body);
3763
3764
3765 // Non-Vehicles have a limited set of Hover options.
3766 // determine what our target height really is based on HoverType
3767 switch (m_PIDHoverType)
3768 {
3769 case PIDHoverType.Ground:
3770 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3771 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3772 break;
3773 case PIDHoverType.GroundAndWater:
3774 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3775 m_waterHeight = _parent_scene.GetWaterLevel();
3776 if (m_groundHeight > m_waterHeight)
3777 {
3778 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3779 }
3780 else
3781 {
3782 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3783 }
3784 break;
3785
3786 } // end switch (m_PIDHoverType)
3787
3788
3789 _target_velocity =
3790 new Vector3(0.0f, 0.0f,
3791 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3792 );
3793
3794 // if velocity is zero, use position control; otherwise, velocity control
3795
3796 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3797 {
3798 // keep track of where we stopped. No more slippin' & slidin'
3799
3800 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3801 // react to the physics scene by moving it's position.
3802 // Avatar to Avatar collisions
3803 // Prim to avatar collisions
3804 d.Vector3 dlinvel = vel;
3805
3806 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3807 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3808 d.BodyAddForce(Body, 0, 0, fz);
3809 //KF this prevents furthur motions return;
3810 }
3811 else
3812 {
3813 _zeroFlag = false;
3814
3815 // We're flying and colliding with something
3816 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3817 }
3818 } // end m_useHoverPID && !m_usePID
3819
3820 /// Dynamics RotLookAt =================================================================================
3821 if (m_useAPID)
3822 {
3823 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3824 // Quaternion m_APIDTarget
3825 // float m_APIDStrength // From SL experiments, this is the time to get there
3826 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3827 // Also in SL the mass of the object has no effect on time to get there.
3828 // Factors:
3829 // get present body rotation
3830 float limit = 1.0f;
3831 float scaler = 50f; // adjusts damping time
3832 float RLAservo = 0f;
3833
3834 d.Quaternion rot = d.BodyGetQuaternion(Body);
3835 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3836 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3837 float diff_angle;
3838 Vector3 diff_axis;
3839 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3840 diff_axis.Normalize();
3841 if(diff_angle > 0.01f) // diff_angle is always +ve
3842 {
3843// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3844 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3845 rotforce = rotforce * rotq;
3846 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3847// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3848 // rotforce = rotforce * RLAservo * diff_angle ;
3849 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3850 RLAservo = timestep / m_APIDStrength * scaler;
3851 rotforce = rotforce * RLAservo * diff_angle ;
3852 /*
3853 if (m_angularEnable.X == 0)
3854 rotforce.X = 0;
3855 if (m_angularEnable.Y == 0)
3856 rotforce.Y = 0;
3857 if (m_angularEnable.Z == 0)
3858 rotforce.Z = 0;
3859 */
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3864 } // end m_useAPID
3865
3866 /// Dynamics Apply Forces ===================================================================================
3867 fx *= m_mass;
3868 fy *= m_mass;
3869 //fz *= m_mass;
3870
3871 fx += m_force.X;
3872 fy += m_force.Y;
3873 fz += m_force.Z;
3874
3875 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3876 if (fx != 0 || fy != 0 || fz != 0)
3877 {
3878 //m_taintdisable = true;
3879 //base.RaiseOutOfBounds(Position);
3880 //d.BodySetLinearVel(Body, fx, fy, 0f);
3881 if (!d.BodyIsEnabled(Body))
3882 {
3883 // A physical body at rest on a surface will auto-disable after a while,
3884 // this appears to re-enable it incase the surface it is upon vanishes,
3885 // and the body should fall again.
3886 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3887 d.BodySetForce(Body, 0, 0, 0);
3888 enableBodySoft();
3889 }
3890
3891 // 35x10 = 350n times the mass per second applied maximum.
3892 float nmax = 35f * m_mass;
3893 float nmin = -35f * m_mass;
3894
3895
3896 if (fx > nmax)
3897 fx = nmax;
3898 if (fx < nmin)
3899 fx = nmin;
3900 if (fy > nmax)
3901 fy = nmax;
3902 if (fy < nmin)
3903 fy = nmin;
3904 d.BodyAddForce(Body, fx, fy, fz);
3905//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3906 } // end apply forces
3907 } // end Dynamics
3908
3909/* obsolete?
3910 else
3911 { // is not physical, or is not a body or is selected
3912 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3913 _velocity.X = 0;
3914 _velocity.Y = 0;
3915 _velocity.Z = 0;
3916
3917 _acceleration.X = 0;
3918 _acceleration.Y = 0;
3919 _acceleration.Z = 0;
3920
3921 m_rotationalVelocity.X = 0;
3922 m_rotationalVelocity.Y = 0;
3923 m_rotationalVelocity.Z = 0;
3924 _zeroFlag = true;
3925 return;
3926 }
3927 */
3928 } // end root prims
3929
3930 } // end Move()
3931 } // end class
3932}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..86f9893
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3869 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716//Console.WriteLine("near -----------"); //##
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848//#@ p2.IsColliding = true;
849 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
850//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
851// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
852 p2.IsColliding = true; //##
853 }else{
854//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
855// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
856
857 } //##
858 }
859 else
860 {
861//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
862 p2.IsColliding = true;
863 }
864
865 //if ((framecount % m_returncollisions) == 0)
866
867 switch (p1.PhysicsActorType)
868 {
869 case (int)ActorTypes.Agent:
870 p2.CollidingObj = true;
871 break;
872 case (int)ActorTypes.Prim:
873 if (p2.Velocity.LengthSquared() > 0.0f)
874 p2.CollidingObj = true;
875 break;
876 case (int)ActorTypes.Unknown:
877 p2.CollidingGround = true;
878 break;
879 default:
880 p2.CollidingGround = true;
881 break;
882 }
883
884 // we don't want prim or avatar to explode
885
886 #region InterPenetration Handling - Unintended physics explosions
887# region disabled code1
888
889 if (curContact.depth >= 0.08f)
890 {
891 //This is disabled at the moment only because it needs more tweaking
892 //It will eventually be uncommented
893 /*
894 if (contact.depth >= 1.00f)
895 {
896 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
897 }
898
899 //If you interpenetrate a prim with an agent
900 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
901 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
902 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
903 p2.PhysicsActorType == (int) ActorTypes.Prim))
904 {
905
906 //contact.depth = contact.depth * 4.15f;
907 /*
908 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
909 {
910 p2.CollidingObj = true;
911 contact.depth = 0.003f;
912 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
913 OdeCharacter character = (OdeCharacter) p2;
914 character.SetPidStatus(true);
915 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
916
917 }
918 else
919 {
920
921 //contact.depth = 0.0000000f;
922 }
923 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
924 {
925
926 p1.CollidingObj = true;
927 contact.depth = 0.003f;
928 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
929 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
930 OdeCharacter character = (OdeCharacter)p1;
931 character.SetPidStatus(true);
932 }
933 else
934 {
935
936 //contact.depth = 0.0000000f;
937 }
938
939
940
941 }
942*/
943 // If you interpenetrate a prim with another prim
944 /*
945 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
946 {
947 #region disabledcode2
948 //OdePrim op1 = (OdePrim)p1;
949 //OdePrim op2 = (OdePrim)p2;
950 //op1.m_collisionscore++;
951 //op2.m_collisionscore++;
952
953 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
954 //{
955 //op1.m_taintdisable = true;
956 //AddPhysicsActorTaint(p1);
957 //op2.m_taintdisable = true;
958 //AddPhysicsActorTaint(p2);
959 //}
960
961 //if (contact.depth >= 0.25f)
962 //{
963 // Don't collide, one or both prim will expld.
964
965 //op1.m_interpenetrationcount++;
966 //op2.m_interpenetrationcount++;
967 //interpenetrations_before_disable = 200;
968 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
969 //{
970 //op1.m_taintdisable = true;
971 //AddPhysicsActorTaint(p1);
972 //}
973 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
974 //{
975 // op2.m_taintdisable = true;
976 //AddPhysicsActorTaint(p2);
977 //}
978
979 //contact.depth = contact.depth / 8f;
980 //contact.normal = new d.Vector3(0, 0, 1);
981 //}
982 //if (op1.m_disabled || op2.m_disabled)
983 //{
984 //Manually disabled objects stay disabled
985 //contact.depth = 0f;
986 //}
987 #endregion
988 }
989 */
990#endregion
991 if (curContact.depth >= 1.00f)
992 {
993 //m_log.Info("[P]: " + contact.depth.ToString());
994 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
995 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
996 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
997 p2.PhysicsActorType == (int) ActorTypes.Unknown))
998 {
999 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
1000 {
1001 if (p2 is OdeCharacter)
1002 {
1003 OdeCharacter character = (OdeCharacter) p2;
1004
1005 //p2.CollidingObj = true;
1006 curContact.depth = 0.00000003f;
1007 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
1008 curContact.pos =
1009 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1010 curContact.pos.Y + (p1.Size.Y/2),
1011 curContact.pos.Z + (p1.Size.Z/2));
1012 character.SetPidStatus(true);
1013 }
1014 }
1015
1016
1017 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1018 {
1019 if (p1 is OdeCharacter)
1020 {
1021 OdeCharacter character = (OdeCharacter) p1;
1022
1023 //p2.CollidingObj = true;
1024 curContact.depth = 0.00000003f;
1025 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1026 curContact.pos =
1027 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1028 curContact.pos.Y + (p1.Size.Y/2),
1029 curContact.pos.Z + (p1.Size.Z/2));
1030 character.SetPidStatus(true);
1031 }
1032 }
1033 }
1034 }
1035 }
1036
1037 #endregion
1038
1039 // Logic for collision handling
1040 // Note, that if *all* contacts are skipped (VolumeDetect)
1041 // The prim still detects (and forwards) collision events but
1042 // appears to be phantom for the world
1043 Boolean skipThisContact = false;
1044
1045 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1046 skipThisContact = true; // No collision on volume detect prims
1047
1048 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1049 skipThisContact = true; // No collision on volume detect prims
1050
1051 if (!skipThisContact && curContact.depth < 0f)
1052 skipThisContact = true;
1053
1054 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1055 skipThisContact = true;
1056
1057 const int maxContactsbeforedeath = 4000;
1058 joint = IntPtr.Zero;
1059
1060 if (!skipThisContact)
1061 {
1062 // If we're colliding against terrain
1063 if (name1 == "Terrain" || name2 == "Terrain")
1064 {
1065 // If we're moving
1066 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1067 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1068 {
1069 // Use the movement terrain contact
1070 AvatarMovementTerrainContact.geom = curContact;
1071 _perloopContact.Add(curContact);
1072 if (m_global_contactcount < maxContactsbeforedeath)
1073 {
1074 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1075 m_global_contactcount++;
1076 }
1077 }
1078 else
1079 {
1080 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1081 {
1082 // Use the non moving terrain contact
1083 TerrainContact.geom = curContact;
1084 _perloopContact.Add(curContact);
1085 if (m_global_contactcount < maxContactsbeforedeath)
1086 {
1087 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1088 m_global_contactcount++;
1089 }
1090 }
1091 else
1092 {
1093 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1094 {
1095 // prim prim contact
1096 // int pj294950 = 0;
1097 int movintYN = 0;
1098 int material = (int) Material.Wood;
1099 // prim terrain contact
1100 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1101 {
1102 movintYN = 1;
1103 }
1104
1105 if (p2 is OdePrim)
1106 material = ((OdePrim)p2).m_material;
1107
1108 //m_log.DebugFormat("Material: {0}", material);
1109 m_materialContacts[material, movintYN].geom = curContact;
1110 _perloopContact.Add(curContact);
1111
1112 if (m_global_contactcount < maxContactsbeforedeath)
1113 {
1114 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1115 m_global_contactcount++;
1116
1117 }
1118
1119 }
1120 else
1121 {
1122
1123 int movintYN = 0;
1124 // prim terrain contact
1125 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1126 {
1127 movintYN = 1;
1128 }
1129
1130 int material = (int)Material.Wood;
1131
1132 if (p2 is OdePrim)
1133 material = ((OdePrim)p2).m_material;
1134 //m_log.DebugFormat("Material: {0}", material);
1135 m_materialContacts[material, movintYN].geom = curContact;
1136 _perloopContact.Add(curContact);
1137
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1141 m_global_contactcount++;
1142
1143 }
1144 }
1145 }
1146 }
1147 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1148 //{
1149 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1150 //}
1151 }
1152 else if (name1 == "Water" || name2 == "Water")
1153 {
1154 /*
1155 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1156 {
1157 }
1158 else
1159 {
1160 }
1161 */
1162 //WaterContact.surface.soft_cfm = 0.0000f;
1163 //WaterContact.surface.soft_erp = 0.00000f;
1164 if (curContact.depth > 0.1f)
1165 {
1166 curContact.depth *= 52;
1167 //contact.normal = new d.Vector3(0, 0, 1);
1168 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1169 }
1170 WaterContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 if (m_global_contactcount < maxContactsbeforedeath)
1173 {
1174 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1175 m_global_contactcount++;
1176 }
1177 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1178 }
1179 else
1180 {
1181 // we're colliding with prim or avatar
1182 // check if we're moving
1183 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1184 {
1185 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1186 {
1187 // Use the Movement prim contact
1188 AvatarMovementprimContact.geom = curContact;
1189 _perloopContact.Add(curContact);
1190 if (m_global_contactcount < maxContactsbeforedeath)
1191 {
1192 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1193 m_global_contactcount++;
1194 }
1195 }
1196 else
1197 {
1198 // Use the non movement contact
1199 contact.geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref contact);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1210 {
1211 //p1.PhysicsActorType
1212 int material = (int)Material.Wood;
1213
1214 if (p2 is OdePrim)
1215 material = ((OdePrim)p2).m_material;
1216
1217 //m_log.DebugFormat("Material: {0}", material);
1218 m_materialContacts[material, 0].geom = curContact;
1219 _perloopContact.Add(curContact);
1220
1221 if (m_global_contactcount < maxContactsbeforedeath)
1222 {
1223 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1224 m_global_contactcount++;
1225
1226 }
1227 }
1228 }
1229
1230 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1231 {
1232 d.JointAttach(joint, b1, b2);
1233 m_global_contactcount++;
1234 }
1235
1236 }
1237 collision_accounting_events(p1, p2, maxDepthContact);
1238 if (count > geomContactPointsStartthrottle)
1239 {
1240 // If there are more then 3 contact points, it's likely
1241 // that we've got a pile of objects, so ...
1242 // We don't want to send out hundreds of terse updates over and over again
1243 // so lets throttle them and send them again after it's somewhat sorted out.
1244 p2.ThrottleUpdates = true;
1245 }
1246 //m_log.Debug(count.ToString());
1247 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1248 }
1249 }
1250
1251 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1252 {
1253 bool result = false;
1254 //return result;
1255 if (!m_filterCollisions)
1256 return false;
1257
1258 ActorTypes at = (ActorTypes)atype;
1259 lock (_perloopContact)
1260 {
1261 foreach (d.ContactGeom contact in _perloopContact)
1262 {
1263 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1264 //{
1265 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1266 if (at == ActorTypes.Agent)
1267 {
1268 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)
1269 {
1270
1271 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1272 {
1273 //contactGeom.depth *= .00005f;
1274 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1275 // 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));
1276 result = true;
1277 break;
1278 }
1279 else
1280 {
1281 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1282 }
1283 }
1284 else
1285 {
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 //int i = 0;
1288 }
1289 }
1290 else if (at == ActorTypes.Prim)
1291 {
1292 //d.AABB aabb1 = new d.AABB();
1293 //d.AABB aabb2 = new d.AABB();
1294
1295 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1296 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1297 //aabb1.
1298 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)
1299 {
1300 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1301 {
1302 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1303 {
1304 result = true;
1305 break;
1306 }
1307 }
1308 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1309 //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));
1310 }
1311
1312 }
1313
1314 //}
1315
1316 }
1317 }
1318 return result;
1319 }
1320
1321 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1322 {
1323 // obj1LocalID = 0;
1324 //returncollisions = false;
1325 obj2LocalID = 0;
1326 //ctype = 0;
1327 //cStartStop = 0;
1328 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1329 return;
1330
1331 switch ((ActorTypes)p2.PhysicsActorType)
1332 {
1333 case ActorTypes.Agent:
1334 cc2 = (OdeCharacter)p2;
1335
1336 // obj1LocalID = cc2.m_localID;
1337 switch ((ActorTypes)p1.PhysicsActorType)
1338 {
1339 case ActorTypes.Agent:
1340 cc1 = (OdeCharacter)p1;
1341 obj2LocalID = cc1.m_localID;
1342 cc1.AddCollisionEvent(cc2.m_localID, contact);
1343 //ctype = (int)CollisionCategories.Character;
1344
1345 //if (cc1.CollidingObj)
1346 //cStartStop = (int)StatusIndicators.Generic;
1347 //else
1348 //cStartStop = (int)StatusIndicators.Start;
1349
1350 //returncollisions = true;
1351 break;
1352 case ActorTypes.Prim:
1353 if (p1 is OdePrim)
1354 {
1355 cp1 = (OdePrim) p1;
1356 obj2LocalID = cp1.m_localID;
1357 cp1.AddCollisionEvent(cc2.m_localID, contact);
1358 }
1359 //ctype = (int)CollisionCategories.Geom;
1360
1361 //if (cp1.CollidingObj)
1362 //cStartStop = (int)StatusIndicators.Generic;
1363 //else
1364 //cStartStop = (int)StatusIndicators.Start;
1365
1366 //returncollisions = true;
1367 break;
1368
1369 case ActorTypes.Ground:
1370 case ActorTypes.Unknown:
1371 obj2LocalID = 0;
1372 //ctype = (int)CollisionCategories.Land;
1373 //returncollisions = true;
1374 break;
1375 }
1376
1377 cc2.AddCollisionEvent(obj2LocalID, contact);
1378 break;
1379 case ActorTypes.Prim:
1380
1381 if (p2 is OdePrim)
1382 {
1383 cp2 = (OdePrim) p2;
1384
1385 // obj1LocalID = cp2.m_localID;
1386 switch ((ActorTypes) p1.PhysicsActorType)
1387 {
1388 case ActorTypes.Agent:
1389 if (p1 is OdeCharacter)
1390 {
1391 cc1 = (OdeCharacter) p1;
1392 obj2LocalID = cc1.m_localID;
1393 cc1.AddCollisionEvent(cp2.m_localID, contact);
1394 //ctype = (int)CollisionCategories.Character;
1395
1396 //if (cc1.CollidingObj)
1397 //cStartStop = (int)StatusIndicators.Generic;
1398 //else
1399 //cStartStop = (int)StatusIndicators.Start;
1400 //returncollisions = true;
1401 }
1402 break;
1403 case ActorTypes.Prim:
1404
1405 if (p1 is OdePrim)
1406 {
1407 cp1 = (OdePrim) p1;
1408 obj2LocalID = cp1.m_localID;
1409 cp1.AddCollisionEvent(cp2.m_localID, contact);
1410 //ctype = (int)CollisionCategories.Geom;
1411
1412 //if (cp1.CollidingObj)
1413 //cStartStop = (int)StatusIndicators.Generic;
1414 //else
1415 //cStartStop = (int)StatusIndicators.Start;
1416
1417 //returncollisions = true;
1418 }
1419 break;
1420
1421 case ActorTypes.Ground:
1422 case ActorTypes.Unknown:
1423 obj2LocalID = 0;
1424 //ctype = (int)CollisionCategories.Land;
1425
1426 //returncollisions = true;
1427 break;
1428 }
1429
1430 cp2.AddCollisionEvent(obj2LocalID, contact);
1431 }
1432 break;
1433 }
1434 //if (returncollisions)
1435 //{
1436
1437 //lock (m_storedCollisions)
1438 //{
1439 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1440 //if (m_storedCollisions.ContainsKey(cDictKey))
1441 //{
1442 //sCollisionData objd = m_storedCollisions[cDictKey];
1443 //objd.NumberOfCollisions += 1;
1444 //objd.lastframe = framecount;
1445 //m_storedCollisions[cDictKey] = objd;
1446 //}
1447 //else
1448 //{
1449 //sCollisionData objd = new sCollisionData();
1450 //objd.ColliderLocalId = obj1LocalID;
1451 //objd.CollidedWithLocalId = obj2LocalID;
1452 //objd.CollisionType = ctype;
1453 //objd.NumberOfCollisions = 1;
1454 //objd.lastframe = framecount;
1455 //objd.StatusIndicator = cStartStop;
1456 //m_storedCollisions.Add(cDictKey, objd);
1457 //}
1458 //}
1459 // }
1460 }
1461
1462 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1463 {
1464 /* String name1 = null;
1465 String name2 = null;
1466
1467 if (!geom_name_map.TryGetValue(trimesh, out name1))
1468 {
1469 name1 = "null";
1470 }
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1477 */
1478 return 1;
1479 }
1480
1481 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1482 {
1483 String name1 = null;
1484 String name2 = null;
1485
1486 if (!geom_name_map.TryGetValue(trimesh, out name1))
1487 {
1488 name1 = "null";
1489 }
1490
1491 if (!geom_name_map.TryGetValue(refObject, out name2))
1492 {
1493 name2 = "null";
1494 }
1495
1496 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1497
1498 d.Vector3 v0 = new d.Vector3();
1499 d.Vector3 v1 = new d.Vector3();
1500 d.Vector3 v2 = new d.Vector3();
1501
1502 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1503 // 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);
1504
1505 return 1;
1506 }
1507
1508 /// <summary>
1509 /// This is our collision testing routine in ODE
1510 /// </summary>
1511 /// <param name="timeStep"></param>
1512 private void collision_optimized(float timeStep)
1513 {
1514 _perloopContact.Clear();
1515
1516 lock (_characters)
1517 {
1518 foreach (OdeCharacter chr in _characters)
1519 {
1520 // Reset the collision values to false
1521 // since we don't know if we're colliding yet
1522
1523 // For some reason this can happen. Don't ask...
1524 //
1525 if (chr == null)
1526 continue;
1527
1528 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1529 continue;
1530
1531 chr.IsColliding = false;
1532 chr.CollidingGround = false;
1533 chr.CollidingObj = false;
1534
1535 // test the avatar's geometry for collision with the space
1536 // This will return near and the space that they are the closest to
1537 // And we'll run this again against the avatar and the space segment
1538 // This will return with a bunch of possible objects in the space segment
1539 // and we'll run it again on all of them.
1540 try
1541 {
1542 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1543 }
1544 catch (AccessViolationException)
1545 {
1546 m_log.Warn("[PHYSICS]: Unable to space collide");
1547 }
1548 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1549 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1550 //{
1551 //chr.Position.Z = terrainheight + 10.0f;
1552 //forcedZ = true;
1553 //}
1554 }
1555 }
1556
1557 lock (_activeprims)
1558 {
1559 List<OdePrim> removeprims = null;
1560 foreach (OdePrim chr in _activeprims)
1561 {
1562 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1563 {
1564 try
1565 {
1566 lock (chr)
1567 {
1568 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1569 {
1570 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1571 }
1572 else
1573 {
1574 if (removeprims == null)
1575 {
1576 removeprims = new List<OdePrim>();
1577 }
1578 removeprims.Add(chr);
1579 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!");
1580 }
1581 }
1582 }
1583 catch (AccessViolationException)
1584 {
1585 m_log.Warn("[PHYSICS]: Unable to space collide");
1586 }
1587 }
1588 }
1589 if (removeprims != null)
1590 {
1591 foreach (OdePrim chr in removeprims)
1592 {
1593 _activeprims.Remove(chr);
1594 }
1595 }
1596 }
1597
1598 _perloopContact.Clear();
1599 }
1600
1601 #endregion
1602
1603 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1604 {
1605 m_worldOffset = offset;
1606 WorldExtents = new Vector2(extents.X, extents.Y);
1607 m_parentScene = pScene;
1608
1609 }
1610
1611 // Recovered for use by fly height. Kitto Flora
1612 public float GetTerrainHeightAtXY(float x, float y)
1613 {
1614
1615 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1616 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1617
1618 IntPtr heightFieldGeom = IntPtr.Zero;
1619
1620 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1621 {
1622 if (heightFieldGeom != IntPtr.Zero)
1623 {
1624 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1625 {
1626
1627 int index;
1628
1629
1630 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1631 (int)x < 0.001f || (int)y < 0.001f)
1632 return 0;
1633
1634 x = x - offsetX;
1635 y = y - offsetY;
1636
1637 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1638
1639 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1640 {
1641 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1642 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1643 }
1644
1645 else
1646 return 0f;
1647 }
1648 else
1649 {
1650 return 0f;
1651 }
1652
1653 }
1654 else
1655 {
1656 return 0f;
1657 }
1658
1659 }
1660 else
1661 {
1662 return 0f;
1663 }
1664
1665
1666 }
1667// End recovered. Kitto Flora
1668
1669 public void addCollisionEventReporting(PhysicsActor obj)
1670 {
1671 lock (_collisionEventPrim)
1672 {
1673 if (!_collisionEventPrim.Contains(obj))
1674 _collisionEventPrim.Add(obj);
1675 }
1676 }
1677
1678 public void remCollisionEventReporting(PhysicsActor obj)
1679 {
1680 lock (_collisionEventPrim)
1681 {
1682 if (!_collisionEventPrim.Contains(obj))
1683 _collisionEventPrim.Remove(obj);
1684 }
1685 }
1686
1687 #region Add/Remove Entities
1688
1689 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1690 {
1691 Vector3 pos;
1692 pos.X = position.X;
1693 pos.Y = position.Y;
1694 pos.Z = position.Z;
1695 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1696 newAv.Flying = isFlying;
1697 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1698
1699 return newAv;
1700 }
1701
1702 public void AddCharacter(OdeCharacter chr)
1703 {
1704 lock (_characters)
1705 {
1706 if (!_characters.Contains(chr))
1707 {
1708 _characters.Add(chr);
1709 if (chr.bad)
1710 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1711 }
1712 }
1713 }
1714
1715 public void RemoveCharacter(OdeCharacter chr)
1716 {
1717 lock (_characters)
1718 {
1719 if (_characters.Contains(chr))
1720 {
1721 _characters.Remove(chr);
1722 }
1723 }
1724 }
1725 public void BadCharacter(OdeCharacter chr)
1726 {
1727 lock (_badCharacter)
1728 {
1729 if (!_badCharacter.Contains(chr))
1730 _badCharacter.Add(chr);
1731 }
1732 }
1733
1734 public override void RemoveAvatar(PhysicsActor actor)
1735 {
1736 //m_log.Debug("[PHYSICS]:ODELOCK");
1737 ((OdeCharacter) actor).Destroy();
1738
1739 }
1740
1741 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1742 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1743 {
1744
1745 Vector3 pos = position;
1746 Vector3 siz = size;
1747 Quaternion rot = rotation;
1748
1749 OdePrim newPrim;
1750 lock (OdeLock)
1751 {
1752 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1753
1754 lock (_prims)
1755 _prims.Add(newPrim);
1756 }
1757
1758 return newPrim;
1759 }
1760
1761 public void addActivePrim(OdePrim activatePrim)
1762 {
1763 // adds active prim.. (ones that should be iterated over in collisions_optimized
1764 lock (_activeprims)
1765 {
1766 if (!_activeprims.Contains(activatePrim))
1767 _activeprims.Add(activatePrim);
1768 //else
1769 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1770 }
1771 }
1772
1773 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1774 Vector3 size, Quaternion rotation) //To be removed
1775 {
1776 return AddPrimShape(primName, pbs, position, size, rotation, false);
1777 }
1778
1779 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1780 Vector3 size, Quaternion rotation, bool isPhysical)
1781 {
1782 PhysicsActor result;
1783 IMesh mesh = null;
1784
1785 if (needsMeshing(pbs))
1786 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1787
1788 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 if (prim.IsPhysical)
2178 {
2179 prim.disableBody();
2180 if (prim.childPrim)
2181 {
2182 prim.childPrim = false;
2183 prim.Body = IntPtr.Zero;
2184 prim.m_disabled = true;
2185 prim.IsPhysical = false;
2186 }
2187
2188
2189 }
2190 // we don't want to remove the main space
2191
2192 // If the geometry is in the targetspace, remove it from the target space
2193 //m_log.Warn(prim.m_targetSpace);
2194
2195 //if (prim.m_targetSpace != IntPtr.Zero)
2196 //{
2197 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2198 //{
2199
2200 //if (d.GeomIsSpace(prim.m_targetSpace))
2201 //{
2202 //waitForSpaceUnlock(prim.m_targetSpace);
2203 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2204 prim.m_targetSpace = IntPtr.Zero;
2205 //}
2206 //else
2207 //{
2208 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2209 //((OdePrim)prim).m_targetSpace.ToString());
2210 //}
2211
2212 //}
2213 //}
2214 //m_log.Warn(prim.prim_geom);
2215 try
2216 {
2217 if (prim.prim_geom != IntPtr.Zero)
2218 {
2219
2220//string tPA;
2221//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2222//Console.WriteLine("**** Remove {0}", tPA);
2223 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2224 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2225 d.GeomDestroy(prim.prim_geom);
2226 prim.prim_geom = IntPtr.Zero;
2227 }
2228 else
2229 {
2230 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2231 }
2232 }
2233 catch (AccessViolationException)
2234 {
2235 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2236 }
2237 lock (_prims)
2238 _prims.Remove(prim);
2239
2240 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2241 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2242 //{
2243 //if (prim.m_targetSpace != null)
2244 //{
2245 //if (d.GeomIsSpace(prim.m_targetSpace))
2246 //{
2247 //waitForSpaceUnlock(prim.m_targetSpace);
2248 //d.SpaceRemove(space, prim.m_targetSpace);
2249 // free up memory used by the space.
2250 //d.SpaceDestroy(prim.m_targetSpace);
2251 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2252 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2253 //}
2254 //else
2255 //{
2256 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2257 //((OdePrim) prim).m_targetSpace.ToString());
2258 //}
2259 //}
2260 //}
2261
2262 if (SupportsNINJAJoints)
2263 {
2264 RemoveAllJointsConnectedToActorThreadLocked(prim);
2265 }
2266 }
2267 }
2268 }
2269 }
2270
2271 #endregion
2272
2273 #region Space Separation Calculation
2274
2275 /// <summary>
2276 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2277 /// </summary>
2278 /// <param name="pSpace"></param>
2279 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2280 {
2281 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2282 {
2283 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2284 {
2285 if (staticPrimspace[x, y] == pSpace)
2286 staticPrimspace[x, y] = IntPtr.Zero;
2287 }
2288 }
2289 }
2290
2291 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2292 {
2293 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2294 }
2295
2296 /// <summary>
2297 /// Called when a static prim moves. Allocates a space for the prim based on its position
2298 /// </summary>
2299 /// <param name="geom">the pointer to the geom that moved</param>
2300 /// <param name="pos">the position that the geom moved to</param>
2301 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2302 /// <returns>a pointer to the new space it's in</returns>
2303 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2304 {
2305 // Called from setting the Position and Size of an ODEPrim so
2306 // it's already in locked space.
2307
2308 // we don't want to remove the main space
2309 // we don't need to test physical here because this function should
2310 // never be called if the prim is physical(active)
2311
2312 // All physical prim end up in the root space
2313 //Thread.Sleep(20);
2314 if (currentspace != space)
2315 {
2316 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2317 //if (currentspace == IntPtr.Zero)
2318 //{
2319 //int adfadf = 0;
2320 //}
2321 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(currentspace);
2326 d.SpaceRemove(currentspace, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2331 " Geom:" + geom);
2332 }
2333 }
2334 else
2335 {
2336 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2337 if (sGeomIsIn != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(sGeomIsIn);
2342 d.SpaceRemove(sGeomIsIn, geom);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 sGeomIsIn + " Geom:" + geom);
2348 }
2349 }
2350 }
2351
2352 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2353 if (d.SpaceGetNumGeoms(currentspace) == 0)
2354 {
2355 if (currentspace != IntPtr.Zero)
2356 {
2357 if (d.GeomIsSpace(currentspace))
2358 {
2359 waitForSpaceUnlock(currentspace);
2360 waitForSpaceUnlock(space);
2361 d.SpaceRemove(space, currentspace);
2362 // free up memory used by the space.
2363
2364 //d.SpaceDestroy(currentspace);
2365 resetSpaceArrayItemToZero(currentspace);
2366 }
2367 else
2368 {
2369 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2370 currentspace + " Geom:" + geom);
2371 }
2372 }
2373 }
2374 }
2375 else
2376 {
2377 // this is a physical object that got disabled. ;.;
2378 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2379 {
2380 if (d.SpaceQuery(currentspace, geom))
2381 {
2382 if (d.GeomIsSpace(currentspace))
2383 {
2384 waitForSpaceUnlock(currentspace);
2385 d.SpaceRemove(currentspace, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 currentspace + " Geom:" + geom);
2391 }
2392 }
2393 else
2394 {
2395 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2396 if (sGeomIsIn != IntPtr.Zero)
2397 {
2398 if (d.GeomIsSpace(sGeomIsIn))
2399 {
2400 waitForSpaceUnlock(sGeomIsIn);
2401 d.SpaceRemove(sGeomIsIn, geom);
2402 }
2403 else
2404 {
2405 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2406 sGeomIsIn + " Geom:" + geom);
2407 }
2408 }
2409 }
2410 }
2411 }
2412
2413 // The routines in the Position and Size sections do the 'inserting' into the space,
2414 // so all we have to do is make sure that the space that we're putting the prim into
2415 // is in the 'main' space.
2416 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2417 IntPtr newspace = calculateSpaceForGeom(pos);
2418
2419 if (newspace == IntPtr.Zero)
2420 {
2421 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2422 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2423 }
2424
2425 return newspace;
2426 }
2427
2428 /// <summary>
2429 /// Creates a new space at X Y
2430 /// </summary>
2431 /// <param name="iprimspaceArrItemX"></param>
2432 /// <param name="iprimspaceArrItemY"></param>
2433 /// <returns>A pointer to the created space</returns>
2434 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2435 {
2436 // creating a new space for prim and inserting it into main space.
2437 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2438 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2439 waitForSpaceUnlock(space);
2440 d.SpaceSetSublevel(space, 1);
2441 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2442 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2443 }
2444
2445 /// <summary>
2446 /// Calculates the space the prim should be in by its position
2447 /// </summary>
2448 /// <param name="pos"></param>
2449 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2450 public IntPtr calculateSpaceForGeom(Vector3 pos)
2451 {
2452 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2453 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2454 return staticPrimspace[xyspace[0], xyspace[1]];
2455 }
2456
2457 /// <summary>
2458 /// Holds the space allocation logic
2459 /// </summary>
2460 /// <param name="pos"></param>
2461 /// <returns>an array item based on the position</returns>
2462 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2463 {
2464 int[] returnint = new int[2];
2465
2466 returnint[0] = (int) (pos.X/metersInSpace);
2467
2468 if (returnint[0] > ((int) (259f/metersInSpace)))
2469 returnint[0] = ((int) (259f/metersInSpace));
2470 if (returnint[0] < 0)
2471 returnint[0] = 0;
2472
2473 returnint[1] = (int) (pos.Y/metersInSpace);
2474 if (returnint[1] > ((int) (259f/metersInSpace)))
2475 returnint[1] = ((int) (259f/metersInSpace));
2476 if (returnint[1] < 0)
2477 returnint[1] = 0;
2478
2479 return returnint;
2480 }
2481
2482 #endregion
2483
2484 /// <summary>
2485 /// Routine to figure out if we need to mesh this prim with our mesher
2486 /// </summary>
2487 /// <param name="pbs"></param>
2488 /// <returns></returns>
2489 public bool needsMeshing(PrimitiveBaseShape pbs)
2490 {
2491 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2492 // but we still need to check for sculptie meshing being enabled so this is the most
2493 // convenient place to do it for now...
2494
2495 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2496 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2497 int iPropertiesNotSupportedDefault = 0;
2498
2499 if (pbs.SculptEntry && !meshSculptedPrim)
2500 {
2501#if SPAM
2502 m_log.Warn("NonMesh");
2503#endif
2504 return false;
2505 }
2506
2507 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2508 if (!forceSimplePrimMeshing)
2509 {
2510 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2511 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2512 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2513 {
2514
2515 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2516 && pbs.ProfileHollow == 0
2517 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2518 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2519 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2520 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2521 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2522 {
2523#if SPAM
2524 m_log.Warn("NonMesh");
2525#endif
2526 return false;
2527 }
2528 }
2529 }
2530
2531 if (pbs.ProfileHollow != 0)
2532 iPropertiesNotSupportedDefault++;
2533
2534 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2535 iPropertiesNotSupportedDefault++;
2536
2537 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2538 iPropertiesNotSupportedDefault++;
2539
2540 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2541 iPropertiesNotSupportedDefault++;
2542
2543 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2544 iPropertiesNotSupportedDefault++;
2545
2546 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2547 iPropertiesNotSupportedDefault++;
2548
2549 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2550 iPropertiesNotSupportedDefault++;
2551
2552 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2553 iPropertiesNotSupportedDefault++;
2554
2555 // test for torus
2556 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2557 {
2558 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2559 {
2560 iPropertiesNotSupportedDefault++;
2561 }
2562 }
2563 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2564 {
2565 if (pbs.PathCurve == (byte)Extrusion.Straight)
2566 {
2567 iPropertiesNotSupportedDefault++;
2568 }
2569
2570 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2577 {
2578 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2579 {
2580 iPropertiesNotSupportedDefault++;
2581 }
2582 }
2583 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2584 {
2585 if (pbs.PathCurve == (byte)Extrusion.Straight)
2586 {
2587 iPropertiesNotSupportedDefault++;
2588 }
2589 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2590 {
2591 iPropertiesNotSupportedDefault++;
2592 }
2593 }
2594
2595
2596 if (iPropertiesNotSupportedDefault == 0)
2597 {
2598#if SPAM
2599 m_log.Warn("NonMesh");
2600#endif
2601 return false;
2602 }
2603#if SPAM
2604 m_log.Debug("Mesh");
2605#endif
2606 return true;
2607 }
2608
2609 /// <summary>
2610 /// Called after our prim properties are set Scale, position etc.
2611 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2612 /// This assures us that we have no race conditions
2613 /// </summary>
2614 /// <param name="prim"></param>
2615 public override void AddPhysicsActorTaint(PhysicsActor prim)
2616 {
2617
2618 if (prim is OdePrim)
2619 {
2620 OdePrim taintedprim = ((OdePrim) prim);
2621 lock (_taintedPrimLock)
2622 {
2623 if (!(_taintedPrimH.Contains(taintedprim)))
2624 {
2625//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2626 _taintedPrimH.Add(taintedprim); // HashSet for searching
2627 _taintedPrimL.Add(taintedprim); // List for ordered readout
2628 }
2629 }
2630 return;
2631 }
2632 else if (prim is OdeCharacter)
2633 {
2634 OdeCharacter taintedchar = ((OdeCharacter)prim);
2635 lock (_taintedActors)
2636 {
2637 if (!(_taintedActors.Contains(taintedchar)))
2638 {
2639 _taintedActors.Add(taintedchar);
2640 if (taintedchar.bad)
2641 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2642 }
2643 }
2644 }
2645 }
2646
2647 /// <summary>
2648 /// This is our main simulate loop
2649 /// It's thread locked by a Mutex in the scene.
2650 /// It holds Collisions, it instructs ODE to step through the physical reactions
2651 /// It moves the objects around in memory
2652 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2653 /// </summary>
2654 /// <param name="timeStep"></param>
2655 /// <returns></returns>
2656 public override float Simulate(float timeStep)
2657 {
2658 if (framecount >= int.MaxValue)
2659 framecount = 0;
2660 //if (m_worldOffset != Vector3.Zero)
2661 // return 0;
2662
2663 framecount++;
2664
2665 DateTime now = DateTime.UtcNow;
2666 TimeSpan SinceLastFrame = now - m_lastframe;
2667 m_lastframe = now;
2668 float realtime = (float)SinceLastFrame.TotalSeconds;
2669// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2670 timeStep = realtime;
2671
2672 // float fps = 1.0f / realtime;
2673 float fps = 0.0f; // number of ODE steps in this Simulate step
2674 //m_log.Info(timeStep.ToString());
2675 step_time += timeStep;
2676
2677 // If We're loaded down by something else,
2678 // or debugging with the Visual Studio project on pause
2679 // skip a few frames to catch up gracefully.
2680 // without shooting the physicsactors all over the place
2681
2682 if (step_time >= m_SkipFramesAtms)
2683 {
2684 // Instead of trying to catch up, it'll do 5 physics frames only
2685 step_time = ODE_STEPSIZE;
2686 m_physicsiterations = 5;
2687 }
2688 else
2689 {
2690 m_physicsiterations = 10;
2691 }
2692
2693 if (SupportsNINJAJoints)
2694 {
2695 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2696 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2697 }
2698
2699 lock (OdeLock)
2700 {
2701 // Process 10 frames if the sim is running normal..
2702 // process 5 frames if the sim is running slow
2703 //try
2704 //{
2705 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2706 //}
2707 //catch (StackOverflowException)
2708 //{
2709 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2710 // ode.drelease(world);
2711 //base.TriggerPhysicsBasedRestart();
2712 //}
2713
2714 int i = 0;
2715
2716 // Figure out the Frames Per Second we're going at.
2717 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2718
2719 // fps = (step_time / ODE_STEPSIZE) * 1000;
2720 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2721 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2722
2723 // step_time = 0.09375f;
2724
2725 while (step_time > 0.0f)
2726 {
2727 //lock (ode)
2728 //{
2729 //if (!ode.lockquery())
2730 //{
2731 // ode.dlock(world);
2732 try
2733 {
2734 // Insert, remove Characters
2735 bool processedtaints = false;
2736
2737 lock (_taintedActors)
2738 {
2739 if (_taintedActors.Count > 0)
2740 {
2741 foreach (OdeCharacter character in _taintedActors)
2742 {
2743
2744 character.ProcessTaints(ODE_STEPSIZE);
2745
2746 processedtaints = true;
2747 //character.m_collisionscore = 0;
2748 }
2749
2750 if (processedtaints)
2751 _taintedActors.Clear();
2752 }
2753 } // end lock _taintedActors
2754
2755 // Modify other objects in the scene.
2756 processedtaints = false;
2757
2758 lock (_taintedPrimLock)
2759 {
2760 foreach (OdePrim prim in _taintedPrimL)
2761 {
2762 if (prim.m_taintremove)
2763 {
2764 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2765 RemovePrimThreadLocked(prim);
2766 }
2767 else
2768 {
2769 //Console.WriteLine("Simulate calls ProcessTaints");
2770 prim.ProcessTaints(ODE_STEPSIZE);
2771 }
2772 processedtaints = true;
2773 prim.m_collisionscore = 0;
2774
2775 // This loop can block up the Heartbeat for a very long time on large regions.
2776 // We need to let the Watchdog know that the Heartbeat is not dead
2777 // NOTE: This is currently commented out, but if things like OAR loading are
2778 // timing the heartbeat out we will need to uncomment it
2779 //Watchdog.UpdateThread();
2780 }
2781
2782 if (SupportsNINJAJoints)
2783 {
2784 // Create pending joints, if possible
2785
2786 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2787 // a joint requires specifying the body id of both involved bodies
2788 if (pendingJoints.Count > 0)
2789 {
2790 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2791 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2792 foreach (PhysicsJoint joint in pendingJoints)
2793 {
2794 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2795 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2796 System.StringSplitOptions.RemoveEmptyEntries);
2797 List<IntPtr> jointBodies = new List<IntPtr>();
2798 bool allJointBodiesAreReady = true;
2799 foreach (string jointParam in jointParams)
2800 {
2801 if (jointParam == "NULL")
2802 {
2803 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2804 jointBodies.Add(IntPtr.Zero);
2805 }
2806 else
2807 {
2808 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2809 bool foundPrim = false;
2810 lock (_prims)
2811 {
2812 foreach (OdePrim prim in _prims) // FIXME: inefficient
2813 {
2814 if (prim.SOPName == jointParam)
2815 {
2816 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2817 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2818 {
2819 jointBodies.Add(prim.Body);
2820 foundPrim = true;
2821 break;
2822 }
2823 else
2824 {
2825 DoJointErrorMessage(joint, "prim name " + jointParam +
2826 " exists but is not (yet) physical; deferring joint creation. " +
2827 "IsPhysical property is " + prim.IsPhysical +
2828 " and body is " + prim.Body);
2829 foundPrim = false;
2830 break;
2831 }
2832 }
2833 }
2834 }
2835 if (foundPrim)
2836 {
2837 // all is fine
2838 }
2839 else
2840 {
2841 allJointBodiesAreReady = false;
2842 break;
2843 }
2844 }
2845 }
2846 if (allJointBodiesAreReady)
2847 {
2848 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2849 if (jointBodies[0] == jointBodies[1])
2850 {
2851 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2852 }
2853 else
2854 {
2855 switch (joint.Type)
2856 {
2857 case PhysicsJointType.Ball:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2861 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetBallAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 //DoJointErrorMessage(joint, "ODE joint setting OK");
2870 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2871 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2872 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2873 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2874
2875 if (joint is OdePhysicsJoint)
2876 {
2877 ((OdePhysicsJoint)joint).jointID = odeJoint;
2878 }
2879 else
2880 {
2881 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2882 }
2883 }
2884 break;
2885 case PhysicsJointType.Hinge:
2886 {
2887 IntPtr odeJoint;
2888 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2889 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2890 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2891 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2892 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2893 d.JointSetHingeAnchor(odeJoint,
2894 joint.Position.X,
2895 joint.Position.Y,
2896 joint.Position.Z);
2897 // We use the orientation of the x-axis of the joint's coordinate frame
2898 // as the axis for the hinge.
2899
2900 // Therefore, we must get the joint's coordinate frame based on the
2901 // joint.Rotation field, which originates from the orientation of the
2902 // joint's proxy object in the scene.
2903
2904 // The joint's coordinate frame is defined as the transformation matrix
2905 // that converts a vector from joint-local coordinates into world coordinates.
2906 // World coordinates are defined as the XYZ coordinate system of the sim,
2907 // as shown in the top status-bar of the viewer.
2908
2909 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2910 // and use that as the hinge axis.
2911
2912 //joint.Rotation.Normalize();
2913 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2914
2915 // Now extract the X axis of the joint's coordinate frame.
2916
2917 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2918 // tar pit of transposed, inverted, and generally messed-up orientations.
2919 // (In other words, Matrix4.AtAxis() is borked.)
2920 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2921
2922 // Instead, compute the X axis of the coordinate frame by transforming
2923 // the (1,0,0) vector. At least that works.
2924
2925 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2926 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2927 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2928 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2929 d.JointSetHingeAxis(odeJoint,
2930 jointAxis.X,
2931 jointAxis.Y,
2932 jointAxis.Z);
2933 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2934 if (joint is OdePhysicsJoint)
2935 {
2936 ((OdePhysicsJoint)joint).jointID = odeJoint;
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2941 }
2942 }
2943 break;
2944 }
2945 successfullyProcessedPendingJoints.Add(joint);
2946 }
2947 }
2948 else
2949 {
2950 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2951 }
2952 }
2953 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2954 {
2955 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2956 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2957 InternalRemovePendingJoint(successfullyProcessedJoint);
2958 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2959 InternalAddActiveJoint(successfullyProcessedJoint);
2960 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2961 }
2962 }
2963 } // end SupportsNINJAJoints
2964
2965 if (processedtaints)
2966//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2967 _taintedPrimH.Clear(); // ??? if this only ???
2968 _taintedPrimL.Clear();
2969 } // end lock _taintedPrimLock
2970
2971 // Move characters
2972 lock (_characters)
2973 {
2974 List<OdeCharacter> defects = new List<OdeCharacter>();
2975 foreach (OdeCharacter actor in _characters)
2976 {
2977 if (actor != null)
2978 actor.Move(ODE_STEPSIZE, defects);
2979 }
2980 if (0 != defects.Count)
2981 {
2982 foreach (OdeCharacter defect in defects)
2983 {
2984 RemoveCharacter(defect);
2985 }
2986 }
2987 } // end lock _characters
2988
2989 // Move other active objects
2990 lock (_activeprims)
2991 {
2992 foreach (OdePrim prim in _activeprims)
2993 {
2994 prim.m_collisionscore = 0;
2995 prim.Move(ODE_STEPSIZE);
2996 }
2997 } // end lock _activeprims
2998
2999 //if ((framecount % m_randomizeWater) == 0)
3000 // randomizeWater(waterlevel);
3001
3002 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3003 m_rayCastManager.ProcessQueuedRequests();
3004
3005 collision_optimized(ODE_STEPSIZE);
3006
3007 lock (_collisionEventPrim)
3008 {
3009 foreach (PhysicsActor obj in _collisionEventPrim)
3010 {
3011 if (obj == null)
3012 continue;
3013
3014 switch ((ActorTypes)obj.PhysicsActorType)
3015 {
3016 case ActorTypes.Agent:
3017 OdeCharacter cobj = (OdeCharacter)obj;
3018 cobj.AddCollisionFrameTime(100);
3019 cobj.SendCollisions();
3020 break;
3021 case ActorTypes.Prim:
3022 OdePrim pobj = (OdePrim)obj;
3023 pobj.SendCollisions();
3024 break;
3025 }
3026 }
3027 } // end lock _collisionEventPrim
3028
3029 //if (m_global_contactcount > 5)
3030 //{
3031 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3032 //}
3033
3034 m_global_contactcount = 0;
3035
3036 d.WorldQuickStep(world, ODE_STEPSIZE);
3037 d.JointGroupEmpty(contactgroup);
3038 fps++;
3039 //ode.dunlock(world);
3040 } // end try
3041 catch (Exception e)
3042 {
3043 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3044 ode.dunlock(world);
3045 }
3046
3047 step_time -= ODE_STEPSIZE;
3048 i++;
3049 //}
3050 //else
3051 //{
3052 //fps = 0;
3053 //}
3054 //}
3055 } // end while (step_time > 0.0f)
3056
3057 lock (_characters)
3058 {
3059 foreach (OdeCharacter actor in _characters)
3060 {
3061 if (actor != null)
3062 {
3063 if (actor.bad)
3064 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3065 actor.UpdatePositionAndVelocity();
3066 }
3067 }
3068 }
3069
3070 lock (_badCharacter)
3071 {
3072 if (_badCharacter.Count > 0)
3073 {
3074 foreach (OdeCharacter chr in _badCharacter)
3075 {
3076 RemoveCharacter(chr);
3077 }
3078 _badCharacter.Clear();
3079 }
3080 }
3081
3082 lock (_activeprims)
3083 {
3084 //if (timeStep < 0.2f)
3085 {
3086 foreach (OdePrim actor in _activeprims)
3087 {
3088 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3089 {
3090 actor.UpdatePositionAndVelocity();
3091
3092 if (SupportsNINJAJoints)
3093 {
3094 // If an actor moved, move its joint proxy objects as well.
3095 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3096 // for this purpose but it is never called! So we just do the joint
3097 // movement code here.
3098
3099 if (actor.SOPName != null &&
3100 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3101 joints_connecting_actor[actor.SOPName] != null &&
3102 joints_connecting_actor[actor.SOPName].Count > 0)
3103 {
3104 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3105 {
3106 if (affectedJoint.IsInPhysicsEngine)
3107 {
3108 DoJointMoved(affectedJoint);
3109 }
3110 else
3111 {
3112 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3113 }
3114 }
3115 }
3116 }
3117 }
3118 }
3119 }
3120 } // end lock _activeprims
3121
3122 //DumpJointInfo();
3123
3124 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3125 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3126 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3127 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3128 {
3129 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3130 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3131
3132 if (physics_logging_append_existing_logfile)
3133 {
3134 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3135 TextWriter fwriter = File.AppendText(fname);
3136 fwriter.WriteLine(header);
3137 fwriter.Close();
3138 }
3139 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3140 }
3141 } // end lock OdeLock
3142
3143 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3144 } // end Simulate
3145
3146 public override void GetResults()
3147 {
3148 }
3149
3150 public override bool IsThreaded
3151 {
3152 // for now we won't be multithreaded
3153 get { return (false); }
3154 }
3155
3156 #region ODE Specific Terrain Fixes
3157 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3158 {
3159 float[] returnarr = new float[262144];
3160 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3161
3162 // Filling out the array into its multi-dimensional components
3163 for (int y = 0; y < WorldExtents.Y; y++)
3164 {
3165 for (int x = 0; x < WorldExtents.X; x++)
3166 {
3167 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3168 }
3169 }
3170
3171 // Resize using Nearest Neighbour
3172
3173 // This particular way is quick but it only works on a multiple of the original
3174
3175 // The idea behind this method can be described with the following diagrams
3176 // second pass and third pass happen in the same loop really.. just separated
3177 // them to show what this does.
3178
3179 // First Pass
3180 // ResultArr:
3181 // 1,1,1,1,1,1
3182 // 1,1,1,1,1,1
3183 // 1,1,1,1,1,1
3184 // 1,1,1,1,1,1
3185 // 1,1,1,1,1,1
3186 // 1,1,1,1,1,1
3187
3188 // Second Pass
3189 // ResultArr2:
3190 // 1,,1,,1,,1,,1,,1,
3191 // ,,,,,,,,,,
3192 // 1,,1,,1,,1,,1,,1,
3193 // ,,,,,,,,,,
3194 // 1,,1,,1,,1,,1,,1,
3195 // ,,,,,,,,,,
3196 // 1,,1,,1,,1,,1,,1,
3197 // ,,,,,,,,,,
3198 // 1,,1,,1,,1,,1,,1,
3199 // ,,,,,,,,,,
3200 // 1,,1,,1,,1,,1,,1,
3201
3202 // Third pass fills in the blanks
3203 // ResultArr2:
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205 // 1,1,1,1,1,1,1,1,1,1,1,1
3206 // 1,1,1,1,1,1,1,1,1,1,1,1
3207 // 1,1,1,1,1,1,1,1,1,1,1,1
3208 // 1,1,1,1,1,1,1,1,1,1,1,1
3209 // 1,1,1,1,1,1,1,1,1,1,1,1
3210 // 1,1,1,1,1,1,1,1,1,1,1,1
3211 // 1,1,1,1,1,1,1,1,1,1,1,1
3212 // 1,1,1,1,1,1,1,1,1,1,1,1
3213 // 1,1,1,1,1,1,1,1,1,1,1,1
3214 // 1,1,1,1,1,1,1,1,1,1,1,1
3215
3216 // X,Y = .
3217 // X+1,y = ^
3218 // X,Y+1 = *
3219 // X+1,Y+1 = #
3220
3221 // Filling in like this;
3222 // .*
3223 // ^#
3224 // 1st .
3225 // 2nd *
3226 // 3rd ^
3227 // 4th #
3228 // on single loop.
3229
3230 float[,] resultarr2 = new float[512, 512];
3231 for (int y = 0; y < WorldExtents.Y; y++)
3232 {
3233 for (int x = 0; x < WorldExtents.X; x++)
3234 {
3235 resultarr2[y * 2, x * 2] = resultarr[y, x];
3236
3237 if (y < WorldExtents.Y)
3238 {
3239 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3240 }
3241 if (x < WorldExtents.X)
3242 {
3243 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3244 }
3245 if (x < WorldExtents.X && y < WorldExtents.Y)
3246 {
3247 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3248 }
3249 }
3250 }
3251
3252 //Flatten out the array
3253 int i = 0;
3254 for (int y = 0; y < 512; y++)
3255 {
3256 for (int x = 0; x < 512; x++)
3257 {
3258 if (resultarr2[y, x] <= 0)
3259 returnarr[i] = 0.0000001f;
3260 else
3261 returnarr[i] = resultarr2[y, x];
3262
3263 i++;
3264 }
3265 }
3266
3267 return returnarr;
3268 }
3269
3270 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3271 {
3272 float[] returnarr = new float[262144];
3273 float[,] resultarr = new float[512,512];
3274
3275 // Filling out the array into its multi-dimensional components
3276 for (int y = 0; y < 256; y++)
3277 {
3278 for (int x = 0; x < 256; x++)
3279 {
3280 resultarr[y, x] = heightMap[y * 256 + x];
3281 }
3282 }
3283
3284 // Resize using interpolation
3285
3286 // This particular way is quick but it only works on a multiple of the original
3287
3288 // The idea behind this method can be described with the following diagrams
3289 // second pass and third pass happen in the same loop really.. just separated
3290 // them to show what this does.
3291
3292 // First Pass
3293 // ResultArr:
3294 // 1,1,1,1,1,1
3295 // 1,1,1,1,1,1
3296 // 1,1,1,1,1,1
3297 // 1,1,1,1,1,1
3298 // 1,1,1,1,1,1
3299 // 1,1,1,1,1,1
3300
3301 // Second Pass
3302 // ResultArr2:
3303 // 1,,1,,1,,1,,1,,1,
3304 // ,,,,,,,,,,
3305 // 1,,1,,1,,1,,1,,1,
3306 // ,,,,,,,,,,
3307 // 1,,1,,1,,1,,1,,1,
3308 // ,,,,,,,,,,
3309 // 1,,1,,1,,1,,1,,1,
3310 // ,,,,,,,,,,
3311 // 1,,1,,1,,1,,1,,1,
3312 // ,,,,,,,,,,
3313 // 1,,1,,1,,1,,1,,1,
3314
3315 // Third pass fills in the blanks
3316 // ResultArr2:
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318 // 1,1,1,1,1,1,1,1,1,1,1,1
3319 // 1,1,1,1,1,1,1,1,1,1,1,1
3320 // 1,1,1,1,1,1,1,1,1,1,1,1
3321 // 1,1,1,1,1,1,1,1,1,1,1,1
3322 // 1,1,1,1,1,1,1,1,1,1,1,1
3323 // 1,1,1,1,1,1,1,1,1,1,1,1
3324 // 1,1,1,1,1,1,1,1,1,1,1,1
3325 // 1,1,1,1,1,1,1,1,1,1,1,1
3326 // 1,1,1,1,1,1,1,1,1,1,1,1
3327 // 1,1,1,1,1,1,1,1,1,1,1,1
3328
3329 // X,Y = .
3330 // X+1,y = ^
3331 // X,Y+1 = *
3332 // X+1,Y+1 = #
3333
3334 // Filling in like this;
3335 // .*
3336 // ^#
3337 // 1st .
3338 // 2nd *
3339 // 3rd ^
3340 // 4th #
3341 // on single loop.
3342
3343 float[,] resultarr2 = new float[512,512];
3344 for (int y = 0; y < (int)Constants.RegionSize; y++)
3345 {
3346 for (int x = 0; x < (int)Constants.RegionSize; x++)
3347 {
3348 resultarr2[y*2, x*2] = resultarr[y, x];
3349
3350 if (y < (int)Constants.RegionSize)
3351 {
3352 if (y + 1 < (int)Constants.RegionSize)
3353 {
3354 if (x + 1 < (int)Constants.RegionSize)
3355 {
3356 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3357 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3358 }
3359 else
3360 {
3361 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3362 }
3363 }
3364 else
3365 {
3366 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3367 }
3368 }
3369 if (x < (int)Constants.RegionSize)
3370 {
3371 if (x + 1 < (int)Constants.RegionSize)
3372 {
3373 if (y + 1 < (int)Constants.RegionSize)
3374 {
3375 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3376 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3377 }
3378 else
3379 {
3380 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3381 }
3382 }
3383 else
3384 {
3385 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3386 }
3387 }
3388 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3389 {
3390 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3391 {
3392 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3393 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3394 }
3395 else
3396 {
3397 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3398 }
3399 }
3400 }
3401 }
3402 //Flatten out the array
3403 int i = 0;
3404 for (int y = 0; y < 512; y++)
3405 {
3406 for (int x = 0; x < 512; x++)
3407 {
3408 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3409 {
3410 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3411 resultarr2[y, x] = 0;
3412 }
3413 returnarr[i] = resultarr2[y, x];
3414 i++;
3415 }
3416 }
3417
3418 return returnarr;
3419 }
3420
3421 #endregion
3422
3423 public override void SetTerrain(float[] heightMap)
3424 {
3425 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3426 {
3427 if (m_parentScene is OdeScene)
3428 {
3429 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3430 }
3431 }
3432 else
3433 {
3434 SetTerrain(heightMap, m_worldOffset);
3435 }
3436 }
3437
3438 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3439 {
3440
3441 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3442
3443 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3444 uint heightmapHeight = regionsize + 1;
3445
3446 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3447 uint heightmapHeightSamples = (uint)regionsize + 2;
3448
3449 // Array of height samples for ODE
3450 float[] _heightmap;
3451 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3452
3453 // Other ODE parameters
3454 const float scale = 1.0f;
3455 const float offset = 0.0f;
3456 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3457 const int wrap = 0;
3458
3459 float hfmin = 2000f;
3460 float hfmax = -2000f;
3461 float minele = 0.0f; // Dont allow -ve heights
3462
3463 uint x = 0;
3464 uint y = 0;
3465 uint xx = 0;
3466 uint yy = 0;
3467
3468 // load the height samples array from the heightMap
3469 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3470 {
3471 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3472 {
3473 xx = x - 1;
3474 if (xx < 0) xx = 0;
3475 if (xx > (regionsize - 1)) xx = regionsize - 1;
3476
3477 yy = y - 1;
3478 if (yy < 0) yy = 0;
3479 if (yy > (regionsize - 1)) yy = regionsize - 1;
3480 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3481 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3482 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3483 if (val < minele) val = minele;
3484 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3485 hfmin = (val < hfmin) ? val : hfmin;
3486 hfmax = (val > hfmax) ? val : hfmax;
3487 }
3488 }
3489
3490 lock (OdeLock)
3491 {
3492 IntPtr GroundGeom = IntPtr.Zero;
3493 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3494 {
3495 RegionTerrain.Remove(pOffset);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3499 {
3500 TerrainHeightFieldHeights.Remove(GroundGeom);
3501 }
3502 d.SpaceRemove(space, GroundGeom);
3503 d.GeomDestroy(GroundGeom);
3504 }
3505 }
3506 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3507 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3508 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3509 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3510 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3511 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3512 if (GroundGeom != IntPtr.Zero)
3513 {
3514 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3515 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3516 }
3517 geom_name_map[GroundGeom] = "Terrain";
3518
3519 d.Matrix3 R = new d.Matrix3();
3520
3521 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3522 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3523 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3524
3525 q1 = q1 * q2;
3526 //q1 = q1 * q3;
3527 Vector3 v3;
3528 float angle;
3529 q1.GetAxisAngle(out v3, out angle);
3530
3531 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3532 d.GeomSetRotation(GroundGeom, ref R);
3533 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3534 IntPtr testGround = IntPtr.Zero;
3535 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3536 {
3537 RegionTerrain.Remove(pOffset);
3538 }
3539 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3540 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3541 }
3542 }
3543
3544 public override void DeleteTerrain()
3545 {
3546 }
3547
3548 public float GetWaterLevel()
3549 {
3550 return waterlevel;
3551 }
3552
3553 public override bool SupportsCombining()
3554 {
3555 return true;
3556 }
3557
3558 public override void UnCombine(PhysicsScene pScene)
3559 {
3560 IntPtr localGround = IntPtr.Zero;
3561// float[] localHeightfield;
3562 bool proceed = false;
3563 List<IntPtr> geomDestroyList = new List<IntPtr>();
3564
3565 lock (OdeLock)
3566 {
3567 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3568 {
3569 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3570 {
3571 if (geom == localGround)
3572 {
3573// localHeightfield = TerrainHeightFieldHeights[geom];
3574 proceed = true;
3575 }
3576 else
3577 {
3578 geomDestroyList.Add(geom);
3579 }
3580 }
3581
3582 if (proceed)
3583 {
3584 m_worldOffset = Vector3.Zero;
3585 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3586 m_parentScene = null;
3587
3588 foreach (IntPtr g in geomDestroyList)
3589 {
3590 // removingHeightField needs to be done or the garbage collector will
3591 // collect the terrain data before we tell ODE to destroy it causing
3592 // memory corruption
3593 if (TerrainHeightFieldHeights.ContainsKey(g))
3594 {
3595// float[] removingHeightField = TerrainHeightFieldHeights[g];
3596 TerrainHeightFieldHeights.Remove(g);
3597
3598 if (RegionTerrain.ContainsKey(g))
3599 {
3600 RegionTerrain.Remove(g);
3601 }
3602
3603 d.GeomDestroy(g);
3604 //removingHeightField = new float[0];
3605 }
3606 }
3607
3608 }
3609 else
3610 {
3611 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3612
3613 }
3614 }
3615 }
3616 }
3617
3618 public override void SetWaterLevel(float baseheight)
3619 {
3620 waterlevel = baseheight;
3621 randomizeWater(waterlevel);
3622 }
3623
3624 public void randomizeWater(float baseheight)
3625 {
3626 const uint heightmapWidth = m_regionWidth + 2;
3627 const uint heightmapHeight = m_regionHeight + 2;
3628 const uint heightmapWidthSamples = m_regionWidth + 2;
3629 const uint heightmapHeightSamples = m_regionHeight + 2;
3630 const float scale = 1.0f;
3631 const float offset = 0.0f;
3632 const float thickness = 2.9f;
3633 const int wrap = 0;
3634
3635 for (int i = 0; i < (258 * 258); i++)
3636 {
3637 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3638 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3639 }
3640
3641 lock (OdeLock)
3642 {
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.SpaceRemove(space, WaterGeom);
3646 }
3647 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3648 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3649 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3650 offset, thickness, wrap);
3651 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3652 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3653 if (WaterGeom != IntPtr.Zero)
3654 {
3655 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3656 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3657
3658 }
3659 geom_name_map[WaterGeom] = "Water";
3660
3661 d.Matrix3 R = new d.Matrix3();
3662
3663 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3664 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3665 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3666
3667 q1 = q1 * q2;
3668 //q1 = q1 * q3;
3669 Vector3 v3;
3670 float angle;
3671 q1.GetAxisAngle(out v3, out angle);
3672
3673 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3674 d.GeomSetRotation(WaterGeom, ref R);
3675 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3676
3677 }
3678
3679 }
3680
3681 public override void Dispose()
3682 {
3683 m_rayCastManager.Dispose();
3684 m_rayCastManager = null;
3685
3686 lock (OdeLock)
3687 {
3688 lock (_prims)
3689 {
3690 foreach (OdePrim prm in _prims)
3691 {
3692 RemovePrim(prm);
3693 }
3694 }
3695
3696 //foreach (OdeCharacter act in _characters)
3697 //{
3698 //RemoveAvatar(act);
3699 //}
3700 d.WorldDestroy(world);
3701 //d.CloseODE();
3702 }
3703 }
3704 public override Dictionary<uint, float> GetTopColliders()
3705 {
3706 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3707 int cnt = 0;
3708 lock (_prims)
3709 {
3710 foreach (OdePrim prm in _prims)
3711 {
3712 if (prm.CollisionScore > 0)
3713 {
3714 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3715 cnt++;
3716 prm.CollisionScore = 0f;
3717 if (cnt > 25)
3718 {
3719 break;
3720 }
3721 }
3722 }
3723 }
3724 return returncolliders;
3725 }
3726
3727 public override bool SupportsRayCast()
3728 {
3729 return true;
3730 }
3731
3732 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3733 {
3734 if (retMethod != null)
3735 {
3736 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3737 }
3738 }
3739
3740#if USE_DRAWSTUFF
3741 // Keyboard callback
3742 public void command(int cmd)
3743 {
3744 IntPtr geom;
3745 d.Mass mass;
3746 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3747
3748
3749
3750 Char ch = Char.ToLower((Char)cmd);
3751 switch ((Char)ch)
3752 {
3753 case 'w':
3754 try
3755 {
3756 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));
3757
3758 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 }
3761 catch (ArgumentException)
3762 { hpr.X = 0; }
3763 break;
3764
3765 case 'a':
3766 hpr.X++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769
3770 case 's':
3771 try
3772 {
3773 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));
3774
3775 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3776 ds.SetViewpoint(ref xyz, ref hpr);
3777 }
3778 catch (ArgumentException)
3779 { hpr.X = 0; }
3780 break;
3781 case 'd':
3782 hpr.X--;
3783 ds.SetViewpoint(ref xyz, ref hpr);
3784 break;
3785 case 'r':
3786 xyz.Z++;
3787 ds.SetViewpoint(ref xyz, ref hpr);
3788 break;
3789 case 'f':
3790 xyz.Z--;
3791 ds.SetViewpoint(ref xyz, ref hpr);
3792 break;
3793 case 'e':
3794 xyz.Y++;
3795 ds.SetViewpoint(ref xyz, ref hpr);
3796 break;
3797 case 'q':
3798 xyz.Y--;
3799 ds.SetViewpoint(ref xyz, ref hpr);
3800 break;
3801 }
3802 }
3803
3804 public void step(int pause)
3805 {
3806
3807 ds.SetColor(1.0f, 1.0f, 0.0f);
3808 ds.SetTexture(ds.Texture.Wood);
3809 lock (_prims)
3810 {
3811 foreach (OdePrim prm in _prims)
3812 {
3813 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3814 if (prm.prim_geom != IntPtr.Zero)
3815 {
3816 d.Vector3 pos;
3817 d.GeomCopyPosition(prm.prim_geom, out pos);
3818 //d.BodyCopyPosition(body, out pos);
3819
3820 d.Matrix3 R;
3821 d.GeomCopyRotation(prm.prim_geom, out R);
3822 //d.BodyCopyRotation(body, out R);
3823
3824
3825 d.Vector3 sides = new d.Vector3();
3826 sides.X = prm.Size.X;
3827 sides.Y = prm.Size.Y;
3828 sides.Z = prm.Size.Z;
3829
3830 ds.DrawBox(ref pos, ref R, ref sides);
3831 }
3832 }
3833 }
3834 ds.SetColor(1.0f, 0.0f, 0.0f);
3835 lock (_characters)
3836 {
3837 foreach (OdeCharacter chr in _characters)
3838 {
3839 if (chr.Shell != IntPtr.Zero)
3840 {
3841 IntPtr body = d.GeomGetBody(chr.Shell);
3842
3843 d.Vector3 pos;
3844 d.GeomCopyPosition(chr.Shell, out pos);
3845 //d.BodyCopyPosition(body, out pos);
3846
3847 d.Matrix3 R;
3848 d.GeomCopyRotation(chr.Shell, out R);
3849 //d.BodyCopyRotation(body, out R);
3850
3851 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3852 d.Vector3 sides = new d.Vector3();
3853 sides.X = 0.5f;
3854 sides.Y = 0.5f;
3855 sides.Z = 0.5f;
3856
3857 ds.DrawBox(ref pos, ref R, ref sides);
3858 }
3859 }
3860 }
3861 }
3862
3863 public void start(int unused)
3864 {
3865 ds.SetViewpoint(ref xyz, ref hpr);
3866 }
3867#endif
3868 }
3869}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..2e39726 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/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/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index b51b410..512957d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -81,7 +82,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 82 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 83 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 84 {
84 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 85// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 86 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 87 protected SceneObjectPart m_host;
87 protected uint m_localID; 88 protected uint m_localID;
@@ -99,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 100 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 101 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 102 protected bool m_scriptConsoleChannelEnabled = false;
103 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 104 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 105 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 106 new Dictionary<UUID, UserInfoCacheEntry>();
@@ -109,6 +111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
109 m_host = host; 111 m_host = host;
110 m_localID = localID; 112 m_localID = localID;
111 m_itemID = itemID; 113 m_itemID = itemID;
114 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 115
113 m_ScriptDelayFactor = 116 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 117 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +164,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 164 get { return m_ScriptEngine.World; }
162 } 165 }
163 166
167 [DebuggerNonUserCode]
164 public void state(string newState) 168 public void state(string newState)
165 { 169 {
166 m_ScriptEngine.SetState(m_itemID, newState); 170 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 174 /// Reset the named script. The script must be present
171 /// in the same prim. 175 /// in the same prim.
172 /// </summary> 176 /// </summary>
177 [DebuggerNonUserCode]
173 public void llResetScript() 178 public void llResetScript()
174 { 179 {
175 m_host.AddScriptLPS(1); 180 m_host.AddScriptLPS(1);
@@ -226,9 +231,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 231 }
227 } 232 }
228 233
234 public List<ScenePresence> GetLinkAvatars(int linkType)
235 {
236 List<ScenePresence> ret = new List<ScenePresence>();
237 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
238 return ret;
239
240 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
241
242 switch (linkType)
243 {
244 case ScriptBaseClass.LINK_SET:
245 return avs;
246
247 case ScriptBaseClass.LINK_ROOT:
248 return ret;
249
250 case ScriptBaseClass.LINK_ALL_OTHERS:
251 return avs;
252
253 case ScriptBaseClass.LINK_ALL_CHILDREN:
254 return avs;
255
256 case ScriptBaseClass.LINK_THIS:
257 return ret;
258
259 default:
260 if (linkType < 0)
261 return ret;
262
263 int partCount = m_host.ParentGroup.GetPartCount();
264
265 if (linkType <= partCount)
266 {
267 return ret;
268 }
269 else
270 {
271 linkType = linkType - partCount;
272 if (linkType > avs.Count)
273 {
274 return ret;
275 }
276 else
277 {
278 ret.Add(avs[linkType-1]);
279 return ret;
280 }
281 }
282 }
283 }
284
229 public List<SceneObjectPart> GetLinkParts(int linkType) 285 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 286 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 287 List<SceneObjectPart> ret = new List<SceneObjectPart>();
288 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
289 return ret;
232 ret.Add(m_host); 290 ret.Add(m_host);
233 291
234 switch (linkType) 292 switch (linkType)
@@ -291,40 +349,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
291 protected UUID InventorySelf() 349 protected UUID InventorySelf()
292 { 350 {
293 UUID invItemID = new UUID(); 351 UUID invItemID = new UUID();
294 352 bool unlock = false;
295 lock (m_host.TaskInventory) 353 if (!m_host.TaskInventory.IsReadLockedByMe())
296 { 354 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 355 m_host.TaskInventory.LockItemsForRead(true);
356 unlock = true;
357 }
358 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
359 {
360 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
298 { 361 {
299 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 362 invItemID = inv.Key;
300 { 363 break;
301 invItemID = inv.Key;
302 break;
303 }
304 } 364 }
305 } 365 }
306 366 if (unlock)
367 {
368 m_host.TaskInventory.LockItemsForRead(false);
369 }
307 return invItemID; 370 return invItemID;
308 } 371 }
309 372
310 protected UUID InventoryKey(string name, int type) 373 protected UUID InventoryKey(string name, int type)
311 { 374 {
312 m_host.AddScriptLPS(1); 375 m_host.AddScriptLPS(1);
313 376 m_host.TaskInventory.LockItemsForRead(true);
314 lock (m_host.TaskInventory) 377
378 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 379 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 380 if (inv.Value.Name == name)
317 { 381 {
318 if (inv.Value.Name == name) 382 m_host.TaskInventory.LockItemsForRead(false);
383
384 if (inv.Value.Type != type)
319 { 385 {
320 if (inv.Value.Type != type) 386 return UUID.Zero;
321 return UUID.Zero;
322
323 return inv.Value.AssetID;
324 } 387 }
388
389 return inv.Value.AssetID;
325 } 390 }
326 } 391 }
327 392
393 m_host.TaskInventory.LockItemsForRead(false);
328 return UUID.Zero; 394 return UUID.Zero;
329 } 395 }
330 396
@@ -332,17 +398,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
332 { 398 {
333 m_host.AddScriptLPS(1); 399 m_host.AddScriptLPS(1);
334 400
335 lock (m_host.TaskInventory) 401
402 m_host.TaskInventory.LockItemsForRead(true);
403
404 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
336 { 405 {
337 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 406 if (inv.Value.Name == name)
338 { 407 {
339 if (inv.Value.Name == name) 408 m_host.TaskInventory.LockItemsForRead(false);
340 { 409 return inv.Value.AssetID;
341 return inv.Value.AssetID;
342 }
343 } 410 }
344 } 411 }
345 412
413 m_host.TaskInventory.LockItemsForRead(false);
414
415
346 return UUID.Zero; 416 return UUID.Zero;
347 } 417 }
348 418
@@ -484,26 +554,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
484 554
485 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 555 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
486 556
487 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 557 // Utility function for llRot2Euler
488 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 558
559 // normalize an angle between -PI and PI (-180 to +180 degrees)
560 protected double NormalizeAngle(double angle)
561 {
562 if (angle > -Math.PI && angle < Math.PI)
563 return angle;
564
565 int numPis = (int)(Math.PI / angle);
566 double remainder = angle - Math.PI * numPis;
567 if (numPis % 2 == 1)
568 return Math.PI - angle;
569 return remainder;
570 }
489 571
490 public LSL_Vector llRot2Euler(LSL_Rotation r) 572 public LSL_Vector llRot2Euler(LSL_Rotation q1)
491 { 573 {
492 m_host.AddScriptLPS(1); 574 m_host.AddScriptLPS(1);
493 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 575 LSL_Vector eul = new LSL_Vector();
494 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 576
495 double m = (t.x + t.y + t.z + t.s); 577 double sqw = q1.s*q1.s;
496 if (m == 0) return new LSL_Vector(); 578 double sqx = q1.x*q1.x;
497 double n = 2 * (r.y * r.s + r.x * r.z); 579 double sqy = q1.z*q1.z;
498 double p = m * m - n * n; 580 double sqz = q1.y*q1.y;
499 if (p > 0) 581 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
500 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 582 double test = q1.x*q1.z + q1.y*q1.s;
501 Math.Atan2(n, Math.Sqrt(p)), 583 if (test > 0.4999*unit) { // singularity at north pole
502 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 584 eul.z = 2 * Math.Atan2(q1.x,q1.s);
503 else if (n > 0) 585 eul.y = Math.PI/2;
504 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)); 586 eul.x = 0;
505 else 587 return eul;
506 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)); 588 }
589 if (test < -0.4999*unit) { // singularity at south pole
590 eul.z = -2 * Math.Atan2(q1.x,q1.s);
591 eul.y = -Math.PI/2;
592 eul.x = 0;
593 return eul;
594 }
595 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
596 eul.y = Math.Asin(2*test/unit);
597 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
598 return eul;
507 } 599 }
508 600
509 /* From wiki: 601 /* From wiki:
@@ -705,77 +797,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 797 {
706 //A and B should both be normalized 798 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 799 m_host.AddScriptLPS(1);
708 LSL_Rotation rotBetween; 800 /* This method is more accurate than the SL one, and thus causes problems
709 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 801 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
710 // continue calculation. 802
711 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 803 double dotProduct = LSL_Vector.Dot(a, b);
804 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
805 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
806 double angle = Math.Acos(dotProduct / magProduct);
807 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
808 double s = Math.Sin(angle / 2);
809
810 double x = axis.x * s;
811 double y = axis.y * s;
812 double z = axis.z * s;
813 double w = Math.Cos(angle / 2);
814
815 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
816 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
817
818 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
819 */
820
821 // This method mimics the 180 errors found in SL
822 // See www.euclideanspace.com... angleBetween
823 LSL_Vector vec_a = a;
824 LSL_Vector vec_b = b;
825
826 // Eliminate zero length
827 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
828 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
829 if (vec_a_mag < 0.00001 ||
830 vec_b_mag < 0.00001)
712 { 831 {
713 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 832 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
714 } 833 }
715 else 834
835 // Normalize
836 vec_a = llVecNorm(vec_a);
837 vec_b = llVecNorm(vec_b);
838
839 // Calculate axis and rotation angle
840 LSL_Vector axis = vec_a % vec_b;
841 LSL_Float cos_theta = vec_a * vec_b;
842
843 // Check if parallel
844 if (cos_theta > 0.99999)
716 { 845 {
717 a = LSL_Vector.Norm(a); 846 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
718 b = LSL_Vector.Norm(b); 847 }
719 double dotProduct = LSL_Vector.Dot(a, b); 848
720 // There are two degenerate cases possible. These are for vectors 180 or 849 // Check if anti-parallel
721 // 0 degrees apart. These have to be detected and handled individually. 850 else if (cos_theta < -0.99999)
722 // 851 {
723 // Check for vectors 180 degrees apart. 852 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
724 // A dot product of -1 would mean the angle between vectors is 180 degrees. 853 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
725 if (dotProduct < -0.9999999f) 854 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
726 { 855 }
727 // First assume X axis is orthogonal to the vectors. 856 else // other rotation
728 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 857 {
729 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 858 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
730 // Check for near zero vector. A very small non-zero number here will create 859 axis = llVecNorm(axis);
731 // a rotation in an undesired direction. 860 double x, y, z, s, t;
732 if (LSL_Vector.Mag(orthoVector) > 0.0001) 861 s = Math.Cos(theta);
733 { 862 t = Math.Sin(theta);
734 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 863 x = axis.x * t;
735 } 864 y = axis.y * t;
736 // If the magnitude of the vector was near zero, then assume the X axis is not 865 z = axis.z * t;
737 // orthogonal and use the Z axis instead. 866 return new LSL_Rotation(x,y,z,s);
738 else
739 {
740 // Set 180 z rotation.
741 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
742 }
743 }
744 // Check for parallel vectors.
745 // A dot product of 1 would mean the angle between vectors is 0 degrees.
746 else if (dotProduct > 0.9999999f)
747 {
748 // Set zero rotation.
749 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
750 }
751 else
752 {
753 // All special checks have been performed so get the axis of rotation.
754 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
755 // Quarternion s value is the length of the unit vector + dot product.
756 double qs = 1.0 + dotProduct;
757 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
758 // Normalize the rotation.
759 double mag = LSL_Rotation.Mag(rotBetween);
760 // We shouldn't have to worry about a divide by zero here. The qs value will be
761 // non-zero because we already know if we're here, then the dotProduct is not -1 so
762 // qs will not be zero. Also, we've already handled the input vectors being zero so the
763 // crossProduct vector should also not be zero.
764 rotBetween.x = rotBetween.x / mag;
765 rotBetween.y = rotBetween.y / mag;
766 rotBetween.z = rotBetween.z / mag;
767 rotBetween.s = rotBetween.s / mag;
768 // Check for undefined values and set zero rotation if any found. This code might not actually be required
769 // any longer since zero vectors are checked for at the top.
770 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
771 {
772 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
773 }
774 }
775 } 867 }
776 return rotBetween;
777 } 868 }
778 869
779 public void llWhisper(int channelID, string text) 870 public void llWhisper(int channelID, string text)
780 { 871 {
781 m_host.AddScriptLPS(1); 872 m_host.AddScriptLPS(1);
@@ -1099,10 +1190,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1099 return detectedParams.TouchUV; 1190 return detectedParams.TouchUV;
1100 } 1191 }
1101 1192
1193 [DebuggerNonUserCode]
1102 public virtual void llDie() 1194 public virtual void llDie()
1103 { 1195 {
1104 m_host.AddScriptLPS(1); 1196 m_host.AddScriptLPS(1);
1105 throw new SelfDeleteException(); 1197 if (!m_host.IsAttachment) throw new SelfDeleteException();
1106 } 1198 }
1107 1199
1108 public LSL_Float llGround(LSL_Vector offset) 1200 public LSL_Float llGround(LSL_Vector offset)
@@ -1175,6 +1267,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1175 1267
1176 public void llSetStatus(int status, int value) 1268 public void llSetStatus(int status, int value)
1177 { 1269 {
1270 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1271 return;
1178 m_host.AddScriptLPS(1); 1272 m_host.AddScriptLPS(1);
1179 1273
1180 int statusrotationaxis = 0; 1274 int statusrotationaxis = 0;
@@ -1408,6 +1502,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1408 { 1502 {
1409 m_host.AddScriptLPS(1); 1503 m_host.AddScriptLPS(1);
1410 1504
1505 SetColor(m_host, color, face);
1506 }
1507
1508 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1509 {
1510 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1511 return;
1512
1513 Primitive.TextureEntry tex = part.Shape.Textures;
1514 Color4 texcolor;
1515 if (face >= 0 && face < GetNumberOfSides(part))
1516 {
1517 texcolor = tex.CreateFace((uint)face).RGBA;
1518 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1519 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1520 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1521 tex.FaceTextures[face].RGBA = texcolor;
1522 part.UpdateTexture(tex);
1523 return;
1524 }
1525 else if (face == ScriptBaseClass.ALL_SIDES)
1526 {
1527 for (uint i = 0; i < GetNumberOfSides(part); i++)
1528 {
1529 if (tex.FaceTextures[i] != null)
1530 {
1531 texcolor = tex.FaceTextures[i].RGBA;
1532 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1533 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1534 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1535 tex.FaceTextures[i].RGBA = texcolor;
1536 }
1537 texcolor = tex.DefaultTexture.RGBA;
1538 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1539 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1540 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1541 tex.DefaultTexture.RGBA = texcolor;
1542 }
1543 part.UpdateTexture(tex);
1544 return;
1545 }
1546
1411 if (face == ScriptBaseClass.ALL_SIDES) 1547 if (face == ScriptBaseClass.ALL_SIDES)
1412 face = SceneObjectPart.ALL_SIDES; 1548 face = SceneObjectPart.ALL_SIDES;
1413 1549
@@ -1416,6 +1552,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1416 1552
1417 public void SetTexGen(SceneObjectPart part, int face,int style) 1553 public void SetTexGen(SceneObjectPart part, int face,int style)
1418 { 1554 {
1555 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1556 return;
1557
1419 Primitive.TextureEntry tex = part.Shape.Textures; 1558 Primitive.TextureEntry tex = part.Shape.Textures;
1420 MappingType textype; 1559 MappingType textype;
1421 textype = MappingType.Default; 1560 textype = MappingType.Default;
@@ -1446,6 +1585,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1446 1585
1447 public void SetGlow(SceneObjectPart part, int face, float glow) 1586 public void SetGlow(SceneObjectPart part, int face, float glow)
1448 { 1587 {
1588 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1589 return;
1590
1449 Primitive.TextureEntry tex = part.Shape.Textures; 1591 Primitive.TextureEntry tex = part.Shape.Textures;
1450 if (face >= 0 && face < GetNumberOfSides(part)) 1592 if (face >= 0 && face < GetNumberOfSides(part))
1451 { 1593 {
@@ -1471,6 +1613,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1471 1613
1472 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1614 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1473 { 1615 {
1616 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1617 return;
1474 1618
1475 Shininess sval = new Shininess(); 1619 Shininess sval = new Shininess();
1476 1620
@@ -1521,6 +1665,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1521 1665
1522 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1666 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1523 { 1667 {
1668 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1669 return;
1670
1524 Primitive.TextureEntry tex = part.Shape.Textures; 1671 Primitive.TextureEntry tex = part.Shape.Textures;
1525 if (face >= 0 && face < GetNumberOfSides(part)) 1672 if (face >= 0 && face < GetNumberOfSides(part))
1526 { 1673 {
@@ -1581,13 +1728,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1581 m_host.AddScriptLPS(1); 1728 m_host.AddScriptLPS(1);
1582 1729
1583 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1730 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1584 1731 if (parts.Count > 0)
1585 foreach (SceneObjectPart part in parts) 1732 {
1586 SetAlpha(part, alpha, face); 1733 try
1734 {
1735 parts[0].ParentGroup.areUpdatesSuspended = true;
1736 foreach (SceneObjectPart part in parts)
1737 SetAlpha(part, alpha, face);
1738 }
1739 finally
1740 {
1741 parts[0].ParentGroup.areUpdatesSuspended = false;
1742 }
1743 }
1587 } 1744 }
1588 1745
1589 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1746 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1590 { 1747 {
1748 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1749 return;
1750
1591 Primitive.TextureEntry tex = part.Shape.Textures; 1751 Primitive.TextureEntry tex = part.Shape.Textures;
1592 Color4 texcolor; 1752 Color4 texcolor;
1593 if (face >= 0 && face < GetNumberOfSides(part)) 1753 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1633,7 +1793,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1633 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1793 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1634 float wind, float tension, LSL_Vector Force) 1794 float wind, float tension, LSL_Vector Force)
1635 { 1795 {
1636 if (part == null) 1796 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1637 return; 1797 return;
1638 1798
1639 if (flexi) 1799 if (flexi)
@@ -1668,7 +1828,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1668 /// <param name="falloff"></param> 1828 /// <param name="falloff"></param>
1669 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1829 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1670 { 1830 {
1671 if (part == null) 1831 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1672 return; 1832 return;
1673 1833
1674 if (light) 1834 if (light)
@@ -1745,15 +1905,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1745 m_host.AddScriptLPS(1); 1905 m_host.AddScriptLPS(1);
1746 1906
1747 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1907 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1748 1908 if (parts.Count > 0)
1749 foreach (SceneObjectPart part in parts) 1909 {
1750 SetTexture(part, texture, face); 1910 try
1751 1911 {
1912 parts[0].ParentGroup.areUpdatesSuspended = true;
1913 foreach (SceneObjectPart part in parts)
1914 SetTexture(part, texture, face);
1915 }
1916 finally
1917 {
1918 parts[0].ParentGroup.areUpdatesSuspended = false;
1919 }
1920 }
1752 ScriptSleep(200); 1921 ScriptSleep(200);
1753 } 1922 }
1754 1923
1755 protected void SetTexture(SceneObjectPart part, string texture, int face) 1924 protected void SetTexture(SceneObjectPart part, string texture, int face)
1756 { 1925 {
1926 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1927 return;
1928
1757 UUID textureID=new UUID(); 1929 UUID textureID=new UUID();
1758 1930
1759 if (!UUID.TryParse(texture, out textureID)) 1931 if (!UUID.TryParse(texture, out textureID))
@@ -1799,6 +1971,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1799 1971
1800 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1972 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1801 { 1973 {
1974 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1975 return;
1976
1802 Primitive.TextureEntry tex = part.Shape.Textures; 1977 Primitive.TextureEntry tex = part.Shape.Textures;
1803 if (face >= 0 && face < GetNumberOfSides(part)) 1978 if (face >= 0 && face < GetNumberOfSides(part))
1804 { 1979 {
@@ -1835,6 +2010,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1835 2010
1836 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2011 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1837 { 2012 {
2013 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2014 return;
2015
1838 Primitive.TextureEntry tex = part.Shape.Textures; 2016 Primitive.TextureEntry tex = part.Shape.Textures;
1839 if (face >= 0 && face < GetNumberOfSides(part)) 2017 if (face >= 0 && face < GetNumberOfSides(part))
1840 { 2018 {
@@ -1871,6 +2049,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1871 2049
1872 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2050 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1873 { 2051 {
2052 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2053 return;
2054
1874 Primitive.TextureEntry tex = part.Shape.Textures; 2055 Primitive.TextureEntry tex = part.Shape.Textures;
1875 if (face >= 0 && face < GetNumberOfSides(part)) 2056 if (face >= 0 && face < GetNumberOfSides(part))
1876 { 2057 {
@@ -1941,6 +2122,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1941 2122
1942 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2123 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1943 { 2124 {
2125 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2126 return;
2127
1944 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2128 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1945 LSL_Vector currentPos = GetPartLocalPos(part); 2129 LSL_Vector currentPos = GetPartLocalPos(part);
1946 2130
@@ -1957,7 +2141,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1957 } 2141 }
1958 else 2142 else
1959 { 2143 {
1960 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2144 LSL_Vector rel_vec = SetPosAdjust(new LSL_Vector(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z), targetPos);
1961 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z); 2145 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1962 SceneObjectGroup parent = part.ParentGroup; 2146 SceneObjectGroup parent = part.ParentGroup;
1963 parent.HasGroupChanged = true; 2147 parent.HasGroupChanged = true;
@@ -2040,6 +2224,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2040 2224
2041 protected void SetRot(SceneObjectPart part, Quaternion rot) 2225 protected void SetRot(SceneObjectPart part, Quaternion rot)
2042 { 2226 {
2227 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2228 return;
2229
2043 part.UpdateRotation(rot); 2230 part.UpdateRotation(rot);
2044 // Update rotation does not move the object in the physics scene if it's a linkset. 2231 // Update rotation does not move the object in the physics scene if it's a linkset.
2045 2232
@@ -2659,12 +2846,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2659 2846
2660 m_host.AddScriptLPS(1); 2847 m_host.AddScriptLPS(1);
2661 2848
2849 m_host.TaskInventory.LockItemsForRead(true);
2662 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2850 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2663 2851 m_host.TaskInventory.LockItemsForRead(false);
2664 lock (m_host.TaskInventory)
2665 {
2666 item = m_host.TaskInventory[invItemID];
2667 }
2668 2852
2669 if (item.PermsGranter == UUID.Zero) 2853 if (item.PermsGranter == UUID.Zero)
2670 return 0; 2854 return 0;
@@ -2739,6 +2923,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2739 if (dist > m_ScriptDistanceFactor * 10.0f) 2923 if (dist > m_ScriptDistanceFactor * 10.0f)
2740 return; 2924 return;
2741 2925
2926 //Clone is thread-safe
2742 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2927 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2743 2928
2744 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2929 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2801,6 +2986,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2801 2986
2802 public void llLookAt(LSL_Vector target, double strength, double damping) 2987 public void llLookAt(LSL_Vector target, double strength, double damping)
2803 { 2988 {
2989 /*
2804 m_host.AddScriptLPS(1); 2990 m_host.AddScriptLPS(1);
2805 // Determine where we are looking from 2991 // Determine where we are looking from
2806 LSL_Vector from = llGetPos(); 2992 LSL_Vector from = llGetPos();
@@ -2820,10 +3006,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2820 // the angles of rotation in radians into rotation value 3006 // the angles of rotation in radians into rotation value
2821 3007
2822 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3008 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2823 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3009
2824 m_host.startLookAt(rotation, (float)damping, (float)strength); 3010 // This would only work if your physics system contains an APID controller:
3011 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3012 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3013
2825 // Orient the object to the angle calculated 3014 // Orient the object to the angle calculated
2826 //llSetRot(rot); 3015 llSetRot(rot);
3016 */
3017
3018 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3019 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3020 // http://bugs.meta7.com/view.php?id=28
3021 // - Tom
3022
3023 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3024 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3025
3026 }
3027
3028 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3029 {
3030 m_host.AddScriptLPS(1);
3031// NotImplemented("llRotLookAt");
3032 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3033
2827 } 3034 }
2828 3035
2829 public void llStopLookAt() 3036 public void llStopLookAt()
@@ -2872,13 +3079,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2872 { 3079 {
2873 TaskInventoryItem item; 3080 TaskInventoryItem item;
2874 3081
2875 lock (m_host.TaskInventory) 3082 m_host.TaskInventory.LockItemsForRead(true);
3083 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2876 { 3084 {
2877 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3085 m_host.TaskInventory.LockItemsForRead(false);
2878 return; 3086 return;
2879 else 3087 }
2880 item = m_host.TaskInventory[InventorySelf()]; 3088 else
3089 {
3090 item = m_host.TaskInventory[InventorySelf()];
2881 } 3091 }
3092 m_host.TaskInventory.LockItemsForRead(false);
2882 3093
2883 if (item.PermsGranter != UUID.Zero) 3094 if (item.PermsGranter != UUID.Zero)
2884 { 3095 {
@@ -2900,13 +3111,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2900 { 3111 {
2901 TaskInventoryItem item; 3112 TaskInventoryItem item;
2902 3113
3114 m_host.TaskInventory.LockItemsForRead(true);
2903 lock (m_host.TaskInventory) 3115 lock (m_host.TaskInventory)
2904 { 3116 {
3117
2905 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3118 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3119 {
3120 m_host.TaskInventory.LockItemsForRead(false);
2906 return; 3121 return;
3122 }
2907 else 3123 else
3124 {
2908 item = m_host.TaskInventory[InventorySelf()]; 3125 item = m_host.TaskInventory[InventorySelf()];
3126 }
2909 } 3127 }
3128 m_host.TaskInventory.LockItemsForRead(false);
2910 3129
2911 m_host.AddScriptLPS(1); 3130 m_host.AddScriptLPS(1);
2912 3131
@@ -2938,19 +3157,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2938 { 3157 {
2939 m_host.AddScriptLPS(1); 3158 m_host.AddScriptLPS(1);
2940 3159
2941 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2942 return;
2943
2944 TaskInventoryItem item; 3160 TaskInventoryItem item;
2945 3161
2946 lock (m_host.TaskInventory) 3162 m_host.TaskInventory.LockItemsForRead(true);
3163
3164 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2947 { 3165 {
2948 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3166 m_host.TaskInventory.LockItemsForRead(false);
2949 return; 3167 return;
2950 else 3168 }
2951 item = m_host.TaskInventory[InventorySelf()]; 3169 else
3170 {
3171 item = m_host.TaskInventory[InventorySelf()];
2952 } 3172 }
2953 3173
3174 m_host.TaskInventory.LockItemsForRead(false);
3175
2954 if (item.PermsGranter != m_host.OwnerID) 3176 if (item.PermsGranter != m_host.OwnerID)
2955 return; 3177 return;
2956 3178
@@ -2960,10 +3182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2960 3182
2961 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3183 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2962 3184
2963 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3185 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2964 if (attachmentsModule != null)
2965 attachmentsModule.AttachObject(presence.ControllingClient,
2966 grp, (uint)attachment, false);
2967 } 3186 }
2968 } 3187 }
2969 3188
@@ -2976,13 +3195,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2976 3195
2977 TaskInventoryItem item; 3196 TaskInventoryItem item;
2978 3197
2979 lock (m_host.TaskInventory) 3198 m_host.TaskInventory.LockItemsForRead(true);
3199
3200 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2980 { 3201 {
2981 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3202 m_host.TaskInventory.LockItemsForRead(false);
2982 return; 3203 return;
2983 else 3204 }
2984 item = m_host.TaskInventory[InventorySelf()]; 3205 else
3206 {
3207 item = m_host.TaskInventory[InventorySelf()];
2985 } 3208 }
3209 m_host.TaskInventory.LockItemsForRead(false);
3210
2986 3211
2987 if (item.PermsGranter != m_host.OwnerID) 3212 if (item.PermsGranter != m_host.OwnerID)
2988 return; 3213 return;
@@ -3021,6 +3246,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3021 3246
3022 public void llInstantMessage(string user, string message) 3247 public void llInstantMessage(string user, string message)
3023 { 3248 {
3249 UUID result;
3250 if (!UUID.TryParse(user, out result))
3251 {
3252 if (!m_debuggerSafe)
3253 {
3254 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3255 }
3256 return;
3257 }
3258
3259
3024 m_host.AddScriptLPS(1); 3260 m_host.AddScriptLPS(1);
3025 3261
3026 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3262 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3035,14 +3271,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3035 UUID friendTransactionID = UUID.Random(); 3271 UUID friendTransactionID = UUID.Random();
3036 3272
3037 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3273 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3038 3274
3039 GridInstantMessage msg = new GridInstantMessage(); 3275 GridInstantMessage msg = new GridInstantMessage();
3040 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3276 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3041 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3277 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3042 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3278 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3043// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3279// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3044// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3280// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3045 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3281 DateTime dt = DateTime.UtcNow;
3282
3283 // Ticks from UtcNow, but make it look like local. Evil, huh?
3284 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3285
3286 try
3287 {
3288 // Convert that to the PST timezone
3289 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3290 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3291 }
3292 catch
3293 {
3294 // No logging here, as it could be VERY spammy
3295 }
3296
3297 // And make it look local again to fool the unix time util
3298 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3299
3300 msg.timestamp = (uint)Util.ToUnixTime(dt);
3301
3046 //if (client != null) 3302 //if (client != null)
3047 //{ 3303 //{
3048 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3304 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3056,13 +3312,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3056 msg.message = message.Substring(0, 1024); 3312 msg.message = message.Substring(0, 1024);
3057 else 3313 else
3058 msg.message = message; 3314 msg.message = message;
3059 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3315 msg.dialog = (byte)19; // MessageFromObject
3060 msg.fromGroup = false;// fromGroup; 3316 msg.fromGroup = false;// fromGroup;
3061 msg.offline = (byte)0; //offline; 3317 msg.offline = (byte)0; //offline;
3062 msg.ParentEstateID = 0; //ParentEstateID; 3318 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3063 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3319 msg.Position = new Vector3(m_host.AbsolutePosition);
3064 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3320 msg.RegionID = World.RegionInfo.RegionID.Guid;
3065 msg.binaryBucket = new byte[0];// binaryBucket; 3321 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3066 3322
3067 if (m_TransferModule != null) 3323 if (m_TransferModule != null)
3068 { 3324 {
@@ -3082,7 +3338,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3082 } 3338 }
3083 3339
3084 emailModule.SendEmail(m_host.UUID, address, subject, message); 3340 emailModule.SendEmail(m_host.UUID, address, subject, message);
3085 ScriptSleep(20000); 3341 ScriptSleep(15000);
3086 } 3342 }
3087 3343
3088 public void llGetNextEmail(string address, string subject) 3344 public void llGetNextEmail(string address, string subject)
@@ -3184,13 +3440,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3184 m_host.AddScriptLPS(1); 3440 m_host.AddScriptLPS(1);
3185 } 3441 }
3186 3442
3187 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3188 {
3189 m_host.AddScriptLPS(1);
3190 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3191 m_host.RotLookAt(rot, (float)strength, (float)damping);
3192 }
3193
3194 public LSL_Integer llStringLength(string str) 3443 public LSL_Integer llStringLength(string str)
3195 { 3444 {
3196 m_host.AddScriptLPS(1); 3445 m_host.AddScriptLPS(1);
@@ -3214,14 +3463,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3214 3463
3215 TaskInventoryItem item; 3464 TaskInventoryItem item;
3216 3465
3217 lock (m_host.TaskInventory) 3466 m_host.TaskInventory.LockItemsForRead(true);
3467 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3218 { 3468 {
3219 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3469 m_host.TaskInventory.LockItemsForRead(false);
3220 return; 3470 return;
3221 else
3222 item = m_host.TaskInventory[InventorySelf()];
3223 } 3471 }
3224 3472 else
3473 {
3474 item = m_host.TaskInventory[InventorySelf()];
3475 }
3476 m_host.TaskInventory.LockItemsForRead(false);
3225 if (item.PermsGranter == UUID.Zero) 3477 if (item.PermsGranter == UUID.Zero)
3226 return; 3478 return;
3227 3479
@@ -3251,13 +3503,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3251 3503
3252 TaskInventoryItem item; 3504 TaskInventoryItem item;
3253 3505
3254 lock (m_host.TaskInventory) 3506 m_host.TaskInventory.LockItemsForRead(true);
3507 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3255 { 3508 {
3256 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3509 m_host.TaskInventory.LockItemsForRead(false);
3257 return; 3510 return;
3258 else 3511 }
3259 item = m_host.TaskInventory[InventorySelf()]; 3512 else
3513 {
3514 item = m_host.TaskInventory[InventorySelf()];
3260 } 3515 }
3516 m_host.TaskInventory.LockItemsForRead(false);
3517
3261 3518
3262 if (item.PermsGranter == UUID.Zero) 3519 if (item.PermsGranter == UUID.Zero)
3263 return; 3520 return;
@@ -3328,10 +3585,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3328 3585
3329 TaskInventoryItem item; 3586 TaskInventoryItem item;
3330 3587
3331 lock (m_host.TaskInventory) 3588
3589 m_host.TaskInventory.LockItemsForRead(true);
3590 if (!m_host.TaskInventory.ContainsKey(invItemID))
3591 {
3592 m_host.TaskInventory.LockItemsForRead(false);
3593 return;
3594 }
3595 else
3332 { 3596 {
3333 item = m_host.TaskInventory[invItemID]; 3597 item = m_host.TaskInventory[invItemID];
3334 } 3598 }
3599 m_host.TaskInventory.LockItemsForRead(false);
3335 3600
3336 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3601 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3337 { 3602 {
@@ -3363,11 +3628,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3363 3628
3364 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3629 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3365 { 3630 {
3366 lock (m_host.TaskInventory) 3631 m_host.TaskInventory.LockItemsForWrite(true);
3367 { 3632 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3368 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3633 m_host.TaskInventory[invItemID].PermsMask = perm;
3369 m_host.TaskInventory[invItemID].PermsMask = perm; 3634 m_host.TaskInventory.LockItemsForWrite(false);
3370 }
3371 3635
3372 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3636 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3373 "run_time_permissions", new Object[] { 3637 "run_time_permissions", new Object[] {
@@ -3387,11 +3651,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3387 3651
3388 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3652 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3389 { 3653 {
3390 lock (m_host.TaskInventory) 3654 m_host.TaskInventory.LockItemsForWrite(true);
3391 { 3655 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3392 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3656 m_host.TaskInventory[invItemID].PermsMask = perm;
3393 m_host.TaskInventory[invItemID].PermsMask = perm; 3657 m_host.TaskInventory.LockItemsForWrite(false);
3394 }
3395 3658
3396 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3659 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3397 "run_time_permissions", new Object[] { 3660 "run_time_permissions", new Object[] {
@@ -3412,11 +3675,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3412 3675
3413 if (!m_waitingForScriptAnswer) 3676 if (!m_waitingForScriptAnswer)
3414 { 3677 {
3415 lock (m_host.TaskInventory) 3678 m_host.TaskInventory.LockItemsForWrite(true);
3416 { 3679 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3417 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3680 m_host.TaskInventory[invItemID].PermsMask = 0;
3418 m_host.TaskInventory[invItemID].PermsMask = 0; 3681 m_host.TaskInventory.LockItemsForWrite(false);
3419 }
3420 3682
3421 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3683 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3422 m_waitingForScriptAnswer=true; 3684 m_waitingForScriptAnswer=true;
@@ -3451,10 +3713,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3451 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3713 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3452 llReleaseControls(); 3714 llReleaseControls();
3453 3715
3454 lock (m_host.TaskInventory) 3716
3455 { 3717 m_host.TaskInventory.LockItemsForWrite(true);
3456 m_host.TaskInventory[invItemID].PermsMask = answer; 3718 m_host.TaskInventory[invItemID].PermsMask = answer;
3457 } 3719 m_host.TaskInventory.LockItemsForWrite(false);
3720
3458 3721
3459 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3722 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3460 "run_time_permissions", new Object[] { 3723 "run_time_permissions", new Object[] {
@@ -3466,16 +3729,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3466 { 3729 {
3467 m_host.AddScriptLPS(1); 3730 m_host.AddScriptLPS(1);
3468 3731
3469 lock (m_host.TaskInventory) 3732 m_host.TaskInventory.LockItemsForRead(true);
3733
3734 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3470 { 3735 {
3471 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3736 if (item.Type == 10 && item.ItemID == m_itemID)
3472 { 3737 {
3473 if (item.Type == 10 && item.ItemID == m_itemID) 3738 m_host.TaskInventory.LockItemsForRead(false);
3474 { 3739 return item.PermsGranter.ToString();
3475 return item.PermsGranter.ToString();
3476 }
3477 } 3740 }
3478 } 3741 }
3742 m_host.TaskInventory.LockItemsForRead(false);
3479 3743
3480 return UUID.Zero.ToString(); 3744 return UUID.Zero.ToString();
3481 } 3745 }
@@ -3484,19 +3748,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3484 { 3748 {
3485 m_host.AddScriptLPS(1); 3749 m_host.AddScriptLPS(1);
3486 3750
3487 lock (m_host.TaskInventory) 3751 m_host.TaskInventory.LockItemsForRead(true);
3752
3753 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3488 { 3754 {
3489 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3755 if (item.Type == 10 && item.ItemID == m_itemID)
3490 { 3756 {
3491 if (item.Type == 10 && item.ItemID == m_itemID) 3757 int perms = item.PermsMask;
3492 { 3758 if (m_automaticLinkPermission)
3493 int perms = item.PermsMask; 3759 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3494 if (m_automaticLinkPermission) 3760 m_host.TaskInventory.LockItemsForRead(false);
3495 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3761 return perms;
3496 return perms;
3497 }
3498 } 3762 }
3499 } 3763 }
3764 m_host.TaskInventory.LockItemsForRead(false);
3500 3765
3501 return 0; 3766 return 0;
3502 } 3767 }
@@ -3518,9 +3783,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3518 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3783 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3519 { 3784 {
3520 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3785 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3521 3786 if (parts.Count > 0)
3522 foreach (SceneObjectPart part in parts) 3787 {
3523 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3788 try
3789 {
3790 parts[0].ParentGroup.areUpdatesSuspended = true;
3791 foreach (SceneObjectPart part in parts)
3792 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3793 }
3794 finally
3795 {
3796 parts[0].ParentGroup.areUpdatesSuspended = false;
3797 }
3798 }
3524 } 3799 }
3525 3800
3526 public void llCreateLink(string target, int parent) 3801 public void llCreateLink(string target, int parent)
@@ -3533,11 +3808,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3533 return; 3808 return;
3534 3809
3535 TaskInventoryItem item; 3810 TaskInventoryItem item;
3536 lock (m_host.TaskInventory) 3811 m_host.TaskInventory.LockItemsForRead(true);
3537 { 3812 item = m_host.TaskInventory[invItemID];
3538 item = m_host.TaskInventory[invItemID]; 3813 m_host.TaskInventory.LockItemsForRead(false);
3539 } 3814
3540
3541 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3815 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3542 && !m_automaticLinkPermission) 3816 && !m_automaticLinkPermission)
3543 { 3817 {
@@ -3590,16 +3864,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3590 m_host.AddScriptLPS(1); 3864 m_host.AddScriptLPS(1);
3591 UUID invItemID = InventorySelf(); 3865 UUID invItemID = InventorySelf();
3592 3866
3593 lock (m_host.TaskInventory) 3867 m_host.TaskInventory.LockItemsForRead(true);
3594 {
3595 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3868 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3596 && !m_automaticLinkPermission) 3869 && !m_automaticLinkPermission)
3597 { 3870 {
3598 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3871 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3872 m_host.TaskInventory.LockItemsForRead(false);
3599 return; 3873 return;
3600 } 3874 }
3601 } 3875 m_host.TaskInventory.LockItemsForRead(false);
3602 3876
3603 if (linknum < ScriptBaseClass.LINK_THIS) 3877 if (linknum < ScriptBaseClass.LINK_THIS)
3604 return; 3878 return;
3605 3879
@@ -3639,30 +3913,50 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3639 if (linknum == ScriptBaseClass.LINK_ROOT) 3913 if (linknum == ScriptBaseClass.LINK_ROOT)
3640 { 3914 {
3641 // Restructuring Multiple Prims. 3915 // Restructuring Multiple Prims.
3642 lock (parentPrim.Children) 3916 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3917 parts.Remove(parentPrim.RootPart);
3918 if (parts.Count > 0)
3643 { 3919 {
3644 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3920 try
3645 parts.Remove(parentPrim.RootPart);
3646 foreach (SceneObjectPart part in parts)
3647 { 3921 {
3648 parentPrim.DelinkFromGroup(part.LocalId, true); 3922 parts[0].ParentGroup.areUpdatesSuspended = true;
3923 foreach (SceneObjectPart part in parts)
3924 {
3925 parentPrim.DelinkFromGroup(part.LocalId, true);
3926 }
3649 } 3927 }
3650 parentPrim.HasGroupChanged = true; 3928 finally
3651 parentPrim.ScheduleGroupForFullUpdate(); 3929 {
3652 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3930 parts[0].ParentGroup.areUpdatesSuspended = false;
3653 3931 }
3654 if (parts.Count > 0) 3932 }
3933
3934 parentPrim.HasGroupChanged = true;
3935 parentPrim.ScheduleGroupForFullUpdate();
3936 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3937
3938 if (parts.Count > 0)
3939 {
3940 SceneObjectPart newRoot = parts[0];
3941 parts.Remove(newRoot);
3942
3943 try
3655 { 3944 {
3656 SceneObjectPart newRoot = parts[0]; 3945 parts[0].ParentGroup.areUpdatesSuspended = true;
3657 parts.Remove(newRoot);
3658 foreach (SceneObjectPart part in parts) 3946 foreach (SceneObjectPart part in parts)
3659 { 3947 {
3660 part.UpdateFlag = 0; 3948 part.UpdateFlag = 0;
3661 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3949 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3662 } 3950 }
3663 newRoot.ParentGroup.HasGroupChanged = true;
3664 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3665 } 3951 }
3952 finally
3953 {
3954 parts[0].ParentGroup.areUpdatesSuspended = false;
3955 }
3956
3957
3958 newRoot.ParentGroup.HasGroupChanged = true;
3959 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3666 } 3960 }
3667 } 3961 }
3668 else 3962 else
@@ -3709,6 +4003,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3709 } 4003 }
3710 else 4004 else
3711 { 4005 {
4006 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4007 {
4008 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4009
4010 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4011 if (avatars.Count > linknum)
4012 {
4013 return avatars[linknum].UUID.ToString();
4014 }
4015 }
3712 return UUID.Zero.ToString(); 4016 return UUID.Zero.ToString();
3713 } 4017 }
3714 } 4018 }
@@ -3785,17 +4089,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3785 m_host.AddScriptLPS(1); 4089 m_host.AddScriptLPS(1);
3786 int count = 0; 4090 int count = 0;
3787 4091
3788 lock (m_host.TaskInventory) 4092 m_host.TaskInventory.LockItemsForRead(true);
4093 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3789 { 4094 {
3790 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4095 if (inv.Value.Type == type || type == -1)
3791 { 4096 {
3792 if (inv.Value.Type == type || type == -1) 4097 count = count + 1;
3793 {
3794 count = count + 1;
3795 }
3796 } 4098 }
3797 } 4099 }
3798 4100
4101 m_host.TaskInventory.LockItemsForRead(false);
3799 return count; 4102 return count;
3800 } 4103 }
3801 4104
@@ -3804,16 +4107,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3804 m_host.AddScriptLPS(1); 4107 m_host.AddScriptLPS(1);
3805 ArrayList keys = new ArrayList(); 4108 ArrayList keys = new ArrayList();
3806 4109
3807 lock (m_host.TaskInventory) 4110 m_host.TaskInventory.LockItemsForRead(true);
4111 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3808 { 4112 {
3809 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4113 if (inv.Value.Type == type || type == -1)
3810 { 4114 {
3811 if (inv.Value.Type == type || type == -1) 4115 keys.Add(inv.Value.Name);
3812 {
3813 keys.Add(inv.Value.Name);
3814 }
3815 } 4116 }
3816 } 4117 }
4118 m_host.TaskInventory.LockItemsForRead(false);
3817 4119
3818 if (keys.Count == 0) 4120 if (keys.Count == 0)
3819 { 4121 {
@@ -3850,20 +4152,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3850 } 4152 }
3851 4153
3852 // move the first object found with this inventory name 4154 // move the first object found with this inventory name
3853 lock (m_host.TaskInventory) 4155 m_host.TaskInventory.LockItemsForRead(true);
4156 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3854 { 4157 {
3855 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4158 if (inv.Value.Name == inventory)
3856 { 4159 {
3857 if (inv.Value.Name == inventory) 4160 found = true;
3858 { 4161 objId = inv.Key;
3859 found = true; 4162 assetType = inv.Value.Type;
3860 objId = inv.Key; 4163 objName = inv.Value.Name;
3861 assetType = inv.Value.Type; 4164 break;
3862 objName = inv.Value.Name;
3863 break;
3864 }
3865 } 4165 }
3866 } 4166 }
4167 m_host.TaskInventory.LockItemsForRead(false);
3867 4168
3868 if (!found) 4169 if (!found)
3869 { 4170 {
@@ -3871,9 +4172,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3871 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4172 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3872 } 4173 }
3873 4174
3874 // check if destination is an avatar 4175 // check if destination is an object
3875 if (World.GetScenePresence(destId) != null) 4176 if (World.GetSceneObjectPart(destId) != null)
4177 {
4178 // destination is an object
4179 World.MoveTaskInventoryItem(destId, m_host, objId);
4180 }
4181 else
3876 { 4182 {
4183 ScenePresence presence = World.GetScenePresence(destId);
4184
4185 if (presence == null)
4186 {
4187 UserAccount account =
4188 World.UserAccountService.GetUserAccount(
4189 World.RegionInfo.ScopeID,
4190 destId);
4191
4192 if (account == null)
4193 {
4194 llSay(0, "Can't find destination "+destId.ToString());
4195 return;
4196 }
4197 }
4198
3877 // destination is an avatar 4199 // destination is an avatar
3878 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4200 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3879 4201
@@ -3897,31 +4219,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3897 4219
3898 if (m_TransferModule != null) 4220 if (m_TransferModule != null)
3899 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4221 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4222
4223 //This delay should only occur when giving inventory to avatars.
4224 ScriptSleep(3000);
3900 } 4225 }
3901 else
3902 {
3903 // destination is an object
3904 World.MoveTaskInventoryItem(destId, m_host, objId);
3905 }
3906 ScriptSleep(3000);
3907 } 4226 }
3908 4227
4228 [DebuggerNonUserCode]
3909 public void llRemoveInventory(string name) 4229 public void llRemoveInventory(string name)
3910 { 4230 {
3911 m_host.AddScriptLPS(1); 4231 m_host.AddScriptLPS(1);
3912 4232
3913 lock (m_host.TaskInventory) 4233 List<TaskInventoryItem> inv;
4234 try
3914 { 4235 {
3915 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4236 m_host.TaskInventory.LockItemsForRead(true);
4237 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4238 }
4239 finally
4240 {
4241 m_host.TaskInventory.LockItemsForRead(false);
4242 }
4243 foreach (TaskInventoryItem item in inv)
4244 {
4245 if (item.Name == name)
3916 { 4246 {
3917 if (item.Name == name) 4247 if (item.ItemID == m_itemID)
3918 { 4248 throw new ScriptDeleteException();
3919 if (item.ItemID == m_itemID) 4249 else
3920 throw new ScriptDeleteException(); 4250 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3921 else 4251 return;
3922 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3923 return;
3924 }
3925 } 4252 }
3926 } 4253 }
3927 } 4254 }
@@ -3979,6 +4306,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3979 ce.time = Util.EnvironmentTickCount(); 4306 ce.time = Util.EnvironmentTickCount();
3980 ce.account = account; 4307 ce.account = account;
3981 ce.pinfo = pinfo; 4308 ce.pinfo = pinfo;
4309 m_userInfoCache[uuid] = ce;
3982 } 4310 }
3983 else 4311 else
3984 { 4312 {
@@ -4046,6 +4374,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4046 { 4374 {
4047 m_host.AddScriptLPS(1); 4375 m_host.AddScriptLPS(1);
4048 4376
4377 //Clone is thread safe
4049 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4378 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4050 4379
4051 foreach (TaskInventoryItem item in itemDictionary.Values) 4380 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4099,6 +4428,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4099 ScenePresence presence = World.GetScenePresence(agentId); 4428 ScenePresence presence = World.GetScenePresence(agentId);
4100 if (presence != null) 4429 if (presence != null)
4101 { 4430 {
4431 // agent must not be a god
4432 if (presence.GodLevel >= 200) return;
4433
4102 // agent must be over the owners land 4434 // agent must be over the owners land
4103 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4435 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4104 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4436 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4158,17 +4490,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4158 UUID soundId = UUID.Zero; 4490 UUID soundId = UUID.Zero;
4159 if (!UUID.TryParse(impact_sound, out soundId)) 4491 if (!UUID.TryParse(impact_sound, out soundId))
4160 { 4492 {
4161 lock (m_host.TaskInventory) 4493 m_host.TaskInventory.LockItemsForRead(true);
4494 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4162 { 4495 {
4163 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4496 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4164 { 4497 {
4165 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4498 soundId = item.AssetID;
4166 { 4499 break;
4167 soundId = item.AssetID;
4168 break;
4169 }
4170 } 4500 }
4171 } 4501 }
4502 m_host.TaskInventory.LockItemsForRead(false);
4172 } 4503 }
4173 m_host.CollisionSound = soundId; 4504 m_host.CollisionSound = soundId;
4174 m_host.CollisionSoundVolume = (float)impact_volume; 4505 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4214,6 +4545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4214 UUID partItemID; 4545 UUID partItemID;
4215 foreach (SceneObjectPart part in parts) 4546 foreach (SceneObjectPart part in parts)
4216 { 4547 {
4548 //Clone is thread safe
4217 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4549 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4218 4550
4219 foreach (TaskInventoryItem item in itemsDictionary.Values) 4551 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4428,17 +4760,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4428 4760
4429 m_host.AddScriptLPS(1); 4761 m_host.AddScriptLPS(1);
4430 4762
4431 lock (m_host.TaskInventory) 4763 m_host.TaskInventory.LockItemsForRead(true);
4764 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4432 { 4765 {
4433 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4766 if (item.Type == 10 && item.ItemID == m_itemID)
4434 { 4767 {
4435 if (item.Type == 10 && item.ItemID == m_itemID) 4768 result = item.Name!=null?item.Name:String.Empty;
4436 { 4769 break;
4437 result = item.Name != null ? item.Name : String.Empty;
4438 break;
4439 }
4440 } 4770 }
4441 } 4771 }
4772 m_host.TaskInventory.LockItemsForRead(false);
4442 4773
4443 return result; 4774 return result;
4444 } 4775 }
@@ -4591,23 +4922,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4591 { 4922 {
4592 m_host.AddScriptLPS(1); 4923 m_host.AddScriptLPS(1);
4593 4924
4594 lock (m_host.TaskInventory) 4925 m_host.TaskInventory.LockItemsForRead(true);
4926 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4595 { 4927 {
4596 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4928 if (inv.Value.Name == name)
4597 { 4929 {
4598 if (inv.Value.Name == name) 4930 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4599 { 4931 {
4600 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4932 m_host.TaskInventory.LockItemsForRead(false);
4601 { 4933 return inv.Value.AssetID.ToString();
4602 return inv.Value.AssetID.ToString(); 4934 }
4603 } 4935 else
4604 else 4936 {
4605 { 4937 m_host.TaskInventory.LockItemsForRead(false);
4606 return UUID.Zero.ToString(); 4938 return UUID.Zero.ToString();
4607 }
4608 } 4939 }
4609 } 4940 }
4610 } 4941 }
4942 m_host.TaskInventory.LockItemsForRead(false);
4611 4943
4612 return UUID.Zero.ToString(); 4944 return UUID.Zero.ToString();
4613 } 4945 }
@@ -4760,14 +5092,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4760 { 5092 {
4761 m_host.AddScriptLPS(1); 5093 m_host.AddScriptLPS(1);
4762 5094
4763 if (src == null) 5095 return src.Length;
4764 {
4765 return 0;
4766 }
4767 else
4768 {
4769 return src.Length;
4770 }
4771 } 5096 }
4772 5097
4773 public LSL_Integer llList2Integer(LSL_List src, int index) 5098 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4813,7 +5138,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4813 else if (src.Data[index] is LSL_Float) 5138 else if (src.Data[index] is LSL_Float)
4814 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5139 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4815 else if (src.Data[index] is LSL_String) 5140 else if (src.Data[index] is LSL_String)
4816 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5141 {
5142 string str = ((LSL_String) src.Data[index]).m_string;
5143 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5144 if (m != Match.Empty)
5145 {
5146 str = m.Value;
5147 double d = 0.0;
5148 if (!Double.TryParse(str, out d))
5149 return 0.0;
5150
5151 return d;
5152 }
5153 return 0.0;
5154 }
4817 return Convert.ToDouble(src.Data[index]); 5155 return Convert.ToDouble(src.Data[index]);
4818 } 5156 }
4819 catch (FormatException) 5157 catch (FormatException)
@@ -5498,7 +5836,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5498 public void llSetSoundQueueing(int queue) 5836 public void llSetSoundQueueing(int queue)
5499 { 5837 {
5500 m_host.AddScriptLPS(1); 5838 m_host.AddScriptLPS(1);
5501 NotImplemented("llSetSoundQueueing");
5502 } 5839 }
5503 5840
5504 public void llSetSoundRadius(double radius) 5841 public void llSetSoundRadius(double radius)
@@ -5543,10 +5880,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5543 m_host.AddScriptLPS(1); 5880 m_host.AddScriptLPS(1);
5544 5881
5545 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5882 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5546 5883 if (parts.Count > 0)
5547 foreach (var part in parts)
5548 { 5884 {
5549 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5885 try
5886 {
5887 parts[0].ParentGroup.areUpdatesSuspended = true;
5888 foreach (var part in parts)
5889 {
5890 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5891 }
5892 }
5893 finally
5894 {
5895 parts[0].ParentGroup.areUpdatesSuspended = false;
5896 }
5550 } 5897 }
5551 } 5898 }
5552 5899
@@ -5602,74 +5949,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5602 5949
5603 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers) 5950 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5604 { 5951 {
5605 m_host.AddScriptLPS(1); 5952 return ParseString2List(str, separators, in_spacers, false);
5606 LSL_List ret = new LSL_List();
5607 LSL_List spacers = new LSL_List();
5608 if (in_spacers.Length > 0 && separators.Length > 0)
5609 {
5610 for (int i = 0; i < in_spacers.Length; i++)
5611 {
5612 object s = in_spacers.Data[i];
5613 for (int j = 0; j < separators.Length; j++)
5614 {
5615 if (separators.Data[j].ToString() == s.ToString())
5616 {
5617 s = null;
5618 break;
5619 }
5620 }
5621 if (s != null)
5622 {
5623 spacers.Add(s);
5624 }
5625 }
5626 }
5627 object[] delimiters = new object[separators.Length + spacers.Length];
5628 separators.Data.CopyTo(delimiters, 0);
5629 spacers.Data.CopyTo(delimiters, separators.Length);
5630 bool dfound = false;
5631 do
5632 {
5633 dfound = false;
5634 int cindex = -1;
5635 string cdeli = "";
5636 for (int i = 0; i < delimiters.Length; i++)
5637 {
5638 int index = str.IndexOf(delimiters[i].ToString());
5639 bool found = index != -1;
5640 if (found && String.Empty != delimiters[i].ToString())
5641 {
5642 if ((cindex > index) || (cindex == -1))
5643 {
5644 cindex = index;
5645 cdeli = delimiters[i].ToString();
5646 }
5647 dfound = dfound || found;
5648 }
5649 }
5650 if (cindex != -1)
5651 {
5652 if (cindex > 0)
5653 {
5654 ret.Add(new LSL_String(str.Substring(0, cindex)));
5655 }
5656 // Cannot use spacers.Contains() because spacers may be either type String or LSLString
5657 for (int j = 0; j < spacers.Length; j++)
5658 {
5659 if (spacers.Data[j].ToString() == cdeli)
5660 {
5661 ret.Add(new LSL_String(cdeli));
5662 break;
5663 }
5664 }
5665 str = str.Substring(cindex + cdeli.Length);
5666 }
5667 } while (dfound);
5668 if (str != "")
5669 {
5670 ret.Add(new LSL_String(str));
5671 }
5672 return ret;
5673 } 5953 }
5674 5954
5675 public LSL_Integer llOverMyLand(string id) 5955 public LSL_Integer llOverMyLand(string id)
@@ -5872,7 +6152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5872 return m_host.ParentGroup.RootPart.AttachmentPoint; 6152 return m_host.ParentGroup.RootPart.AttachmentPoint;
5873 } 6153 }
5874 6154
5875 public LSL_Integer llGetFreeMemory() 6155 public virtual LSL_Integer llGetFreeMemory()
5876 { 6156 {
5877 m_host.AddScriptLPS(1); 6157 m_host.AddScriptLPS(1);
5878 // Make scripts designed for LSO happy 6158 // Make scripts designed for LSO happy
@@ -6183,14 +6463,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6183 6463
6184 protected UUID GetTaskInventoryItem(string name) 6464 protected UUID GetTaskInventoryItem(string name)
6185 { 6465 {
6186 lock (m_host.TaskInventory) 6466 m_host.TaskInventory.LockItemsForRead(true);
6467 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6187 { 6468 {
6188 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6469 if (inv.Value.Name == name)
6189 { 6470 {
6190 if (inv.Value.Name == name) 6471 m_host.TaskInventory.LockItemsForRead(false);
6191 return inv.Key; 6472 return inv.Key;
6192 } 6473 }
6193 } 6474 }
6475 m_host.TaskInventory.LockItemsForRead(false);
6194 6476
6195 return UUID.Zero; 6477 return UUID.Zero;
6196 } 6478 }
@@ -6518,22 +6800,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6518 } 6800 }
6519 6801
6520 // copy the first script found with this inventory name 6802 // copy the first script found with this inventory name
6521 lock (m_host.TaskInventory) 6803 m_host.TaskInventory.LockItemsForRead(true);
6804 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6522 { 6805 {
6523 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6806 if (inv.Value.Name == name)
6524 { 6807 {
6525 if (inv.Value.Name == name) 6808 // make sure the object is a script
6809 if (10 == inv.Value.Type)
6526 { 6810 {
6527 // make sure the object is a script 6811 found = true;
6528 if (10 == inv.Value.Type) 6812 srcId = inv.Key;
6529 { 6813 break;
6530 found = true;
6531 srcId = inv.Key;
6532 break;
6533 }
6534 } 6814 }
6535 } 6815 }
6536 } 6816 }
6817 m_host.TaskInventory.LockItemsForRead(false);
6537 6818
6538 if (!found) 6819 if (!found)
6539 { 6820 {
@@ -6617,6 +6898,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6617 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6898 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6618 { 6899 {
6619 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6900 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6901 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6902 return shapeBlock;
6620 6903
6621 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6904 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6622 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6905 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6692,6 +6975,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6692 6975
6693 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6976 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6694 { 6977 {
6978 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6979 return;
6980
6695 ObjectShapePacket.ObjectDataBlock shapeBlock; 6981 ObjectShapePacket.ObjectDataBlock shapeBlock;
6696 6982
6697 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6983 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6741,6 +7027,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6741 7027
6742 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 7028 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6743 { 7029 {
7030 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7031 return;
7032
6744 ObjectShapePacket.ObjectDataBlock shapeBlock; 7033 ObjectShapePacket.ObjectDataBlock shapeBlock;
6745 7034
6746 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7035 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6783,6 +7072,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6783 7072
6784 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 7073 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6785 { 7074 {
7075 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7076 return;
7077
6786 ObjectShapePacket.ObjectDataBlock shapeBlock; 7078 ObjectShapePacket.ObjectDataBlock shapeBlock;
6787 7079
6788 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7080 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6909,6 +7201,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6909 7201
6910 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7202 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6911 { 7203 {
7204 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7205 return;
7206
6912 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7207 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6913 UUID sculptId; 7208 UUID sculptId;
6914 7209
@@ -6924,13 +7219,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6924 shapeBlock.PathScaleX = 100; 7219 shapeBlock.PathScaleX = 100;
6925 shapeBlock.PathScaleY = 150; 7220 shapeBlock.PathScaleY = 150;
6926 7221
6927 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7222 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6928 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7223 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6929 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7224 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6930 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7225 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6931 { 7226 {
6932 // default 7227 // default
6933 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7228 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6934 } 7229 }
6935 7230
6936 // retain pathcurve 7231 // retain pathcurve
@@ -6947,23 +7242,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6947 SetPrimParams(m_host, rules); 7242 SetPrimParams(m_host, rules);
6948 } 7243 }
6949 7244
6950 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7245 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6951 { 7246 {
6952 m_host.AddScriptLPS(1); 7247 m_host.AddScriptLPS(1);
6953 7248
6954 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7249 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7250 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7251 if (parts.Count>0)
7252 {
7253 try
7254 {
7255 parts[0].ParentGroup.areUpdatesSuspended = true;
7256 foreach (SceneObjectPart part in parts)
7257 SetPrimParams(part, rules);
7258 }
7259 finally
7260 {
7261 parts[0].ParentGroup.areUpdatesSuspended = false;
7262 }
7263 }
7264 if (avatars.Count > 0)
7265 {
7266 foreach (ScenePresence avatar in avatars)
7267 SetPrimParams(avatar, rules);
7268 }
7269 }
6955 7270
6956 foreach (SceneObjectPart part in parts) 7271 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6957 SetPrimParams(part, rules); 7272 {
7273 llSetLinkPrimitiveParamsFast(linknumber, rules);
7274 ScriptSleep(200);
6958 } 7275 }
6959 7276
6960 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7277 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6961 { 7278 {
6962 llSetLinkPrimitiveParams(linknumber, rules); 7279 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7280 //We only support PRIM_POSITION and PRIM_ROTATION
7281
7282 int idx = 0;
7283
7284 while (idx < rules.Length)
7285 {
7286 int code = rules.GetLSLIntegerItem(idx++);
7287
7288 int remain = rules.Length - idx;
7289
7290
7291
7292 switch (code)
7293 {
7294 case (int)ScriptBaseClass.PRIM_POSITION:
7295 if (remain < 1)
7296 return;
7297 LSL_Vector v;
7298 v = rules.GetVector3Item(idx++);
7299 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7300 av.SendFullUpdateToAllClients();
7301
7302 break;
7303
7304 case (int)ScriptBaseClass.PRIM_ROTATION:
7305 if (remain < 1)
7306 return;
7307 LSL_Rotation r;
7308 r = rules.GetQuaternionItem(idx++);
7309 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7310 av.SendFullUpdateToAllClients();
7311 break;
7312 }
7313 }
7314
6963 } 7315 }
6964 7316
6965 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7317 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6966 { 7318 {
7319 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7320 return;
7321
6967 int idx = 0; 7322 int idx = 0;
6968 7323
6969 while (idx < rules.Length) 7324 while (idx < rules.Length)
@@ -7480,13 +7835,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7480 public LSL_Integer llGetNumberOfPrims() 7835 public LSL_Integer llGetNumberOfPrims()
7481 { 7836 {
7482 m_host.AddScriptLPS(1); 7837 m_host.AddScriptLPS(1);
7483 int avatarCount = 0; 7838 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7484 World.ForEachScenePresence(delegate(ScenePresence presence) 7839
7485 {
7486 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7487 avatarCount++;
7488 });
7489
7490 return m_host.ParentGroup.PrimCount + avatarCount; 7840 return m_host.ParentGroup.PrimCount + avatarCount;
7491 } 7841 }
7492 7842
@@ -7502,55 +7852,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7502 m_host.AddScriptLPS(1); 7852 m_host.AddScriptLPS(1);
7503 UUID objID = UUID.Zero; 7853 UUID objID = UUID.Zero;
7504 LSL_List result = new LSL_List(); 7854 LSL_List result = new LSL_List();
7855
7856 // If the ID is not valid, return null result
7505 if (!UUID.TryParse(obj, out objID)) 7857 if (!UUID.TryParse(obj, out objID))
7506 { 7858 {
7507 result.Add(new LSL_Vector()); 7859 result.Add(new LSL_Vector());
7508 result.Add(new LSL_Vector()); 7860 result.Add(new LSL_Vector());
7509 return result; 7861 return result;
7510 } 7862 }
7863
7864 // Check if this is an attached prim. If so, replace
7865 // the UUID with the avatar UUID and report it's bounding box
7866 SceneObjectPart part = World.GetSceneObjectPart(objID);
7867 if (part != null && part.ParentGroup.IsAttachment)
7868 objID = part.ParentGroup.RootPart.AttachedAvatar;
7869
7870 // Find out if this is an avatar ID. If so, return it's box
7511 ScenePresence presence = World.GetScenePresence(objID); 7871 ScenePresence presence = World.GetScenePresence(objID);
7512 if (presence != null) 7872 if (presence != null)
7513 { 7873 {
7514 if (presence.ParentID == 0) // not sat on an object 7874 // As per LSL Wiki, there is no difference between sitting
7875 // and standing avatar since server 1.36
7876 LSL_Vector lower;
7877 LSL_Vector upper;
7878 if (presence.Animator.Animations.DefaultAnimation.AnimID
7879 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7515 { 7880 {
7516 LSL_Vector lower; 7881 // This is for ground sitting avatars
7517 LSL_Vector upper; 7882 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7518 if (presence.Animator.Animations.DefaultAnimation.AnimID 7883 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7519 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 7884 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7520 {
7521 // This is for ground sitting avatars
7522 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7523 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7524 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7525 }
7526 else
7527 {
7528 // This is for standing/flying avatars
7529 float height = presence.Appearance.AvatarHeight / 2.0f;
7530 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7531 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7532 }
7533 result.Add(lower);
7534 result.Add(upper);
7535 return result;
7536 } 7885 }
7537 else 7886 else
7538 { 7887 {
7539 // sitting on an object so we need the bounding box of that 7888 // This is for standing/flying avatars
7540 // which should include the avatar so set the UUID to the 7889 float height = presence.Appearance.AvatarHeight / 2.0f;
7541 // UUID of the object the avatar is sat on and allow it to fall through 7890 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7542 // to processing an object 7891 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7543 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7544 objID = p.UUID;
7545 } 7892 }
7893
7894 // Adjust to the documented error offsets (see LSL Wiki)
7895 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7896 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7897
7898 if (lower.x > upper.x)
7899 lower.x = upper.x;
7900 if (lower.y > upper.y)
7901 lower.y = upper.y;
7902 if (lower.z > upper.z)
7903 lower.z = upper.z;
7904
7905 result.Add(lower);
7906 result.Add(upper);
7907 return result;
7546 } 7908 }
7547 SceneObjectPart part = World.GetSceneObjectPart(objID); 7909
7910 part = World.GetSceneObjectPart(objID);
7548 // Currently only works for single prims without a sitting avatar 7911 // Currently only works for single prims without a sitting avatar
7549 if (part != null) 7912 if (part != null)
7550 { 7913 {
7551 Vector3 halfSize = part.Scale / 2.0f; 7914 float minX;
7552 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 7915 float maxX;
7553 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 7916 float minY;
7917 float maxY;
7918 float minZ;
7919 float maxZ;
7920
7921 // This BBox is in sim coordinates, with the offset being
7922 // a contained point.
7923 Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
7924 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
7925
7926 minX -= offsets[0].X;
7927 maxX -= offsets[0].X;
7928 minY -= offsets[0].Y;
7929 maxY -= offsets[0].Y;
7930 minZ -= offsets[0].Z;
7931 maxZ -= offsets[0].Z;
7932
7933 LSL_Vector lower;
7934 LSL_Vector upper;
7935
7936 // Adjust to the documented error offsets (see LSL Wiki)
7937 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
7938 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
7939
7940 if (lower.x > upper.x)
7941 lower.x = upper.x;
7942 if (lower.y > upper.y)
7943 lower.y = upper.y;
7944 if (lower.z > upper.z)
7945 lower.z = upper.z;
7946
7554 result.Add(lower); 7947 result.Add(lower);
7555 result.Add(upper); 7948 result.Add(upper);
7556 return result; 7949 return result;
@@ -7795,24 +8188,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7795 break; 8188 break;
7796 8189
7797 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8190 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7798 // TODO--------------
7799 if (remain < 1) 8191 if (remain < 1)
7800 return res; 8192 return res;
8193 face = (int)rules.GetLSLIntegerItem(idx++);
7801 8194
7802 face=(int)rules.GetLSLIntegerItem(idx++); 8195 tex = part.Shape.Textures;
7803 8196 int shiny;
7804 res.Add(new LSL_Integer(0)); 8197 if (face == ScriptBaseClass.ALL_SIDES)
7805 res.Add(new LSL_Integer(0)); 8198 {
8199 for (face = 0; face < GetNumberOfSides(part); face++)
8200 {
8201 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8202 if (shinyness == Shininess.High)
8203 {
8204 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8205 }
8206 else if (shinyness == Shininess.Medium)
8207 {
8208 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8209 }
8210 else if (shinyness == Shininess.Low)
8211 {
8212 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8213 }
8214 else
8215 {
8216 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8217 }
8218 res.Add(new LSL_Integer(shiny));
8219 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8220 }
8221 }
8222 else
8223 {
8224 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8225 if (shinyness == Shininess.High)
8226 {
8227 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8228 }
8229 else if (shinyness == Shininess.Medium)
8230 {
8231 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8232 }
8233 else if (shinyness == Shininess.Low)
8234 {
8235 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8236 }
8237 else
8238 {
8239 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8240 }
8241 res.Add(new LSL_Integer(shiny));
8242 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8243 }
7806 break; 8244 break;
7807 8245
7808 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8246 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7809 // TODO--------------
7810 if (remain < 1) 8247 if (remain < 1)
7811 return res; 8248 return res;
8249 face = (int)rules.GetLSLIntegerItem(idx++);
7812 8250
7813 face=(int)rules.GetLSLIntegerItem(idx++); 8251 tex = part.Shape.Textures;
7814 8252 int fullbright;
7815 res.Add(new LSL_Integer(0)); 8253 if (face == ScriptBaseClass.ALL_SIDES)
8254 {
8255 for (face = 0; face < GetNumberOfSides(part); face++)
8256 {
8257 if (tex.GetFace((uint)face).Fullbright == true)
8258 {
8259 fullbright = ScriptBaseClass.TRUE;
8260 }
8261 else
8262 {
8263 fullbright = ScriptBaseClass.FALSE;
8264 }
8265 res.Add(new LSL_Integer(fullbright));
8266 }
8267 }
8268 else
8269 {
8270 if (tex.GetFace((uint)face).Fullbright == true)
8271 {
8272 fullbright = ScriptBaseClass.TRUE;
8273 }
8274 else
8275 {
8276 fullbright = ScriptBaseClass.FALSE;
8277 }
8278 res.Add(new LSL_Integer(fullbright));
8279 }
7816 break; 8280 break;
7817 8281
7818 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8282 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7833,14 +8297,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7833 break; 8297 break;
7834 8298
7835 case (int)ScriptBaseClass.PRIM_TEXGEN: 8299 case (int)ScriptBaseClass.PRIM_TEXGEN:
7836 // TODO--------------
7837 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8300 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7838 if (remain < 1) 8301 if (remain < 1)
7839 return res; 8302 return res;
8303 face = (int)rules.GetLSLIntegerItem(idx++);
7840 8304
7841 face=(int)rules.GetLSLIntegerItem(idx++); 8305 tex = part.Shape.Textures;
7842 8306 if (face == ScriptBaseClass.ALL_SIDES)
7843 res.Add(new LSL_Integer(0)); 8307 {
8308 for (face = 0; face < GetNumberOfSides(part); face++)
8309 {
8310 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8311 {
8312 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8313 }
8314 else
8315 {
8316 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8317 }
8318 }
8319 }
8320 else
8321 {
8322 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8323 {
8324 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8325 }
8326 else
8327 {
8328 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8329 }
8330 }
7844 break; 8331 break;
7845 8332
7846 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8333 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7859,13 +8346,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7859 break; 8346 break;
7860 8347
7861 case (int)ScriptBaseClass.PRIM_GLOW: 8348 case (int)ScriptBaseClass.PRIM_GLOW:
7862 // TODO--------------
7863 if (remain < 1) 8349 if (remain < 1)
7864 return res; 8350 return res;
8351 face = (int)rules.GetLSLIntegerItem(idx++);
7865 8352
7866 face=(int)rules.GetLSLIntegerItem(idx++); 8353 tex = part.Shape.Textures;
7867 8354 float primglow;
7868 res.Add(new LSL_Float(0)); 8355 if (face == ScriptBaseClass.ALL_SIDES)
8356 {
8357 for (face = 0; face < GetNumberOfSides(part); face++)
8358 {
8359 primglow = tex.GetFace((uint)face).Glow;
8360 res.Add(new LSL_Float(primglow));
8361 }
8362 }
8363 else
8364 {
8365 primglow = tex.GetFace((uint)face).Glow;
8366 res.Add(new LSL_Float(primglow));
8367 }
7869 break; 8368 break;
7870 case (int)ScriptBaseClass.PRIM_TEXT: 8369 case (int)ScriptBaseClass.PRIM_TEXT:
7871 Color4 textColor = part.GetTextColor(); 8370 Color4 textColor = part.GetTextColor();
@@ -8406,8 +8905,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8406 // The function returns an ordered list 8905 // The function returns an ordered list
8407 // representing the tokens found in the supplied 8906 // representing the tokens found in the supplied
8408 // sources string. If two successive tokenizers 8907 // sources string. If two successive tokenizers
8409 // are encountered, then a NULL entry is added 8908 // are encountered, then a null-string entry is
8410 // to the list. 8909 // added to the list.
8411 // 8910 //
8412 // It is a precondition that the source and 8911 // It is a precondition that the source and
8413 // toekizer lisst are non-null. If they are null, 8912 // toekizer lisst are non-null. If they are null,
@@ -8415,7 +8914,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8415 // while their lengths are being determined. 8914 // while their lengths are being determined.
8416 // 8915 //
8417 // A small amount of working memoryis required 8916 // A small amount of working memoryis required
8418 // of approximately 8*#tokenizers. 8917 // of approximately 8*#tokenizers + 8*srcstrlen.
8419 // 8918 //
8420 // There are many ways in which this function 8919 // There are many ways in which this function
8421 // can be implemented, this implementation is 8920 // can be implemented, this implementation is
@@ -8431,136 +8930,111 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8431 // and eliminates redundant tokenizers as soon 8930 // and eliminates redundant tokenizers as soon
8432 // as is possible. 8931 // as is possible.
8433 // 8932 //
8434 // The implementation tries to avoid any copying 8933 // The implementation tries to minimize temporary
8435 // of arrays or other objects. 8934 // garbage generation.
8436 // </remarks> 8935 // </remarks>
8437 8936
8438 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers) 8937 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8439 { 8938 {
8440 int beginning = 0; 8939 return ParseString2List(src, separators, spacers, true);
8441 int srclen = src.Length; 8940 }
8442 int seplen = separators.Length;
8443 object[] separray = separators.Data;
8444 int spclen = spacers.Length;
8445 object[] spcarray = spacers.Data;
8446 int mlen = seplen+spclen;
8447
8448 int[] offset = new int[mlen+1];
8449 bool[] active = new bool[mlen];
8450 8941
8451 int best; 8942 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8452 int j; 8943 {
8944 int srclen = src.Length;
8945 int seplen = separators.Length;
8946 object[] separray = separators.Data;
8947 int spclen = spacers.Length;
8948 object[] spcarray = spacers.Data;
8949 int dellen = 0;
8950 string[] delarray = new string[seplen+spclen];
8453 8951
8454 // Initial capacity reduces resize cost 8952 int outlen = 0;
8953 string[] outarray = new string[srclen*2+1];
8455 8954
8456 LSL_List tokens = new LSL_List(); 8955 int i, j;
8956 string d;
8457 8957
8458 m_host.AddScriptLPS(1); 8958 m_host.AddScriptLPS(1);
8459 8959
8460 // All entries are initially valid 8960 /*
8461 8961 * Convert separator and spacer lists to C# strings.
8462 for (int i = 0; i < mlen; i++) 8962 * Also filter out null strings so we don't hang.
8463 active[i] = true; 8963 */
8464 8964 for (i = 0; i < seplen; i ++) {
8465 offset[mlen] = srclen; 8965 d = separray[i].ToString();
8466 8966 if (d.Length > 0) {
8467 while (beginning < srclen) 8967 delarray[dellen++] = d;
8468 { 8968 }
8469 8969 }
8470 best = mlen; // as bad as it gets 8970 seplen = dellen;
8471
8472 // Scan for separators
8473 8971
8474 for (j = 0; j < seplen; j++) 8972 for (i = 0; i < spclen; i ++) {
8475 { 8973 d = spcarray[i].ToString();
8476 if (active[j]) 8974 if (d.Length > 0) {
8477 { 8975 delarray[dellen++] = d;
8478 // scan all of the markers
8479 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1)
8480 {
8481 // not present at all
8482 active[j] = false;
8483 }
8484 else
8485 {
8486 // present and correct
8487 if (offset[j] < offset[best])
8488 {
8489 // closest so far
8490 best = j;
8491 if (offset[best] == beginning)
8492 break;
8493 }
8494 }
8495 }
8496 } 8976 }
8977 }
8497 8978
8498 // Scan for spacers 8979 /*
8980 * Scan through source string from beginning to end.
8981 */
8982 for (i = 0;;) {
8499 8983
8500 if (offset[best] != beginning) 8984 /*
8501 { 8985 * Find earliest delimeter in src starting at i (if any).
8502 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8986 */
8503 { 8987 int earliestDel = -1;
8504 if (active[j]) 8988 int earliestSrc = srclen;
8505 { 8989 string earliestStr = null;
8506 // scan all of the markers 8990 for (j = 0; j < dellen; j ++) {
8507 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1) 8991 d = delarray[j];
8508 { 8992 if (d != null) {
8509 // not present at all 8993 int index = src.IndexOf(d, i);
8510 active[j] = false; 8994 if (index < 0) {
8511 } 8995 delarray[j] = null; // delim nowhere in src, don't check it anymore
8512 else 8996 } else if (index < earliestSrc) {
8513 { 8997 earliestSrc = index; // where delimeter starts in source string
8514 // present and correct 8998 earliestDel = j; // where delimeter is in delarray[]
8515 if (offset[j] < offset[best]) 8999 earliestStr = d; // the delimeter string from delarray[]
8516 { 9000 if (index == i) break; // can't do any better than found at beg of string
8517 // closest so far
8518 best = j;
8519 }
8520 }
8521 } 9001 }
8522 } 9002 }
8523 } 9003 }
8524 9004
8525 // This is the normal exit from the scanning loop 9005 /*
8526 9006 * Output source string starting at i through start of earliest delimeter.
8527 if (best == mlen) 9007 */
8528 { 9008 if (keepNulls || (earliestSrc > i)) {
8529 // no markers were found on this pass 9009 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8530 // so we're pretty much done
8531 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8532 break;
8533 } 9010 }
8534 9011
8535 // Otherwise we just add the newly delimited token 9012 /*
8536 // and recalculate where the search should continue. 9013 * If no delimeter found at or after i, we're done scanning.
8537 9014 */
8538 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9015 if (earliestDel < 0) break;
8539 9016
8540 if (best < seplen) 9017 /*
8541 { 9018 * If delimeter was a spacer, output the spacer.
8542 beginning = offset[best] + (separray[best].ToString()).Length; 9019 */
8543 } 9020 if (earliestDel >= seplen) {
8544 else 9021 outarray[outlen++] = earliestStr;
8545 {
8546 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8547 tokens.Add(new LSL_String(spcarray[best - seplen].ToString()));
8548 } 9022 }
8549 }
8550
8551 // This an awkward an not very intuitive boundary case. If the
8552 // last substring is a tokenizer, then there is an implied trailing
8553 // null list entry. Hopefully the single comparison will not be too
8554 // arduous. Alternatively the 'break' could be replced with a return
8555 // but that's shabby programming.
8556 9023
8557 if (beginning == srclen) 9024 /*
8558 { 9025 * Look at rest of src string following delimeter.
8559 if (srclen != 0) 9026 */
8560 tokens.Add(new LSL_String("")); 9027 i = earliestSrc + earliestStr.Length;
8561 } 9028 }
8562 9029
8563 return tokens; 9030 /*
9031 * Make up an exact-sized output array suitable for an LSL_List object.
9032 */
9033 object[] outlist = new object[outlen];
9034 for (i = 0; i < outlen; i ++) {
9035 outlist[i] = new LSL_String(outarray[i]);
9036 }
9037 return new LSL_List(outlist);
8564 } 9038 }
8565 9039
8566 public LSL_Integer llGetObjectPermMask(int mask) 9040 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8637,28 +9111,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8637 { 9111 {
8638 m_host.AddScriptLPS(1); 9112 m_host.AddScriptLPS(1);
8639 9113
8640 lock (m_host.TaskInventory) 9114 m_host.TaskInventory.LockItemsForRead(true);
9115 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8641 { 9116 {
8642 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9117 if (inv.Value.Name == item)
8643 { 9118 {
8644 if (inv.Value.Name == item) 9119 m_host.TaskInventory.LockItemsForRead(false);
9120 switch (mask)
8645 { 9121 {
8646 switch (mask) 9122 case 0:
8647 { 9123 return (int)inv.Value.BasePermissions;
8648 case 0: 9124 case 1:
8649 return (int)inv.Value.BasePermissions; 9125 return (int)inv.Value.CurrentPermissions;
8650 case 1: 9126 case 2:
8651 return (int)inv.Value.CurrentPermissions; 9127 return (int)inv.Value.GroupPermissions;
8652 case 2: 9128 case 3:
8653 return (int)inv.Value.GroupPermissions; 9129 return (int)inv.Value.EveryonePermissions;
8654 case 3: 9130 case 4:
8655 return (int)inv.Value.EveryonePermissions; 9131 return (int)inv.Value.NextPermissions;
8656 case 4:
8657 return (int)inv.Value.NextPermissions;
8658 }
8659 } 9132 }
8660 } 9133 }
8661 } 9134 }
9135 m_host.TaskInventory.LockItemsForRead(false);
8662 9136
8663 return -1; 9137 return -1;
8664 } 9138 }
@@ -8705,16 +9179,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8705 { 9179 {
8706 m_host.AddScriptLPS(1); 9180 m_host.AddScriptLPS(1);
8707 9181
8708 lock (m_host.TaskInventory) 9182 m_host.TaskInventory.LockItemsForRead(true);
9183 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8709 { 9184 {
8710 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9185 if (inv.Value.Name == item)
8711 { 9186 {
8712 if (inv.Value.Name == item) 9187 m_host.TaskInventory.LockItemsForRead(false);
8713 { 9188 return inv.Value.CreatorID.ToString();
8714 return inv.Value.CreatorID.ToString();
8715 }
8716 } 9189 }
8717 } 9190 }
9191 m_host.TaskInventory.LockItemsForRead(false);
8718 9192
8719 llSay(0, "No item name '" + item + "'"); 9193 llSay(0, "No item name '" + item + "'");
8720 9194
@@ -8765,8 +9239,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8765 return UUID.Zero.ToString(); 9239 return UUID.Zero.ToString();
8766 } 9240 }
8767 reply = new LSL_Vector( 9241 reply = new LSL_Vector(
8768 info.RegionLocX * Constants.RegionSize, 9242 info.RegionLocX,
8769 info.RegionLocY * Constants.RegionSize, 9243 info.RegionLocY,
8770 0).ToString(); 9244 0).ToString();
8771 break; 9245 break;
8772 case 6: // DATA_SIM_STATUS 9246 case 6: // DATA_SIM_STATUS
@@ -8979,17 +9453,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8979 int width = 0; 9453 int width = 0;
8980 int height = 0; 9454 int height = 0;
8981 9455
8982 ParcelMediaCommandEnum? commandToSend = null; 9456 uint commandToSend = 0;
8983 float time = 0.0f; // default is from start 9457 float time = 0.0f; // default is from start
8984 9458
8985 ScenePresence presence = null; 9459 ScenePresence presence = null;
8986 9460
8987 for (int i = 0; i < commandList.Data.Length; i++) 9461 for (int i = 0; i < commandList.Data.Length; i++)
8988 { 9462 {
8989 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9463 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8990 switch (command) 9464 switch (command)
8991 { 9465 {
8992 case ParcelMediaCommandEnum.Agent: 9466 case (uint)ParcelMediaCommandEnum.Agent:
8993 // we send only to one agent 9467 // we send only to one agent
8994 if ((i + 1) < commandList.Length) 9468 if ((i + 1) < commandList.Length)
8995 { 9469 {
@@ -9006,25 +9480,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9006 } 9480 }
9007 break; 9481 break;
9008 9482
9009 case ParcelMediaCommandEnum.Loop: 9483 case (uint)ParcelMediaCommandEnum.Loop:
9010 loop = 1; 9484 loop = 1;
9011 commandToSend = command; 9485 commandToSend = command;
9012 update = true; //need to send the media update packet to set looping 9486 update = true; //need to send the media update packet to set looping
9013 break; 9487 break;
9014 9488
9015 case ParcelMediaCommandEnum.Play: 9489 case (uint)ParcelMediaCommandEnum.Play:
9016 loop = 0; 9490 loop = 0;
9017 commandToSend = command; 9491 commandToSend = command;
9018 update = true; //need to send the media update packet to make sure it doesn't loop 9492 update = true; //need to send the media update packet to make sure it doesn't loop
9019 break; 9493 break;
9020 9494
9021 case ParcelMediaCommandEnum.Pause: 9495 case (uint)ParcelMediaCommandEnum.Pause:
9022 case ParcelMediaCommandEnum.Stop: 9496 case (uint)ParcelMediaCommandEnum.Stop:
9023 case ParcelMediaCommandEnum.Unload: 9497 case (uint)ParcelMediaCommandEnum.Unload:
9024 commandToSend = command; 9498 commandToSend = command;
9025 break; 9499 break;
9026 9500
9027 case ParcelMediaCommandEnum.Url: 9501 case (uint)ParcelMediaCommandEnum.Url:
9028 if ((i + 1) < commandList.Length) 9502 if ((i + 1) < commandList.Length)
9029 { 9503 {
9030 if (commandList.Data[i + 1] is LSL_String) 9504 if (commandList.Data[i + 1] is LSL_String)
@@ -9037,7 +9511,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9037 } 9511 }
9038 break; 9512 break;
9039 9513
9040 case ParcelMediaCommandEnum.Texture: 9514 case (uint)ParcelMediaCommandEnum.Texture:
9041 if ((i + 1) < commandList.Length) 9515 if ((i + 1) < commandList.Length)
9042 { 9516 {
9043 if (commandList.Data[i + 1] is LSL_String) 9517 if (commandList.Data[i + 1] is LSL_String)
@@ -9050,7 +9524,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9050 } 9524 }
9051 break; 9525 break;
9052 9526
9053 case ParcelMediaCommandEnum.Time: 9527 case (uint)ParcelMediaCommandEnum.Time:
9054 if ((i + 1) < commandList.Length) 9528 if ((i + 1) < commandList.Length)
9055 { 9529 {
9056 if (commandList.Data[i + 1] is LSL_Float) 9530 if (commandList.Data[i + 1] is LSL_Float)
@@ -9062,7 +9536,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9062 } 9536 }
9063 break; 9537 break;
9064 9538
9065 case ParcelMediaCommandEnum.AutoAlign: 9539 case (uint)ParcelMediaCommandEnum.AutoAlign:
9066 if ((i + 1) < commandList.Length) 9540 if ((i + 1) < commandList.Length)
9067 { 9541 {
9068 if (commandList.Data[i + 1] is LSL_Integer) 9542 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9076,7 +9550,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9076 } 9550 }
9077 break; 9551 break;
9078 9552
9079 case ParcelMediaCommandEnum.Type: 9553 case (uint)ParcelMediaCommandEnum.Type:
9080 if ((i + 1) < commandList.Length) 9554 if ((i + 1) < commandList.Length)
9081 { 9555 {
9082 if (commandList.Data[i + 1] is LSL_String) 9556 if (commandList.Data[i + 1] is LSL_String)
@@ -9089,7 +9563,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9089 } 9563 }
9090 break; 9564 break;
9091 9565
9092 case ParcelMediaCommandEnum.Desc: 9566 case (uint)ParcelMediaCommandEnum.Desc:
9093 if ((i + 1) < commandList.Length) 9567 if ((i + 1) < commandList.Length)
9094 { 9568 {
9095 if (commandList.Data[i + 1] is LSL_String) 9569 if (commandList.Data[i + 1] is LSL_String)
@@ -9102,7 +9576,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9102 } 9576 }
9103 break; 9577 break;
9104 9578
9105 case ParcelMediaCommandEnum.Size: 9579 case (uint)ParcelMediaCommandEnum.Size:
9106 if ((i + 2) < commandList.Length) 9580 if ((i + 2) < commandList.Length)
9107 { 9581 {
9108 if (commandList.Data[i + 1] is LSL_Integer) 9582 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9172,7 +9646,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9172 } 9646 }
9173 } 9647 }
9174 9648
9175 if (commandToSend != null) 9649 if (commandToSend != 0)
9176 { 9650 {
9177 // the commandList contained a start/stop/... command, too 9651 // the commandList contained a start/stop/... command, too
9178 if (presence == null) 9652 if (presence == null)
@@ -9209,7 +9683,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9209 9683
9210 if (aList.Data[i] != null) 9684 if (aList.Data[i] != null)
9211 { 9685 {
9212 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9686 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9213 { 9687 {
9214 case ParcelMediaCommandEnum.Url: 9688 case ParcelMediaCommandEnum.Url:
9215 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9689 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9252,16 +9726,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9252 { 9726 {
9253 m_host.AddScriptLPS(1); 9727 m_host.AddScriptLPS(1);
9254 9728
9255 lock (m_host.TaskInventory) 9729 m_host.TaskInventory.LockItemsForRead(true);
9730 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9256 { 9731 {
9257 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9732 if (inv.Value.Name == name)
9258 { 9733 {
9259 if (inv.Value.Name == name) 9734 m_host.TaskInventory.LockItemsForRead(false);
9260 { 9735 return inv.Value.Type;
9261 return inv.Value.Type;
9262 }
9263 } 9736 }
9264 } 9737 }
9738 m_host.TaskInventory.LockItemsForRead(false);
9265 9739
9266 return -1; 9740 return -1;
9267 } 9741 }
@@ -9272,15 +9746,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9272 9746
9273 if (quick_pay_buttons.Data.Length < 4) 9747 if (quick_pay_buttons.Data.Length < 4)
9274 { 9748 {
9275 LSLError("List must have at least 4 elements"); 9749 int x;
9276 return; 9750 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9751 {
9752 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9753 }
9277 } 9754 }
9278 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9755 int[] nPrice = new int[5];
9279 9756 nPrice[0]=price;
9280 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9757 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
9281 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9758 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
9282 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9759 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
9283 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9760 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9761 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9284 m_host.ParentGroup.HasGroupChanged = true; 9762 m_host.ParentGroup.HasGroupChanged = true;
9285 } 9763 }
9286 9764
@@ -9292,17 +9770,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9292 if (invItemID == UUID.Zero) 9770 if (invItemID == UUID.Zero)
9293 return new LSL_Vector(); 9771 return new LSL_Vector();
9294 9772
9295 lock (m_host.TaskInventory) 9773 m_host.TaskInventory.LockItemsForRead(true);
9774 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9296 { 9775 {
9297 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9776 m_host.TaskInventory.LockItemsForRead(false);
9298 return new LSL_Vector(); 9777 return new LSL_Vector();
9778 }
9299 9779
9300 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9780 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9301 { 9781 {
9302 ShoutError("No permissions to track the camera"); 9782 ShoutError("No permissions to track the camera");
9303 return new LSL_Vector(); 9783 m_host.TaskInventory.LockItemsForRead(false);
9304 } 9784 return new LSL_Vector();
9305 } 9785 }
9786 m_host.TaskInventory.LockItemsForRead(false);
9306 9787
9307 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9788 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9308 if (presence != null) 9789 if (presence != null)
@@ -9320,17 +9801,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9320 if (invItemID == UUID.Zero) 9801 if (invItemID == UUID.Zero)
9321 return new LSL_Rotation(); 9802 return new LSL_Rotation();
9322 9803
9323 lock (m_host.TaskInventory) 9804 m_host.TaskInventory.LockItemsForRead(true);
9805 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9324 { 9806 {
9325 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9807 m_host.TaskInventory.LockItemsForRead(false);
9326 return new LSL_Rotation(); 9808 return new LSL_Rotation();
9327 9809 }
9328 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9810 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9329 { 9811 {
9330 ShoutError("No permissions to track the camera"); 9812 ShoutError("No permissions to track the camera");
9331 return new LSL_Rotation(); 9813 m_host.TaskInventory.LockItemsForRead(false);
9332 } 9814 return new LSL_Rotation();
9333 } 9815 }
9816 m_host.TaskInventory.LockItemsForRead(false);
9334 9817
9335 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9818 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9336 if (presence != null) 9819 if (presence != null)
@@ -9392,8 +9875,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9392 { 9875 {
9393 m_host.AddScriptLPS(1); 9876 m_host.AddScriptLPS(1);
9394 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9877 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9395 if (detectedParams == null) return; // only works on the first detected avatar 9878 if (detectedParams == null)
9396 9879 {
9880 if (m_host.IsAttachment == true)
9881 {
9882 detectedParams = new DetectParams();
9883 detectedParams.Key = m_host.OwnerID;
9884 }
9885 else
9886 {
9887 return;
9888 }
9889 }
9890
9397 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9891 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9398 if (avatar != null) 9892 if (avatar != null)
9399 { 9893 {
@@ -9401,6 +9895,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9401 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9895 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9402 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9896 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9403 } 9897 }
9898
9404 ScriptSleep(1000); 9899 ScriptSleep(1000);
9405 } 9900 }
9406 9901
@@ -9480,14 +9975,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9480 if (objectID == UUID.Zero) return; 9975 if (objectID == UUID.Zero) return;
9481 9976
9482 UUID agentID; 9977 UUID agentID;
9483 lock (m_host.TaskInventory) 9978 m_host.TaskInventory.LockItemsForRead(true);
9484 { 9979 // we need the permission first, to know which avatar we want to set the camera for
9485 // we need the permission first, to know which avatar we want to set the camera for 9980 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9486 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9487 9981
9488 if (agentID == UUID.Zero) return; 9982 if (agentID == UUID.Zero)
9489 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9983 {
9984 m_host.TaskInventory.LockItemsForRead(false);
9985 return;
9986 }
9987 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9988 {
9989 m_host.TaskInventory.LockItemsForRead(false);
9990 return;
9490 } 9991 }
9992 m_host.TaskInventory.LockItemsForRead(false);
9491 9993
9492 ScenePresence presence = World.GetScenePresence(agentID); 9994 ScenePresence presence = World.GetScenePresence(agentID);
9493 9995
@@ -9537,12 +10039,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9537 10039
9538 // we need the permission first, to know which avatar we want to clear the camera for 10040 // we need the permission first, to know which avatar we want to clear the camera for
9539 UUID agentID; 10041 UUID agentID;
9540 lock (m_host.TaskInventory) 10042 m_host.TaskInventory.LockItemsForRead(true);
10043 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10044 if (agentID == UUID.Zero)
10045 {
10046 m_host.TaskInventory.LockItemsForRead(false);
10047 return;
10048 }
10049 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9541 { 10050 {
9542 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10051 m_host.TaskInventory.LockItemsForRead(false);
9543 if (agentID == UUID.Zero) return; 10052 return;
9544 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9545 } 10053 }
10054 m_host.TaskInventory.LockItemsForRead(false);
9546 10055
9547 ScenePresence presence = World.GetScenePresence(agentID); 10056 ScenePresence presence = World.GetScenePresence(agentID);
9548 10057
@@ -9609,19 +10118,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9609 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10118 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9610 { 10119 {
9611 m_host.AddScriptLPS(1); 10120 m_host.AddScriptLPS(1);
9612 string ret = String.Empty; 10121
9613 string src1 = llBase64ToString(str1); 10122 if (str1 == String.Empty)
9614 string src2 = llBase64ToString(str2); 10123 return String.Empty;
9615 int c = 0; 10124 if (str2 == String.Empty)
9616 for (int i = 0; i < src1.Length; i++) 10125 return str1;
10126
10127 byte[] data1 = Convert.FromBase64String(str1);
10128 byte[] data2 = Convert.FromBase64String(str2);
10129
10130 byte[] d2 = new Byte[data1.Length];
10131 int pos = 0;
10132
10133 if (data1.Length <= data2.Length)
10134 {
10135 Array.Copy(data2, 0, d2, 0, data1.Length);
10136 }
10137 else
9617 { 10138 {
9618 ret += (char) (src1[i] ^ src2[c]); 10139 while (pos < data1.Length)
10140 {
10141 int len = data1.Length - pos;
10142 if (len > data2.Length)
10143 len = data2.Length;
9619 10144
9620 c++; 10145 Array.Copy(data2, 0, d2, pos, len);
9621 if (c >= src2.Length) 10146 pos += len;
9622 c = 0; 10147 }
9623 } 10148 }
9624 return llStringToBase64(ret); 10149
10150 for (pos = 0 ; pos < data1.Length ; pos++ )
10151 data1[pos] ^= d2[pos];
10152
10153 return Convert.ToBase64String(data1);
9625 } 10154 }
9626 10155
9627 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10156 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9999,15 +10528,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9999 10528
10000 internal UUID ScriptByName(string name) 10529 internal UUID ScriptByName(string name)
10001 { 10530 {
10002 lock (m_host.TaskInventory) 10531 m_host.TaskInventory.LockItemsForRead(true);
10532
10533 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10003 { 10534 {
10004 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10535 if (item.Type == 10 && item.Name == name)
10005 { 10536 {
10006 if (item.Type == 10 && item.Name == name) 10537 m_host.TaskInventory.LockItemsForRead(false);
10007 return item.ItemID; 10538 return item.ItemID;
10008 } 10539 }
10009 } 10540 }
10010 10541
10542 m_host.TaskInventory.LockItemsForRead(false);
10543
10011 return UUID.Zero; 10544 return UUID.Zero;
10012 } 10545 }
10013 10546
@@ -10048,6 +10581,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10048 { 10581 {
10049 m_host.AddScriptLPS(1); 10582 m_host.AddScriptLPS(1);
10050 10583
10584 //Clone is thread safe
10051 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10585 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10052 10586
10053 UUID assetID = UUID.Zero; 10587 UUID assetID = UUID.Zero;
@@ -10110,6 +10644,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10110 { 10644 {
10111 m_host.AddScriptLPS(1); 10645 m_host.AddScriptLPS(1);
10112 10646
10647 //Clone is thread safe
10113 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10648 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10114 10649
10115 UUID assetID = UUID.Zero; 10650 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index a529a94..a08b135 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -129,6 +129,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
130 internal float m_ScriptDelayFactor = 1.0f; 130 internal float m_ScriptDelayFactor = 1.0f;
131 internal float m_ScriptDistanceFactor = 1.0f; 131 internal float m_ScriptDistanceFactor = 1.0f;
132 internal bool m_debuggerSafe = false;
132 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 133 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
133 134
134 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 135 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -137,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 m_host = host; 138 m_host = host;
138 m_localID = localID; 139 m_localID = localID;
139 m_itemID = itemID; 140 m_itemID = itemID;
141 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
140 142
141 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 143 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
142 m_OSFunctionsEnabled = true; 144 m_OSFunctionsEnabled = true;
@@ -195,7 +197,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
195 197
196 internal void OSSLError(string msg) 198 internal void OSSLError(string msg)
197 { 199 {
198 throw new Exception("OSSL Runtime Error: " + msg); 200 if (m_debuggerSafe)
201 {
202 OSSLShoutError(msg);
203 }
204 else
205 {
206 throw new Exception("OSSL Runtime Error: " + msg);
207 }
199 } 208 }
200 209
201 private void InitLSL() 210 private void InitLSL()
@@ -767,18 +776,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
767 if (target != null) 776 if (target != null)
768 { 777 {
769 UUID animID=UUID.Zero; 778 UUID animID=UUID.Zero;
770 lock (m_host.TaskInventory) 779 m_host.TaskInventory.LockItemsForRead(true);
780 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
771 { 781 {
772 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 782 if (inv.Value.Name == animation)
773 { 783 {
774 if (inv.Value.Name == animation) 784 if (inv.Value.Type == (int)AssetType.Animation)
775 { 785 animID = inv.Value.AssetID;
776 if (inv.Value.Type == (int)AssetType.Animation) 786 continue;
777 animID = inv.Value.AssetID;
778 continue;
779 }
780 } 787 }
781 } 788 }
789 m_host.TaskInventory.LockItemsForRead(false);
782 if (animID == UUID.Zero) 790 if (animID == UUID.Zero)
783 target.Animator.AddAnimation(animation, m_host.UUID); 791 target.Animator.AddAnimation(animation, m_host.UUID);
784 else 792 else
@@ -800,18 +808,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
800 if (target != null) 808 if (target != null)
801 { 809 {
802 UUID animID=UUID.Zero; 810 UUID animID=UUID.Zero;
803 lock (m_host.TaskInventory) 811 m_host.TaskInventory.LockItemsForRead(true);
812 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
804 { 813 {
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 814 if (inv.Value.Name == animation)
806 { 815 {
807 if (inv.Value.Name == animation) 816 if (inv.Value.Type == (int)AssetType.Animation)
808 { 817 animID = inv.Value.AssetID;
809 if (inv.Value.Type == (int)AssetType.Animation) 818 continue;
810 animID = inv.Value.AssetID;
811 continue;
812 }
813 } 819 }
814 } 820 }
821 m_host.TaskInventory.LockItemsForRead(false);
815 822
816 if (animID == UUID.Zero) 823 if (animID == UUID.Zero)
817 target.Animator.RemoveAnimation(animation); 824 target.Animator.RemoveAnimation(animation);
@@ -1662,6 +1669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1662 1669
1663 if (!UUID.TryParse(name, out assetID)) 1670 if (!UUID.TryParse(name, out assetID))
1664 { 1671 {
1672 m_host.TaskInventory.LockItemsForRead(true);
1665 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1673 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1666 { 1674 {
1667 if (item.Type == 7 && item.Name == name) 1675 if (item.Type == 7 && item.Name == name)
@@ -1669,6 +1677,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1669 assetID = item.AssetID; 1677 assetID = item.AssetID;
1670 } 1678 }
1671 } 1679 }
1680 m_host.TaskInventory.LockItemsForRead(false);
1672 } 1681 }
1673 1682
1674 if (assetID == UUID.Zero) 1683 if (assetID == UUID.Zero)
@@ -1715,6 +1724,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1715 1724
1716 if (!UUID.TryParse(name, out assetID)) 1725 if (!UUID.TryParse(name, out assetID))
1717 { 1726 {
1727 m_host.TaskInventory.LockItemsForRead(true);
1718 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1728 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1719 { 1729 {
1720 if (item.Type == 7 && item.Name == name) 1730 if (item.Type == 7 && item.Name == name)
@@ -1722,6 +1732,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1722 assetID = item.AssetID; 1732 assetID = item.AssetID;
1723 } 1733 }
1724 } 1734 }
1735 m_host.TaskInventory.LockItemsForRead(false);
1725 } 1736 }
1726 1737
1727 if (assetID == UUID.Zero) 1738 if (assetID == UUID.Zero)
@@ -1772,6 +1783,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1772 1783
1773 if (!UUID.TryParse(name, out assetID)) 1784 if (!UUID.TryParse(name, out assetID))
1774 { 1785 {
1786 m_host.TaskInventory.LockItemsForRead(true);
1775 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1787 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1776 { 1788 {
1777 if (item.Type == 7 && item.Name == name) 1789 if (item.Type == 7 && item.Name == name)
@@ -1779,6 +1791,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1779 assetID = item.AssetID; 1791 assetID = item.AssetID;
1780 } 1792 }
1781 } 1793 }
1794 m_host.TaskInventory.LockItemsForRead(false);
1782 } 1795 }
1783 1796
1784 if (assetID == UUID.Zero) 1797 if (assetID == UUID.Zero)
@@ -2216,9 +2229,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2216 { 2229 {
2217 if (avatar.IsChildAgent == false) 2230 if (avatar.IsChildAgent == false)
2218 { 2231 {
2219 result.Add(avatar.UUID); 2232 result.Add(new LSL_Key(avatar.UUID.ToString()));
2220 result.Add(avatar.AbsolutePosition); 2233 result.Add(new LSL_Vector(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z));
2221 result.Add(avatar.Name); 2234 result.Add(new LSL_String(avatar.Name));
2222 } 2235 }
2223 } 2236 }
2224 }); 2237 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 5da6bb9..6e8435d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -279,6 +279,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
280 public const int CHANGED_MEDIA = 2048; 280 public const int CHANGED_MEDIA = 2048;
281 public const int CHANGED_ANIMATION = 16384; 281 public const int CHANGED_ANIMATION = 16384;
282 public const int CHANGED_POSITION = 32768;
282 public const int TYPE_INVALID = 0; 283 public const int TYPE_INVALID = 0;
283 public const int TYPE_INTEGER = 1; 284 public const int TYPE_INTEGER = 1;
284 public const int TYPE_FLOAT = 2; 285 public const int TYPE_FLOAT = 2;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 451163f..f14967e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 6663aa5..b4da246 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..a3a2fdf 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
@@ -613,24 +613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 613
614 public static bool operator ==(list a, list b) 614 public static bool operator ==(list a, list b)
615 { 615 {
616 int la = -1; 616 int la = a.Length;
617 int lb = -1; 617 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 618
623 return la == lb; 619 return la == lb;
624 } 620 }
625 621
626 public static bool operator !=(list a, list b) 622 public static bool operator !=(list a, list b)
627 { 623 {
628 int la = -1; 624 int la = a.Length;
629 int lb = -1; 625 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 626
635 return la != lb; 627 return la != lb;
636 } 628 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 8102acd..e5e8a56 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -702,92 +770,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
702 } 770 }
703 771
704 ScriptInstance instance = null; 772 ScriptInstance instance = null;
705 lock (m_Scripts) 773 // Create the object record
774 lockScriptsForRead(true);
775 if ((!m_Scripts.ContainsKey(itemID)) ||
776 (m_Scripts[itemID].AssetID != assetID))
706 { 777 {
707 // Create the object record 778 lockScriptsForRead(false);
708 779
709 if ((!m_Scripts.ContainsKey(itemID)) || 780 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 781
714 if (part.ParentGroup.IsAttachment) 782 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 783 appDomain = part.ParentGroup.RootPart.UUID;
716 784
717 if (!m_AppDomains.ContainsKey(appDomain)) 785 if (!m_AppDomains.ContainsKey(appDomain))
786 {
787 try
718 { 788 {
719 try 789 AppDomainSetup appSetup = new AppDomainSetup();
720 { 790 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 791 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 792 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 793
724// m_Scene.RegionInfo.RegionID.ToString()); 794 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 795 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 796
727 Evidence evidence = new Evidence(baseEvidence); 797 AppDomain sandbox;
728 798 if (m_AppDomainLoading)
729 AppDomain sandbox; 799 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 800 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 801 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 802 else
733 evidence, appSetup); 803 sandbox = AppDomain.CurrentDomain;
734 else 804
735 sandbox = AppDomain.CurrentDomain; 805 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 806 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 807 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 808 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 809 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 810 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 811 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 812
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 813 m_AppDomains[appDomain] = sandbox;
744 814
745 m_AppDomains[appDomain] = sandbox; 815 m_AppDomains[appDomain].AssemblyResolve +=
746 816 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 817 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 818 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve); 819 }
750 m_DomainScripts[appDomain] = new List<UUID>(); 820 catch (Exception e)
751 } 821 {
752 catch (Exception e) 822 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
823 m_ScriptErrorMessage += "Exception creating app domain:\n";
824 m_ScriptFailCount++;
825 lock (m_AddingAssemblies)
753 { 826 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 827 m_AddingAssemblies[assembly]--;
755 m_ScriptErrorMessage += "Exception creating app domain:\n";
756 m_ScriptFailCount++;
757 lock (m_AddingAssemblies)
758 {
759 m_AddingAssemblies[assembly]--;
760 }
761 return false;
762 } 828 }
829 return false;
763 } 830 }
764 m_DomainScripts[appDomain].Add(itemID); 831 }
765 832 m_DomainScripts[appDomain].Add(itemID);
766 instance = new ScriptInstance(this, part, 833
767 itemID, assetID, assembly, 834 instance = new ScriptInstance(this, part,
768 m_AppDomains[appDomain], 835 itemID, assetID, assembly,
769 part.ParentGroup.RootPart.Name, 836 m_AppDomains[appDomain],
770 item.Name, startParam, postOnRez, 837 part.ParentGroup.RootPart.Name,
771 stateSource, m_MaxScriptQueue); 838 item.Name, startParam, postOnRez,
772 839 stateSource, m_MaxScriptQueue);
773 m_log.DebugFormat( 840
841 m_log.DebugFormat(
774 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 842 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
775 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 843 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
776 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 844 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
777 845
778 if (presence != null) 846 if (presence != null)
779 { 847 {
780 ShowScriptSaveResponse(item.OwnerID, 848 ShowScriptSaveResponse(item.OwnerID,
781 assetID, "Compile successful", true); 849 assetID, "Compile successful", true);
782 }
783
784 instance.AppDomain = appDomain;
785 instance.LineMap = linemap;
786
787 m_Scripts[itemID] = instance;
788 } 850 }
789 }
790 851
852 instance.AppDomain = appDomain;
853 instance.LineMap = linemap;
854 lockScriptsForWrite(true);
855 m_Scripts[itemID] = instance;
856 lockScriptsForWrite(false);
857 }
858 else
859 {
860 lockScriptsForRead(false);
861 }
791 lock (m_PrimObjects) 862 lock (m_PrimObjects)
792 { 863 {
793 if (!m_PrimObjects.ContainsKey(localID)) 864 if (!m_PrimObjects.ContainsKey(localID))
@@ -806,9 +877,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
806 m_AddingAssemblies[assembly]--; 877 m_AddingAssemblies[assembly]--;
807 } 878 }
808 879
809 if (instance != null) 880 if (instance!=null)
810 instance.Init(); 881 instance.Init();
811 882
812 return true; 883 return true;
813 } 884 }
814 885
@@ -821,20 +892,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
821 m_CompileDict.Remove(itemID); 892 m_CompileDict.Remove(itemID);
822 } 893 }
823 894
824 IScriptInstance instance = null; 895 lockScriptsForRead(true);
825 896 // Do we even have it?
826 lock (m_Scripts) 897 if (!m_Scripts.ContainsKey(itemID))
827 { 898 {
828 // Do we even have it? 899 lockScriptsForRead(false);
829 if (!m_Scripts.ContainsKey(itemID)) 900 return;
830 return;
831
832 instance=m_Scripts[itemID];
833 m_Scripts.Remove(itemID);
834 } 901 }
902
835 903
904 IScriptInstance instance=m_Scripts[itemID];
905 lockScriptsForRead(false);
906 lockScriptsForWrite(true);
907 m_Scripts.Remove(itemID);
908 lockScriptsForWrite(false);
836 instance.ClearQueue(); 909 instance.ClearQueue();
837 instance.Stop(0); 910 instance.Stop(0);
911
838// bool objectRemoved = false; 912// bool objectRemoved = false;
839 913
840 lock (m_PrimObjects) 914 lock (m_PrimObjects)
@@ -870,11 +944,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
870 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 944 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
871 if (handlerObjectRemoved != null) 945 if (handlerObjectRemoved != null)
872 { 946 {
873 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 947 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
874 handlerObjectRemoved(part.UUID); 948 handlerObjectRemoved(part.UUID);
875 } 949 }
876 950
877 951 CleanAssemblies();
952
878 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 953 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
879 if (handlerScriptRemoved != null) 954 if (handlerScriptRemoved != null)
880 handlerScriptRemoved(itemID); 955 handlerScriptRemoved(itemID);
@@ -1016,7 +1091,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1016 return false; 1091 return false;
1017 1092
1018 uuids = m_PrimObjects[localID]; 1093 uuids = m_PrimObjects[localID];
1019 } 1094
1020 1095
1021 foreach (UUID itemID in uuids) 1096 foreach (UUID itemID in uuids)
1022 { 1097 {
@@ -1034,6 +1109,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1034 result = true; 1109 result = true;
1035 } 1110 }
1036 } 1111 }
1112 }
1037 1113
1038 return result; 1114 return result;
1039 } 1115 }
@@ -1133,12 +1209,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1133 private IScriptInstance GetInstance(UUID itemID) 1209 private IScriptInstance GetInstance(UUID itemID)
1134 { 1210 {
1135 IScriptInstance instance; 1211 IScriptInstance instance;
1136 lock (m_Scripts) 1212 lockScriptsForRead(true);
1213 if (!m_Scripts.ContainsKey(itemID))
1137 { 1214 {
1138 if (!m_Scripts.ContainsKey(itemID)) 1215 lockScriptsForRead(false);
1139 return null; 1216 return null;
1140 instance = m_Scripts[itemID];
1141 } 1217 }
1218 instance = m_Scripts[itemID];
1219 lockScriptsForRead(false);
1142 return instance; 1220 return instance;
1143 } 1221 }
1144 1222
@@ -1162,6 +1240,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1162 return false; 1240 return false;
1163 } 1241 }
1164 1242
1243 [DebuggerNonUserCode]
1165 public void ApiResetScript(UUID itemID) 1244 public void ApiResetScript(UUID itemID)
1166 { 1245 {
1167 IScriptInstance instance = GetInstance(itemID); 1246 IScriptInstance instance = GetInstance(itemID);
@@ -1213,6 +1292,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1213 return UUID.Zero; 1292 return UUID.Zero;
1214 } 1293 }
1215 1294
1295 [DebuggerNonUserCode]
1216 public void SetState(UUID itemID, string newState) 1296 public void SetState(UUID itemID, string newState)
1217 { 1297 {
1218 IScriptInstance instance = GetInstance(itemID); 1298 IScriptInstance instance = GetInstance(itemID);
@@ -1233,11 +1313,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1233 { 1313 {
1234 List<IScriptInstance> instances = new List<IScriptInstance>(); 1314 List<IScriptInstance> instances = new List<IScriptInstance>();
1235 1315
1236 lock (m_Scripts) 1316 lockScriptsForRead(true);
1237 { 1317 foreach (IScriptInstance instance in m_Scripts.Values)
1238 foreach (IScriptInstance instance in m_Scripts.Values)
1239 instances.Add(instance); 1318 instances.Add(instance);
1240 } 1319 lockScriptsForRead(false);
1241 1320
1242 foreach (IScriptInstance i in instances) 1321 foreach (IScriptInstance i in instances)
1243 { 1322 {